DEADSOFTWARE

Medkits now always extinguish fire
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
98 WEAPON_DELAY = 5;
100 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
101 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
103 type
104 TPlayerStat = record
105 Num: Integer;
106 Ping: Word;
107 Loss: Byte;
108 Name: String;
109 Team: Byte;
110 Frags: SmallInt;
111 Deaths: SmallInt;
112 Lives: Byte;
113 Kills: Word;
114 Color: TRGB;
115 Spectator: Boolean;
116 end;
118 TPlayerStatArray = Array of TPlayerStat;
120 TPlayerSavedState = record
121 Health: Integer;
122 Armor: Integer;
123 Air: Integer;
124 JetFuel: Integer;
125 CurrWeap: Byte;
126 NextWeap: WORD;
127 NextWeapDelay: Byte;
128 Ammo: Array [A_BULLETS..A_HIGH] of Word;
129 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
130 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
131 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
132 WaitRecall: Boolean;
133 end;
135 TKeyState = record
136 Pressed: Boolean;
137 Time: Word;
138 end;
140 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
141 private
142 FIamBot: Boolean;
143 FUID: Word;
144 FName: String;
145 FTeam: Byte;
146 FAlive: Boolean;
147 FSpawned: Boolean;
148 FDirection: TDirection;
149 FHealth: Integer;
150 FLives: Byte;
151 FArmor: Integer;
152 FAir: Integer;
153 FPain: Integer;
154 FPickup: Integer;
155 FKills: Integer;
156 FMonsterKills: Integer;
157 FFrags: Integer;
158 FFragCombo: Byte;
159 FLastFrag: LongWord;
160 FComboEvnt: Integer;
161 FDeath: Integer;
162 FCanJetpack: Boolean;
163 FJetFuel: Integer;
164 FFlag: Byte;
165 FSecrets: Integer;
166 FCurrWeap: Byte;
167 FNextWeap: WORD;
168 FNextWeapDelay: Byte; // frames
169 FBFGFireCounter: SmallInt;
170 FLastSpawnerUID: Word;
171 FLastHit: Byte;
172 FObj: TObj;
173 FXTo, FYTo: Integer;
174 FSpectatePlayer: Integer;
175 FFirePainTime: Integer;
176 FFireAttacker: Word;
178 FSavedState: TPlayerSavedState;
180 FModel: TPlayerModel;
181 FPunchAnim: TAnimation;
182 FActionPrior: Byte;
183 FActionAnim: Byte;
184 FActionForce: Boolean;
185 FActionChanged: Boolean;
186 FAngle: SmallInt;
187 FFireAngle: SmallInt;
188 FIncCam: Integer;
189 FShellTimer: Integer;
190 FShellType: Byte;
191 FSawSound: TPlayableSound;
192 FSawSoundIdle: TPlayableSound;
193 FSawSoundHit: TPlayableSound;
194 FSawSoundSelect: TPlayableSound;
195 FFlameSoundOn: TPlayableSound;
196 FFlameSoundOff: TPlayableSound;
197 FFlameSoundWork: TPlayableSound;
198 FJetSoundOn: TPlayableSound;
199 FJetSoundOff: TPlayableSound;
200 FJetSoundFly: TPlayableSound;
201 FGodMode: Boolean;
202 FNoTarget: Boolean;
203 FNoReload: Boolean;
204 FJustTeleported: Boolean;
205 FNetTime: LongWord;
206 mEDamageType: Integer;
209 function CollideLevel(XInc, YInc: Integer): Boolean;
210 function StayOnStep(XInc, YInc: Integer): Boolean;
211 function HeadInLiquid(XInc, YInc: Integer): Boolean;
212 function BodyInLiquid(XInc, YInc: Integer): Boolean;
213 function BodyInAcid(XInc, YInc: Integer): Boolean;
214 function FullInLift(XInc, YInc: Integer): Integer;
215 {procedure CollideItem();}
216 procedure FlySmoke(Times: DWORD = 1);
217 procedure OnFireFlame(Times: DWORD = 1);
218 function GetAmmoByWeapon(Weapon: Byte): Word;
219 procedure SetAction(Action: Byte; Force: Boolean = False);
220 procedure OnDamage(Angle: SmallInt); virtual;
221 function firediry(): Integer;
222 procedure DoPunch();
224 procedure Run(Direction: TDirection);
225 procedure NextWeapon();
226 procedure PrevWeapon();
227 procedure SeeUp();
228 procedure SeeDown();
229 procedure Fire();
230 procedure Jump();
231 procedure Use();
233 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
234 procedure resetWeaponQueue ();
235 function hasAmmoForWeapon (weapon: Byte): Boolean;
237 procedure doDamage (v: Integer);
239 function followCorpse(): Boolean;
241 public
242 FDamageBuffer: Integer;
244 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
245 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
246 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
247 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
248 FBerserk: Integer;
249 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
250 FReloading: Array [WP_FIRST..WP_LAST] of Word;
251 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
252 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
253 FColor: TRGB;
254 FPreferredTeam: Byte;
255 FSpectator: Boolean;
256 FNoRespawn: Boolean;
257 FWantsInGame: Boolean;
258 FGhost: Boolean;
259 FPhysics: Boolean;
260 FFlaming: Boolean;
261 FJetpack: Boolean;
262 FActualModelName: string;
263 FClientID: SmallInt;
264 FPing: Word;
265 FLoss: Byte;
266 FReady: Boolean;
267 FDummy: Boolean;
268 FFireTime: Integer;
269 FHandicap: Integer;
271 // debug: viewport offset
272 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
274 function isValidViewPort (): Boolean; inline;
276 constructor Create(); virtual;
277 destructor Destroy(); override;
278 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
279 function GetRespawnPoint(): Byte;
280 procedure PressKey(Key: Byte; Time: Word = 1);
281 procedure ReleaseKeys();
282 procedure SetModel(ModelName: String);
283 procedure SetColor(Color: TRGB);
284 procedure SetWeapon(W: Byte);
285 function IsKeyPressed(K: Byte): Boolean;
286 function GetKeys(): Byte;
287 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
288 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
289 function Collide(Panel: TPanel): Boolean; overload;
290 function Collide(X, Y: Integer): Boolean; overload;
291 procedure SetDirection(Direction: TDirection);
292 procedure GetSecret();
293 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
294 procedure Touch();
295 procedure Push(vx, vy: Integer);
296 procedure ChangeModel(ModelName: String);
297 procedure SwitchTeam;
298 procedure ChangeTeam(Team: Byte);
299 procedure BFGHit();
300 function GetFlag(Flag: Byte): Boolean;
301 procedure SetFlag(Flag: Byte);
302 function DropFlag(Silent: Boolean = True): Boolean;
303 procedure AllRulez(Health: Boolean);
304 procedure RestoreHealthArmor();
305 procedure FragCombo();
306 procedure GiveItem(ItemType: Byte);
307 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
308 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
309 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
310 procedure MakeBloodSimple(Count: Word);
311 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
312 procedure Reset(Force: Boolean);
313 procedure Spectate(NoMove: Boolean = False);
314 procedure SwitchNoClip;
315 procedure SoftReset();
316 procedure Draw(); virtual;
317 procedure DrawPain();
318 procedure DrawPickup();
319 procedure DrawRulez();
320 procedure DrawAim();
321 procedure DrawIndicator();
322 procedure DrawBubble();
323 procedure DrawGUI();
324 procedure Update(); virtual;
325 procedure RememberState();
326 procedure RecallState();
327 procedure SaveState (st: TStream); virtual;
328 procedure LoadState (st: TStream); virtual;
329 procedure PauseSounds(Enable: Boolean);
330 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
331 procedure DoLerp(Level: Integer = 2);
332 procedure SetLerp(XTo, YTo: Integer);
333 procedure QueueWeaponSwitch(Weapon: Byte);
334 procedure RealizeCurrentWeapon();
335 procedure FlamerOn;
336 procedure FlamerOff;
337 procedure JetpackOn;
338 procedure JetpackOff;
339 procedure CatchFire(Attacker: Word);
341 //WARNING! this does nothing for now, but still call it!
342 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
344 procedure getMapBox (out x, y, w, h: Integer); inline;
345 procedure moveBy (dx, dy: Integer); inline;
347 public
348 property Vel: TPoint2i read FObj.Vel;
349 property Obj: TObj read FObj;
351 property Name: String read FName write FName;
352 property Model: TPlayerModel read FModel;
353 property Health: Integer read FHealth write FHealth;
354 property Lives: Byte read FLives write FLives;
355 property Armor: Integer read FArmor write FArmor;
356 property Air: Integer read FAir write FAir;
357 property JetFuel: Integer read FJetFuel write FJetFuel;
358 property Frags: Integer read FFrags write FFrags;
359 property Death: Integer read FDeath write FDeath;
360 property Kills: Integer read FKills write FKills;
361 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
362 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
363 property Secrets: Integer read FSecrets;
364 property GodMode: Boolean read FGodMode write FGodMode;
365 property NoTarget: Boolean read FNoTarget write FNoTarget;
366 property NoReload: Boolean read FNoReload write FNoReload;
367 property alive: Boolean read FAlive write FAlive;
368 property Flag: Byte read FFlag;
369 property Team: Byte read FTeam write FTeam;
370 property Direction: TDirection read FDirection;
371 property GameX: Integer read FObj.X write FObj.X;
372 property GameY: Integer read FObj.Y write FObj.Y;
373 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
374 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
375 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
376 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
377 property IncCam: Integer read FIncCam write FIncCam;
378 property UID: Word read FUID write FUID;
379 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
380 property NetTime: LongWord read FNetTime write FNetTime;
382 published
383 property eName: String read FName write FName;
384 property eHealth: Integer read FHealth write FHealth;
385 property eLives: Byte read FLives write FLives;
386 property eArmor: Integer read FArmor write FArmor;
387 property eAir: Integer read FAir write FAir;
388 property eJetFuel: Integer read FJetFuel write FJetFuel;
389 property eFrags: Integer read FFrags write FFrags;
390 property eDeath: Integer read FDeath write FDeath;
391 property eKills: Integer read FKills write FKills;
392 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
393 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
394 property eSecrets: Integer read FSecrets write FSecrets;
395 property eGodMode: Boolean read FGodMode write FGodMode;
396 property eNoTarget: Boolean read FNoTarget write FNoTarget;
397 property eNoReload: Boolean read FNoReload write FNoReload;
398 property eAlive: Boolean read FAlive write FAlive;
399 property eFlag: Byte read FFlag;
400 property eTeam: Byte read FTeam write FTeam;
401 property eDirection: TDirection read FDirection;
402 property eGameX: Integer read FObj.X write FObj.X;
403 property eGameY: Integer read FObj.Y write FObj.Y;
404 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
405 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
406 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
407 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
408 property eIncCam: Integer read FIncCam write FIncCam;
409 property eUID: Word read FUID;
410 property eJustTeleported: Boolean read FJustTeleported;
411 property eNetTime: LongWord read FNetTime;
413 // set this before assigning something to `eDamage`
414 property eDamageType: Integer read mEDamageType write mEDamageType;
415 property eDamage: Integer write doDamage;
416 end;
418 TDifficult = record
419 public
420 DiagFire: Byte;
421 InvisFire: Byte;
422 DiagPrecision: Byte;
423 FlyPrecision: Byte;
424 Cover: Byte;
425 CloseJump: Byte;
426 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
427 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
428 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
430 public
431 procedure save (st: TStream);
432 procedure load (st: TStream);
433 end;
435 TAIFlag = record
436 Name: String;
437 Value: String;
438 end;
440 TBot = class(TPlayer)
441 private
442 FSelectedWeapon: Byte;
443 FTargetUID: Word;
444 FLastVisible: DWORD;
445 FAIFlags: Array of TAIFlag;
446 FDifficult: TDifficult;
448 function GetRnd(a: Byte): Boolean;
449 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
450 function RunDirection(): TDirection;
451 function FullInStep(XInc, YInc: Integer): Boolean;
452 //function NeedItem(Item: Byte): Byte;
453 procedure SelectWeapon(Dist: Integer);
454 procedure SetAIFlag(aName, fValue: String20);
455 function GetAIFlag(aName: String20): String20;
456 procedure RemoveAIFlag(aName: String20);
457 function Healthy(): Byte;
458 procedure UpdateMove();
459 procedure UpdateCombat();
460 function KeyPressed(Key: Word): Boolean;
461 procedure ReleaseKey(Key: Byte);
462 function TargetOnScreen(TX, TY: Integer): Boolean;
463 procedure OnDamage(Angle: SmallInt); override;
465 public
466 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
467 constructor Create(); override;
468 destructor Destroy(); override;
469 procedure Draw(); override;
470 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
471 function Heal(value: Word; Soft: Boolean): Boolean; override;
472 procedure Update(); override;
473 procedure SaveState (st: TStream); override;
474 procedure LoadState (st: TStream); override;
475 end;
477 PGib = ^TGib;
478 TGib = record
479 alive: Boolean;
480 ID: DWORD;
481 MaskID: DWORD;
482 RAngle: Integer;
483 Color: TRGB;
484 Obj: TObj;
486 procedure getMapBox (out x, y, w, h: Integer); inline;
487 procedure moveBy (dx, dy: Integer); inline;
489 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
490 end;
493 PShell = ^TShell;
494 TShell = record
495 SpriteID: DWORD;
496 alive: Boolean;
497 SType: Byte;
498 RAngle: Integer;
499 Timeout: Cardinal;
500 CX, CY: Integer;
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;
509 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
510 private
511 FModelName: String;
512 FMess: Boolean;
513 FState: Byte;
514 FDamage: Byte;
515 FColor: TRGB;
516 FObj: TObj;
517 FPlayerUID: Word;
518 FAnimation: TAnimation;
519 FAnimationMask: TAnimation;
521 public
522 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
523 destructor Destroy(); override;
524 procedure Damage(Value: Word; vx, vy: Integer);
525 procedure Update();
526 procedure Draw();
527 procedure SaveState (st: TStream);
528 procedure LoadState (st: TStream);
530 procedure getMapBox (out x, y, w, h: Integer); inline;
531 procedure moveBy (dx, dy: Integer); inline;
533 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
535 function ObjPtr (): PObj; inline;
537 property Obj: TObj read FObj; // copies object
538 property State: Byte read FState;
539 property Mess: Boolean read FMess;
540 end;
542 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
543 record
544 Goals: SmallInt;
545 end;
547 var
548 gPlayers: Array of TPlayer;
549 gCorpses: Array of TCorpse;
550 gGibs: Array of TGib;
551 gShells: Array of TShell;
552 gTeamStat: TTeamStat;
553 gFly: Boolean = False;
554 gAimLine: Boolean = False;
555 gChatBubble: Byte = 0;
556 gPlayerIndicator: Boolean = True;
557 gNumBots: Word = 0;
558 gLMSPID1: Word = 0;
559 gLMSPID2: Word = 0;
560 MAX_RUNVEL: Integer = 8;
561 VEL_JUMP: Integer = 10;
562 SHELL_TIMEOUT: Cardinal = 60000;
564 function Lerp(X, Y, Factor: Integer): Integer;
566 procedure g_Gibs_SetMax(Count: Word);
567 function g_Gibs_GetMax(): Word;
568 procedure g_Corpses_SetMax(Count: Word);
569 function g_Corpses_GetMax(): Word;
570 procedure g_Shells_SetMax(Count: Word);
571 function g_Shells_GetMax(): Word;
573 procedure g_Player_Init();
574 procedure g_Player_Free();
575 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
576 function g_Player_CreateFromState (st: TStream): Word;
577 procedure g_Player_Remove(UID: Word);
578 procedure g_Player_ResetTeams();
579 procedure g_Player_UpdateAll();
580 procedure g_Player_DrawAll();
581 procedure g_Player_DrawDebug(p: TPlayer);
582 procedure g_Player_DrawHealth();
583 procedure g_Player_RememberAll();
584 procedure g_Player_ResetAll(Force, Silent: Boolean);
585 function g_Player_Get(UID: Word): TPlayer;
586 function g_Player_GetCount(): Byte;
587 function g_Player_GetStats(): TPlayerStatArray;
588 function g_Player_ValidName(Name: String): Boolean;
589 procedure g_Player_CreateCorpse(Player: TPlayer);
590 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
591 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
592 procedure g_Player_UpdatePhysicalObjects();
593 procedure g_Player_DrawCorpses();
594 procedure g_Player_DrawShells();
595 procedure g_Player_RemoveAllCorpses();
596 procedure g_Player_Corpses_SaveState (st: TStream);
597 procedure g_Player_Corpses_LoadState (st: TStream);
598 procedure g_Player_ResetReady();
599 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
600 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
601 procedure g_Bot_MixNames();
602 procedure g_Bot_RemoveAll();
604 implementation
606 uses
607 {$INCLUDE ../nogl/noGLuses.inc}
608 {$IFDEF ENABLE_HOLMES}
609 g_holmes,
610 {$ENDIF}
611 e_log, g_map, g_items, g_console, g_gfx, Math,
612 g_options, g_triggers, g_menu, g_game, g_grid,
613 wadreader, g_main, g_monsters, CONFIG, g_language,
614 g_net, g_netmsg, g_window,
615 utils, xstreams;
617 const PLR_SAVE_VERSION = 0;
619 type
620 TBotProfile = record
621 name: ShortString;
622 model: ShortString;
623 team: Byte;
624 color: TRGB;
625 diag_fire: Byte;
626 invis_fire: Byte;
627 diag_precision: Byte;
628 fly_precision: Byte;
629 cover: Byte;
630 close_jump: Byte;
631 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
632 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
633 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
634 end;
636 const
637 TIME_RESPAWN1 = 1500;
638 TIME_RESPAWN2 = 2000;
639 TIME_RESPAWN3 = 3000;
640 AIR_DEF = 360;
641 AIR_MAX = 1091;
642 JET_MAX = 540; // ~30 sec
643 PLAYER_SUIT_TIME = 30000;
644 PLAYER_INVUL_TIME = 30000;
645 PLAYER_INVIS_TIME = 35000;
646 FRAG_COMBO_TIME = 3000;
647 VEL_SW = 4;
648 VEL_FLY = 6;
649 ANGLE_RIGHTUP = 55;
650 ANGLE_RIGHTDOWN = -35;
651 ANGLE_LEFTUP = 125;
652 ANGLE_LEFTDOWN = -145;
653 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
654 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
655 BOT_MAXJUMP = 84;
656 BOT_LONGDIST = 300;
657 BOT_UNSAFEDIST = 128;
658 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
659 (R:0; G:0; B:255));
660 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
661 FlyPrecision: 32; Cover: 32; CloseJump: 32;
662 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
663 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
664 FlyPrecision: 127; Cover: 127; CloseJump: 127;
665 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
666 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
667 FlyPrecision: 255; Cover: 255; CloseJump: 255;
668 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
669 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
670 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
671 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
672 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
673 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
674 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
675 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
676 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
677 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
678 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
679 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
680 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
681 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
682 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
683 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
684 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
685 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
687 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
688 CORPSE_SIGNATURE = $50524F43; // 'CORP'
690 BOTNAMES_FILENAME = 'botnames.txt';
691 BOTLIST_FILENAME = 'botlist.txt';
693 var
694 MaxGibs: Word = 150;
695 MaxCorpses: Word = 20;
696 MaxShells: Word = 300;
697 CurrentGib: Integer = 0;
698 CurrentShell: Integer = 0;
699 BotNames: Array of String;
700 BotList: Array of TBotProfile;
703 function Lerp(X, Y, Factor: Integer): Integer;
704 begin
705 Result := X + ((Y - X) div Factor);
706 end;
708 function SameTeam(UID1, UID2: Word): Boolean;
709 begin
710 Result := False;
712 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
713 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
715 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
717 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
718 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
720 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
721 end;
723 procedure g_Gibs_SetMax(Count: Word);
724 begin
725 MaxGibs := Count;
726 SetLength(gGibs, Count);
728 if CurrentGib >= Count then
729 CurrentGib := 0;
730 end;
732 function g_Gibs_GetMax(): Word;
733 begin
734 Result := MaxGibs;
735 end;
737 procedure g_Shells_SetMax(Count: Word);
738 begin
739 MaxShells := Count;
740 SetLength(gShells, Count);
742 if CurrentShell >= Count then
743 CurrentShell := 0;
744 end;
746 function g_Shells_GetMax(): Word;
747 begin
748 Result := MaxShells;
749 end;
752 procedure g_Corpses_SetMax(Count: Word);
753 begin
754 MaxCorpses := Count;
755 SetLength(gCorpses, Count);
756 end;
758 function g_Corpses_GetMax(): Word;
759 begin
760 Result := MaxCorpses;
761 end;
763 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
764 var
765 a: Integer;
766 ok: Boolean;
767 begin
768 Result := 0;
770 ok := False;
771 a := 0;
773 // Åñòü ëè ìåñòî â gPlayers:
774 if gPlayers <> nil then
775 for a := 0 to High(gPlayers) do
776 if gPlayers[a] = nil then
777 begin
778 ok := True;
779 Break;
780 end;
782 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
783 if not ok then
784 begin
785 SetLength(gPlayers, Length(gPlayers)+1);
786 a := High(gPlayers);
787 end;
789 // Ñîçäàåì îáúåêò èãðîêà:
790 if Bot then
791 gPlayers[a] := TBot.Create()
792 else
793 gPlayers[a] := TPlayer.Create();
796 gPlayers[a].FActualModelName := ModelName;
797 gPlayers[a].SetModel(ModelName);
799 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
800 if gPlayers[a].FModel = nil then
801 begin
802 gPlayers[a].Free();
803 gPlayers[a] := nil;
804 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
805 Exit;
806 end;
808 if not (Team in [TEAM_RED, TEAM_BLUE]) then
809 if Random(2) = 0 then
810 Team := TEAM_RED
811 else
812 Team := TEAM_BLUE;
813 gPlayers[a].FPreferredTeam := Team;
815 case gGameSettings.GameMode of
816 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
817 GM_TDM,
818 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
819 GM_SINGLE,
820 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
821 end;
823 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
824 gPlayers[a].FColor := Color;
825 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
826 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
827 else
828 gPlayers[a].FModel.Color := Color;
830 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
831 gPlayers[a].FAlive := False;
833 Result := gPlayers[a].FUID;
834 end;
836 function g_Player_CreateFromState (st: TStream): Word;
837 var
838 a, i: Integer;
839 ok, Bot: Boolean;
840 b: Byte;
841 begin
842 result := 0;
843 if (st = nil) then exit; //???
845 // Ñèãíàòóðà èãðîêà
846 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
847 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
849 // Áîò èëè ÷åëîâåê:
850 Bot := utils.readBool(st);
852 ok := false;
853 a := 0;
855 // Åñòü ëè ìåñòî â gPlayers:
856 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
858 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
859 if not ok then
860 begin
861 SetLength(gPlayers, Length(gPlayers)+1);
862 a := High(gPlayers);
863 end;
865 // Ñîçäàåì îáúåêò èãðîêà
866 if Bot then
867 gPlayers[a] := TBot.Create()
868 else
869 gPlayers[a] := TPlayer.Create();
870 gPlayers[a].FIamBot := Bot;
871 gPlayers[a].FPhysics := True;
873 // UID èãðîêà
874 gPlayers[a].FUID := utils.readWord(st);
875 // Èìÿ èãðîêà
876 gPlayers[a].FName := utils.readStr(st);
877 // Êîìàíäà
878 gPlayers[a].FTeam := utils.readByte(st);
879 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
880 // Æèâ ëè
881 gPlayers[a].FAlive := utils.readBool(st);
882 // Èçðàñõîäîâàë ëè âñå æèçíè
883 gPlayers[a].FNoRespawn := utils.readBool(st);
884 // Íàïðàâëåíèå
885 b := utils.readByte(st);
886 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
887 // Çäîðîâüå
888 gPlayers[a].FHealth := utils.readLongInt(st);
889 // Ôîðà
890 gPlayers[a].FHandicap := utils.readLongInt(st);
891 // Æèçíè
892 gPlayers[a].FLives := utils.readByte(st);
893 // Áðîíÿ
894 gPlayers[a].FArmor := utils.readLongInt(st);
895 // Çàïàñ âîçäóõà
896 gPlayers[a].FAir := utils.readLongInt(st);
897 // Çàïàñ ãîðþ÷åãî
898 gPlayers[a].FJetFuel := utils.readLongInt(st);
899 // Áîëü
900 gPlayers[a].FPain := utils.readLongInt(st);
901 // Óáèë
902 gPlayers[a].FKills := utils.readLongInt(st);
903 // Óáèë ìîíñòðîâ
904 gPlayers[a].FMonsterKills := utils.readLongInt(st);
905 // Ôðàãîâ
906 gPlayers[a].FFrags := utils.readLongInt(st);
907 // Ôðàãîâ ïîäðÿä
908 gPlayers[a].FFragCombo := utils.readByte(st);
909 // Âðåìÿ ïîñëåäíåãî ôðàãà
910 gPlayers[a].FLastFrag := utils.readLongWord(st);
911 // Ñìåðòåé
912 gPlayers[a].FDeath := utils.readLongInt(st);
913 // Êàêîé ôëàã íåñåò
914 gPlayers[a].FFlag := utils.readByte(st);
915 // Íàøåë ñåêðåòîâ
916 gPlayers[a].FSecrets := utils.readLongInt(st);
917 // Òåêóùåå îðóæèå
918 gPlayers[a].FCurrWeap := utils.readByte(st);
919 // Ñëåäóþùåå æåëàåìîå îðóæèå
920 gPlayers[a].FNextWeap := utils.readWord(st);
921 // ...è ïàóçà
922 gPlayers[a].FNextWeapDelay := utils.readByte(st);
923 // Âðåìÿ çàðÿäêè BFG
924 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
925 // Áóôåð óðîíà
926 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
927 // Ïîñëåäíèé óäàðèâøèé
928 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
929 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
930 gPlayers[a].FLastHit := utils.readByte(st);
931 // Îáúåêò èãðîêà:
932 Obj_LoadState(@gPlayers[a].FObj, st);
933 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
934 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
935 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
936 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
937 // Íàëè÷èå îðóæèÿ
938 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
939 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
940 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
941 // Íàëè÷èå ðþêçàêà
942 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
943 // Íàëè÷èå êðàñíîãî êëþ÷à
944 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
945 // Íàëè÷èå çåëåíîãî êëþ÷à
946 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
947 // Íàëè÷èå ñèíåãî êëþ÷à
948 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
949 // Íàëè÷èå áåðñåðêà
950 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
951 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
952 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
953 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
954 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
956 // Íàçâàíèå ìîäåëè:
957 gPlayers[a].FActualModelName := utils.readStr(st);
958 // Öâåò ìîäåëè
959 gPlayers[a].FColor.R := utils.readByte(st);
960 gPlayers[a].FColor.G := utils.readByte(st);
961 gPlayers[a].FColor.B := utils.readByte(st);
962 // Îáíîâëÿåì ìîäåëü èãðîêà
963 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
965 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
966 if (gPlayers[a].FModel = nil) then
967 begin
968 gPlayers[a].Free();
969 gPlayers[a] := nil;
970 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
971 exit;
972 end;
974 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
975 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
976 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
977 else
978 gPlayers[a].FModel.Color := gPlayers[a].FColor;
980 result := gPlayers[a].FUID;
981 end;
984 procedure g_Player_ResetTeams();
985 var
986 a: Integer;
987 begin
988 if g_Game_IsClient then
989 Exit;
990 if gPlayers = nil then
991 Exit;
992 for a := Low(gPlayers) to High(gPlayers) do
993 if gPlayers[a] <> nil then
994 case gGameSettings.GameMode of
995 GM_DM:
996 gPlayers[a].ChangeTeam(TEAM_NONE);
997 GM_TDM, GM_CTF:
998 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
999 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1000 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1001 else
1002 if a mod 2 = 0 then
1003 gPlayers[a].ChangeTeam(TEAM_RED)
1004 else
1005 gPlayers[a].ChangeTeam(TEAM_BLUE);
1006 GM_SINGLE,
1007 GM_COOP:
1008 gPlayers[a].ChangeTeam(TEAM_COOP);
1009 end;
1010 end;
1012 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
1013 var
1014 m: SSArray;
1015 _name, _model: String;
1016 a, tr, tb: Integer;
1017 begin
1018 if not g_Game_IsServer then Exit;
1020 // Ñïèñîê íàçâàíèé ìîäåëåé:
1021 m := g_PlayerModel_GetNames();
1022 if m = nil then
1023 Exit;
1025 // Êîìàíäà:
1026 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1027 Team := TEAM_COOP // COOP
1028 else
1029 if gGameSettings.GameMode = GM_DM then
1030 Team := TEAM_NONE // DM
1031 else
1032 if Team = TEAM_NONE then // CTF / TDM
1033 begin
1034 // Àâòîáàëàíñ êîìàíä:
1035 tr := 0;
1036 tb := 0;
1038 for a := 0 to High(gPlayers) do
1039 if gPlayers[a] <> nil then
1040 begin
1041 if gPlayers[a].Team = TEAM_RED then
1042 Inc(tr)
1043 else
1044 if gPlayers[a].Team = TEAM_BLUE then
1045 Inc(tb);
1046 end;
1048 if tr > tb then
1049 Team := TEAM_BLUE
1050 else
1051 if tb > tr then
1052 Team := TEAM_RED
1053 else // tr = tb
1054 if Random(2) = 0 then
1055 Team := TEAM_RED
1056 else
1057 Team := TEAM_BLUE;
1058 end;
1060 // Âûáèðàåì áîòó èìÿ:
1061 _name := '';
1062 if BotNames <> nil then
1063 for a := 0 to High(BotNames) do
1064 if g_Player_ValidName(BotNames[a]) then
1065 begin
1066 _name := BotNames[a];
1067 Break;
1068 end;
1070 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1071 if _name = '' then
1072 repeat
1073 _name := Format('DFBOT%.2d', [Random(100)]);
1074 until g_Player_ValidName(_name);
1076 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1077 _model := m[Random(Length(m))];
1079 // Ñîçäàåì áîòà:
1080 with g_Player_Get(g_Player_Create(_model,
1081 _RGB(Min(Random(9)*32, 255),
1082 Min(Random(9)*32, 255),
1083 Min(Random(9)*32, 255)),
1084 Team, True)) as TBot do
1085 begin
1086 Name := _name;
1088 case Difficult of
1089 1: FDifficult := DIFFICULT_EASY;
1090 2: FDifficult := DIFFICULT_MEDIUM;
1091 else FDifficult := DIFFICULT_HARD;
1092 end;
1094 for a := WP_FIRST to WP_LAST do
1095 begin
1096 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1097 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1098 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1099 end;
1101 FHandicap := Handicap;
1103 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1105 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1106 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1107 Spectate();
1108 end;
1109 end;
1111 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1112 var
1113 m: SSArray;
1114 _name, _model: String;
1115 a: Integer;
1116 begin
1117 if not g_Game_IsServer then Exit;
1119 // Ñïèñîê íàçâàíèé ìîäåëåé:
1120 m := g_PlayerModel_GetNames();
1121 if m = nil then
1122 Exit;
1124 // Êîìàíäà:
1125 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1126 Team := TEAM_COOP // COOP
1127 else
1128 if gGameSettings.GameMode = GM_DM then
1129 Team := TEAM_NONE // DM
1130 else
1131 if Team = TEAM_NONE then
1132 Team := BotList[num].team; // CTF / TDM
1134 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1135 lName := AnsiLowerCase(lName);
1136 if (num < 0) or (num > Length(BotList)-1) then
1137 num := -1;
1138 if (num = -1) and (lName <> '') and (BotList <> nil) then
1139 for a := 0 to High(BotList) do
1140 if AnsiLowerCase(BotList[a].name) = lName then
1141 begin
1142 num := a;
1143 Break;
1144 end;
1145 if num = -1 then
1146 Exit;
1148 // Èìÿ áîòà:
1149 _name := BotList[num].name;
1150 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1151 if not g_Player_ValidName(_name) then
1152 repeat
1153 _name := Format('DFBOT%.2d', [Random(100)]);
1154 until g_Player_ValidName(_name);
1156 // Ìîäåëü:
1157 _model := BotList[num].model;
1158 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1159 if not InSArray(_model, m) then
1160 _model := m[Random(Length(m))];
1162 // Ñîçäàåì áîòà:
1163 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1164 begin
1165 Name := _name;
1167 FDifficult.DiagFire := BotList[num].diag_fire;
1168 FDifficult.InvisFire := BotList[num].invis_fire;
1169 FDifficult.DiagPrecision := BotList[num].diag_precision;
1170 FDifficult.FlyPrecision := BotList[num].fly_precision;
1171 FDifficult.Cover := BotList[num].cover;
1172 FDifficult.CloseJump := BotList[num].close_jump;
1174 FHandicap := Handicap;
1176 for a := WP_FIRST to WP_LAST do
1177 begin
1178 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1179 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1180 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1181 end;
1183 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1185 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1186 end;
1187 end;
1189 procedure g_Bot_RemoveAll();
1190 var
1191 a: Integer;
1192 begin
1193 if not g_Game_IsServer then Exit;
1194 if gPlayers = nil then Exit;
1196 for a := 0 to High(gPlayers) do
1197 if gPlayers[a] <> nil then
1198 if gPlayers[a] is TBot then
1199 begin
1200 gPlayers[a].Lives := 0;
1201 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1202 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1203 g_Player_Remove(gPlayers[a].FUID);
1204 end;
1206 g_Bot_MixNames();
1207 end;
1209 procedure g_Bot_MixNames();
1210 var
1211 s: String;
1212 a, b: Integer;
1213 begin
1214 if BotNames <> nil then
1215 for a := 0 to High(BotNames) do
1216 begin
1217 b := Random(Length(BotNames));
1218 s := BotNames[a];
1219 Botnames[a] := BotNames[b];
1220 BotNames[b] := s;
1221 end;
1222 end;
1224 procedure g_Player_Remove(UID: Word);
1225 var
1226 i: Integer;
1227 begin
1228 if gPlayers = nil then Exit;
1230 if g_Game_IsServer and g_Game_IsNet then
1231 MH_SEND_PlayerDelete(UID);
1233 for i := 0 to High(gPlayers) do
1234 if gPlayers[i] <> nil then
1235 if gPlayers[i].FUID = UID then
1236 begin
1237 if gPlayers[i] is TPlayer then
1238 TPlayer(gPlayers[i]).Free()
1239 else
1240 TBot(gPlayers[i]).Free();
1241 gPlayers[i] := nil;
1242 Exit;
1243 end;
1244 end;
1246 procedure g_Player_Init();
1247 var
1248 F: TextFile;
1249 s: String;
1250 a, b: Integer;
1251 config: TConfig;
1252 sa: SSArray;
1253 begin
1254 BotNames := nil;
1256 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1257 Exit;
1259 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1260 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1261 Reset(F);
1263 while not EOF(F) do
1264 begin
1265 ReadLn(F, s);
1267 s := Trim(s);
1268 if s = '' then
1269 Continue;
1271 SetLength(BotNames, Length(BotNames)+1);
1272 BotNames[High(BotNames)] := s;
1273 end;
1275 CloseFile(F);
1277 // Ïåðåìåøèâàåì èõ:
1278 g_Bot_MixNames();
1280 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1281 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1282 BotList := nil;
1283 a := 0;
1285 while config.SectionExists(IntToStr(a)) do
1286 begin
1287 SetLength(BotList, Length(BotList)+1);
1289 with BotList[High(BotList)] do
1290 begin
1291 // Èìÿ áîòà:
1292 name := config.ReadStr(IntToStr(a), 'name', '');
1293 // Ìîäåëü:
1294 model := config.ReadStr(IntToStr(a), 'model', '');
1295 // Êîìàíäà:
1296 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1297 team := TEAM_RED
1298 else
1299 team := TEAM_BLUE;
1300 // Öâåò ìîäåëè:
1301 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1302 color.R := StrToIntDef(sa[0], 0);
1303 color.G := StrToIntDef(sa[1], 0);
1304 color.B := StrToIntDef(sa[2], 0);
1305 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1306 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1307 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1308 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1309 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1310 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1311 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1312 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1313 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1314 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1315 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1316 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1317 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1318 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1319 if Length(sa) = 10 then
1320 for b := 0 to 9 do
1321 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1322 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1323 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1324 if Length(sa) = 10 then
1325 for b := 0 to 9 do
1326 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1328 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1329 if Length(sa) = 10 then
1330 for b := 0 to 9 do
1331 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1332 end;
1334 a := a + 1;
1335 end;
1337 config.Free();
1338 end;
1340 procedure g_Player_Free();
1341 var
1342 i: Integer;
1343 begin
1344 if gPlayers <> nil then
1345 begin
1346 for i := 0 to High(gPlayers) do
1347 if gPlayers[i] <> nil then
1348 begin
1349 if gPlayers[i] is TPlayer then
1350 TPlayer(gPlayers[i]).Free()
1351 else
1352 TBot(gPlayers[i]).Free();
1353 gPlayers[i] := nil;
1354 end;
1356 gPlayers := nil;
1357 end;
1359 gPlayer1 := nil;
1360 gPlayer2 := nil;
1361 end;
1363 procedure g_Player_UpdateAll();
1364 var
1365 i: Integer;
1366 begin
1367 if gPlayers = nil then Exit;
1369 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1370 for i := 0 to High(gPlayers) do
1371 begin
1372 if gPlayers[i] <> nil then
1373 begin
1374 if gPlayers[i] is TPlayer then
1375 begin
1376 gPlayers[i].Update();
1377 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1378 end
1379 else
1380 begin
1381 // bot updates weapons in `UpdateCombat()`
1382 TBot(gPlayers[i]).Update();
1383 end;
1384 end;
1385 end;
1386 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1387 end;
1389 procedure g_Player_DrawAll();
1390 var
1391 i: Integer;
1392 begin
1393 if gPlayers = nil then Exit;
1395 for i := 0 to High(gPlayers) do
1396 if gPlayers[i] <> nil then
1397 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1398 else TBot(gPlayers[i]).Draw();
1399 end;
1401 procedure g_Player_DrawDebug(p: TPlayer);
1402 var
1403 fW, fH: Byte;
1404 begin
1405 if p = nil then Exit;
1406 if (@p.FObj) = nil then Exit;
1408 e_TextureFontGetSize(gStdFont, fW, fH);
1410 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1411 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1412 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1413 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1414 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1415 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1416 end;
1418 procedure g_Player_DrawHealth();
1419 var
1420 i: Integer;
1421 fW, fH: Byte;
1422 begin
1423 if gPlayers = nil then Exit;
1424 e_TextureFontGetSize(gStdFont, fW, fH);
1426 for i := 0 to High(gPlayers) do
1427 if gPlayers[i] <> nil then
1428 begin
1429 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1430 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1431 IntToStr(gPlayers[i].FHealth), gStdFont);
1432 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1433 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1434 IntToStr(gPlayers[i].FArmor), gStdFont);
1435 end;
1436 end;
1438 function g_Player_Get(UID: Word): TPlayer;
1439 var
1440 a: Integer;
1441 begin
1442 Result := nil;
1444 if gPlayers = nil then
1445 Exit;
1447 for a := 0 to High(gPlayers) do
1448 if gPlayers[a] <> nil then
1449 if gPlayers[a].FUID = UID then
1450 begin
1451 Result := gPlayers[a];
1452 Exit;
1453 end;
1454 end;
1456 function g_Player_GetCount(): Byte;
1457 var
1458 a: Integer;
1459 begin
1460 Result := 0;
1462 if gPlayers = nil then
1463 Exit;
1465 for a := 0 to High(gPlayers) do
1466 if gPlayers[a] <> nil then
1467 Result := Result + 1;
1468 end;
1470 function g_Player_GetStats(): TPlayerStatArray;
1471 var
1472 a: Integer;
1473 begin
1474 Result := nil;
1476 if gPlayers = nil then Exit;
1478 for a := 0 to High(gPlayers) do
1479 if gPlayers[a] <> nil then
1480 begin
1481 SetLength(Result, Length(Result)+1);
1482 with Result[High(Result)] do
1483 begin
1484 Num := a;
1485 Ping := gPlayers[a].FPing;
1486 Loss := gPlayers[a].FLoss;
1487 Name := gPlayers[a].FName;
1488 Team := gPlayers[a].FTeam;
1489 Frags := gPlayers[a].FFrags;
1490 Deaths := gPlayers[a].FDeath;
1491 Kills := gPlayers[a].FKills;
1492 Color := gPlayers[a].FModel.Color;
1493 Lives := gPlayers[a].FLives;
1494 Spectator := gPlayers[a].FSpectator;
1495 end;
1496 end;
1497 end;
1499 procedure g_Player_ResetReady();
1500 var
1501 a: Integer;
1502 begin
1503 if not g_Game_IsServer then Exit;
1504 if gPlayers = nil then Exit;
1506 for a := 0 to High(gPlayers) do
1507 if gPlayers[a] <> nil then
1508 begin
1509 gPlayers[a].FReady := False;
1510 if g_Game_IsNet then
1511 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1512 end;
1513 end;
1515 procedure g_Player_RememberAll;
1516 var
1517 i: Integer;
1518 begin
1519 for i := Low(gPlayers) to High(gPlayers) do
1520 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1521 gPlayers[i].RememberState;
1522 end;
1524 procedure g_Player_ResetAll(Force, Silent: Boolean);
1525 var
1526 i: Integer;
1527 begin
1528 gTeamStat[TEAM_RED].Goals := 0;
1529 gTeamStat[TEAM_BLUE].Goals := 0;
1531 if gPlayers <> nil then
1532 for i := 0 to High(gPlayers) do
1533 if gPlayers[i] <> nil then
1534 begin
1535 gPlayers[i].Reset(Force);
1537 if gPlayers[i] is TPlayer then
1538 begin
1539 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1540 gPlayers[i].Respawn(Silent)
1541 else
1542 gPlayers[i].Spectate();
1543 end
1544 else
1545 TBot(gPlayers[i]).Respawn(Silent);
1546 end;
1547 end;
1549 procedure g_Player_CreateCorpse(Player: TPlayer);
1550 var
1551 i: Integer;
1552 find_id: DWORD;
1553 ok: Boolean;
1554 begin
1555 if Player.alive then
1556 Exit;
1558 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1559 if gCorpses <> nil then
1560 for i := 0 to High(gCorpses) do
1561 if gCorpses[i] <> nil then
1562 if gCorpses[i].FPlayerUID = Player.FUID then
1563 gCorpses[i].FPlayerUID := 0;
1565 if Player.FObj.Y >= gMapInfo.Height+128 then
1566 Exit;
1568 with Player do
1569 begin
1570 if (FHealth >= -50) or (gGibsCount = 0) then
1571 begin
1572 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1573 Exit;
1575 ok := False;
1576 for find_id := 0 to High(gCorpses) do
1577 if gCorpses[find_id] = nil then
1578 begin
1579 ok := True;
1580 Break;
1581 end;
1583 if not ok then
1584 find_id := Random(Length(gCorpses));
1586 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1587 gCorpses[find_id].FColor := FModel.Color;
1588 gCorpses[find_id].FObj.Vel := FObj.Vel;
1589 gCorpses[find_id].FObj.Accel := FObj.Accel;
1590 gCorpses[find_id].FPlayerUID := FUID;
1591 end
1592 else
1593 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1594 FObj.Y + PLAYER_RECT_CY,
1595 FModel.Name, FModel.Color);
1596 end;
1597 end;
1599 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1600 var
1601 SID: DWORD;
1602 begin
1603 if (gShells = nil) or (Length(gShells) = 0) then
1604 Exit;
1606 with gShells[CurrentShell] do
1607 begin
1608 SpriteID := 0;
1609 g_Obj_Init(@Obj);
1610 Obj.Rect.X := 0;
1611 Obj.Rect.Y := 0;
1612 if T = SHELL_BULLET then
1613 begin
1614 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1615 SpriteID := SID;
1616 CX := 2;
1617 CY := 1;
1618 Obj.Rect.Width := 4;
1619 Obj.Rect.Height := 2;
1620 end
1621 else
1622 begin
1623 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1624 SpriteID := SID;
1625 CX := 4;
1626 CY := 2;
1627 Obj.Rect.Width := 7;
1628 Obj.Rect.Height := 3;
1629 end;
1630 SType := T;
1631 alive := True;
1632 Obj.X := fX;
1633 Obj.Y := fY;
1634 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1635 positionChanged(); // this updates spatial accelerators
1636 RAngle := Random(360);
1637 Timeout := gTime + SHELL_TIMEOUT;
1639 if CurrentShell >= High(gShells) then
1640 CurrentShell := 0
1641 else
1642 Inc(CurrentShell);
1643 end;
1644 end;
1646 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1647 var
1648 a: Integer;
1649 GibsArray: TGibsArray;
1650 Blood: TModelBlood;
1651 begin
1652 if (gGibs = nil) or (Length(gGibs) = 0) then
1653 Exit;
1654 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1655 Exit;
1656 Blood := g_PlayerModel_GetBlood(ModelName);
1658 for a := 0 to High(GibsArray) do
1659 with gGibs[CurrentGib] do
1660 begin
1661 Color := fColor;
1662 ID := GibsArray[a].ID;
1663 MaskID := GibsArray[a].MaskID;
1664 alive := True;
1665 g_Obj_Init(@Obj);
1666 Obj.Rect := GibsArray[a].Rect;
1667 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1668 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1669 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1670 positionChanged(); // this updates spatial accelerators
1671 RAngle := Random(360);
1673 if gBloodCount > 0 then
1674 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1675 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1677 if CurrentGib >= High(gGibs) then
1678 CurrentGib := 0
1679 else
1680 Inc(CurrentGib);
1681 end;
1682 end;
1684 procedure g_Player_UpdatePhysicalObjects();
1685 var
1686 i: Integer;
1687 vel: TPoint2i;
1688 mr: Word;
1690 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1691 var
1692 k: Integer;
1693 begin
1694 k := 1 + Random(2);
1695 if T = SHELL_BULLET then
1696 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1697 else
1698 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1699 end;
1701 begin
1702 // Êóñêè ìÿñà:
1703 if gGibs <> nil then
1704 for i := 0 to High(gGibs) do
1705 if gGibs[i].alive then
1706 with gGibs[i] do
1707 begin
1708 vel := Obj.Vel;
1709 mr := g_Obj_Move(@Obj, True, False, True);
1710 positionChanged(); // this updates spatial accelerators
1712 if WordBool(mr and MOVE_FALLOUT) then
1713 begin
1714 alive := False;
1715 Continue;
1716 end;
1718 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1719 if WordBool(mr and MOVE_HITWALL) then
1720 Obj.Vel.X := -(vel.X div 2);
1721 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1722 Obj.Vel.Y := -(vel.Y div 2);
1724 if (Obj.Vel.X >= 0) then
1725 begin // Clockwise
1726 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1727 if RAngle >= 360 then
1728 RAngle := RAngle mod 360;
1729 end else begin // Counter-clockwise
1730 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1731 if RAngle < 0 then
1732 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1733 end;
1735 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1736 if gTime mod (GAME_TICK*3) = 0 then
1737 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1738 end;
1740 // Òðóïû:
1741 if gCorpses <> nil then
1742 for i := 0 to High(gCorpses) do
1743 if gCorpses[i] <> nil then
1744 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1745 begin
1746 gCorpses[i].Free();
1747 gCorpses[i] := nil;
1748 end
1749 else
1750 gCorpses[i].Update();
1752 // Ãèëüçû:
1753 if gShells <> nil then
1754 for i := 0 to High(gShells) do
1755 if gShells[i].alive then
1756 with gShells[i] do
1757 begin
1758 vel := Obj.Vel;
1759 mr := g_Obj_Move(@Obj, True, False, True);
1760 positionChanged(); // this updates spatial accelerators
1762 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1763 begin
1764 alive := False;
1765 Continue;
1766 end;
1768 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1769 if WordBool(mr and MOVE_HITWALL) then
1770 begin
1771 Obj.Vel.X := -(vel.X div 2);
1772 if not WordBool(mr and MOVE_INWATER) then
1773 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1774 end;
1775 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1776 begin
1777 Obj.Vel.Y := -(vel.Y div 2);
1778 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1779 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1780 begin
1781 if RAngle mod 90 <> 0 then
1782 RAngle := (RAngle div 90) * 90;
1783 end
1784 else if not WordBool(mr and MOVE_INWATER) then
1785 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1786 end;
1788 if (Obj.Vel.X >= 0) then
1789 begin // Clockwise
1790 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1791 if RAngle >= 360 then
1792 RAngle := RAngle mod 360;
1793 end else begin // Counter-clockwise
1794 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1795 if RAngle < 0 then
1796 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1797 end;
1798 end;
1799 end;
1802 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1803 begin
1804 x := Obj.X+Obj.Rect.X;
1805 y := Obj.Y+Obj.Rect.Y;
1806 w := Obj.Rect.Width;
1807 h := Obj.Rect.Height;
1808 end;
1810 procedure TGib.moveBy (dx, dy: Integer); inline;
1811 begin
1812 if (dx <> 0) or (dy <> 0) then
1813 begin
1814 Obj.X += dx;
1815 Obj.Y += dy;
1816 positionChanged();
1817 end;
1818 end;
1821 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1822 begin
1823 x := Obj.X;
1824 y := Obj.Y;
1825 w := Obj.Rect.Width;
1826 h := Obj.Rect.Height;
1827 end;
1829 procedure TShell.moveBy (dx, dy: Integer); inline;
1830 begin
1831 if (dx <> 0) or (dy <> 0) then
1832 begin
1833 Obj.X += dx;
1834 Obj.Y += dy;
1835 positionChanged();
1836 end;
1837 end;
1840 procedure TGib.positionChanged (); inline; begin end;
1841 procedure TShell.positionChanged (); inline; begin end;
1844 procedure g_Player_DrawCorpses();
1845 var
1846 i: Integer;
1847 a: TDFPoint;
1848 begin
1849 if gGibs <> nil then
1850 for i := 0 to High(gGibs) do
1851 if gGibs[i].alive then
1852 with gGibs[i] do
1853 begin
1854 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1855 Continue;
1857 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1858 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1860 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1862 e_Colors := Color;
1863 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1864 e_Colors.R := 255;
1865 e_Colors.G := 255;
1866 e_Colors.B := 255;
1867 end;
1869 if gCorpses <> nil then
1870 for i := 0 to High(gCorpses) do
1871 if gCorpses[i] <> nil then
1872 gCorpses[i].Draw();
1873 end;
1875 procedure g_Player_DrawShells();
1876 var
1877 i: Integer;
1878 a: TDFPoint;
1879 begin
1880 if gShells <> nil then
1881 for i := 0 to High(gShells) do
1882 if gShells[i].alive then
1883 with gShells[i] do
1884 begin
1885 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1886 Continue;
1888 a.X := CX;
1889 a.Y := CY;
1891 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1892 end;
1893 end;
1895 procedure g_Player_RemoveAllCorpses();
1896 var
1897 i: Integer;
1898 begin
1899 gGibs := nil;
1900 gShells := nil;
1901 SetLength(gGibs, MaxGibs);
1902 SetLength(gShells, MaxGibs);
1903 CurrentGib := 0;
1904 CurrentShell := 0;
1906 if gCorpses <> nil then
1907 for i := 0 to High(gCorpses) do
1908 gCorpses[i].Free();
1910 gCorpses := nil;
1911 SetLength(gCorpses, MaxCorpses);
1912 end;
1914 procedure g_Player_Corpses_SaveState (st: TStream);
1915 var
1916 count, i: Integer;
1917 begin
1918 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1919 count := 0;
1920 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1922 // Êîëè÷åñòâî òðóïîâ
1923 utils.writeInt(st, LongInt(count));
1925 if (count = 0) then exit;
1927 // Ñîõðàíÿåì òðóïû
1928 for i := 0 to High(gCorpses) do
1929 begin
1930 if gCorpses[i] <> nil then
1931 begin
1932 // Íàçâàíèå ìîäåëè
1933 utils.writeStr(st, gCorpses[i].FModelName);
1934 // Òèï ñìåðòè
1935 utils.writeBool(st, gCorpses[i].Mess);
1936 // Ñîõðàíÿåì äàííûå òðóïà:
1937 gCorpses[i].SaveState(st);
1938 end;
1939 end;
1940 end;
1943 procedure g_Player_Corpses_LoadState (st: TStream);
1944 var
1945 count, i: Integer;
1946 str: String;
1947 b: Boolean;
1948 begin
1949 assert(st <> nil);
1951 g_Player_RemoveAllCorpses();
1953 // Êîëè÷åñòâî òðóïîâ:
1954 count := utils.readLongInt(st);
1955 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1957 if (count = 0) then exit;
1959 // Çàãðóæàåì òðóïû
1960 for i := 0 to count-1 do
1961 begin
1962 // Íàçâàíèå ìîäåëè:
1963 str := utils.readStr(st);
1964 // Òèï ñìåðòè
1965 b := utils.readBool(st);
1966 // Ñîçäàåì òðóï
1967 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1968 // Çàãðóæàåì äàííûå òðóïà
1969 gCorpses[i].LoadState(st);
1970 end;
1971 end;
1974 { T P l a y e r : }
1976 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1978 procedure TPlayer.BFGHit();
1979 begin
1980 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1981 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1982 if g_Game_IsServer and g_Game_IsNet then
1983 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1984 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1985 0, NET_GFX_BFGHIT);
1986 end;
1988 procedure TPlayer.ChangeModel(ModelName: string);
1989 var
1990 locModel: TPlayerModel;
1991 begin
1992 locModel := g_PlayerModel_Get(ModelName);
1993 if locModel = nil then Exit;
1995 FModel.Free();
1996 FModel := locModel;
1997 end;
1999 procedure TPlayer.SetModel(ModelName: string);
2000 var
2001 m: TPlayerModel;
2002 begin
2003 m := g_PlayerModel_Get(ModelName);
2004 if m = nil then
2005 begin
2006 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2007 m := g_PlayerModel_Get('doomer');
2008 if m = nil then
2009 begin
2010 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2011 Exit;
2012 end;
2013 end;
2015 if FModel <> nil then
2016 FModel.Free();
2018 FModel := m;
2020 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2021 FModel.Color := FColor
2022 else
2023 FModel.Color := TEAMCOLOR[FTeam];
2024 FModel.SetWeapon(FCurrWeap);
2025 FModel.SetFlag(FFlag);
2026 SetDirection(FDirection);
2027 end;
2029 procedure TPlayer.SetColor(Color: TRGB);
2030 begin
2031 FColor := Color;
2032 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2033 if FModel <> nil then FModel.Color := Color;
2034 end;
2036 procedure TPlayer.SwitchTeam;
2037 begin
2038 if g_Game_IsClient then
2039 Exit;
2040 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2042 if gGameOn and FAlive then
2043 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2045 if FTeam = TEAM_RED then
2046 begin
2047 ChangeTeam(TEAM_BLUE);
2048 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2049 if g_Game_IsNet then
2050 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2051 end
2052 else
2053 begin
2054 ChangeTeam(TEAM_RED);
2055 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2056 if g_Game_IsNet then
2057 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2058 end;
2059 FPreferredTeam := FTeam;
2060 end;
2062 procedure TPlayer.ChangeTeam(Team: Byte);
2063 var
2064 OldTeam: Byte;
2065 begin
2066 OldTeam := FTeam;
2067 FTeam := Team;
2068 case Team of
2069 TEAM_RED, TEAM_BLUE:
2070 FModel.Color := TEAMCOLOR[Team];
2071 else
2072 FModel.Color := FColor;
2073 end;
2074 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2075 MH_SEND_PlayerStats(FUID);
2076 end;
2079 procedure TPlayer.CollideItem();
2080 var
2081 i: Integer;
2082 r: Boolean;
2083 begin
2084 if gItems = nil then Exit;
2085 if not FAlive then Exit;
2087 for i := 0 to High(gItems) do
2088 with gItems[i] do
2089 begin
2090 if (ItemType <> ITEM_NONE) and alive then
2091 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2092 PLAYER_RECT.Height, @Obj) then
2093 begin
2094 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2096 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2097 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2098 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2099 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2100 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2102 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2103 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2104 (gGameSettings.GameType = GT_SINGLE) and
2105 (g_Player_GetCount() > 1)) then
2106 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2107 end;
2108 end;
2109 end;
2112 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2113 begin
2114 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2115 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2116 False);
2117 end;
2119 constructor TPlayer.Create();
2120 begin
2121 viewPortX := 0;
2122 viewPortY := 0;
2123 viewPortW := 0;
2124 viewPortH := 0;
2125 mEDamageType := HIT_SOME;
2127 FIamBot := False;
2128 FDummy := False;
2129 FSpawned := False;
2131 FSawSound := TPlayableSound.Create();
2132 FSawSoundIdle := TPlayableSound.Create();
2133 FSawSoundHit := TPlayableSound.Create();
2134 FSawSoundSelect := TPlayableSound.Create();
2135 FFlameSoundOn := TPlayableSound.Create();
2136 FFlameSoundOff := TPlayableSound.Create();
2137 FFlameSoundWork := TPlayableSound.Create();
2138 FJetSoundFly := TPlayableSound.Create();
2139 FJetSoundOn := TPlayableSound.Create();
2140 FJetSoundOff := TPlayableSound.Create();
2142 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2143 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2144 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2145 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2146 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2147 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2148 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2149 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2150 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2151 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2153 FSpectatePlayer := -1;
2154 FClientID := -1;
2155 FPing := 0;
2156 FLoss := 0;
2157 FSavedState.WaitRecall := False;
2158 FShellTimer := -1;
2159 FFireTime := 0;
2160 FFirePainTime := 0;
2161 FFireAttacker := 0;
2162 FHandicap := 100;
2164 FActualModelName := 'doomer';
2166 g_Obj_Init(@FObj);
2167 FObj.Rect := PLAYER_RECT;
2169 FBFGFireCounter := -1;
2170 FJustTeleported := False;
2171 FNetTime := 0;
2173 resetWeaponQueue();
2174 end;
2176 procedure TPlayer.positionChanged (); inline;
2177 begin
2178 end;
2180 procedure TPlayer.doDamage (v: Integer);
2181 begin
2182 if (v <= 0) then exit;
2183 if (v > 32767) then v := 32767;
2184 Damage(v, 0, 0, 0, mEDamageType);
2185 end;
2187 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2188 var
2189 c: Word;
2190 begin
2191 if (not g_Game_IsClient) and (not FAlive) then
2192 Exit;
2194 FLastHit := t;
2196 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2197 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2198 begin
2199 if not g_Game_IsClient then
2200 begin
2201 FArmor := 0;
2202 if t = HIT_TRAP then
2203 begin
2204 // Ëîâóøêà óáèâàåò ñðàçó:
2205 FHealth := -100;
2206 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2207 end;
2208 if t = HIT_SELF then
2209 begin
2210 // Ñàìîóáèéñòâî:
2211 FHealth := 0;
2212 Kill(K_SIMPLEKILL, SpawnerUID, t);
2213 end;
2214 end;
2215 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2216 FMegaRulez[MR_SUIT] := 0;
2217 FMegaRulez[MR_INVUL] := 0;
2218 FMegaRulez[MR_INVIS] := 0;
2219 FBerserk := 0;
2220 end;
2222 // Íî îò îñòàëüíîãî ñïàñàåò:
2223 if FMegaRulez[MR_INVUL] >= gTime then
2224 Exit;
2226 // ×èò-êîä "ÃÎÐÅÖ":
2227 if FGodMode then
2228 Exit;
2230 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2231 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2232 (SpawnerUID = FUID) or
2233 (not SameTeam(FUID, SpawnerUID)) then
2234 begin
2235 FLastSpawnerUID := SpawnerUID;
2237 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2238 if gBloodCount > 0 then
2239 begin
2240 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2241 if value div 4 <= c then
2242 c := c - (value div 4)
2243 else
2244 c := 0;
2246 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2247 MakeBloodSimple(c)
2248 else
2249 case t of
2250 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2251 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2252 end;
2254 if t = HIT_WATER then
2255 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2256 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2257 end;
2259 // Áóôåð óðîíà:
2260 if FAlive then
2261 Inc(FDamageBuffer, value);
2263 // Âñïûøêà áîëè:
2264 if gFlash <> 0 then
2265 FPain := FPain + value;
2266 end;
2268 if g_Game_IsServer and g_Game_IsNet then
2269 begin
2270 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2271 MH_SEND_PlayerStats(FUID);
2272 MH_SEND_PlayerPos(False, FUID);
2273 end;
2274 end;
2276 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2277 begin
2278 Result := False;
2279 if g_Game_IsClient then
2280 Exit;
2281 if not FAlive then
2282 Exit;
2284 if Soft and (FHealth < PLAYER_HP_SOFT) then
2285 begin
2286 IncMax(FHealth, value, PLAYER_HP_SOFT);
2287 Result := True;
2288 end;
2289 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2290 begin
2291 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2292 Result := True;
2293 end;
2295 if Result and g_Game_IsServer and g_Game_IsNet then
2296 MH_SEND_PlayerStats(FUID);
2297 end;
2299 destructor TPlayer.Destroy();
2300 begin
2301 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2302 gPlayer1 := nil;
2303 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2304 gPlayer2 := nil;
2306 FSawSound.Free();
2307 FSawSoundIdle.Free();
2308 FSawSoundHit.Free();
2309 FSawSoundSelect.Free();
2310 FFlameSoundOn.Free();
2311 FFlameSoundOff.Free();
2312 FFlameSoundWork.Free();
2313 FJetSoundFly.Free();
2314 FJetSoundOn.Free();
2315 FJetSoundOff.Free();
2316 FModel.Free();
2317 if FPunchAnim <> nil then
2318 FPunchAnim.Free();
2320 inherited;
2321 end;
2323 procedure TPlayer.DrawIndicator();
2324 var
2325 indX, indY: Integer;
2326 indW, indH: Word;
2327 ID: DWORD;
2328 begin
2329 if FAlive then
2330 begin
2331 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2332 begin
2333 e_GetTextureSize(ID, @indW, @indH);
2334 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2335 indY := FObj.Y;
2336 e_Draw(ID, indX, indY - indH, 0, True, False);
2337 end;
2338 end;
2339 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2340 end;
2342 procedure TPlayer.DrawBubble();
2343 var
2344 bubX, bubY: Integer;
2345 ID: LongWord;
2346 Rb, Gb, Bb,
2347 Rw, Gw, Bw: SmallInt;
2348 Dot: Byte;
2349 begin
2350 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2351 bubY := FObj.Y+FObj.Rect.Y - 18;
2352 Rb := 64;
2353 Gb := 64;
2354 Bb := 64;
2355 Rw := 240;
2356 Gw := 240;
2357 Bw := 240;
2358 case gChatBubble of
2359 1: // simple textual non-bubble
2360 begin
2361 bubX := FObj.X+FObj.Rect.X - 11;
2362 bubY := FObj.Y+FObj.Rect.Y - 17;
2363 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2364 Exit;
2365 end;
2366 2: // advanced pixel-perfect bubble
2367 begin
2368 if FTeam = TEAM_RED then
2369 Rb := 255
2370 else
2371 if FTeam = TEAM_BLUE then
2372 Bb := 255;
2373 end;
2374 3: // colored bubble
2375 begin
2376 Rb := FModel.Color.R;
2377 Gb := FModel.Color.G;
2378 Bb := FModel.Color.B;
2379 Rw := Min(Rb * 2 + 64, 255);
2380 Gw := Min(Gb * 2 + 64, 255);
2381 Bw := Min(Bb * 2 + 64, 255);
2382 if (Abs(Rw - Rb) < 32)
2383 or (Abs(Gw - Gb) < 32)
2384 or (Abs(Bw - Bb) < 32) then
2385 begin
2386 Rb := Max(Rw div 2 - 16, 0);
2387 Gb := Max(Gw div 2 - 16, 0);
2388 Bb := Max(Bw div 2 - 16, 0);
2389 end;
2390 end;
2391 4: // custom textured bubble
2392 begin
2393 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2394 if FDirection = TDirection.D_RIGHT then
2395 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2396 else
2397 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2398 Exit;
2399 end;
2400 end;
2402 // Outer borders
2403 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2404 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2405 // Inner box
2406 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2408 // Tail
2409 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2410 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2411 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);
2412 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);
2413 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);
2414 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);
2416 // Dots
2417 Dot := 6;
2418 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2419 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2420 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2421 end;
2423 procedure TPlayer.Draw();
2424 var
2425 ID: DWORD;
2426 w, h: Word;
2427 dr: Boolean;
2428 Mirror: TMirrorType;
2429 begin
2430 if FAlive then
2431 begin
2432 if Direction = TDirection.D_RIGHT then
2433 Mirror := TMirrorType.None
2434 else
2435 Mirror := TMirrorType.Horizontal;
2437 if FPunchAnim <> nil then
2438 begin
2439 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2440 FObj.Y+FObj.Rect.Y-11, Mirror);
2441 if FPunchAnim.played then
2442 begin
2443 FPunchAnim.Free;
2444 FPunchAnim := nil;
2445 end;
2446 end;
2448 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2449 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2450 begin
2451 e_GetTextureSize(ID, @w, @h);
2452 if FDirection = TDirection.D_LEFT then
2453 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2454 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2455 else
2456 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2457 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2458 end;
2460 if FMegaRulez[MR_INVIS] > gTime then
2461 begin
2462 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2463 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2464 begin
2465 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2466 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2467 else
2468 dr := True;
2469 if dr then
2470 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2471 else
2472 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2473 end
2474 else
2475 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2476 end
2477 else
2478 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2479 end;
2481 if g_debug_Frames then
2482 begin
2483 e_DrawQuad(FObj.X+FObj.Rect.X,
2484 FObj.Y+FObj.Rect.Y,
2485 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2486 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2487 0, 255, 0);
2488 end;
2490 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2491 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2492 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2493 DrawBubble();
2494 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2495 if gAimLine and alive and
2496 ((Self = gPlayer1) or (Self = gPlayer2)) then
2497 DrawAim();
2498 end;
2501 procedure TPlayer.DrawAim();
2502 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2503 var
2504 ex, ey: Integer;
2505 begin
2507 {$IFDEF ENABLE_HOLMES}
2508 if isValidViewPort and (self = gPlayer1) then
2509 begin
2510 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2511 end;
2512 {$ENDIF}
2514 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2515 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2516 begin
2517 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2518 end
2519 else
2520 begin
2521 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2522 end;
2523 end;
2525 var
2526 wx, wy, xx, yy: Integer;
2527 angle: SmallInt;
2528 sz, len: Word;
2529 begin
2530 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2531 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2532 angle := FAngle;
2533 len := 1024;
2534 sz := 2;
2535 case FCurrWeap of
2536 0: begin // Punch
2537 len := 12;
2538 sz := 4;
2539 end;
2540 1: begin // Chainsaw
2541 len := 24;
2542 sz := 6;
2543 end;
2544 2: begin // Pistol
2545 len := 1024;
2546 sz := 2;
2547 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2548 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2549 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2550 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2551 end;
2552 3: begin // Shotgun
2553 len := 1024;
2554 sz := 3;
2555 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2556 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2557 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2558 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2559 end;
2560 4: begin // Double Shotgun
2561 len := 1024;
2562 sz := 4;
2563 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2564 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2565 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2566 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2567 end;
2568 5: begin // Chaingun
2569 len := 1024;
2570 sz := 3;
2571 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2572 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2573 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2574 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2575 end;
2576 6: begin // Rocket Launcher
2577 len := 1024;
2578 sz := 7;
2579 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2580 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2581 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2582 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2583 end;
2584 7: begin // Plasmagun
2585 len := 1024;
2586 sz := 5;
2587 if angle = ANGLE_RIGHTUP then Inc(angle);
2588 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2589 if angle = ANGLE_LEFTUP then Dec(angle);
2590 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2591 end;
2592 8: begin // BFG
2593 len := 1024;
2594 sz := 12;
2595 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2596 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2597 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2598 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2599 end;
2600 9: begin // Super Chaingun
2601 len := 1024;
2602 sz := 4;
2603 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2604 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2605 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2606 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2607 end;
2608 end;
2609 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2610 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2611 {$IF DEFINED(D2F_DEBUG)}
2612 drawCast(sz, wx, wy, xx, yy);
2613 {$ELSE}
2614 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2615 {$ENDIF}
2616 end;
2618 procedure TPlayer.DrawGUI();
2619 var
2620 ID: DWORD;
2621 X, Y, SY, a, p, m: Integer;
2622 tw, th: Word;
2623 cw, ch: Byte;
2624 s: string;
2625 stat: TPlayerStatArray;
2626 begin
2627 X := gPlayerScreenSize.X;
2628 SY := gPlayerScreenSize.Y;
2629 Y := 0;
2631 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2632 begin
2633 if gGameSettings.GameMode = GM_CTF then
2634 a := 32 + 8
2635 else
2636 a := 0;
2637 if gGameSettings.GameMode = GM_CTF then
2638 begin
2639 s := 'TEXTURE_PLAYER_REDFLAG';
2640 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2641 s := 'TEXTURE_PLAYER_REDFLAG_S';
2642 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2643 s := 'TEXTURE_PLAYER_REDFLAG_D';
2644 if g_Texture_Get(s, ID) then
2645 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2646 end;
2648 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2649 e_CharFont_GetSize(gMenuFont, s, tw, th);
2650 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2652 if gGameSettings.GameMode = GM_CTF then
2653 begin
2654 s := 'TEXTURE_PLAYER_BLUEFLAG';
2655 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2656 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2657 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2658 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2659 if g_Texture_Get(s, ID) then
2660 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2661 end;
2663 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2664 e_CharFont_GetSize(gMenuFont, s, tw, th);
2665 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2666 end;
2668 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2669 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2670 0, False, False);
2672 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2673 e_Draw(ID, X+2, Y, 0, True, False);
2675 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2676 begin
2677 if gShowStat then
2678 begin
2679 s := IntToStr(Frags);
2680 e_CharFont_GetSize(gMenuFont, s, tw, th);
2681 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2683 s := '';
2684 p := 1;
2685 m := 0;
2686 stat := g_Player_GetStats();
2687 if stat <> nil then
2688 begin
2689 p := 1;
2691 for a := 0 to High(stat) do
2692 if stat[a].Name <> Name then
2693 begin
2694 if stat[a].Frags > m then m := stat[a].Frags;
2695 if stat[a].Frags > Frags then p := p+1;
2696 end;
2697 end;
2699 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2700 if Frags >= m then s := s+'+' else s := s+'-';
2701 s := s+IntToStr(Abs(Frags-m));
2703 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2704 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2705 end;
2707 if gShowLives and (gGameSettings.MaxLives > 0) then
2708 begin
2709 s := IntToStr(Lives);
2710 e_CharFont_GetSize(gMenuFont, s, tw, th);
2711 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2712 end;
2713 end;
2715 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2716 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2718 if R_BERSERK in FRulez then
2719 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2720 else
2721 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2723 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2724 e_Draw(ID, X+36, Y+77, 0, True, False);
2726 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2727 e_CharFont_GetSize(gMenuFont, s, tw, th);
2728 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2730 s := IntToStr(FArmor);
2731 e_CharFont_GetSize(gMenuFont, s, tw, th);
2732 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2734 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2736 case FCurrWeap of
2737 WEAPON_KASTET:
2738 begin
2739 s := '--';
2740 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2741 end;
2742 WEAPON_SAW:
2743 begin
2744 s := '--';
2745 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2746 end;
2747 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2748 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2749 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2750 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2751 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2752 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2753 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2754 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2755 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2756 end;
2758 e_CharFont_GetSize(gMenuFont, s, tw, th);
2759 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2760 e_Draw(ID, X+20, Y+160, 0, True, False);
2762 if R_KEY_RED in FRulez then
2763 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2765 if R_KEY_GREEN in FRulez then
2766 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2768 if R_KEY_BLUE in FRulez then
2769 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2771 if FJetFuel > 0 then
2772 begin
2773 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2774 e_Draw(ID, X+2, Y+116, 0, True, False);
2775 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2776 e_Draw(ID, X+2, Y+126, 0, True, False);
2777 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2778 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2779 end
2780 else
2781 begin
2782 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2783 e_Draw(ID, X+2, Y+124, 0, True, False);
2784 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2785 end;
2787 if gShowPing and g_Game_IsClient then
2788 begin
2789 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2790 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2791 Y := Y + 16;
2792 end;
2794 if FSpectator then
2795 begin
2796 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2797 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2798 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2799 if FNoRespawn then
2800 begin
2801 e_TextureFontGetSize(gStdFont, cw, ch);
2802 s := _lc[I_PLAYER_SPECT4];
2803 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2804 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2805 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2806 end;
2808 end;
2809 end;
2811 procedure TPlayer.DrawRulez();
2812 var
2813 dr: Boolean;
2814 begin
2815 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2816 if FMegaRulez[MR_INVUL] >= gTime then
2817 begin
2818 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2819 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2820 else
2821 dr := True;
2823 if dr then
2824 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2825 191, 191, 191, 0, TBlending.Invert);
2826 end;
2828 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2829 if FMegaRulez[MR_SUIT] >= gTime then
2830 begin
2831 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2832 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2833 else
2834 dr := True;
2836 if dr then
2837 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2838 0, 96, 0, 200, TBlending.None);
2839 end;
2841 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2842 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2843 begin
2844 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2845 255, 0, 0, 200, TBlending.None);
2846 end;
2847 end;
2849 procedure TPlayer.DrawPain();
2850 var
2851 a, h: Integer;
2852 begin
2853 if FPain = 0 then Exit;
2855 a := FPain;
2857 if a < 15 then h := 0
2858 else if a < 35 then h := 1
2859 else if a < 55 then h := 2
2860 else if a < 75 then h := 3
2861 else if a < 95 then h := 4
2862 else h := 5;
2864 //if a > 255 then a := 255;
2866 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2867 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2868 end;
2870 procedure TPlayer.DrawPickup();
2871 var
2872 a, h: Integer;
2873 begin
2874 if FPickup = 0 then Exit;
2876 a := FPickup;
2878 if a < 15 then h := 1
2879 else if a < 35 then h := 2
2880 else if a < 55 then h := 3
2881 else if a < 75 then h := 4
2882 else h := 5;
2884 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2885 end;
2887 procedure TPlayer.DoPunch();
2888 var
2889 id: DWORD;
2890 st: String;
2891 begin
2892 if FPunchAnim <> nil then begin
2893 FPunchAnim.reset();
2894 FPunchAnim.Free;
2895 FPunchAnim := nil;
2896 end;
2897 st := 'FRAMES_PUNCH';
2898 if R_BERSERK in FRulez then
2899 st := st + '_BERSERK';
2900 if FKeys[KEY_UP].Pressed then
2901 st := st + '_UP'
2902 else if FKeys[KEY_DOWN].Pressed then
2903 st := st + '_DN';
2904 g_Frames_Get(id, st);
2905 FPunchAnim := TAnimation.Create(id, False, 1);
2906 end;
2908 procedure TPlayer.Fire();
2909 var
2910 f, DidFire: Boolean;
2911 wx, wy, xd, yd: Integer;
2912 locobj: TObj;
2913 begin
2914 if g_Game_IsClient then Exit;
2915 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2916 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2918 if FSpectator then
2919 begin
2920 Respawn(False);
2921 Exit;
2922 end;
2924 if FReloading[FCurrWeap] <> 0 then Exit;
2926 DidFire := False;
2928 f := False;
2929 wx := FObj.X+WEAPONPOINT[FDirection].X;
2930 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2931 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2932 yd := wy+firediry();
2934 case FCurrWeap of
2935 WEAPON_KASTET:
2936 begin
2937 DoPunch();
2938 if R_BERSERK in FRulez then
2939 begin
2940 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2941 locobj.X := FObj.X+FObj.Rect.X;
2942 locobj.Y := FObj.Y+FObj.Rect.Y;
2943 locobj.rect.X := 0;
2944 locobj.rect.Y := 0;
2945 locobj.rect.Width := 39;
2946 locobj.rect.Height := 52;
2947 locobj.Vel.X := (xd-wx) div 2;
2948 locobj.Vel.Y := (yd-wy) div 2;
2949 locobj.Accel.X := xd-wx;
2950 locobj.Accel.y := yd-wy;
2952 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2953 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2954 else
2955 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2957 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2958 end
2959 else
2960 begin
2961 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2962 end;
2964 DidFire := True;
2965 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2966 end;
2968 WEAPON_SAW:
2969 begin
2970 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2971 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2972 begin
2973 FSawSoundSelect.Stop();
2974 FSawSound.Stop();
2975 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2976 end
2977 else if not FSawSoundHit.IsPlaying() then
2978 begin
2979 FSawSoundSelect.Stop();
2980 FSawSound.PlayAt(FObj.X, FObj.Y);
2981 end;
2983 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2984 DidFire := True;
2985 f := True;
2986 end;
2988 WEAPON_PISTOL:
2989 if FAmmo[A_BULLETS] > 0 then
2990 begin
2991 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2992 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2993 Dec(FAmmo[A_BULLETS]);
2994 FFireAngle := FAngle;
2995 f := True;
2996 DidFire := True;
2997 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2998 GameVelX, GameVelY-2, SHELL_BULLET);
2999 end;
3001 WEAPON_SHOTGUN1:
3002 if FAmmo[A_SHELLS] > 0 then
3003 begin
3004 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3005 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3006 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3007 Dec(FAmmo[A_SHELLS]);
3008 FFireAngle := FAngle;
3009 f := True;
3010 DidFire := True;
3011 FShellTimer := 10;
3012 FShellType := SHELL_SHELL;
3013 end;
3015 WEAPON_SHOTGUN2:
3016 if FAmmo[A_SHELLS] >= 2 then
3017 begin
3018 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3019 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3020 Dec(FAmmo[A_SHELLS], 2);
3021 FFireAngle := FAngle;
3022 f := True;
3023 DidFire := True;
3024 FShellTimer := 13;
3025 FShellType := SHELL_DBLSHELL;
3026 end;
3028 WEAPON_CHAINGUN:
3029 if FAmmo[A_BULLETS] > 0 then
3030 begin
3031 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3032 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3033 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3034 Dec(FAmmo[A_BULLETS]);
3035 FFireAngle := FAngle;
3036 f := True;
3037 DidFire := True;
3038 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3039 GameVelX, GameVelY-2, SHELL_BULLET);
3040 end;
3042 WEAPON_ROCKETLAUNCHER:
3043 if FAmmo[A_ROCKETS] > 0 then
3044 begin
3045 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3046 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3047 Dec(FAmmo[A_ROCKETS]);
3048 FFireAngle := FAngle;
3049 f := True;
3050 DidFire := True;
3051 end;
3053 WEAPON_PLASMA:
3054 if FAmmo[A_CELLS] > 0 then
3055 begin
3056 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3057 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3058 Dec(FAmmo[A_CELLS]);
3059 FFireAngle := FAngle;
3060 f := True;
3061 DidFire := True;
3062 end;
3064 WEAPON_BFG:
3065 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3066 begin
3067 FBFGFireCounter := 17;
3068 if not FNoReload then
3069 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3070 Dec(FAmmo[A_CELLS], 40);
3071 DidFire := True;
3072 end;
3074 WEAPON_SUPERPULEMET:
3075 if FAmmo[A_SHELLS] > 0 then
3076 begin
3077 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3078 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3079 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3080 Dec(FAmmo[A_SHELLS]);
3081 FFireAngle := FAngle;
3082 f := True;
3083 DidFire := True;
3084 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3085 GameVelX, GameVelY-2, SHELL_SHELL);
3086 end;
3088 WEAPON_FLAMETHROWER:
3089 if FAmmo[A_FUEL] > 0 then
3090 begin
3091 g_Weapon_flame(wx, wy, xd, yd, FUID);
3092 FlamerOn;
3093 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3094 Dec(FAmmo[A_FUEL]);
3095 FFireAngle := FAngle;
3096 f := True;
3097 DidFire := True;
3098 end
3099 else
3100 begin
3101 FlamerOff;
3102 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3103 end;
3104 end;
3106 if g_Game_IsNet then
3107 begin
3108 if DidFire then
3109 begin
3110 if FCurrWeap <> WEAPON_BFG then
3111 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3112 else
3113 if not FNoReload then
3114 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3115 end;
3117 MH_SEND_PlayerStats(FUID);
3118 end;
3120 if not f then Exit;
3122 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3123 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3124 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3125 end;
3127 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3128 begin
3129 case Weapon of
3130 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3131 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3132 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3133 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3134 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3135 else Result := 0;
3136 end;
3137 end;
3139 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3140 begin
3141 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3142 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3143 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3144 end;
3146 procedure TPlayer.FlamerOn;
3147 begin
3148 FFlameSoundOff.Stop();
3149 FFlameSoundOff.SetPosition(0);
3150 if FFlaming then
3151 begin
3152 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3153 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3154 end
3155 else
3156 begin
3157 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3158 FFlaming := True;
3159 end;
3160 end;
3162 procedure TPlayer.FlamerOff;
3163 begin
3164 if FFlaming then
3165 begin
3166 FFlameSoundOn.Stop();
3167 FFlameSoundOn.SetPosition(0);
3168 FFlameSoundWork.Stop();
3169 FFlameSoundWork.SetPosition(0);
3170 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3171 FFlaming := False;
3172 end;
3173 end;
3175 procedure TPlayer.JetpackOn;
3176 begin
3177 FJetSoundFly.Stop;
3178 FJetSoundOff.Stop;
3179 FJetSoundOn.SetPosition(0);
3180 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3181 FlySmoke(8);
3182 end;
3184 procedure TPlayer.JetpackOff;
3185 begin
3186 FJetSoundFly.Stop;
3187 FJetSoundOn.Stop;
3188 FJetSoundOff.SetPosition(0);
3189 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3190 end;
3192 procedure TPlayer.CatchFire(Attacker: Word);
3193 begin
3194 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3195 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3196 if FFireTime <= 0 then
3197 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3198 FFireTime := 110;
3199 FFireAttacker := Attacker;
3200 if g_Game_IsNet and g_Game_IsServer then
3201 MH_SEND_PlayerStats(FUID);
3202 end;
3204 procedure TPlayer.Jump();
3205 begin
3206 if gFly or FJetpack then
3207 begin
3208 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3209 if FObj.Vel.Y > -VEL_FLY then
3210 FObj.Vel.Y := FObj.Vel.Y - 3;
3211 if FJetpack then
3212 begin
3213 if FJetFuel > 0 then
3214 Dec(FJetFuel);
3215 if (FJetFuel < 1) and g_Game_IsServer then
3216 begin
3217 FJetpack := False;
3218 JetpackOff;
3219 if g_Game_IsNet then
3220 MH_SEND_PlayerStats(FUID);
3221 end;
3222 end;
3223 Exit;
3224 end;
3226 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3227 if FGhost then
3228 FCanJetpack := False;
3230 // Ïðûãàåì èëè âñïëûâàåì:
3231 if (CollideLevel(0, 1) or
3232 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3233 PLAYER_RECT.Height-33, PANEL_STEP, False)
3234 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3235 begin
3236 FObj.Vel.Y := -VEL_JUMP;
3237 FCanJetpack := False;
3238 end
3239 else
3240 begin
3241 if BodyInLiquid(0, 0) then
3242 FObj.Vel.Y := -VEL_SW
3243 else if (FJetFuel > 0) and FCanJetpack and
3244 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3245 begin
3246 FJetpack := True;
3247 JetpackOn;
3248 if g_Game_IsNet then
3249 MH_SEND_PlayerStats(FUID);
3250 end;
3251 end;
3252 end;
3254 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3255 var
3256 a, i, k, ab, ar: Byte;
3257 s: String;
3258 mon: TMonster;
3259 plr: TPlayer;
3260 srv, netsrv: Boolean;
3261 DoFrags: Boolean;
3262 OldLR: Byte;
3263 KP: TPlayer;
3264 it: PItem;
3266 procedure PushItem(t: Byte);
3267 var
3268 id: DWORD;
3269 begin
3270 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3271 it := g_Items_ByIdx(id);
3272 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3273 begin
3274 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3275 (FObj.Vel.Y div 2)-Random(9));
3276 it.positionChanged(); // this updates spatial accelerators
3277 end
3278 else
3279 begin
3280 if KillType = K_HARDKILL then // -5..+5; -5..0
3281 begin
3282 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3283 (FObj.Vel.Y div 2)-Random(6));
3284 end
3285 else // -3..+3; -3..0
3286 begin
3287 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3288 (FObj.Vel.Y div 2)-Random(4));
3289 end;
3290 it.positionChanged(); // this updates spatial accelerators
3291 end;
3293 if g_Game_IsNet and g_Game_IsServer then
3294 MH_SEND_ItemSpawn(True, id);
3295 end;
3297 begin
3298 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3299 Srv := g_Game_IsServer;
3300 Netsrv := g_Game_IsServer and g_Game_IsNet;
3301 if Srv then FDeath := FDeath + 1;
3302 if FAlive then
3303 begin
3304 if FGhost then
3305 FGhost := False;
3306 if not FPhysics then
3307 FPhysics := True;
3308 FAlive := False;
3309 end;
3310 FShellTimer := -1;
3312 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3313 begin
3314 if FLives > 0 then FLives := FLives - 1;
3315 if FLives = 0 then FNoRespawn := True;
3316 end;
3318 // Íîìåð òèïà ñìåðòè:
3319 a := 1;
3320 case KillType of
3321 K_SIMPLEKILL: a := 1;
3322 K_HARDKILL: a := 2;
3323 K_EXTRAHARDKILL: a := 3;
3324 K_FALLKILL: a := 4;
3325 end;
3327 // Çâóê ñìåðòè:
3328 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3329 for i := 1 to 3 do
3330 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3331 Break;
3333 // Âðåìÿ ðåñïàóíà:
3334 if Srv then
3335 case KillType of
3336 K_SIMPLEKILL:
3337 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3338 K_HARDKILL:
3339 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3340 K_EXTRAHARDKILL, K_FALLKILL:
3341 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3342 end;
3344 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3345 case KillType of
3346 K_SIMPLEKILL:
3347 SetAction(A_DIE1);
3348 K_HARDKILL, K_EXTRAHARDKILL:
3349 SetAction(A_DIE2);
3350 end;
3352 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3353 if (KillType <> K_FALLKILL) and (Srv) then
3354 g_Monsters_killedp();
3356 if SpawnerUID = FUID then
3357 begin // Ñàìîóáèëñÿ
3358 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3359 begin
3360 Dec(FFrags);
3361 FLastFrag := 0;
3362 end;
3363 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3364 end
3365 else
3366 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3367 begin // Óáèò äðóãèì èãðîêîì
3368 KP := g_Player_Get(SpawnerUID);
3369 if (KP <> nil) and Srv then
3370 begin
3371 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3372 if SameTeam(FUID, SpawnerUID) then
3373 begin
3374 Dec(KP.FFrags);
3375 KP.FLastFrag := 0;
3376 end else
3377 begin
3378 Inc(KP.FFrags);
3379 KP.FragCombo();
3380 end;
3382 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3383 Inc(gTeamStat[KP.Team].Goals,
3384 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3386 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3387 end;
3389 plr := g_Player_Get(SpawnerUID);
3390 if plr = nil then
3391 s := '?'
3392 else
3393 s := plr.FName;
3395 case KillType of
3396 K_HARDKILL:
3397 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3398 [FName, s]),
3399 gShowKillMsg);
3400 K_EXTRAHARDKILL:
3401 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3402 [FName, s]),
3403 gShowKillMsg);
3404 else
3405 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3406 [FName, s]),
3407 gShowKillMsg);
3408 end;
3409 end
3410 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3411 begin // Óáèò ìîíñòðîì
3412 mon := g_Monsters_ByUID(SpawnerUID);
3413 if mon = nil then
3414 s := '?'
3415 else
3416 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3418 case KillType of
3419 K_HARDKILL:
3420 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3421 [FName, s]),
3422 gShowKillMsg);
3423 K_EXTRAHARDKILL:
3424 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3425 [FName, s]),
3426 gShowKillMsg);
3427 else
3428 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3429 [FName, s]),
3430 gShowKillMsg);
3431 end;
3432 end
3433 else // Îñîáûå òèïû ñìåðòè
3434 case t of
3435 HIT_DISCON: ;
3436 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3437 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3438 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3439 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3440 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3441 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3442 end;
3444 if Srv then
3445 begin
3446 // Âûáðîñ îðóæèÿ:
3447 for a := WP_FIRST to WP_LAST do
3448 if FWeapon[a] then
3449 begin
3450 case a of
3451 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3452 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3453 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3454 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3455 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3456 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3457 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3458 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3459 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3460 else i := 0;
3461 end;
3463 if i <> 0 then
3464 PushItem(i);
3465 end;
3467 // Âûáðîñ ðþêçàêà:
3468 if R_ITEM_BACKPACK in FRulez then
3469 PushItem(ITEM_AMMO_BACKPACK);
3471 // Âûáðîñ ðàêåòíîãî ðàíöà:
3472 if FJetFuel > 0 then
3473 PushItem(ITEM_JETPACK);
3475 // Âûáðîñ êëþ÷åé:
3476 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3477 begin
3478 if R_KEY_RED in FRulez then
3479 PushItem(ITEM_KEY_RED);
3481 if R_KEY_GREEN in FRulez then
3482 PushItem(ITEM_KEY_GREEN);
3484 if R_KEY_BLUE in FRulez then
3485 PushItem(ITEM_KEY_BLUE);
3486 end;
3488 // Âûáðîñ ôëàãà:
3489 DropFlag(KillType = K_FALLKILL);
3490 end;
3492 g_Player_CreateCorpse(Self);
3494 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3495 (gLMSRespawn = LMS_RESPAWN_NONE) then
3496 begin
3497 a := 0;
3498 k := 0;
3499 ar := 0;
3500 ab := 0;
3501 for i := Low(gPlayers) to High(gPlayers) do
3502 begin
3503 if gPlayers[i] = nil then continue;
3504 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3505 begin
3506 Inc(a);
3507 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3508 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3509 k := i;
3510 end;
3511 end;
3513 OldLR := gLMSRespawn;
3514 if (gGameSettings.GameMode = GM_COOP) then
3515 begin
3516 if (a = 0) then
3517 begin
3518 // everyone is dead, restart the map
3519 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3520 if Netsrv then
3521 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3522 gLMSRespawn := LMS_RESPAWN_FINAL;
3523 gLMSRespawnTime := gTime + 5000;
3524 end
3525 else if (a = 1) then
3526 begin
3527 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3528 if (gPlayers[k] = gPlayer1) or
3529 (gPlayers[k] = gPlayer2) then
3530 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3531 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3532 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3533 end;
3534 end
3535 else if (gGameSettings.GameMode = GM_TDM) then
3536 begin
3537 if (ab = 0) and (ar <> 0) then
3538 begin
3539 // blu team ded
3540 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3541 if Netsrv then
3542 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3543 Inc(gTeamStat[TEAM_RED].Goals);
3544 gLMSRespawn := LMS_RESPAWN_FINAL;
3545 gLMSRespawnTime := gTime + 5000;
3546 end
3547 else if (ar = 0) and (ab <> 0) then
3548 begin
3549 // red team ded
3550 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3551 if Netsrv then
3552 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3553 Inc(gTeamStat[TEAM_BLUE].Goals);
3554 gLMSRespawn := LMS_RESPAWN_FINAL;
3555 gLMSRespawnTime := gTime + 5000;
3556 end
3557 else if (ar = 0) and (ab = 0) then
3558 begin
3559 // everyone ded
3560 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3561 if Netsrv then
3562 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3563 gLMSRespawn := LMS_RESPAWN_FINAL;
3564 gLMSRespawnTime := gTime + 5000;
3565 end;
3566 end
3567 else if (gGameSettings.GameMode = GM_DM) then
3568 begin
3569 if (a = 1) then
3570 begin
3571 if gPlayers[k] <> nil then
3572 with gPlayers[k] do
3573 begin
3574 // survivor is the winner
3575 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3576 if Netsrv then
3577 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3578 Inc(FFrags);
3579 end;
3580 gLMSRespawn := LMS_RESPAWN_FINAL;
3581 gLMSRespawnTime := gTime + 5000;
3582 end
3583 else if (a = 0) then
3584 begin
3585 // everyone is dead, restart the map
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 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3594 begin
3595 if NetMode = NET_SERVER then
3596 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3597 else
3598 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3599 end;
3600 end;
3602 if Netsrv then
3603 begin
3604 MH_SEND_PlayerStats(FUID);
3605 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3606 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3607 end;
3609 if srv and FNoRespawn then Spectate(True);
3610 FWantsInGame := True;
3611 end;
3613 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3614 begin
3615 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3616 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3617 end;
3619 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3620 begin
3621 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3622 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3623 end;
3625 procedure TPlayer.MakeBloodSimple(Count: Word);
3626 begin
3627 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3628 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3629 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3630 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3631 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3632 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3633 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3634 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3635 end;
3637 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3638 begin
3639 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3640 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3641 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3642 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3643 end;
3645 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3646 begin
3647 if g_Game_IsClient then Exit;
3648 if Weapon > High(FWeapon) then Exit;
3649 FNextWeap := FNextWeap or (1 shl Weapon);
3650 end;
3652 procedure TPlayer.resetWeaponQueue ();
3653 begin
3654 FNextWeap := 0;
3655 FNextWeapDelay := 0;
3656 end;
3658 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3659 begin
3660 result := false;
3661 case weapon of
3662 WEAPON_KASTET, WEAPON_SAW: result := true;
3663 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3664 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3665 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3666 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3667 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3668 else result := (weapon < length(FWeapon));
3669 end;
3670 end;
3672 // return 255 for "no switch"
3673 function TPlayer.getNextWeaponIndex (): Byte;
3674 var
3675 i: Word;
3676 wantThisWeapon: array[0..64] of Boolean;
3677 wwc: Integer = 0; //HACK!
3678 dir, cwi: Integer;
3679 begin
3680 result := 255; // default result: "no switch"
3681 // had weapon cycling on previous frame? remove that flag
3682 if (FNextWeap and $2000) <> 0 then
3683 begin
3684 FNextWeap := FNextWeap and $1FFF;
3685 FNextWeapDelay := 0;
3686 end;
3687 // cycling has priority
3688 if (FNextWeap and $C000) <> 0 then
3689 begin
3690 if (FNextWeap and $8000) <> 0 then
3691 dir := 1
3692 else
3693 dir := -1;
3694 FNextWeap := FNextWeap or $2000; // we need this
3695 if FNextWeapDelay > 0 then
3696 exit; // cooldown time
3697 cwi := FCurrWeap;
3698 for i := 0 to High(FWeapon) do
3699 begin
3700 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3701 if FWeapon[cwi] then
3702 begin
3703 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3704 result := Byte(cwi);
3705 FNextWeapDelay := WEAPON_DELAY;
3706 exit;
3707 end;
3708 end;
3709 resetWeaponQueue();
3710 exit;
3711 end;
3712 // no cycling
3713 for i := 0 to High(wantThisWeapon) do
3714 wantThisWeapon[i] := false;
3715 for i := 0 to High(FWeapon) do
3716 if (FNextWeap and (1 shl i)) <> 0 then
3717 begin
3718 wantThisWeapon[i] := true;
3719 Inc(wwc);
3720 end;
3721 // exclude currently selected weapon from the set
3722 wantThisWeapon[FCurrWeap] := false;
3723 // slow down alterations a little
3724 if wwc > 1 then
3725 begin
3726 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3727 // more than one weapon requested, assume "alteration" and check alteration delay
3728 if FNextWeapDelay > 0 then
3729 begin
3730 FNextWeap := 0;
3731 exit;
3732 end; // yeah
3733 end;
3734 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3735 // but clear all counters if no weapon should be switched
3736 if wwc < 1 then
3737 begin
3738 resetWeaponQueue();
3739 exit;
3740 end;
3741 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3742 // try weapons in descending order
3743 for i := High(FWeapon) downto 0 do
3744 begin
3745 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3746 begin
3747 // i found her!
3748 result := Byte(i);
3749 resetWeaponQueue();
3750 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3751 exit;
3752 end;
3753 end;
3754 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3755 resetWeaponQueue();
3756 end;
3758 procedure TPlayer.RealizeCurrentWeapon();
3759 function switchAllowed (): Boolean;
3760 var
3761 i: Byte;
3762 begin
3763 result := false;
3764 if FBFGFireCounter <> -1 then
3765 exit;
3766 if FTime[T_SWITCH] > gTime then
3767 exit;
3768 for i := WP_FIRST to WP_LAST do
3769 if FReloading[i] > 0 then
3770 exit;
3771 result := true;
3772 end;
3774 var
3775 nw: Byte;
3776 begin
3777 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3778 //FNextWeap := FNextWeap and $1FFF;
3779 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3781 if not switchAllowed then
3782 begin
3783 //HACK for weapon cycling
3784 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3785 exit;
3786 end;
3788 nw := getNextWeaponIndex();
3789 if nw = 255 then exit; // don't reset anything here
3790 if nw > High(FWeapon) then
3791 begin
3792 // don't forget to reset queue here!
3793 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3794 resetWeaponQueue();
3795 exit;
3796 end;
3798 if FWeapon[nw] then
3799 begin
3800 FCurrWeap := nw;
3801 FTime[T_SWITCH] := gTime+156;
3802 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3803 FModel.SetWeapon(FCurrWeap);
3804 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3805 end;
3806 end;
3808 procedure TPlayer.NextWeapon();
3809 begin
3810 if g_Game_IsClient then Exit;
3811 FNextWeap := $8000;
3812 end;
3814 procedure TPlayer.PrevWeapon();
3815 begin
3816 if g_Game_IsClient then Exit;
3817 FNextWeap := $4000;
3818 end;
3820 procedure TPlayer.SetWeapon(W: Byte);
3821 begin
3822 if FCurrWeap <> W then
3823 if W = WEAPON_SAW then
3824 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3826 FCurrWeap := W;
3827 FModel.SetWeapon(CurrWeap);
3828 resetWeaponQueue();
3829 end;
3831 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3833 function allowBerserkSwitching (): Boolean;
3834 begin
3835 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3836 result := true;
3837 if gBerserkAutoswitch then exit;
3838 if not conIsCheatsEnabled then exit;
3839 result := false;
3840 end;
3842 var
3843 a: Boolean;
3844 begin
3845 Result := False;
3846 if g_Game_IsClient then Exit;
3848 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3849 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3850 remove := not a;
3852 case ItemType of
3853 ITEM_MEDKIT_SMALL:
3854 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3855 begin
3856 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3857 Result := True;
3858 remove := True;
3859 FFireTime := 0;
3860 if gFlash = 2 then Inc(FPickup, 5);
3861 end;
3863 ITEM_MEDKIT_LARGE:
3864 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3865 begin
3866 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
3867 Result := True;
3868 remove := True;
3869 FFireTime := 0;
3870 if gFlash = 2 then Inc(FPickup, 5);
3871 end;
3873 ITEM_ARMOR_GREEN:
3874 if FArmor < PLAYER_AP_SOFT then
3875 begin
3876 FArmor := PLAYER_AP_SOFT;
3877 Result := True;
3878 remove := True;
3879 if gFlash = 2 then Inc(FPickup, 5);
3880 end;
3882 ITEM_ARMOR_BLUE:
3883 if FArmor < PLAYER_AP_LIMIT then
3884 begin
3885 FArmor := PLAYER_AP_LIMIT;
3886 Result := True;
3887 remove := True;
3888 if gFlash = 2 then Inc(FPickup, 5);
3889 end;
3891 ITEM_SPHERE_BLUE:
3892 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
3893 begin
3894 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3895 Result := True;
3896 remove := True;
3897 FFireTime := 0;
3898 if gFlash = 2 then Inc(FPickup, 5);
3899 end;
3901 ITEM_SPHERE_WHITE:
3902 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
3903 begin
3904 if FHealth < PLAYER_HP_LIMIT then
3905 FHealth := PLAYER_HP_LIMIT;
3906 if FArmor < PLAYER_AP_LIMIT then
3907 FArmor := PLAYER_AP_LIMIT;
3908 Result := True;
3909 remove := True;
3910 FFireTime := 0;
3911 if gFlash = 2 then Inc(FPickup, 5);
3912 end;
3914 ITEM_WEAPON_SAW:
3915 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3916 begin
3917 FWeapon[WEAPON_SAW] := True;
3918 Result := True;
3919 if gFlash = 2 then Inc(FPickup, 5);
3920 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3921 end;
3923 ITEM_WEAPON_SHOTGUN1:
3924 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3925 begin
3926 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3927 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3929 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3930 FWeapon[WEAPON_SHOTGUN1] := True;
3931 Result := True;
3932 if gFlash = 2 then Inc(FPickup, 5);
3933 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3934 end;
3936 ITEM_WEAPON_SHOTGUN2:
3937 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3938 begin
3939 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3941 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3942 FWeapon[WEAPON_SHOTGUN2] := True;
3943 Result := True;
3944 if gFlash = 2 then Inc(FPickup, 5);
3945 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3946 end;
3948 ITEM_WEAPON_CHAINGUN:
3949 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3950 begin
3951 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3953 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3954 FWeapon[WEAPON_CHAINGUN] := True;
3955 Result := True;
3956 if gFlash = 2 then Inc(FPickup, 5);
3957 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3958 end;
3960 ITEM_WEAPON_ROCKETLAUNCHER:
3961 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3962 begin
3963 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3965 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3966 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3967 Result := True;
3968 if gFlash = 2 then Inc(FPickup, 5);
3969 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3970 end;
3972 ITEM_WEAPON_PLASMA:
3973 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3974 begin
3975 if a and FWeapon[WEAPON_PLASMA] then Exit;
3977 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3978 FWeapon[WEAPON_PLASMA] := True;
3979 Result := True;
3980 if gFlash = 2 then Inc(FPickup, 5);
3981 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3982 end;
3984 ITEM_WEAPON_BFG:
3985 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3986 begin
3987 if a and FWeapon[WEAPON_BFG] then Exit;
3989 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3990 FWeapon[WEAPON_BFG] := True;
3991 Result := True;
3992 if gFlash = 2 then Inc(FPickup, 5);
3993 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3994 end;
3996 ITEM_WEAPON_SUPERPULEMET:
3997 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3998 begin
3999 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4001 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4002 FWeapon[WEAPON_SUPERPULEMET] := True;
4003 Result := True;
4004 if gFlash = 2 then Inc(FPickup, 5);
4005 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4006 end;
4008 ITEM_WEAPON_FLAMETHROWER:
4009 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4010 begin
4011 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4013 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4014 FWeapon[WEAPON_FLAMETHROWER] := True;
4015 Result := True;
4016 if gFlash = 2 then Inc(FPickup, 5);
4017 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4018 end;
4020 ITEM_AMMO_BULLETS:
4021 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4022 begin
4023 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4024 Result := True;
4025 remove := True;
4026 if gFlash = 2 then Inc(FPickup, 5);
4027 end;
4029 ITEM_AMMO_BULLETS_BOX:
4030 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4031 begin
4032 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4033 Result := True;
4034 remove := True;
4035 if gFlash = 2 then Inc(FPickup, 5);
4036 end;
4038 ITEM_AMMO_SHELLS:
4039 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4040 begin
4041 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4042 Result := True;
4043 remove := True;
4044 if gFlash = 2 then Inc(FPickup, 5);
4045 end;
4047 ITEM_AMMO_SHELLS_BOX:
4048 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4049 begin
4050 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4051 Result := True;
4052 remove := True;
4053 if gFlash = 2 then Inc(FPickup, 5);
4054 end;
4056 ITEM_AMMO_ROCKET:
4057 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4058 begin
4059 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4060 Result := True;
4061 remove := True;
4062 if gFlash = 2 then Inc(FPickup, 5);
4063 end;
4065 ITEM_AMMO_ROCKET_BOX:
4066 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4067 begin
4068 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4069 Result := True;
4070 remove := True;
4071 if gFlash = 2 then Inc(FPickup, 5);
4072 end;
4074 ITEM_AMMO_CELL:
4075 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4076 begin
4077 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4078 Result := True;
4079 remove := True;
4080 if gFlash = 2 then Inc(FPickup, 5);
4081 end;
4083 ITEM_AMMO_CELL_BIG:
4084 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4085 begin
4086 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4087 Result := True;
4088 remove := True;
4089 if gFlash = 2 then Inc(FPickup, 5);
4090 end;
4092 ITEM_AMMO_FUELCAN:
4093 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4094 begin
4095 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4096 Result := True;
4097 remove := True;
4098 if gFlash = 2 then Inc(FPickup, 5);
4099 end;
4101 ITEM_AMMO_BACKPACK:
4102 if not(R_ITEM_BACKPACK in FRulez) or
4103 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4104 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4105 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4106 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4107 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4108 begin
4109 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4110 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4111 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4112 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4113 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4115 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4116 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4117 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4118 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4119 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4120 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4121 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4122 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4123 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4124 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4126 FRulez := FRulez + [R_ITEM_BACKPACK];
4127 Result := True;
4128 remove := True;
4129 if gFlash = 2 then Inc(FPickup, 5);
4130 end;
4132 ITEM_KEY_RED:
4133 if not(R_KEY_RED in FRulez) then
4134 begin
4135 Include(FRulez, R_KEY_RED);
4136 Result := True;
4137 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4138 if gFlash = 2 then Inc(FPickup, 5);
4139 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4140 end;
4142 ITEM_KEY_GREEN:
4143 if not(R_KEY_GREEN in FRulez) then
4144 begin
4145 Include(FRulez, R_KEY_GREEN);
4146 Result := True;
4147 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4148 if gFlash = 2 then Inc(FPickup, 5);
4149 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4150 end;
4152 ITEM_KEY_BLUE:
4153 if not(R_KEY_BLUE in FRulez) then
4154 begin
4155 Include(FRulez, R_KEY_BLUE);
4156 Result := True;
4157 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4158 if gFlash = 2 then Inc(FPickup, 5);
4159 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4160 end;
4162 ITEM_SUIT:
4163 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4164 begin
4165 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4166 Result := True;
4167 remove := True;
4168 FFireTime := 0;
4169 if gFlash = 2 then Inc(FPickup, 5);
4170 end;
4172 ITEM_OXYGEN:
4173 if FAir < AIR_MAX then
4174 begin
4175 FAir := AIR_MAX;
4176 Result := True;
4177 remove := True;
4178 if gFlash = 2 then Inc(FPickup, 5);
4179 end;
4181 ITEM_MEDKIT_BLACK:
4182 begin
4183 if not (R_BERSERK in FRulez) then
4184 begin
4185 Include(FRulez, R_BERSERK);
4186 if allowBerserkSwitching then
4187 begin
4188 FCurrWeap := WEAPON_KASTET;
4189 resetWeaponQueue();
4190 FModel.SetWeapon(WEAPON_KASTET);
4191 end;
4192 if gFlash <> 0 then
4193 begin
4194 Inc(FPain, 100);
4195 if gFlash = 2 then Inc(FPickup, 5);
4196 end;
4197 FBerserk := gTime+30000;
4198 Result := True;
4199 remove := True;
4200 FFireTime := 0;
4201 end;
4202 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4203 begin
4204 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4205 FBerserk := gTime+30000;
4206 Result := True;
4207 remove := True;
4208 FFireTime := 0;
4209 end;
4210 end;
4212 ITEM_INVUL:
4213 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4214 begin
4215 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4216 Result := True;
4217 remove := True;
4218 if gFlash = 2 then Inc(FPickup, 5);
4219 end;
4221 ITEM_BOTTLE:
4222 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4223 begin
4224 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4225 Result := True;
4226 remove := True;
4227 FFireTime := 0;
4228 if gFlash = 2 then Inc(FPickup, 5);
4229 end;
4231 ITEM_HELMET:
4232 if FArmor < PLAYER_AP_LIMIT then
4233 begin
4234 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4235 Result := True;
4236 remove := True;
4237 if gFlash = 2 then Inc(FPickup, 5);
4238 end;
4240 ITEM_JETPACK:
4241 if FJetFuel < JET_MAX then
4242 begin
4243 FJetFuel := JET_MAX;
4244 Result := True;
4245 remove := True;
4246 if gFlash = 2 then Inc(FPickup, 5);
4247 end;
4249 ITEM_INVIS:
4250 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4251 begin
4252 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4253 Result := True;
4254 remove := True;
4255 if gFlash = 2 then Inc(FPickup, 5);
4256 end;
4257 end;
4258 end;
4260 procedure TPlayer.Touch();
4261 begin
4262 if not FAlive then
4263 Exit;
4264 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4265 if FIamBot then
4266 begin
4267 // Áðîñèòü ôëàã òîâàðèùó:
4268 if gGameSettings.GameMode = GM_CTF then
4269 DropFlag();
4270 end;
4271 end;
4273 procedure TPlayer.Push(vx, vy: Integer);
4274 begin
4275 if (not FPhysics) and FGhost then
4276 Exit;
4277 FObj.Accel.X := FObj.Accel.X + vx;
4278 FObj.Accel.Y := FObj.Accel.Y + vy;
4279 if g_Game_IsNet and g_Game_IsServer then
4280 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4281 end;
4283 procedure TPlayer.Reset(Force: Boolean);
4284 begin
4285 if Force then
4286 FAlive := False;
4288 FSpawned := False;
4289 FTime[T_RESPAWN] := 0;
4290 FTime[T_FLAGCAP] := 0;
4291 FGodMode := False;
4292 FNoTarget := False;
4293 FNoReload := False;
4294 FFrags := 0;
4295 FLastFrag := 0;
4296 FComboEvnt := -1;
4297 FKills := 0;
4298 FMonsterKills := 0;
4299 FDeath := 0;
4300 FSecrets := 0;
4301 FReady := False;
4302 if FNoRespawn then
4303 begin
4304 FSpectator := False;
4305 FGhost := False;
4306 FPhysics := True;
4307 FSpectatePlayer := -1;
4308 FNoRespawn := False;
4309 end;
4310 FLives := gGameSettings.MaxLives;
4312 SetFlag(FLAG_NONE);
4313 end;
4315 procedure TPlayer.SoftReset();
4316 begin
4317 ReleaseKeys();
4319 FDamageBuffer := 0;
4320 FIncCam := 0;
4321 FBFGFireCounter := -1;
4322 FShellTimer := -1;
4323 FPain := 0;
4324 FLastHit := 0;
4325 FLastFrag := 0;
4326 FComboEvnt := -1;
4328 SetFlag(FLAG_NONE);
4329 SetAction(A_STAND, True);
4330 end;
4332 function TPlayer.GetRespawnPoint(): Byte;
4333 var
4334 c: Byte;
4335 begin
4336 Result := 255;
4337 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4339 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4340 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4341 begin
4342 if (Self = gPlayer1) or (Self = gPlayer2) then
4343 begin
4344 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4345 if Self = gPlayer1 then
4346 c := RESPAWNPOINT_PLAYER1
4347 else
4348 c := RESPAWNPOINT_PLAYER2;
4349 if g_Map_GetPointCount(c) > 0 then
4350 begin
4351 Result := c;
4352 Exit;
4353 end;
4355 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4356 if Self = gPlayer1 then
4357 c := RESPAWNPOINT_PLAYER2
4358 else
4359 c := RESPAWNPOINT_PLAYER1;
4360 if g_Map_GetPointCount(c) > 0 then
4361 begin
4362 Result := c;
4363 Exit;
4364 end;
4365 end else
4366 begin
4367 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4368 if Random(2) = 0 then
4369 c := RESPAWNPOINT_PLAYER1
4370 else
4371 c := RESPAWNPOINT_PLAYER2;
4372 if g_Map_GetPointCount(c) > 0 then
4373 begin
4374 Result := c;
4375 Exit;
4376 end;
4377 end;
4379 // Òî÷êà ëþáîé èç êîìàíä
4380 if Random(2) = 0 then
4381 c := RESPAWNPOINT_RED
4382 else
4383 c := RESPAWNPOINT_BLUE;
4384 if g_Map_GetPointCount(c) > 0 then
4385 begin
4386 Result := c;
4387 Exit;
4388 end;
4390 // Òî÷êà DM
4391 c := RESPAWNPOINT_DM;
4392 if g_Map_GetPointCount(c) > 0 then
4393 begin
4394 Result := c;
4395 Exit;
4396 end;
4397 end;
4399 // Ìÿñîïîâàë
4400 if gGameSettings.GameMode = GM_DM then
4401 begin
4402 // Òî÷êà DM
4403 c := RESPAWNPOINT_DM;
4404 if g_Map_GetPointCount(c) > 0 then
4405 begin
4406 Result := c;
4407 Exit;
4408 end;
4410 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4411 if Random(2) = 0 then
4412 c := RESPAWNPOINT_PLAYER1
4413 else
4414 c := RESPAWNPOINT_PLAYER2;
4415 if g_Map_GetPointCount(c) > 0 then
4416 begin
4417 Result := c;
4418 Exit;
4419 end;
4421 // Òî÷êà ëþáîé èç êîìàíä
4422 if Random(2) = 0 then
4423 c := RESPAWNPOINT_RED
4424 else
4425 c := RESPAWNPOINT_BLUE;
4426 if g_Map_GetPointCount(c) > 0 then
4427 begin
4428 Result := c;
4429 Exit;
4430 end;
4431 end;
4433 // Êîìàíäíûå
4434 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4435 begin
4436 // Òî÷êà ñâîåé êîìàíäû
4437 c := RESPAWNPOINT_DM;
4438 if FTeam = TEAM_RED then
4439 c := RESPAWNPOINT_RED;
4440 if FTeam = TEAM_BLUE then
4441 c := RESPAWNPOINT_BLUE;
4442 if g_Map_GetPointCount(c) > 0 then
4443 begin
4444 Result := c;
4445 Exit;
4446 end;
4448 // Òî÷êà DM
4449 c := RESPAWNPOINT_DM;
4450 if g_Map_GetPointCount(c) > 0 then
4451 begin
4452 Result := c;
4453 Exit;
4454 end;
4456 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4457 if Random(2) = 0 then
4458 c := RESPAWNPOINT_PLAYER1
4459 else
4460 c := RESPAWNPOINT_PLAYER2;
4461 if g_Map_GetPointCount(c) > 0 then
4462 begin
4463 Result := c;
4464 Exit;
4465 end;
4467 // Òî÷êà äðóãîé êîìàíäû
4468 c := RESPAWNPOINT_DM;
4469 if FTeam = TEAM_RED then
4470 c := RESPAWNPOINT_BLUE;
4471 if FTeam = TEAM_BLUE then
4472 c := RESPAWNPOINT_RED;
4473 if g_Map_GetPointCount(c) > 0 then
4474 begin
4475 Result := c;
4476 Exit;
4477 end;
4478 end;
4479 end;
4481 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4482 var
4483 RespawnPoint: TRespawnPoint;
4484 a, b, c: Byte;
4485 Anim: TAnimation;
4486 ID: DWORD;
4487 begin
4488 FIncCam := 0;
4489 FBFGFireCounter := -1;
4490 FShellTimer := -1;
4491 FPain := 0;
4492 FLastHit := 0;
4494 if not g_Game_IsServer then
4495 Exit;
4496 if FDummy then
4497 Exit;
4498 FWantsInGame := True;
4499 FJustTeleported := True;
4500 if Force then
4501 begin
4502 FTime[T_RESPAWN] := 0;
4503 FAlive := False;
4504 end;
4505 FNetTime := 0;
4506 // if server changes MaxLives we gotta be ready
4507 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4509 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4510 if FTime[T_RESPAWN] > gTime then
4511 Exit;
4513 // Ïðîñðàë âñå æèçíè:
4514 if FNoRespawn then
4515 begin
4516 if not FSpectator then Spectate(True);
4517 FWantsInGame := True;
4518 Exit;
4519 end;
4521 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4522 begin // "Ñâîÿ èãðà"
4523 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4524 FRulez := FRulez-[R_BERSERK];
4525 end
4526 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4527 begin
4528 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4529 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4530 end;
4532 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4533 c := GetRespawnPoint();
4535 ReleaseKeys();
4536 SetFlag(FLAG_NONE);
4538 // Âîñêðåøåíèå áåç îðóæèÿ:
4539 if not FAlive then
4540 begin
4541 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4542 FArmor := 0;
4543 FAlive := True;
4544 FAir := AIR_DEF;
4545 FJetFuel := 0;
4547 for a := WP_FIRST to WP_LAST do
4548 begin
4549 FWeapon[a] := False;
4550 FReloading[a] := 0;
4551 end;
4553 FWeapon[WEAPON_PISTOL] := True;
4554 FWeapon[WEAPON_KASTET] := True;
4555 FCurrWeap := WEAPON_PISTOL;
4556 resetWeaponQueue();
4558 FModel.SetWeapon(FCurrWeap);
4560 for b := A_BULLETS to A_HIGH do
4561 FAmmo[b] := 0;
4563 FAmmo[A_BULLETS] := 50;
4565 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4566 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4567 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4568 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4569 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4571 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4572 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4573 else
4574 FRulez := [];
4575 end;
4577 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4578 if not g_Map_GetPoint(c, RespawnPoint) then
4579 begin
4580 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4581 Exit;
4582 end;
4584 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4585 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4586 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4587 FObj.Vel.X := 0;
4588 FObj.Vel.Y := 0;
4589 FObj.Accel.X := 0;
4590 FObj.Accel.Y := 0;
4592 FDirection := RespawnPoint.Direction;
4593 if FDirection = TDirection.D_LEFT then
4594 FAngle := 180
4595 else
4596 FAngle := 0;
4598 SetAction(A_STAND, True);
4599 FModel.Direction := FDirection;
4601 for a := Low(FTime) to High(FTime) do
4602 FTime[a] := 0;
4604 for a := Low(FMegaRulez) to High(FMegaRulez) do
4605 FMegaRulez[a] := 0;
4607 FDamageBuffer := 0;
4608 FJetpack := False;
4609 FCanJetpack := False;
4610 FFlaming := False;
4611 FFireTime := 0;
4612 FFirePainTime := 0;
4613 FFireAttacker := 0;
4615 // Àíèìàöèÿ âîçðîæäåíèÿ:
4616 if (not gLoadGameMode) and (not Silent) then
4617 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4618 begin
4619 Anim := TAnimation.Create(ID, False, 3);
4620 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4621 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4622 Anim.Free();
4623 end;
4625 FSpectator := False;
4626 FGhost := False;
4627 FPhysics := True;
4628 FSpectatePlayer := -1;
4629 FSpawned := True;
4631 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4632 gPlayer1 := self;
4633 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4634 gPlayer2 := self;
4636 if g_Game_IsNet then
4637 begin
4638 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4639 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4640 if not Silent then
4641 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4642 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4643 0, NET_GFX_TELE);
4644 end;
4645 end;
4647 procedure TPlayer.Spectate(NoMove: Boolean = False);
4648 begin
4649 if FAlive then
4650 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4651 else if (not NoMove) then
4652 begin
4653 GameX := gMapInfo.Width div 2;
4654 GameY := gMapInfo.Height div 2;
4655 end;
4656 FXTo := GameX;
4657 FYTo := GameY;
4659 FAlive := False;
4660 FSpectator := True;
4661 FGhost := True;
4662 FPhysics := False;
4663 FWantsInGame := False;
4664 FSpawned := False;
4666 if FNoRespawn then
4667 begin
4668 if Self = gPlayer1 then
4669 begin
4670 gLMSPID1 := FUID;
4671 gPlayer1 := nil;
4672 end;
4673 if Self = gPlayer2 then
4674 begin
4675 gLMSPID2 := FUID;
4676 gPlayer2 := nil;
4677 end;
4678 end;
4680 if g_Game_IsNet then
4681 MH_SEND_PlayerStats(FUID);
4682 end;
4684 procedure TPlayer.SwitchNoClip;
4685 begin
4686 if not FAlive then
4687 Exit;
4688 FGhost := not FGhost;
4689 FPhysics := not FGhost;
4690 if FGhost then
4691 begin
4692 FXTo := FObj.X;
4693 FYTo := FObj.Y;
4694 end else
4695 begin
4696 FObj.Accel.X := 0;
4697 FObj.Accel.Y := 0;
4698 end;
4699 end;
4701 procedure TPlayer.Run(Direction: TDirection);
4702 var
4703 a, b: Integer;
4704 begin
4705 if MAX_RUNVEL > 8 then
4706 FlySmoke();
4708 // Áåæèì:
4709 if Direction = TDirection.D_LEFT then
4710 begin
4711 if FObj.Vel.X > -MAX_RUNVEL then
4712 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4713 end
4714 else
4715 if FObj.Vel.X < MAX_RUNVEL then
4716 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4718 // Âîçìîæíî, ïèíàåì êóñêè:
4719 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4720 begin
4721 b := Abs(FObj.Vel.X);
4722 if b > 1 then b := b * (Random(8 div b) + 1);
4723 for a := 0 to High(gGibs) do
4724 begin
4725 if gGibs[a].alive and
4726 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4727 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4728 begin
4729 // Ïèíàåì êóñêè
4730 if FObj.Vel.X < 0 then
4731 begin
4732 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4733 end
4734 else
4735 begin
4736 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4737 end;
4738 gGibs[a].positionChanged(); // this updates spatial accelerators
4739 end;
4740 end;
4741 end;
4743 SetAction(A_WALK);
4744 end;
4746 procedure TPlayer.SeeDown();
4747 begin
4748 SetAction(A_SEEDOWN);
4750 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4752 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4753 end;
4755 procedure TPlayer.SeeUp();
4756 begin
4757 SetAction(A_SEEUP);
4759 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4761 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4762 end;
4764 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4765 var
4766 Prior: Byte;
4767 begin
4768 case Action of
4769 A_WALK: Prior := 3;
4770 A_DIE1: Prior := 5;
4771 A_DIE2: Prior := 5;
4772 A_ATTACK: Prior := 2;
4773 A_SEEUP: Prior := 1;
4774 A_SEEDOWN: Prior := 1;
4775 A_ATTACKUP: Prior := 2;
4776 A_ATTACKDOWN: Prior := 2;
4777 A_PAIN: Prior := 4;
4778 else Prior := 0;
4779 end;
4781 if (Prior > FActionPrior) or Force then
4782 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4783 begin
4784 FActionPrior := Prior;
4785 FActionAnim := Action;
4786 FActionForce := Force;
4787 FActionChanged := True;
4788 end;
4790 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4791 end;
4793 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4794 begin
4795 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4796 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4797 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4798 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4799 end;
4801 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4802 var
4803 Anim: TAnimation;
4804 ID: DWORD;
4805 begin
4806 Result := False;
4808 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4809 begin
4810 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4811 if g_Game_IsServer and g_Game_IsNet then
4812 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4813 Exit;
4814 end;
4816 FJustTeleported := True;
4818 Anim := nil;
4819 if not silent then
4820 begin
4821 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4822 begin
4823 Anim := TAnimation.Create(ID, False, 3);
4824 end;
4826 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4827 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4828 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4829 if g_Game_IsServer and g_Game_IsNet then
4830 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4831 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4832 NET_GFX_TELE);
4833 end;
4835 FObj.X := X-PLAYER_RECT.X;
4836 FObj.Y := Y-PLAYER_RECT.Y;
4837 if FAlive and FGhost then
4838 begin
4839 FXTo := FObj.X;
4840 FYTo := FObj.Y;
4841 end;
4843 if not g_Game_IsNet then
4844 begin
4845 if dir = 1 then
4846 begin
4847 SetDirection(TDirection.D_LEFT);
4848 FAngle := 180;
4849 end
4850 else
4851 if dir = 2 then
4852 begin
4853 SetDirection(TDirection.D_RIGHT);
4854 FAngle := 0;
4855 end
4856 else
4857 if dir = 3 then
4858 begin // îáðàòíîå
4859 if FDirection = TDirection.D_RIGHT then
4860 begin
4861 SetDirection(TDirection.D_LEFT);
4862 FAngle := 180;
4863 end
4864 else
4865 begin
4866 SetDirection(TDirection.D_RIGHT);
4867 FAngle := 0;
4868 end;
4869 end;
4870 end;
4872 if not silent and (Anim <> nil) then
4873 begin
4874 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4875 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4876 Anim.Free();
4878 if g_Game_IsServer and g_Game_IsNet then
4879 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4880 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4881 NET_GFX_TELE);
4882 end;
4884 Result := True;
4885 end;
4887 function nonz(a: Single): Single;
4888 begin
4889 if a <> 0 then
4890 Result := a
4891 else
4892 Result := 1;
4893 end;
4895 function TPlayer.followCorpse(): Boolean;
4896 var
4897 i: Integer;
4898 begin
4899 Result := False;
4900 if FAlive or FSpectator then
4901 Exit;
4902 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4903 Exit;
4904 for i := 0 to High(gCorpses) do
4905 if gCorpses[i] <> nil then
4906 if gCorpses[i].FPlayerUID = FUID then
4907 begin
4908 Result := True;
4909 FObj.X := gCorpses[i].FObj.X;
4910 FObj.Y := gCorpses[i].FObj.Y;
4911 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4912 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4913 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4914 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4915 break;
4916 end;
4917 end;
4919 procedure TPlayer.Update();
4920 var
4921 b: Byte;
4922 i, ii, wx, wy, xd, yd, k: Integer;
4923 blockmon, headwater, dospawn: Boolean;
4924 NetServer: Boolean;
4925 AnyServer: Boolean;
4926 SetSpect: Boolean;
4927 begin
4928 NetServer := g_Game_IsNet and g_Game_IsServer;
4929 AnyServer := g_Game_IsServer;
4931 if g_Game_IsClient and (NetInterpLevel > 0) then
4932 DoLerp(NetInterpLevel + 1)
4933 else
4934 if FGhost then
4935 DoLerp(4);
4937 if NetServer then
4938 if FClientID >= 0 then
4939 begin
4940 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4941 if NetClients[FClientID].Peer^.packetsSent > 0 then
4942 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4943 else
4944 FLoss := 0;
4945 end else
4946 begin
4947 FPing := 0;
4948 FLoss := 0;
4949 end;
4951 if FAlive and (FPunchAnim <> nil) then
4952 FPunchAnim.Update();
4954 if FAlive and (gFly or FJetpack) then
4955 FlySmoke();
4957 if FDirection = TDirection.D_LEFT then
4958 FAngle := 180
4959 else
4960 FAngle := 0;
4962 if FAlive and (not FGhost) then
4963 begin
4964 if FKeys[KEY_UP].Pressed then
4965 SeeUp();
4966 if FKeys[KEY_DOWN].Pressed then
4967 SeeDown();
4968 end;
4970 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4971 (FIncCam <> 0) then
4972 begin
4973 i := g_basic.Sign(FIncCam);
4974 FIncCam := Abs(FIncCam);
4975 DecMin(FIncCam, 5, 0);
4976 FIncCam := FIncCam*i;
4977 end;
4979 // no need to do that each second frame, weapon queue will take care of it
4980 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4981 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4983 if gTime mod (GAME_TICK*2) <> 0 then
4984 begin
4985 if (FObj.Vel.X = 0) and FAlive then
4986 begin
4987 if FKeys[KEY_LEFT].Pressed then
4988 Run(TDirection.D_LEFT);
4989 if FKeys[KEY_RIGHT].Pressed then
4990 Run(TDirection.D_RIGHT);
4991 end;
4993 if FPhysics then
4994 begin
4995 if not followCorpse() then
4996 g_Obj_Move(@FObj, True, True, True);
4997 positionChanged(); // this updates spatial accelerators
4998 end;
5000 Exit;
5001 end;
5003 FActionChanged := False;
5005 if FAlive then
5006 begin
5007 // Let alive player do some actions
5008 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5009 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5010 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5011 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5012 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5013 else
5014 begin
5015 if AnyServer then
5016 begin
5017 FlamerOff;
5018 if NetServer then MH_SEND_PlayerStats(FUID);
5019 end;
5020 end;
5021 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5022 if FKeys[KEY_JUMP].Pressed then Jump()
5023 else
5024 begin
5025 if AnyServer and FJetpack then
5026 begin
5027 FJetpack := False;
5028 JetpackOff;
5029 if NetServer then MH_SEND_PlayerStats(FUID);
5030 end;
5031 FCanJetpack := True;
5032 end;
5033 end
5034 else // Dead
5035 begin
5036 dospawn := False;
5037 if not FGhost then
5038 for k := Low(FKeys) to KEY_CHAT-1 do
5039 begin
5040 if FKeys[k].Pressed then
5041 begin
5042 dospawn := True;
5043 break;
5044 end;
5045 end;
5046 if dospawn then
5047 begin
5048 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5049 Respawn(False)
5050 else // Single
5051 if (FTime[T_RESPAWN] <= gTime) and
5052 gGameOn and (not FAlive) then
5053 begin
5054 if (g_Player_GetCount() > 1) then
5055 Respawn(False)
5056 else
5057 begin
5058 gExit := EXIT_RESTART;
5059 Exit;
5060 end;
5061 end;
5062 end;
5063 // Dead spectator actions
5064 if FGhost then
5065 begin
5066 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5067 if FKeys[KEY_FIRE].Pressed and AnyServer then
5068 begin
5069 if FSpectator then
5070 begin
5071 if (FSpectatePlayer >= High(gPlayers)) then
5072 FSpectatePlayer := -1
5073 else
5074 begin
5075 SetSpect := False;
5076 for I := FSpectatePlayer + 1 to High(gPlayers) do
5077 if gPlayers[I] <> nil then
5078 if gPlayers[I].alive then
5079 if gPlayers[I].UID <> FUID then
5080 begin
5081 FSpectatePlayer := I;
5082 SetSpect := True;
5083 break;
5084 end;
5086 if not SetSpect then FSpectatePlayer := -1;
5087 end;
5089 ReleaseKeys;
5090 end;
5091 end;
5092 end;
5093 end;
5094 // No clipping
5095 if FGhost then
5096 begin
5097 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5098 begin
5099 FYTo := FObj.Y - 32;
5100 FSpectatePlayer := -1;
5101 end;
5102 if FKeys[KEY_DOWN].Pressed then
5103 begin
5104 FYTo := FObj.Y + 32;
5105 FSpectatePlayer := -1;
5106 end;
5107 if FKeys[KEY_LEFT].Pressed then
5108 begin
5109 FXTo := FObj.X - 32;
5110 FSpectatePlayer := -1;
5111 end;
5112 if FKeys[KEY_RIGHT].Pressed then
5113 begin
5114 FXTo := FObj.X + 32;
5115 FSpectatePlayer := -1;
5116 end;
5118 if (FXTo < -64) then
5119 FXTo := -64
5120 else if (FXTo > gMapInfo.Width + 32) then
5121 FXTo := gMapInfo.Width + 32;
5122 if (FYTo < -72) then
5123 FYTo := -72
5124 else if (FYTo > gMapInfo.Height + 32) then
5125 FYTo := gMapInfo.Height + 32;
5126 end;
5128 if FPhysics then
5129 begin
5130 if not followCorpse() then
5131 g_Obj_Move(@FObj, True, True, True);
5132 positionChanged(); // this updates spatial accelerators
5133 end
5134 else
5135 begin
5136 FObj.Vel.X := 0;
5137 FObj.Vel.Y := 0;
5138 if FSpectator then
5139 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5140 if gPlayers[FSpectatePlayer] <> nil then
5141 if gPlayers[FSpectatePlayer].alive then
5142 begin
5143 FXTo := gPlayers[FSpectatePlayer].GameX;
5144 FYTo := gPlayers[FSpectatePlayer].GameY;
5145 end;
5146 end;
5148 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5149 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5150 PANEL_BLOCKMON, True);
5151 headwater := HeadInLiquid(0, 0);
5153 // Ñîïðîòèâëåíèå âîçäóõà:
5154 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5155 if FObj.Vel.X <> 0 then
5156 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5158 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5159 DecMin(FPain, 5, 0);
5160 DecMin(FPickup, 1, 0);
5162 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5163 begin
5164 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5165 FMegaRulez[MR_SUIT] := 0;
5166 FMegaRulez[MR_INVUL] := 0;
5167 FMegaRulez[MR_INVIS] := 0;
5168 Kill(K_FALLKILL, 0, HIT_FALL);
5169 end;
5171 i := 9;
5173 if FAlive then
5174 begin
5175 if FCurrWeap = WEAPON_SAW then
5176 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5177 FSawSoundSelect.IsPlaying()) then
5178 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5180 if FJetpack then
5181 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5182 (not FJetSoundOff.IsPlaying()) then
5183 begin
5184 FJetSoundFly.SetPosition(0);
5185 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5186 end;
5188 for b := WP_FIRST to WP_LAST do
5189 if FReloading[b] > 0 then
5190 if FNoReload then
5191 FReloading[b] := 0
5192 else
5193 Dec(FReloading[b]);
5195 if FShellTimer > -1 then
5196 if FShellTimer = 0 then
5197 begin
5198 if FShellType = SHELL_SHELL then
5199 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5200 GameVelX, GameVelY-2, SHELL_SHELL)
5201 else if FShellType = SHELL_DBLSHELL then
5202 begin
5203 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5204 GameVelX+1, GameVelY-2, SHELL_SHELL);
5205 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5206 GameVelX-1, GameVelY-2, SHELL_SHELL);
5207 end;
5208 FShellTimer := -1;
5209 end else Dec(FShellTimer);
5211 if (FBFGFireCounter > -1) then
5212 if FBFGFireCounter = 0 then
5213 begin
5214 if AnyServer then
5215 begin
5216 wx := FObj.X+WEAPONPOINT[FDirection].X;
5217 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5218 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5219 yd := wy+firediry();
5220 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5221 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5222 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5223 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5224 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5225 end;
5227 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5228 FBFGFireCounter := -1;
5229 end else
5230 if FNoReload then
5231 FBFGFireCounter := 0
5232 else
5233 Dec(FBFGFireCounter);
5235 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5236 begin
5237 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5239 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5240 end;
5242 if (headwater or blockmon) then
5243 begin
5244 Dec(FAir);
5246 if FAir < -9 then
5247 begin
5248 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5249 FAir := 0;
5250 end
5251 else if (FAir mod 31 = 0) and not blockmon then
5252 begin
5253 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5254 if Random(2) = 0 then
5255 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5256 else
5257 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5258 end;
5259 end else if FAir < AIR_DEF then
5260 FAir := AIR_DEF;
5262 if FFireTime > 0 then
5263 begin
5264 if BodyInLiquid(0, 0) then
5265 begin
5266 FFireTime := 0;
5267 FFirePainTime := 0;
5268 end
5269 else if FMegaRulez[MR_SUIT] >= gTime then
5270 begin
5271 if FMegaRulez[MR_SUIT] = gTime then
5272 FFireTime := 1;
5273 FFirePainTime := 0;
5274 end
5275 else
5276 begin
5277 OnFireFlame(1);
5278 if FFirePainTime <= 0 then
5279 begin
5280 if g_Game_IsServer then
5281 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5282 FFirePainTime := 12 - FFireTime div 12;
5283 end;
5284 FFirePainTime := FFirePainTime - 1;
5285 FFireTime := FFireTime - 1;
5286 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5287 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5288 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5289 MH_SEND_PlayerStats(FUID);
5290 end;
5291 end;
5293 if FDamageBuffer > 0 then
5294 begin
5295 if FDamageBuffer >= 9 then
5296 begin
5297 SetAction(A_PAIN);
5299 if FDamageBuffer < 30 then i := 9
5300 else if FDamageBuffer < 100 then i := 18
5301 else i := 27;
5302 end;
5304 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5305 FArmor := FArmor-(FDamageBuffer-ii);
5306 FHealth := FHealth-ii;
5307 if FArmor < 0 then
5308 begin
5309 FHealth := FHealth+FArmor;
5310 FArmor := 0;
5311 end;
5313 if AnyServer then
5314 if FHealth <= 0 then
5315 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5316 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5317 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5319 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5320 begin
5321 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5322 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5323 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5324 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5325 end;
5327 FDamageBuffer := 0;
5328 end;
5330 {CollideItem();}
5331 end; // if FAlive then ...
5333 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5334 begin
5335 FModel.ChangeAnimation(FActionAnim, FActionForce);
5336 FModel.GetCurrentAnimation.MinLength := i;
5337 FModel.GetCurrentAnimationMask.MinLength := i;
5338 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5340 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5341 then SetAction(A_STAND, True);
5343 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5345 for b := Low(FKeys) to High(FKeys) do
5346 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5347 end;
5350 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5351 begin
5352 x := FObj.X+PLAYER_RECT.X;
5353 y := FObj.Y+PLAYER_RECT.Y;
5354 w := PLAYER_RECT.Width;
5355 h := PLAYER_RECT.Height;
5356 end;
5359 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5360 begin
5361 if (dx <> 0) or (dy <> 0) then
5362 begin
5363 FObj.X += dx;
5364 FObj.Y += dy;
5365 positionChanged();
5366 end;
5367 end;
5370 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5371 begin
5372 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5373 FObj.Y+PLAYER_RECT.Y,
5374 PLAYER_RECT.Width,
5375 PLAYER_RECT.Height,
5376 X, Y,
5377 Width, Height);
5378 end;
5380 function TPlayer.Collide(Panel: TPanel): Boolean;
5381 begin
5382 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5383 FObj.Y+PLAYER_RECT.Y,
5384 PLAYER_RECT.Width,
5385 PLAYER_RECT.Height,
5386 Panel.X, Panel.Y,
5387 Panel.Width, Panel.Height);
5388 end;
5390 function TPlayer.Collide(X, Y: Integer): Boolean;
5391 begin
5392 X := X-FObj.X-PLAYER_RECT.X;
5393 Y := Y-FObj.Y-PLAYER_RECT.Y;
5394 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5395 (y >= 0) and (y <= PLAYER_RECT.Height);
5396 end;
5398 function g_Player_ValidName(Name: string): Boolean;
5399 var
5400 a: Integer;
5401 begin
5402 Result := True;
5404 if gPlayers = nil then Exit;
5406 for a := 0 to High(gPlayers) do
5407 if gPlayers[a] <> nil then
5408 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5409 begin
5410 Result := False;
5411 Exit;
5412 end;
5413 end;
5415 procedure TPlayer.SetDirection(Direction: TDirection);
5416 var
5417 d: TDirection;
5418 begin
5419 d := FModel.Direction;
5421 FModel.Direction := Direction;
5422 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5424 FDirection := Direction;
5425 end;
5427 function TPlayer.GetKeys(): Byte;
5428 begin
5429 Result := 0;
5431 if R_KEY_RED in FRulez then Result := KEY_RED;
5432 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5433 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5435 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5436 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5437 end;
5439 procedure TPlayer.Use();
5440 var
5441 a: Integer;
5442 begin
5443 if FTime[T_USE] > gTime then Exit;
5445 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5446 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5448 for a := 0 to High(gPlayers) do
5449 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5450 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5451 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5452 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5453 begin
5454 gPlayers[a].Touch();
5455 if g_Game_IsNet and g_Game_IsServer then
5456 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5457 end;
5459 FTime[T_USE] := gTime+120;
5460 end;
5462 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5463 var
5464 locObj: TObj;
5465 F: Boolean;
5466 WX, WY, XD, YD: Integer;
5467 begin
5468 F := False;
5469 WX := X;
5470 WY := Y;
5471 XD := AX;
5472 YD := AY;
5474 case FCurrWeap of
5475 WEAPON_KASTET:
5476 begin
5477 DoPunch();
5478 if R_BERSERK in FRulez then
5479 begin
5480 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5481 locobj.X := FObj.X+FObj.Rect.X;
5482 locobj.Y := FObj.Y+FObj.Rect.Y;
5483 locobj.rect.X := 0;
5484 locobj.rect.Y := 0;
5485 locobj.rect.Width := 39;
5486 locobj.rect.Height := 52;
5487 locobj.Vel.X := (xd-wx) div 2;
5488 locobj.Vel.Y := (yd-wy) div 2;
5489 locobj.Accel.X := xd-wx;
5490 locobj.Accel.y := yd-wy;
5492 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5493 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5494 else
5495 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5497 if gFlash = 1 then
5498 if FPain < 50 then
5499 FPain := min(FPain + 25, 50);
5500 end else
5501 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5502 end;
5504 WEAPON_SAW:
5505 begin
5506 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5507 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5508 begin
5509 FSawSoundSelect.Stop();
5510 FSawSound.Stop();
5511 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5512 end
5513 else if not FSawSoundHit.IsPlaying() then
5514 begin
5515 FSawSoundSelect.Stop();
5516 FSawSound.PlayAt(FObj.X, FObj.Y);
5517 end;
5518 f := True;
5519 end;
5521 WEAPON_PISTOL:
5522 begin
5523 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5524 FFireAngle := FAngle;
5525 f := True;
5526 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5527 GameVelX, GameVelY-2, SHELL_BULLET);
5528 end;
5530 WEAPON_SHOTGUN1:
5531 begin
5532 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5533 FFireAngle := FAngle;
5534 f := True;
5535 FShellTimer := 10;
5536 FShellType := SHELL_SHELL;
5537 end;
5539 WEAPON_SHOTGUN2:
5540 begin
5541 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5542 FFireAngle := FAngle;
5543 f := True;
5544 FShellTimer := 13;
5545 FShellType := SHELL_DBLSHELL;
5546 end;
5548 WEAPON_CHAINGUN:
5549 begin
5550 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5551 FFireAngle := FAngle;
5552 f := True;
5553 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5554 GameVelX, GameVelY-2, SHELL_BULLET);
5555 end;
5557 WEAPON_ROCKETLAUNCHER:
5558 begin
5559 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5560 FFireAngle := FAngle;
5561 f := True;
5562 end;
5564 WEAPON_PLASMA:
5565 begin
5566 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5567 FFireAngle := FAngle;
5568 f := True;
5569 end;
5571 WEAPON_BFG:
5572 begin
5573 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5574 FFireAngle := FAngle;
5575 f := True;
5576 end;
5578 WEAPON_SUPERPULEMET:
5579 begin
5580 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5581 FFireAngle := FAngle;
5582 f := True;
5583 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5584 GameVelX, GameVelY-2, SHELL_SHELL);
5585 end;
5587 WEAPON_FLAMETHROWER:
5588 begin
5589 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5590 FlamerOn;
5591 FFireAngle := FAngle;
5592 f := True;
5593 end;
5594 end;
5596 if not f then Exit;
5598 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5599 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5600 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5601 end;
5603 procedure TPlayer.DoLerp(Level: Integer = 2);
5604 begin
5605 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5606 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5607 end;
5609 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5610 var
5611 AX, AY: Integer;
5612 begin
5613 if NetInterpLevel < 1 then
5614 begin
5615 FObj.X := XTo;
5616 FObj.Y := YTo;
5617 end
5618 else
5619 begin
5620 FXTo := XTo;
5621 FYTo := YTo;
5623 AX := Abs(FXTo - FObj.X);
5624 AY := Abs(FYTo - FObj.Y);
5625 if (AX > 32) or (AX <= NetInterpLevel) then
5626 FObj.X := FXTo;
5627 if (AY > 32) or (AY <= NetInterpLevel) then
5628 FObj.Y := FYTo;
5629 end;
5630 end;
5632 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5633 begin
5634 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5635 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5636 PANEL_LIFTUP, False) then Result := -1
5637 else
5638 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5639 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5640 PANEL_LIFTDOWN, False) then Result := 1
5641 else Result := 0;
5642 end;
5644 function TPlayer.GetFlag(Flag: Byte): Boolean;
5645 var
5646 s, ts: String;
5647 evtype, a: Byte;
5648 begin
5649 Result := False;
5651 if Flag = FLAG_NONE then
5652 Exit;
5654 if not g_Game_IsServer then Exit;
5656 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5657 if (Flag = FTeam) and
5658 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5659 (FFlag <> FLAG_NONE) then
5660 begin
5661 if FFlag = FLAG_RED then
5662 s := _lc[I_PLAYER_FLAG_RED]
5663 else
5664 s := _lc[I_PLAYER_FLAG_BLUE];
5666 evtype := FLAG_STATE_SCORED;
5668 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5669 Insert('.', ts, Length(ts) + 1 - 3);
5670 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5672 g_Map_ResetFlag(FFlag);
5673 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5675 if ((Self = gPlayer1) or (Self = gPlayer2)
5676 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5677 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5678 a := 0
5679 else
5680 a := 1;
5682 if not sound_cap_flag[a].IsPlaying() then
5683 sound_cap_flag[a].Play();
5685 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5687 Result := True;
5688 if g_Game_IsNet then
5689 begin
5690 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5691 MH_SEND_GameStats;
5692 end;
5694 gFlags[FFlag].CaptureTime := 0;
5695 SetFlag(FLAG_NONE);
5696 Exit;
5697 end;
5699 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5700 if (Flag = FTeam) and
5701 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5702 begin
5703 if Flag = FLAG_RED then
5704 s := _lc[I_PLAYER_FLAG_RED]
5705 else
5706 s := _lc[I_PLAYER_FLAG_BLUE];
5708 evtype := FLAG_STATE_RETURNED;
5709 gFlags[Flag].CaptureTime := 0;
5711 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5713 g_Map_ResetFlag(Flag);
5714 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5716 if ((Self = gPlayer1) or (Self = gPlayer2)
5717 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5718 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5719 a := 0
5720 else
5721 a := 1;
5723 if not sound_ret_flag[a].IsPlaying() then
5724 sound_ret_flag[a].Play();
5726 Result := True;
5727 if g_Game_IsNet then
5728 begin
5729 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5730 MH_SEND_GameStats;
5731 end;
5732 Exit;
5733 end;
5735 // Ïîäîáðàë ÷óæîé ôëàã:
5736 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5737 begin
5738 SetFlag(Flag);
5740 if Flag = FLAG_RED then
5741 s := _lc[I_PLAYER_FLAG_RED]
5742 else
5743 s := _lc[I_PLAYER_FLAG_BLUE];
5745 evtype := FLAG_STATE_CAPTURED;
5747 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5749 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5751 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5753 if ((Self = gPlayer1) or (Self = gPlayer2)
5754 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5755 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5756 a := 0
5757 else
5758 a := 1;
5760 if not sound_get_flag[a].IsPlaying() then
5761 sound_get_flag[a].Play();
5763 Result := True;
5764 if g_Game_IsNet then
5765 begin
5766 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5767 MH_SEND_GameStats;
5768 end;
5769 end;
5770 end;
5772 procedure TPlayer.SetFlag(Flag: Byte);
5773 begin
5774 FFlag := Flag;
5775 if FModel <> nil then
5776 FModel.SetFlag(FFlag);
5777 end;
5779 function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
5780 var
5781 s: String;
5782 a: Byte;
5783 begin
5784 Result := False;
5785 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5786 Exit;
5787 FTime[T_FLAGCAP] := gTime + 2000;
5788 with gFlags[FFlag] do
5789 begin
5790 Obj.X := FObj.X;
5791 Obj.Y := FObj.Y;
5792 Direction := FDirection;
5793 State := FLAG_STATE_DROPPED;
5794 Count := FLAG_TIME;
5795 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5796 (FObj.Vel.Y div 2)-2+Random(5));
5797 positionChanged(); // this updates spatial accelerators
5799 if FFlag = FLAG_RED then
5800 s := _lc[I_PLAYER_FLAG_RED]
5801 else
5802 s := _lc[I_PLAYER_FLAG_BLUE];
5804 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5805 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5807 if ((Self = gPlayer1) or (Self = gPlayer2)
5808 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5809 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5810 a := 0
5811 else
5812 a := 1;
5814 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5815 sound_lost_flag[a].Play();
5817 if g_Game_IsNet then
5818 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5819 end;
5820 SetFlag(FLAG_NONE);
5821 Result := True;
5822 end;
5824 procedure TPlayer.GetSecret();
5825 begin
5826 if (self = gPlayer1) or (self = gPlayer2) then
5827 begin
5828 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5829 g_Sound_PlayEx('SOUND_GAME_SECRET');
5830 end;
5831 Inc(FSecrets);
5832 end;
5834 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5835 begin
5836 Assert(Key <= High(FKeys));
5838 FKeys[Key].Pressed := True;
5839 FKeys[Key].Time := Time;
5840 end;
5842 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5843 begin
5844 Result := FKeys[K].Pressed;
5845 end;
5847 procedure TPlayer.ReleaseKeys();
5848 var
5849 a: Integer;
5850 begin
5851 for a := Low(FKeys) to High(FKeys) do
5852 begin
5853 FKeys[a].Pressed := False;
5854 FKeys[a].Time := 0;
5855 end;
5856 end;
5858 procedure TPlayer.OnDamage(Angle: SmallInt);
5859 begin
5860 end;
5862 function TPlayer.firediry(): Integer;
5863 begin
5864 if FKeys[KEY_UP].Pressed then Result := -42
5865 else if FKeys[KEY_DOWN].Pressed then Result := 19
5866 else Result := 0;
5867 end;
5869 procedure TPlayer.RememberState();
5870 var
5871 i: Integer;
5872 begin
5873 FSavedState.Health := FHealth;
5874 FSavedState.Armor := FArmor;
5875 FSavedState.Air := FAir;
5876 FSavedState.JetFuel := FJetFuel;
5877 FSavedState.CurrWeap := FCurrWeap;
5878 FSavedState.NextWeap := FNextWeap;
5879 FSavedState.NextWeapDelay := FNextWeapDelay;
5881 for i := 0 to 3 do
5882 FSavedState.Ammo[i] := FAmmo[i];
5883 for i := 0 to 3 do
5884 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5886 FSavedState.Rulez := FRulez;
5887 FSavedState.WaitRecall := True;
5888 end;
5890 procedure TPlayer.RecallState();
5891 var
5892 i: Integer;
5893 begin
5894 if not FSavedState.WaitRecall then Exit;
5896 FHealth := FSavedState.Health;
5897 FArmor := FSavedState.Armor;
5898 FAir := FSavedState.Air;
5899 FJetFuel := FSavedState.JetFuel;
5900 FCurrWeap := FSavedState.CurrWeap;
5901 FNextWeap := FSavedState.NextWeap;
5902 FNextWeapDelay := FSavedState.NextWeapDelay;
5904 for i := 0 to 3 do
5905 FAmmo[i] := FSavedState.Ammo[i];
5906 for i := 0 to 3 do
5907 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5909 FRulez := FSavedState.Rulez;
5910 FSavedState.WaitRecall := False;
5912 if gGameSettings.GameType = GT_SERVER then
5913 MH_SEND_PlayerStats(FUID);
5914 end;
5916 procedure TPlayer.SaveState (st: TStream);
5917 var
5918 i: Integer;
5919 b: Byte;
5920 begin
5921 // Ñèãíàòóðà èãðîêà
5922 utils.writeSign(st, 'PLYR');
5923 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5924 // Áîò èëè ÷åëîâåê
5925 utils.writeBool(st, FIamBot);
5926 // UID èãðîêà
5927 utils.writeInt(st, Word(FUID));
5928 // Èìÿ èãðîêà
5929 utils.writeStr(st, FName);
5930 // Êîìàíäà
5931 utils.writeInt(st, Byte(FTeam));
5932 // Æèâ ëè
5933 utils.writeBool(st, FAlive);
5934 // Èçðàñõîäîâàë ëè âñå æèçíè
5935 utils.writeBool(st, FNoRespawn);
5936 // Íàïðàâëåíèå
5937 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5938 utils.writeInt(st, Byte(b));
5939 // Çäîðîâüå
5940 utils.writeInt(st, LongInt(FHealth));
5941 // Êîýôôèöèåíò èíâàëèäíîñòè
5942 utils.writeInt(st, LongInt(FHandicap));
5943 // Æèçíè
5944 utils.writeInt(st, Byte(FLives));
5945 // Áðîíÿ
5946 utils.writeInt(st, LongInt(FArmor));
5947 // Çàïàñ âîçäóõà
5948 utils.writeInt(st, LongInt(FAir));
5949 // Çàïàñ ãîðþ÷åãî
5950 utils.writeInt(st, LongInt(FJetFuel));
5951 // Áîëü
5952 utils.writeInt(st, LongInt(FPain));
5953 // Óáèë
5954 utils.writeInt(st, LongInt(FKills));
5955 // Óáèë ìîíñòðîâ
5956 utils.writeInt(st, LongInt(FMonsterKills));
5957 // Ôðàãîâ
5958 utils.writeInt(st, LongInt(FFrags));
5959 // Ôðàãîâ ïîäðÿä
5960 utils.writeInt(st, Byte(FFragCombo));
5961 // Âðåìÿ ïîñëåäíåãî ôðàãà
5962 utils.writeInt(st, LongWord(FLastFrag));
5963 // Ñìåðòåé
5964 utils.writeInt(st, LongInt(FDeath));
5965 // Êàêîé ôëàã íåñåò
5966 utils.writeInt(st, Byte(FFlag));
5967 // Íàøåë ñåêðåòîâ
5968 utils.writeInt(st, LongInt(FSecrets));
5969 // Òåêóùåå îðóæèå
5970 utils.writeInt(st, Byte(FCurrWeap));
5971 // Æåëàåìîå îðóæèå
5972 utils.writeInt(st, Word(FNextWeap));
5973 // ...è ïàóçà
5974 utils.writeInt(st, Byte(FNextWeapDelay));
5975 // Âðåìÿ çàðÿäêè BFG
5976 utils.writeInt(st, SmallInt(FBFGFireCounter));
5977 // Áóôåð óðîíà
5978 utils.writeInt(st, LongInt(FDamageBuffer));
5979 // Ïîñëåäíèé óäàðèâøèé
5980 utils.writeInt(st, Word(FLastSpawnerUID));
5981 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5982 utils.writeInt(st, Byte(FLastHit));
5983 // Îáúåêò èãðîêà
5984 Obj_SaveState(st, @FObj);
5985 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5986 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5987 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5988 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5989 // Íàëè÷èå îðóæèÿ
5990 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5991 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5992 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5993 // Íàëè÷èå ðþêçàêà
5994 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5995 // Íàëè÷èå êðàñíîãî êëþ÷à
5996 utils.writeBool(st, (R_KEY_RED in FRulez));
5997 // Íàëè÷èå çåëåíîãî êëþ÷à
5998 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5999 // Íàëè÷èå ñèíåãî êëþ÷à
6000 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6001 // Íàëè÷èå áåðñåðêà
6002 utils.writeBool(st, (R_BERSERK in FRulez));
6003 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6004 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6005 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6006 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6007 // Íàçâàíèå ìîäåëè
6008 utils.writeStr(st, FModel.Name);
6009 // Öâåò ìîäåëè
6010 utils.writeInt(st, Byte(FColor.R));
6011 utils.writeInt(st, Byte(FColor.G));
6012 utils.writeInt(st, Byte(FColor.B));
6013 end;
6016 procedure TPlayer.LoadState (st: TStream);
6017 var
6018 i: Integer;
6019 str: String;
6020 b: Byte;
6021 begin
6022 assert(st <> nil);
6024 // Ñèãíàòóðà èãðîêà
6025 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6026 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6027 // Áîò èëè ÷åëîâåê:
6028 FIamBot := utils.readBool(st);
6029 // UID èãðîêà
6030 FUID := utils.readWord(st);
6031 // Èìÿ èãðîêà
6032 str := utils.readStr(st);
6033 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6034 // Êîìàíäà
6035 FTeam := utils.readByte(st);
6036 // Æèâ ëè
6037 FAlive := utils.readBool(st);
6038 // Èçðàñõîäîâàë ëè âñå æèçíè
6039 FNoRespawn := utils.readBool(st);
6040 // Íàïðàâëåíèå
6041 b := utils.readByte(st);
6042 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6043 // Çäîðîâüå
6044 FHealth := utils.readLongInt(st);
6045 // Êîýôôèöèåíò èíâàëèäíîñòè
6046 FHandicap := utils.readLongInt(st);
6047 // Æèçíè
6048 FLives := utils.readByte(st);
6049 // Áðîíÿ
6050 FArmor := utils.readLongInt(st);
6051 // Çàïàñ âîçäóõà
6052 FAir := utils.readLongInt(st);
6053 // Çàïàñ ãîðþ÷åãî
6054 FJetFuel := utils.readLongInt(st);
6055 // Áîëü
6056 FPain := utils.readLongInt(st);
6057 // Óáèë
6058 FKills := utils.readLongInt(st);
6059 // Óáèë ìîíñòðîâ
6060 FMonsterKills := utils.readLongInt(st);
6061 // Ôðàãîâ
6062 FFrags := utils.readLongInt(st);
6063 // Ôðàãîâ ïîäðÿä
6064 FFragCombo := utils.readByte(st);
6065 // Âðåìÿ ïîñëåäíåãî ôðàãà
6066 FLastFrag := utils.readLongWord(st);
6067 // Ñìåðòåé
6068 FDeath := utils.readLongInt(st);
6069 // Êàêîé ôëàã íåñåò
6070 FFlag := utils.readByte(st);
6071 // Íàøåë ñåêðåòîâ
6072 FSecrets := utils.readLongInt(st);
6073 // Òåêóùåå îðóæèå
6074 FCurrWeap := utils.readByte(st);
6075 // Æåëàåìîå îðóæèå
6076 FNextWeap := utils.readWord(st);
6077 // ...è ïàóçà
6078 FNextWeapDelay := utils.readByte(st);
6079 // Âðåìÿ çàðÿäêè BFG
6080 FBFGFireCounter := utils.readSmallInt(st);
6081 // Áóôåð óðîíà
6082 FDamageBuffer := utils.readLongInt(st);
6083 // Ïîñëåäíèé óäàðèâøèé
6084 FLastSpawnerUID := utils.readWord(st);
6085 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6086 FLastHit := utils.readByte(st);
6087 // Îáúåêò èãðîêà
6088 Obj_LoadState(@FObj, st);
6089 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6090 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6091 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6092 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6093 // Íàëè÷èå îðóæèÿ
6094 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6095 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6096 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6097 // Íàëè÷èå ðþêçàêà
6098 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6099 // Íàëè÷èå êðàñíîãî êëþ÷à
6100 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6101 // Íàëè÷èå çåëåíîãî êëþ÷à
6102 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6103 // Íàëè÷èå ñèíåãî êëþ÷à
6104 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6105 // Íàëè÷èå áåðñåðêà
6106 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6107 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6108 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6109 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6110 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6111 // Íàçâàíèå ìîäåëè
6112 str := utils.readStr(st);
6113 // Öâåò ìîäåëè
6114 FColor.R := utils.readByte(st);
6115 FColor.G := utils.readByte(st);
6116 FColor.B := utils.readByte(st);
6117 if (self = gPlayer1) then
6118 begin
6119 str := gPlayer1Settings.Model;
6120 FColor := gPlayer1Settings.Color;
6121 end
6122 else if (self = gPlayer2) then
6123 begin
6124 str := gPlayer2Settings.Model;
6125 FColor := gPlayer2Settings.Color;
6126 end;
6127 // Îáíîâëÿåì ìîäåëü èãðîêà
6128 SetModel(str);
6129 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6130 FModel.Color := TEAMCOLOR[FTeam]
6131 else
6132 FModel.Color := FColor;
6133 end;
6136 procedure TPlayer.AllRulez(Health: Boolean);
6137 var
6138 a: Integer;
6139 begin
6140 if Health then
6141 begin
6142 FHealth := PLAYER_HP_LIMIT;
6143 FArmor := PLAYER_AP_LIMIT;
6144 Exit;
6145 end;
6147 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6148 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6149 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6150 end;
6152 procedure TPlayer.RestoreHealthArmor();
6153 begin
6154 FHealth := PLAYER_HP_LIMIT;
6155 FArmor := PLAYER_AP_LIMIT;
6156 end;
6158 procedure TPlayer.FragCombo();
6159 var
6160 Param: Integer;
6161 begin
6162 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6163 Exit;
6164 if gTime - FLastFrag < FRAG_COMBO_TIME then
6165 begin
6166 if FFragCombo < 5 then
6167 Inc(FFragCombo);
6168 Param := FUID or (FFragCombo shl 16);
6169 if (FComboEvnt >= Low(gDelayedEvents)) and
6170 (FComboEvnt <= High(gDelayedEvents)) and
6171 gDelayedEvents[FComboEvnt].Pending and
6172 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6173 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6174 begin
6175 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6176 gDelayedEvents[FComboEvnt].DENum := Param;
6177 end
6178 else
6179 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6180 end
6181 else
6182 FFragCombo := 1;
6184 FLastFrag := gTime;
6185 end;
6187 procedure TPlayer.GiveItem(ItemType: Byte);
6188 begin
6189 case ItemType of
6190 ITEM_SUIT:
6191 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6192 begin
6193 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6194 end;
6196 ITEM_OXYGEN:
6197 if FAir < AIR_MAX then
6198 begin
6199 FAir := AIR_MAX;
6200 end;
6202 ITEM_MEDKIT_BLACK:
6203 begin
6204 if not (R_BERSERK in FRulez) then
6205 begin
6206 Include(FRulez, R_BERSERK);
6207 if FBFGFireCounter < 1 then
6208 begin
6209 FCurrWeap := WEAPON_KASTET;
6210 resetWeaponQueue();
6211 FModel.SetWeapon(WEAPON_KASTET);
6212 end;
6213 if gFlash <> 0 then
6214 Inc(FPain, 100);
6215 FBerserk := gTime+30000;
6216 end;
6217 if FHealth < PLAYER_HP_SOFT then
6218 begin
6219 FHealth := PLAYER_HP_SOFT;
6220 FBerserk := gTime+30000;
6221 end;
6222 end;
6224 ITEM_INVUL:
6225 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6226 begin
6227 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6228 end;
6230 ITEM_INVIS:
6231 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6232 begin
6233 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6234 end;
6236 ITEM_JETPACK:
6237 if FJetFuel < JET_MAX then
6238 begin
6239 FJetFuel := JET_MAX;
6240 end;
6242 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6243 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6245 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6246 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6248 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6249 ITEM_SPHERE_WHITE:
6250 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6251 begin
6252 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6253 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6254 end;
6256 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6257 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6258 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6259 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6260 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6261 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6262 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6263 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6264 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6266 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6267 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6268 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6269 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6270 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6271 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6272 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6273 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6274 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6276 ITEM_AMMO_BACKPACK:
6277 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6278 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6279 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6280 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6281 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6282 begin
6283 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6284 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6285 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6286 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6287 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6289 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6290 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6291 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6292 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6294 FRulez := FRulez + [R_ITEM_BACKPACK];
6295 end;
6297 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6298 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6299 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6301 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6302 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6304 else
6305 Exit;
6306 end;
6307 if g_Game_IsNet and g_Game_IsServer then
6308 MH_SEND_PlayerStats(FUID);
6309 end;
6311 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6312 var
6313 id, i: DWORD;
6314 Anim: TAnimation;
6315 begin
6316 if (Random(5) = 1) and (Times = 1) then
6317 Exit;
6319 if BodyInLiquid(0, 0) then
6320 begin
6321 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6322 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6323 if Random(2) = 0 then
6324 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6325 else
6326 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6327 Exit;
6328 end;
6330 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6331 begin
6332 for i := 1 to Times do
6333 begin
6334 Anim := TAnimation.Create(id, False, 3);
6335 Anim.Alpha := 150;
6336 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6337 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6338 Anim.Free();
6339 end;
6340 end;
6341 end;
6343 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6344 var
6345 id, i: DWORD;
6346 Anim: TAnimation;
6347 begin
6348 if (Random(10) = 1) and (Times = 1) then
6349 Exit;
6351 if g_Frames_Get(id, 'FRAMES_FLAME') then
6352 begin
6353 for i := 1 to Times do
6354 begin
6355 Anim := TAnimation.Create(id, False, 3);
6356 Anim.Alpha := 0;
6357 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6358 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6359 Anim.Free();
6360 end;
6361 end;
6362 end;
6364 procedure TPlayer.PauseSounds(Enable: Boolean);
6365 begin
6366 FSawSound.Pause(Enable);
6367 FSawSoundIdle.Pause(Enable);
6368 FSawSoundHit.Pause(Enable);
6369 FSawSoundSelect.Pause(Enable);
6370 FFlameSoundOn.Pause(Enable);
6371 FFlameSoundOff.Pause(Enable);
6372 FFlameSoundWork.Pause(Enable);
6373 FJetSoundFly.Pause(Enable);
6374 FJetSoundOn.Pause(Enable);
6375 FJetSoundOff.Pause(Enable);
6376 end;
6378 { T C o r p s e : }
6380 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6381 begin
6382 g_Obj_Init(@FObj);
6383 FObj.X := X;
6384 FObj.Y := Y;
6385 FObj.Rect := PLAYER_CORPSERECT;
6386 FModelName := ModelName;
6387 FMess := aMess;
6389 if FMess then
6390 begin
6391 FState := CORPSE_STATE_MESS;
6392 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6393 end
6394 else
6395 begin
6396 FState := CORPSE_STATE_NORMAL;
6397 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6398 end;
6399 end;
6401 destructor TCorpse.Destroy();
6402 begin
6403 FAnimation.Free();
6405 inherited;
6406 end;
6408 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6410 procedure TCorpse.positionChanged (); inline; begin end;
6412 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6413 begin
6414 if (dx <> 0) or (dy <> 0) then
6415 begin
6416 FObj.X += dx;
6417 FObj.Y += dy;
6418 positionChanged();
6419 end;
6420 end;
6423 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6424 begin
6425 x := FObj.X+PLAYER_CORPSERECT.X;
6426 y := FObj.Y+PLAYER_CORPSERECT.Y;
6427 w := PLAYER_CORPSERECT.Width;
6428 h := PLAYER_CORPSERECT.Height;
6429 end;
6432 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6433 var
6434 pm: TPlayerModel;
6435 Blood: TModelBlood;
6436 begin
6437 if FState = CORPSE_STATE_REMOVEME then
6438 Exit;
6440 FDamage := FDamage + Value;
6442 if FDamage > 150 then
6443 begin
6444 if FAnimation <> nil then
6445 begin
6446 FAnimation.Free();
6447 FAnimation := nil;
6449 FState := CORPSE_STATE_REMOVEME;
6451 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6452 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6453 FModelName, FColor);
6454 // Çâóê ìÿñà îò òðóïà:
6455 pm := g_PlayerModel_Get(FModelName);
6456 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6457 pm.Free;
6459 // Çëîâåùèé ñìåõ:
6460 if (gBodyKillEvent <> -1)
6461 and gDelayedEvents[gBodyKillEvent].Pending then
6462 gDelayedEvents[gBodyKillEvent].Pending := False;
6463 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6464 end;
6465 end
6466 else
6467 begin
6468 Blood := g_PlayerModel_GetBlood(FModelName);
6469 FObj.Vel.X := FObj.Vel.X + vx;
6470 FObj.Vel.Y := FObj.Vel.Y + vy;
6471 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6472 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6473 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6474 Blood.R, Blood.G, Blood.B, Blood.Kind);
6475 end;
6476 end;
6478 procedure TCorpse.Draw();
6479 begin
6480 if FState = CORPSE_STATE_REMOVEME then
6481 Exit;
6483 if FAnimation <> nil then
6484 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6486 if FAnimationMask <> nil then
6487 begin
6488 e_Colors := FColor;
6489 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6490 e_Colors.R := 255;
6491 e_Colors.G := 255;
6492 e_Colors.B := 255;
6493 end;
6494 end;
6496 procedure TCorpse.Update();
6497 var
6498 st: Word;
6499 begin
6500 if FState = CORPSE_STATE_REMOVEME then
6501 Exit;
6503 if gTime mod (GAME_TICK*2) <> 0 then
6504 begin
6505 g_Obj_Move(@FObj, True, True, True);
6506 positionChanged(); // this updates spatial accelerators
6507 Exit;
6508 end;
6510 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6511 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6513 st := g_Obj_Move(@FObj, True, True, True);
6514 positionChanged(); // this updates spatial accelerators
6516 if WordBool(st and MOVE_FALLOUT) then
6517 begin
6518 FState := CORPSE_STATE_REMOVEME;
6519 Exit;
6520 end;
6522 if FAnimation <> nil then
6523 FAnimation.Update();
6524 if FAnimationMask <> nil then
6525 FAnimationMask.Update();
6526 end;
6529 procedure TCorpse.SaveState (st: TStream);
6530 var
6531 anim: Boolean;
6532 begin
6533 assert(st <> nil);
6535 // Ñèãíàòóðà òðóïà
6536 utils.writeSign(st, 'CORP');
6537 utils.writeInt(st, Byte(0));
6538 // Ñîñòîÿíèå
6539 utils.writeInt(st, Byte(FState));
6540 // Íàêîïëåííûé óðîí
6541 utils.writeInt(st, Byte(FDamage));
6542 // Öâåò
6543 utils.writeInt(st, Byte(FColor.R));
6544 utils.writeInt(st, Byte(FColor.G));
6545 utils.writeInt(st, Byte(FColor.B));
6546 // Îáúåêò òðóïà
6547 Obj_SaveState(st, @FObj);
6548 utils.writeInt(st, Word(FPlayerUID));
6549 // Åñòü ëè àíèìàöèÿ
6550 anim := (FAnimation <> nil);
6551 utils.writeBool(st, anim);
6552 // Åñëè åñòü - ñîõðàíÿåì
6553 if anim then FAnimation.SaveState(st);
6554 // Åñòü ëè ìàñêà àíèìàöèè
6555 anim := (FAnimationMask <> nil);
6556 utils.writeBool(st, anim);
6557 // Åñëè åñòü - ñîõðàíÿåì
6558 if anim then FAnimationMask.SaveState(st);
6559 end;
6562 procedure TCorpse.LoadState (st: TStream);
6563 var
6564 anim: Boolean;
6565 begin
6566 assert(st <> nil);
6568 // Ñèãíàòóðà òðóïà
6569 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6570 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6571 // Ñîñòîÿíèå
6572 FState := utils.readByte(st);
6573 // Íàêîïëåííûé óðîí
6574 FDamage := utils.readByte(st);
6575 // Öâåò
6576 FColor.R := utils.readByte(st);
6577 FColor.G := utils.readByte(st);
6578 FColor.B := utils.readByte(st);
6579 // Îáúåêò òðóïà
6580 Obj_LoadState(@FObj, st);
6581 FPlayerUID := utils.readWord(st);
6582 // Åñòü ëè àíèìàöèÿ
6583 anim := utils.readBool(st);
6584 // Åñëè åñòü - çàãðóæàåì
6585 if anim then
6586 begin
6587 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6588 FAnimation.LoadState(st);
6589 end;
6590 // Åñòü ëè ìàñêà àíèìàöèè
6591 anim := utils.readBool(st);
6592 // Åñëè åñòü - çàãðóæàåì
6593 if anim then
6594 begin
6595 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6596 FAnimationMask.LoadState(st);
6597 end;
6598 end;
6600 { T B o t : }
6602 constructor TBot.Create();
6603 var
6604 a: Integer;
6605 begin
6606 inherited Create();
6608 FPhysics := True;
6609 FSpectator := False;
6610 FGhost := False;
6612 FIamBot := True;
6614 Inc(gNumBots);
6616 for a := WP_FIRST to WP_LAST do
6617 begin
6618 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6619 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6620 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6621 end;
6622 end;
6624 destructor TBot.Destroy();
6625 begin
6626 Dec(gNumBots);
6627 inherited Destroy();
6628 end;
6630 procedure TBot.Draw();
6631 begin
6632 inherited Draw();
6634 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6635 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6636 end;
6638 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6639 begin
6640 inherited Respawn(Silent, Force);
6642 FAIFlags := nil;
6643 FSelectedWeapon := FCurrWeap;
6644 resetWeaponQueue();
6645 FTargetUID := 0;
6646 end;
6648 procedure TBot.UpdateCombat();
6649 type
6650 TTarget = record
6651 UID: Word;
6652 X, Y: Integer;
6653 Rect: TRectWH;
6654 cX, cY: Integer;
6655 Dist: Word;
6656 Line: Boolean;
6657 Visible: Boolean;
6658 IsPlayer: Boolean;
6659 end;
6661 TTargetRecord = array of TTarget;
6663 function Compare(a, b: TTarget): Integer;
6664 begin
6665 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6666 Result := -1
6667 else
6668 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6669 Result := 1
6670 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6671 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6672 begin
6673 if a.Dist > b.Dist then // B áëèæå
6674 Result := 1
6675 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6676 Result := -1;
6677 end
6678 else // Ñòðàííî -> A
6679 Result := -1;
6680 end;
6682 var
6683 a, x1, y1, x2, y2: Integer;
6684 targets: TTargetRecord;
6685 ammo: Word;
6686 Target, BestTarget: TTarget;
6687 firew, fireh: Integer;
6688 angle: SmallInt;
6689 mon: TMonster;
6690 pla, tpla: TPlayer;
6691 vsPlayer, vsMonster, ok: Boolean;
6694 function monsUpdate (mon: TMonster): Boolean;
6695 begin
6696 result := false; // don't stop
6697 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6698 begin
6699 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6701 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6702 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6704 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6705 if g_TraceVector(x1, y1, x2, y2) then
6706 begin
6707 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6708 SetLength(targets, Length(targets)+1);
6709 with targets[High(targets)] do
6710 begin
6711 UID := mon.UID;
6712 X := mon.Obj.X;
6713 Y := mon.Obj.Y;
6714 cX := x2;
6715 cY := y2;
6716 Rect := mon.Obj.Rect;
6717 Dist := g_PatchLength(x1, y1, x2, y2);
6718 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6719 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6720 Visible := True;
6721 IsPlayer := False;
6722 end;
6723 end;
6724 end;
6725 end;
6727 begin
6728 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6729 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6731 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6732 if FCurrWeap <> FSelectedWeapon then
6733 NextWeapon();
6735 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6736 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6737 begin
6738 RemoveAIFlag('NEEDFIRE');
6740 case FCurrWeap of
6741 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6742 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6743 else PressKey(KEY_FIRE);
6744 end;
6745 end;
6747 // Êîîðäèíàòû ñòâîëà:
6748 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6749 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6751 Target.UID := FTargetUID;
6753 ok := False;
6754 if Target.UID <> 0 then
6755 begin // Öåëü åñòü - íàñòðàèâàåì
6756 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6757 vsPlayer then
6758 begin // Èãðîê
6759 tpla := g_Player_Get(Target.UID);
6760 if tpla <> nil then
6761 with tpla do
6762 begin
6763 if (@FObj) <> nil then
6764 begin
6765 Target.X := FObj.X;
6766 Target.Y := FObj.Y;
6767 end;
6768 end;
6770 Target.cX := Target.X + PLAYER_RECT_CX;
6771 Target.cY := Target.Y + PLAYER_RECT_CY;
6772 Target.Rect := PLAYER_RECT;
6773 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6774 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6775 (y1-4 > Target.Y+PLAYER_RECT.Y);
6776 Target.IsPlayer := True;
6777 ok := True;
6778 end
6779 else
6780 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6781 vsMonster then
6782 begin // Ìîíñòð
6783 mon := g_Monsters_ByUID(Target.UID);
6784 if mon <> nil then
6785 begin
6786 Target.X := mon.Obj.X;
6787 Target.Y := mon.Obj.Y;
6789 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6790 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6791 Target.Rect := mon.Obj.Rect;
6792 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6793 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6794 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6795 Target.IsPlayer := False;
6796 ok := True;
6797 end;
6798 end;
6799 end;
6801 if not ok then
6802 begin // Öåëè íåò - îáíóëÿåì
6803 Target.X := 0;
6804 Target.Y := 0;
6805 Target.cX := 0;
6806 Target.cY := 0;
6807 Target.Visible := False;
6808 Target.Line := False;
6809 Target.IsPlayer := False;
6810 end;
6812 targets := nil;
6814 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6815 if (not Target.Line) or (not Target.Visible) then
6816 begin
6817 // Èãðîêè:
6818 if vsPlayer then
6819 for a := 0 to High(gPlayers) do
6820 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6821 (gPlayers[a].FUID <> FUID) and
6822 (not SameTeam(FUID, gPlayers[a].FUID)) and
6823 (not gPlayers[a].NoTarget) and
6824 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6825 begin
6826 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6827 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6828 Continue;
6830 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6831 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6833 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6834 if g_TraceVector(x1, y1, x2, y2) then
6835 begin
6836 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6837 SetLength(targets, Length(targets)+1);
6838 with targets[High(targets)] do
6839 begin
6840 UID := gPlayers[a].FUID;
6841 X := gPlayers[a].FObj.X;
6842 Y := gPlayers[a].FObj.Y;
6843 cX := x2;
6844 cY := y2;
6845 Rect := PLAYER_RECT;
6846 Dist := g_PatchLength(x1, y1, x2, y2);
6847 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6848 (y1-4 > Target.Y+PLAYER_RECT.Y);
6849 Visible := True;
6850 IsPlayer := True;
6851 end;
6852 end;
6853 end;
6855 // Ìîíñòðû:
6856 if vsMonster then g_Mons_ForEach(monsUpdate);
6857 end;
6859 // Åñëè åñòü âîçìîæíûå öåëè:
6860 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6861 if targets <> nil then
6862 begin
6863 // Âûáèðàåì íàèëó÷øóþ öåëü:
6864 BestTarget := targets[0];
6865 if Length(targets) > 1 then
6866 for a := 1 to High(targets) do
6867 if Compare(BestTarget, targets[a]) = 1 then
6868 BestTarget := targets[a];
6870 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6871 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6872 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6873 begin
6874 Target := BestTarget;
6876 if (Healthy() = 3) or ((Healthy() = 2)) then
6877 begin // Åñëè çäîðîâû - äîãîíÿåì
6878 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6879 SetAIFlag('GORIGHT', '1');
6880 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6881 SetAIFlag('GOLEFT', '1');
6882 end
6883 else
6884 begin // Åñëè ïîáèòû - óáåãàåì
6885 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6886 SetAIFlag('GORIGHT', '1');
6887 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6888 SetAIFlag('GOLEFT', '1');
6889 end;
6891 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6892 SelectWeapon(Abs(x1-Target.cX));
6893 end;
6894 end;
6896 // Åñëè åñòü öåëü:
6897 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6898 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6899 if Target.UID <> 0 then
6900 begin
6901 if not TargetOnScreen(Target.X + Target.Rect.X,
6902 Target.Y + Target.Rect.Y) then
6903 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6904 if (Healthy() = 3) or ((Healthy() = 2)) then
6905 begin // Åñëè çäîðîâû - äîãîíÿåì
6906 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6907 SetAIFlag('GORIGHT', '1');
6908 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6909 SetAIFlag('GOLEFT', '1');
6910 end
6911 else
6912 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6913 Target.UID := 0;
6914 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6915 SetAIFlag('GORIGHT', '1');
6916 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6917 SetAIFlag('GOLEFT', '1');
6918 end;
6919 end
6920 else
6921 begin // Öåëü ïîêà íà "ýêðàíå"
6922 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6923 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6924 FLastVisible := gTime;
6925 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6926 if (Abs(FObj.Y-Target.Y) <= 128) then
6927 begin
6928 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6929 SetAIFlag('GORIGHT', '1');
6930 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6931 SetAIFlag('GOLEFT', '1');
6932 end;
6933 end;
6935 // Âûáèðàåì óãîë ââåðõ:
6936 if FDirection = TDirection.D_LEFT then
6937 angle := ANGLE_LEFTUP
6938 else
6939 angle := ANGLE_RIGHTUP;
6941 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6942 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6944 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6945 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6946 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6947 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6948 Target.Rect.Width, Target.Rect.Height) and
6949 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6950 begin // òî íóæíî ñòðåëÿòü ââåðõ
6951 SetAIFlag('NEEDFIRE', '1');
6952 SetAIFlag('NEEDSEEUP', '1');
6953 end;
6955 // Âûáèðàåì óãîë âíèç:
6956 if FDirection = TDirection.D_LEFT then
6957 angle := ANGLE_LEFTDOWN
6958 else
6959 angle := ANGLE_RIGHTDOWN;
6961 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6962 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6964 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6965 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6966 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6967 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6968 Target.Rect.Width, Target.Rect.Height) and
6969 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6970 begin // òî íóæíî ñòðåëÿòü âíèç
6971 SetAIFlag('NEEDFIRE', '1');
6972 SetAIFlag('NEEDSEEDOWN', '1');
6973 end;
6975 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6976 if Target.Visible and
6977 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6978 (y1-4 > Target.Y+Target.Rect.Y) then
6979 begin
6980 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6981 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6982 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6983 begin // òî íóæíî ñòðåëÿòü âïåðåä
6984 SetAIFlag('NEEDFIRE', '1');
6985 SetAIFlag('NEEDSEEDOWN', '');
6986 SetAIFlag('NEEDSEEUP', '');
6987 end;
6988 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6989 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6990 if GetRnd(FDifficult.CloseJump) then
6991 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6992 if Abs(FObj.X-Target.X) < 128 then
6993 a := 4
6994 else
6995 a := 30;
6996 if Random(a) = 0 then
6997 SetAIFlag('NEEDJUMP', '1');
6998 end;
6999 end;
7001 // Åñëè öåëü âñå åùå åñòü:
7002 if Target.UID <> 0 then
7003 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7004 Target.UID := 0 // òî çàáûòü öåëü
7005 else // Åñëè âèäåëè íåäàâíî
7006 begin // íî öåëü óáèëè
7007 if Target.IsPlayer then
7008 begin // Öåëü - èãðîê
7009 pla := g_Player_Get(Target.UID);
7010 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7011 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7012 Target.UID := 0; // òî çàáûòü öåëü
7013 end
7014 else
7015 begin // Öåëü - ìîíñòð
7016 mon := g_Monsters_ByUID(Target.UID);
7017 if (mon = nil) or (not mon.alive) then
7018 Target.UID := 0; // òî çàáûòü öåëü
7019 end;
7020 end;
7021 end; // if Target.UID <> 0
7023 FTargetUID := Target.UID;
7025 // Åñëè âîçìîæíûõ öåëåé íåò:
7026 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7027 if targets = nil then
7028 if GetAIFlag('ATTACKLEFT') <> '' then
7029 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7030 RemoveAIFlag('ATTACKLEFT');
7032 SetAIFlag('NEEDJUMP', '1');
7034 if RunDirection() = TDirection.D_RIGHT then
7035 begin // Èäåì íå â òó ñòîðîíó
7036 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7037 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7038 SetAIFlag('NEEDFIRE', '1');
7039 SetAIFlag('GOLEFT', '1');
7040 end;
7041 end
7042 else
7043 begin // Èäåì â íóæíóþ ñòîðîíó
7044 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7045 SetAIFlag('NEEDFIRE', '1');
7046 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7047 SetAIFlag('GORIGHT', '1');
7048 end;
7049 end
7050 else
7051 if GetAIFlag('ATTACKRIGHT') <> '' then
7052 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7053 RemoveAIFlag('ATTACKRIGHT');
7055 SetAIFlag('NEEDJUMP', '1');
7057 if RunDirection() = TDirection.D_LEFT then
7058 begin // Èäåì íå â òó ñòîðîíó
7059 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7060 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7061 SetAIFlag('NEEDFIRE', '1');
7062 SetAIFlag('GORIGHT', '1');
7063 end;
7064 end
7065 else
7066 begin
7067 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7068 SetAIFlag('NEEDFIRE', '1');
7069 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7070 SetAIFlag('GOLEFT', '1');
7071 end;
7072 end;
7074 //HACK! (does it belongs there?)
7075 RealizeCurrentWeapon();
7077 // Åñëè åñòü âîçìîæíûå öåëè:
7078 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7079 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7080 for a := 0 to High(targets) do
7081 begin
7082 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7083 if GetRnd(FDifficult.DiagFire) then
7084 begin
7085 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7086 if FDirection = TDirection.D_LEFT then
7087 angle := ANGLE_LEFTUP
7088 else
7089 angle := ANGLE_RIGHTUP;
7091 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7092 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7094 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7095 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7096 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7097 targets[a].Rect.Width, targets[a].Rect.Height) and
7098 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7099 begin
7100 SetAIFlag('NEEDFIRE', '1');
7101 SetAIFlag('NEEDSEEUP', '1');
7102 end;
7104 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7105 if FDirection = TDirection.D_LEFT then
7106 angle := ANGLE_LEFTDOWN
7107 else
7108 angle := ANGLE_RIGHTDOWN;
7110 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7111 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7113 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7114 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7115 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7116 targets[a].Rect.Width, targets[a].Rect.Height) and
7117 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7118 begin
7119 SetAIFlag('NEEDFIRE', '1');
7120 SetAIFlag('NEEDSEEDOWN', '1');
7121 end;
7122 end;
7124 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7125 if targets[a].Line and targets[a].Visible and
7126 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7127 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7128 begin
7129 SetAIFlag('NEEDFIRE', '1');
7130 Break;
7131 end;
7132 end;
7134 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7135 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7136 PLAYER_RECT.Width, PLAYER_RECT.Height,
7137 40+GetInterval(FDifficult.Cover, 40)) then
7138 SetAIFlag('NEEDJUMP', '1');
7140 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7141 ammo := GetAmmoByWeapon(FCurrWeap);
7142 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7143 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7144 (ammo = 0) then
7145 SetAIFlag('SELECTWEAPON', '1');
7147 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7148 if GetAIFlag('SELECTWEAPON') = '1' then
7149 begin
7150 SelectWeapon(-1);
7151 RemoveAIFlag('SELECTWEAPON');
7152 end;
7153 end;
7155 procedure TBot.Update();
7156 var
7157 EnableAI: Boolean;
7158 begin
7159 if not FAlive then
7160 begin // Respawn
7161 ReleaseKeys();
7162 PressKey(KEY_UP);
7163 end
7164 else
7165 begin
7166 EnableAI := True;
7168 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7169 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7170 EnableAI := False;
7171 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7172 EnableAI := False;
7173 if g_debug_BotAIOff = 3 then
7174 EnableAI := False;
7176 if EnableAI then
7177 begin
7178 UpdateMove();
7179 UpdateCombat();
7180 end
7181 else
7182 begin
7183 RealizeCurrentWeapon();
7184 end;
7185 end;
7187 inherited Update();
7188 end;
7190 procedure TBot.ReleaseKey(Key: Byte);
7191 begin
7192 with FKeys[Key] do
7193 begin
7194 Pressed := False;
7195 Time := 0;
7196 end;
7197 end;
7199 function TBot.KeyPressed(Key: Word): Boolean;
7200 begin
7201 Result := FKeys[Key].Pressed;
7202 end;
7204 function TBot.GetAIFlag(aName: String20): String20;
7205 var
7206 a: Integer;
7207 begin
7208 Result := '';
7210 aName := LowerCase(aName);
7212 if FAIFlags <> nil then
7213 for a := 0 to High(FAIFlags) do
7214 if LowerCase(FAIFlags[a].Name) = aName then
7215 begin
7216 Result := FAIFlags[a].Value;
7217 Break;
7218 end;
7219 end;
7221 procedure TBot.RemoveAIFlag(aName: String20);
7222 var
7223 a, b: Integer;
7224 begin
7225 if FAIFlags = nil then Exit;
7227 aName := LowerCase(aName);
7229 for a := 0 to High(FAIFlags) do
7230 if LowerCase(FAIFlags[a].Name) = aName then
7231 begin
7232 if a <> High(FAIFlags) then
7233 for b := a to High(FAIFlags)-1 do
7234 FAIFlags[b] := FAIFlags[b+1];
7236 SetLength(FAIFlags, Length(FAIFlags)-1);
7237 Break;
7238 end;
7239 end;
7241 procedure TBot.SetAIFlag(aName, fValue: String20);
7242 var
7243 a: Integer;
7244 ok: Boolean;
7245 begin
7246 a := 0;
7247 ok := False;
7249 aName := LowerCase(aName);
7251 if FAIFlags <> nil then
7252 for a := 0 to High(FAIFlags) do
7253 if LowerCase(FAIFlags[a].Name) = aName then
7254 begin
7255 ok := True;
7256 Break;
7257 end;
7259 if ok then FAIFlags[a].Value := fValue
7260 else
7261 begin
7262 SetLength(FAIFlags, Length(FAIFlags)+1);
7263 with FAIFlags[High(FAIFlags)] do
7264 begin
7265 Name := aName;
7266 Value := fValue;
7267 end;
7268 end;
7269 end;
7271 procedure TBot.UpdateMove;
7273 procedure GoLeft(Time: Word = 1);
7274 begin
7275 ReleaseKey(KEY_LEFT);
7276 ReleaseKey(KEY_RIGHT);
7277 PressKey(KEY_LEFT, Time);
7278 SetDirection(TDirection.D_LEFT);
7279 end;
7281 procedure GoRight(Time: Word = 1);
7282 begin
7283 ReleaseKey(KEY_LEFT);
7284 ReleaseKey(KEY_RIGHT);
7285 PressKey(KEY_RIGHT, Time);
7286 SetDirection(TDirection.D_RIGHT);
7287 end;
7289 function Rnd(a: Word): Boolean;
7290 begin
7291 Result := Random(a) = 0;
7292 end;
7294 procedure Turn(Time: Word = 1200);
7295 begin
7296 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7297 end;
7299 procedure Stop();
7300 begin
7301 ReleaseKey(KEY_LEFT);
7302 ReleaseKey(KEY_RIGHT);
7303 end;
7305 function CanRunLeft(): Boolean;
7306 begin
7307 Result := not CollideLevel(-1, 0);
7308 end;
7310 function CanRunRight(): Boolean;
7311 begin
7312 Result := not CollideLevel(1, 0);
7313 end;
7315 function CanRun(): Boolean;
7316 begin
7317 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7318 end;
7320 procedure Jump(Time: Word = 30);
7321 begin
7322 PressKey(KEY_JUMP, Time);
7323 end;
7325 function NearHole(): Boolean;
7326 var
7327 x, sx: Integer;
7328 begin
7329 { TODO 5 : Ëåñòíèöû }
7330 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7331 for x := 1 to PLAYER_RECT.Width do
7332 if (not StayOnStep(x*sx, 0)) and
7333 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7334 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7335 begin
7336 Result := True;
7337 Exit;
7338 end;
7340 Result := False;
7341 end;
7343 function BorderHole(): Boolean;
7344 var
7345 x, sx, xx: Integer;
7346 begin
7347 { TODO 5 : Ëåñòíèöû }
7348 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7349 for x := 1 to PLAYER_RECT.Width do
7350 if (not StayOnStep(x*sx, 0)) and
7351 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7352 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7353 begin
7354 for xx := x to x+32 do
7355 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7356 begin
7357 Result := True;
7358 Exit;
7359 end;
7360 end;
7362 Result := False;
7363 end;
7365 function NearDeepHole(): Boolean;
7366 var
7367 x, sx, y: Integer;
7368 begin
7369 Result := False;
7371 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7372 y := 3;
7374 for x := 1 to PLAYER_RECT.Width do
7375 if (not StayOnStep(x*sx, 0)) and
7376 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7377 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7378 begin
7379 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7380 begin
7381 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7382 y := y+1;
7383 end;
7385 Result := True;
7386 end else Result := False;
7387 end;
7389 function OverDeepHole(): Boolean;
7390 var
7391 y: Integer;
7392 begin
7393 Result := False;
7395 y := 1;
7396 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7397 begin
7398 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7399 y := y+1;
7400 end;
7402 Result := True;
7403 end;
7405 function OnGround(): Boolean;
7406 begin
7407 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7408 end;
7410 function OnLadder(): Boolean;
7411 begin
7412 Result := FullInStep(0, 0);
7413 end;
7415 function BelowLadder(): Boolean;
7416 begin
7417 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7418 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7419 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7420 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7421 end;
7423 function BelowLiftUp(): Boolean;
7424 begin
7425 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7426 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7427 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7428 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7429 end;
7431 function OnTopLift(): Boolean;
7432 begin
7433 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7434 end;
7436 function CanJumpOver(): Boolean;
7437 var
7438 sx, y: Integer;
7439 begin
7440 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7442 Result := False;
7444 if not CollideLevel(sx, 0) then Exit;
7446 for y := 1 to BOT_MAXJUMP do
7447 if CollideLevel(0, -y) then Exit else
7448 if not CollideLevel(sx, -y) then
7449 begin
7450 Result := True;
7451 Exit;
7452 end;
7453 end;
7455 function CanJumpUp(Dist: ShortInt): Boolean;
7456 var
7457 y, yy: Integer;
7458 c: Boolean;
7459 begin
7460 Result := False;
7462 if CollideLevel(Dist, 0) then Exit;
7464 c := False;
7465 for y := 0 to BOT_MAXJUMP do
7466 if CollideLevel(Dist, -y) then
7467 begin
7468 c := True;
7469 Break;
7470 end;
7472 if not c then Exit;
7474 c := False;
7475 for yy := y+1 to BOT_MAXJUMP do
7476 if not CollideLevel(Dist, -yy) then
7477 begin
7478 c := True;
7479 Break;
7480 end;
7482 if not c then Exit;
7484 c := False;
7485 for y := 0 to BOT_MAXJUMP do
7486 if CollideLevel(0, -y) then
7487 begin
7488 c := True;
7489 Break;
7490 end;
7492 if c then Exit;
7494 if y < yy then Exit;
7496 Result := True;
7497 end;
7499 function IsSafeTrigger(): Boolean;
7500 var
7501 a: Integer;
7502 begin
7503 Result := True;
7504 if gTriggers = nil then
7505 Exit;
7506 for a := 0 to High(gTriggers) do
7507 if Collide(gTriggers[a].X,
7508 gTriggers[a].Y,
7509 gTriggers[a].Width,
7510 gTriggers[a].Height) and
7511 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7512 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7513 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7514 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7515 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7516 Result := False;
7517 end;
7519 begin
7520 // Âîçìîæíî, íàæèìàåì êíîïêó:
7521 if Rnd(16) and IsSafeTrigger() then
7522 PressKey(KEY_OPEN);
7524 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7525 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7526 begin
7527 ReleaseKey(KEY_LEFT);
7528 ReleaseKey(KEY_RIGHT);
7529 Jump();
7530 end;
7532 // Èäåì âëåâî, åñëè íàäî áûëî:
7533 if GetAIFlag('GOLEFT') <> '' then
7534 begin
7535 RemoveAIFlag('GOLEFT');
7536 if CanRunLeft() then
7537 GoLeft(360);
7538 end;
7540 // Èäåì âïðàâî, åñëè íàäî áûëî:
7541 if GetAIFlag('GORIGHT') <> '' then
7542 begin
7543 RemoveAIFlag('GORIGHT');
7544 if CanRunRight() then
7545 GoRight(360);
7546 end;
7548 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7549 if FObj.X < -32 then
7550 GoRight(360)
7551 else
7552 if FObj.X+32 > gMapInfo.Width then
7553 GoLeft(360);
7555 // Ïðûãàåì, åñëè íàäî áûëî:
7556 if GetAIFlag('NEEDJUMP') <> '' then
7557 begin
7558 Jump(0);
7559 RemoveAIFlag('NEEDJUMP');
7560 end;
7562 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7563 if GetAIFlag('NEEDSEEUP') <> '' then
7564 begin
7565 ReleaseKey(KEY_UP);
7566 ReleaseKey(KEY_DOWN);
7567 PressKey(KEY_UP, 20);
7568 RemoveAIFlag('NEEDSEEUP');
7569 end;
7571 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7572 if GetAIFlag('NEEDSEEDOWN') <> '' then
7573 begin
7574 ReleaseKey(KEY_UP);
7575 ReleaseKey(KEY_DOWN);
7576 PressKey(KEY_DOWN, 20);
7577 RemoveAIFlag('NEEDSEEDOWN');
7578 end;
7580 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7581 if GetAIFlag('GOINHOLE') <> '' then
7582 if not OnGround() then
7583 begin
7584 ReleaseKey(KEY_LEFT);
7585 ReleaseKey(KEY_RIGHT);
7586 RemoveAIFlag('GOINHOLE');
7587 SetAIFlag('FALLINHOLE', '1');
7588 end;
7590 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7591 if GetAIFlag('FALLINHOLE') <> '' then
7592 if OnGround() then
7593 RemoveAIFlag('FALLINHOLE');
7595 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7596 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7597 if GetAIFlag('FALLINHOLE') = '' then
7598 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7599 if Rnd(2) then
7600 GoLeft(360)
7601 else
7602 GoRight(360);
7604 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7605 if OnGround() and
7606 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7607 Rnd(8) then
7608 Jump();
7610 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7611 if OnGround() and NearHole() then
7612 if NearDeepHole() then // Åñëè ýòî áåçäíà
7613 case Random(6) of
7614 0..3: Turn(); // Áåæèì îáðàòíî
7615 4: Jump(); // Ïðûãàåì
7616 5: begin // Ïðûãàåì îáðàòíî
7617 Turn();
7618 Jump();
7619 end;
7620 end
7621 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7622 if GetAIFlag('GOINHOLE') = '' then
7623 case Random(6) of
7624 0: Turn(); // Íå íóæíî òóäà
7625 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7626 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7627 if BorderHole() then
7628 SetAIFlag('GOINHOLE', '1');
7629 end;
7631 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7632 if (not CanRun()) and OnGround() then
7633 begin
7634 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7635 if CanJumpOver() or OnLadder() then
7636 Jump()
7637 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7638 if Random(2) = 0 then
7639 begin
7640 if IsSafeTrigger() then
7641 PressKey(KEY_OPEN);
7642 end else
7643 Turn();
7644 end;
7646 // Îñòàëîñü ìàëî âîçäóõà:
7647 if FAir < 36 * 2 then
7648 Jump(20);
7650 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7651 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7652 if BodyInAcid(0, 0) then
7653 Jump();
7654 end;
7656 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7657 begin
7658 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7659 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7660 end;
7662 {function TBot.NeedItem(Item: Byte): Byte;
7663 begin
7664 Result := 4;
7665 end;}
7667 procedure TBot.SelectWeapon(Dist: Integer);
7668 var
7669 a: Integer;
7671 function HaveAmmo(weapon: Byte): Boolean;
7672 begin
7673 case weapon of
7674 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7675 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7676 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7677 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7678 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7679 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7680 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7681 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7682 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7683 else Result := True;
7684 end;
7685 end;
7687 begin
7688 if Dist = -1 then Dist := BOT_LONGDIST;
7690 if Dist > BOT_LONGDIST then
7691 begin // Äàëüíèé áîé
7692 for a := 0 to 9 do
7693 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7694 begin
7695 FSelectedWeapon := FDifficult.WeaponPrior[a];
7696 Break;
7697 end;
7698 end
7699 else //if Dist > BOT_UNSAFEDIST then
7700 begin // Áëèæíèé áîé
7701 for a := 0 to 9 do
7702 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7703 begin
7704 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7705 Break;
7706 end;
7707 end;
7708 { else
7709 begin
7710 for a := 0 to 9 do
7711 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7712 begin
7713 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7714 Break;
7715 end;
7716 end;}
7717 end;
7719 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7720 begin
7721 Result := inherited PickItem(ItemType, force, remove);
7723 if Result then SetAIFlag('SELECTWEAPON', '1');
7724 end;
7726 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7727 begin
7728 Result := inherited Heal(value, Soft);
7729 end;
7731 function TBot.Healthy(): Byte;
7732 begin
7733 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7734 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7735 else if (FHealth > 50) then Result := 2
7736 else if (FHealth > 20) then Result := 1
7737 else Result := 0;
7738 end;
7740 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7741 begin
7742 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7743 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7744 end;
7746 procedure TBot.OnDamage(Angle: SmallInt);
7747 var
7748 pla: TPlayer;
7749 mon: TMonster;
7750 ok: Boolean;
7751 begin
7752 inherited;
7754 if (Angle = 0) or (Angle = 180) then
7755 begin
7756 ok := False;
7757 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7758 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7759 begin // Èãðîê
7760 pla := g_Player_Get(FLastSpawnerUID);
7761 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7762 pla.FObj.Y + PLAYER_RECT.Y);
7763 end
7764 else
7765 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7766 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7767 begin // Ìîíñòð
7768 mon := g_Monsters_ByUID(FLastSpawnerUID);
7769 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7770 mon.Obj.Y + mon.Obj.Rect.Y);
7771 end;
7773 if ok then
7774 if Angle = 0 then
7775 SetAIFlag('ATTACKLEFT', '1')
7776 else
7777 SetAIFlag('ATTACKRIGHT', '1');
7778 end;
7779 end;
7781 function TBot.RunDirection(): TDirection;
7782 begin
7783 if Abs(Vel.X) >= 1 then
7784 begin
7785 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7786 end else
7787 Result := FDirection;
7788 end;
7790 function TBot.GetRnd(a: Byte): Boolean;
7791 begin
7792 if a = 0 then Result := False
7793 else if a = 255 then Result := True
7794 else Result := Random(256) > 255-a;
7795 end;
7797 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7798 begin
7799 Result := Round((255-a)/255*radius*(Random(2)-1));
7800 end;
7803 procedure TDifficult.save (st: TStream);
7804 begin
7805 utils.writeInt(st, Byte(DiagFire));
7806 utils.writeInt(st, Byte(InvisFire));
7807 utils.writeInt(st, Byte(DiagPrecision));
7808 utils.writeInt(st, Byte(FlyPrecision));
7809 utils.writeInt(st, Byte(Cover));
7810 utils.writeInt(st, Byte(CloseJump));
7811 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7812 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7813 end;
7815 procedure TDifficult.load (st: TStream);
7816 begin
7817 DiagFire := utils.readByte(st);
7818 InvisFire := utils.readByte(st);
7819 DiagPrecision := utils.readByte(st);
7820 FlyPrecision := utils.readByte(st);
7821 Cover := utils.readByte(st);
7822 CloseJump := utils.readByte(st);
7823 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7824 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7825 end;
7828 procedure TBot.SaveState (st: TStream);
7829 var
7830 i: Integer;
7831 dw: Integer;
7832 begin
7833 inherited SaveState(st);
7834 utils.writeSign(st, 'BOT0');
7835 // Âûáðàííîå îðóæèå
7836 utils.writeInt(st, Byte(FSelectedWeapon));
7837 // UID öåëè
7838 utils.writeInt(st, Word(FTargetUID));
7839 // Âðåìÿ ïîòåðè öåëè
7840 utils.writeInt(st, LongWord(FLastVisible));
7841 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7842 dw := Length(FAIFlags);
7843 utils.writeInt(st, LongInt(dw));
7844 // Ôëàãè ÈÈ
7845 for i := 0 to dw-1 do
7846 begin
7847 utils.writeStr(st, FAIFlags[i].Name, 20);
7848 utils.writeStr(st, FAIFlags[i].Value, 20);
7849 end;
7850 // Íàñòðîéêè ñëîæíîñòè
7851 FDifficult.save(st);
7852 end;
7855 procedure TBot.LoadState (st: TStream);
7856 var
7857 i: Integer;
7858 dw: Integer;
7859 begin
7860 inherited LoadState(st);
7861 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7862 // Âûáðàííîå îðóæèå
7863 FSelectedWeapon := utils.readByte(st);
7864 // UID öåëè
7865 FTargetUID := utils.readWord(st);
7866 // Âðåìÿ ïîòåðè öåëè
7867 FLastVisible := utils.readLongWord(st);
7868 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7869 dw := utils.readLongInt(st);
7870 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7871 SetLength(FAIFlags, dw);
7872 // Ôëàãè ÈÈ
7873 for i := 0 to dw-1 do
7874 begin
7875 FAIFlags[i].Name := utils.readStr(st, 20);
7876 FAIFlags[i].Value := utils.readStr(st, 20);
7877 end;
7878 // Íàñòðîéêè ñëîæíîñòè
7879 FDifficult.load(st);
7880 end;
7883 begin
7884 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7885 end.