DEADSOFTWARE

39aab01deb75a5bac5e5fc59dcbe16f5551e82c4
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames (unused)
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
203 // client-side only
204 weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
207 function CollideLevel(XInc, YInc: Integer): Boolean;
208 function StayOnStep(XInc, YInc: Integer): Boolean;
209 function HeadInLiquid(XInc, YInc: Integer): Boolean;
210 function BodyInLiquid(XInc, YInc: Integer): Boolean;
211 function BodyInAcid(XInc, YInc: Integer): Boolean;
212 function FullInLift(XInc, YInc: Integer): Integer;
213 {procedure CollideItem();}
214 procedure FlySmoke(Times: DWORD = 1);
215 procedure OnFireFlame(Times: DWORD = 1);
216 function GetAmmoByWeapon(Weapon: Byte): Word;
217 procedure SetAction(Action: Byte; Force: Boolean = False);
218 procedure OnDamage(Angle: SmallInt); virtual;
219 function firediry(): Integer;
220 procedure DoPunch();
222 procedure Run(Direction: TDirection);
223 procedure NextWeapon();
224 procedure PrevWeapon();
225 procedure SeeUp();
226 procedure SeeDown();
227 procedure Fire();
228 procedure Jump();
229 procedure Use();
231 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
232 procedure resetWeaponQueue ();
233 function hasAmmoForWeapon (weapon: Byte): Boolean;
235 procedure doDamage (v: Integer);
237 function followCorpse(): Boolean;
239 public
240 FDamageBuffer: Integer;
242 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
243 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
244 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
245 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
246 FBerserk: Integer;
247 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
248 FReloading: Array [WP_FIRST..WP_LAST] of Word;
249 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
250 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
251 FColor: TRGB;
252 FPreferredTeam: Byte;
253 FSpectator: Boolean;
254 FNoRespawn: Boolean;
255 FWantsInGame: Boolean;
256 FGhost: Boolean;
257 FPhysics: Boolean;
258 FJetpack: Boolean;
259 FActualModelName: string;
260 FClientID: SmallInt;
261 FPing: Word;
262 FLoss: Byte;
263 FDummy: Boolean;
264 FFireTime: Integer;
266 // debug: viewport offset
267 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
269 function isValidViewPort (): Boolean; inline;
271 constructor Create(); virtual;
272 destructor Destroy(); override;
273 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
274 function GetRespawnPoint(): Byte;
275 procedure PressKey(Key: Byte; Time: Word = 1);
276 procedure ReleaseKeys();
277 procedure SetModel(ModelName: String);
278 procedure SetColor(Color: TRGB);
279 procedure SetWeapon(W: Byte);
280 function IsKeyPressed(K: Byte): Boolean;
281 function GetKeys(): Byte;
282 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
283 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
284 function Collide(Panel: TPanel): Boolean; overload;
285 function Collide(X, Y: Integer): Boolean; overload;
286 procedure SetDirection(Direction: TDirection);
287 procedure GetSecret();
288 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
289 procedure Touch();
290 procedure Push(vx, vy: Integer);
291 procedure ChangeModel(ModelName: String);
292 procedure SwitchTeam;
293 procedure ChangeTeam(Team: Byte);
294 procedure BFGHit();
295 function GetFlag(Flag: Byte): Boolean;
296 procedure SetFlag(Flag: Byte);
297 function DropFlag(): Boolean;
298 procedure AllRulez(Health: Boolean);
299 procedure RestoreHealthArmor();
300 procedure FragCombo();
301 procedure GiveItem(ItemType: Byte);
302 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
303 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
304 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
305 procedure MakeBloodSimple(Count: Word);
306 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
307 procedure Reset(Force: Boolean);
308 procedure Spectate(NoMove: Boolean = False);
309 procedure SwitchNoClip;
310 procedure SoftReset();
311 procedure Draw(); virtual;
312 procedure DrawPain();
313 procedure DrawPickup();
314 procedure DrawRulez();
315 procedure DrawAim();
316 procedure DrawBubble();
317 procedure DrawGUI();
318 procedure Update(); virtual;
319 procedure RememberState();
320 procedure RecallState();
321 procedure SaveState (st: TStream); virtual;
322 procedure LoadState (st: TStream); virtual;
323 procedure PauseSounds(Enable: Boolean);
324 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
325 procedure DoLerp(Level: Integer = 2);
326 procedure SetLerp(XTo, YTo: Integer);
327 procedure QueueWeaponSwitch(Weapon: Byte);
328 procedure RealizeCurrentWeapon();
329 procedure JetpackOn;
330 procedure JetpackOff;
331 procedure CatchFire(Attacker: Word);
333 //WARNING! this does nothing for now, but still call it!
334 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
336 procedure getMapBox (out x, y, w, h: Integer); inline;
337 procedure moveBy (dx, dy: Integer); inline;
339 procedure releaseAllWeaponSwitchKeys ();
340 procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
341 function isWeaponSwitchKeyReleased (index: Integer): Boolean;
342 procedure weaponSwitchKeysShiftNewStates ();
344 public
345 property Vel: TPoint2i read FObj.Vel;
346 property Obj: TObj read FObj;
348 property Name: String read FName write FName;
349 property Model: TPlayerModel read FModel;
350 property Health: Integer read FHealth write FHealth;
351 property Lives: Byte read FLives write FLives;
352 property Armor: Integer read FArmor write FArmor;
353 property Air: Integer read FAir write FAir;
354 property JetFuel: Integer read FJetFuel write FJetFuel;
355 property Frags: Integer read FFrags write FFrags;
356 property Death: Integer read FDeath write FDeath;
357 property Kills: Integer read FKills write FKills;
358 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
359 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
360 property Secrets: Integer read FSecrets;
361 property GodMode: Boolean read FGodMode write FGodMode;
362 property NoTarget: Boolean read FNoTarget write FNoTarget;
363 property NoReload: Boolean read FNoReload write FNoReload;
364 property alive: Boolean read FAlive write FAlive;
365 property Flag: Byte read FFlag;
366 property Team: Byte read FTeam write FTeam;
367 property Direction: TDirection read FDirection;
368 property GameX: Integer read FObj.X write FObj.X;
369 property GameY: Integer read FObj.Y write FObj.Y;
370 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
371 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
372 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
373 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
374 property IncCam: Integer read FIncCam write FIncCam;
375 property UID: Word read FUID write FUID;
376 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
377 property NetTime: LongWord read FNetTime write FNetTime;
379 published
380 property eName: String read FName write FName;
381 property eHealth: Integer read FHealth write FHealth;
382 property eLives: Byte read FLives write FLives;
383 property eArmor: Integer read FArmor write FArmor;
384 property eAir: Integer read FAir write FAir;
385 property eJetFuel: Integer read FJetFuel write FJetFuel;
386 property eFrags: Integer read FFrags write FFrags;
387 property eDeath: Integer read FDeath write FDeath;
388 property eKills: Integer read FKills write FKills;
389 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
390 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
391 property eSecrets: Integer read FSecrets write FSecrets;
392 property eGodMode: Boolean read FGodMode write FGodMode;
393 property eNoTarget: Boolean read FNoTarget write FNoTarget;
394 property eNoReload: Boolean read FNoReload write FNoReload;
395 property eAlive: Boolean read FAlive write FAlive;
396 property eFlag: Byte read FFlag;
397 property eTeam: Byte read FTeam write FTeam;
398 property eDirection: TDirection read FDirection;
399 property eGameX: Integer read FObj.X write FObj.X;
400 property eGameY: Integer read FObj.Y write FObj.Y;
401 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
402 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
403 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
404 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
405 property eIncCam: Integer read FIncCam write FIncCam;
406 property eUID: Word read FUID;
407 property eJustTeleported: Boolean read FJustTeleported;
408 property eNetTime: LongWord read FNetTime;
410 // set this before assigning something to `eDamage`
411 property eDamageType: Integer read mEDamageType write mEDamageType;
412 property eDamage: Integer write doDamage;
413 end;
415 TDifficult = record
416 public
417 DiagFire: Byte;
418 InvisFire: Byte;
419 DiagPrecision: Byte;
420 FlyPrecision: Byte;
421 Cover: Byte;
422 CloseJump: Byte;
423 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
424 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
425 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
427 public
428 procedure save (st: TStream);
429 procedure load (st: TStream);
430 end;
432 TAIFlag = record
433 Name: String;
434 Value: String;
435 end;
437 TBot = class(TPlayer)
438 private
439 FSelectedWeapon: Byte;
440 FTargetUID: Word;
441 FLastVisible: DWORD;
442 FAIFlags: Array of TAIFlag;
443 FDifficult: TDifficult;
445 function GetRnd(a: Byte): Boolean;
446 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
447 function RunDirection(): TDirection;
448 function FullInStep(XInc, YInc: Integer): Boolean;
449 //function NeedItem(Item: Byte): Byte;
450 procedure SelectWeapon(Dist: Integer);
451 procedure SetAIFlag(aName, fValue: String20);
452 function GetAIFlag(aName: String20): String20;
453 procedure RemoveAIFlag(aName: String20);
454 function Healthy(): Byte;
455 procedure UpdateMove();
456 procedure UpdateCombat();
457 function KeyPressed(Key: Word): Boolean;
458 procedure ReleaseKey(Key: Byte);
459 function TargetOnScreen(TX, TY: Integer): Boolean;
460 procedure OnDamage(Angle: SmallInt); override;
462 public
463 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
464 constructor Create(); override;
465 destructor Destroy(); override;
466 procedure Draw(); override;
467 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
468 function Heal(value: Word; Soft: Boolean): Boolean; override;
469 procedure Update(); override;
470 procedure SaveState (st: TStream); override;
471 procedure LoadState (st: TStream); override;
472 end;
474 PGib = ^TGib;
475 TGib = record
476 alive: Boolean;
477 ID: DWORD;
478 MaskID: DWORD;
479 RAngle: Integer;
480 Color: TRGB;
481 Obj: TObj;
483 procedure getMapBox (out x, y, w, h: Integer); inline;
484 procedure moveBy (dx, dy: Integer); inline;
486 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
487 end;
490 PShell = ^TShell;
491 TShell = record
492 SpriteID: DWORD;
493 alive: Boolean;
494 SType: Byte;
495 RAngle: Integer;
496 Timeout: Cardinal;
497 CX, CY: Integer;
498 Obj: TObj;
500 procedure getMapBox (out x, y, w, h: Integer); inline;
501 procedure moveBy (dx, dy: Integer); inline;
503 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
504 end;
506 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
507 private
508 FModelName: String;
509 FMess: Boolean;
510 FState: Byte;
511 FDamage: Byte;
512 FColor: TRGB;
513 FObj: TObj;
514 FPlayerUID: Word;
515 FAnimation: TAnimation;
516 FAnimationMask: TAnimation;
518 public
519 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
520 destructor Destroy(); override;
521 procedure Damage(Value: Word; vx, vy: Integer);
522 procedure Update();
523 procedure Draw();
524 procedure SaveState (st: TStream);
525 procedure LoadState (st: TStream);
527 procedure getMapBox (out x, y, w, h: Integer); inline;
528 procedure moveBy (dx, dy: Integer); inline;
530 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
532 function ObjPtr (): PObj; inline;
534 property Obj: TObj read FObj; // copies object
535 property State: Byte read FState;
536 property Mess: Boolean read FMess;
537 end;
539 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
540 record
541 Goals: SmallInt;
542 end;
544 var
545 gPlayers: Array of TPlayer;
546 gCorpses: Array of TCorpse;
547 gGibs: Array of TGib;
548 gShells: Array of TShell;
549 gTeamStat: TTeamStat;
550 gFly: Boolean = False;
551 gAimLine: Boolean = False;
552 gChatBubble: Byte = 0;
553 gNumBots: Word = 0;
554 gLMSPID1: Word = 0;
555 gLMSPID2: Word = 0;
556 MAX_RUNVEL: Integer = 8;
557 VEL_JUMP: Integer = 10;
558 SHELL_TIMEOUT: Cardinal = 60000;
560 function Lerp(X, Y, Factor: Integer): Integer;
562 procedure g_Gibs_SetMax(Count: Word);
563 function g_Gibs_GetMax(): Word;
564 procedure g_Corpses_SetMax(Count: Word);
565 function g_Corpses_GetMax(): Word;
566 procedure g_Shells_SetMax(Count: Word);
567 function g_Shells_GetMax(): Word;
569 procedure g_Player_Init();
570 procedure g_Player_Free();
571 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
572 function g_Player_CreateFromState (st: TStream): Word;
573 procedure g_Player_Remove(UID: Word);
574 procedure g_Player_ResetTeams();
575 procedure g_Player_UpdateAll();
576 procedure g_Player_DrawAll();
577 procedure g_Player_DrawDebug(p: TPlayer);
578 procedure g_Player_DrawHealth();
579 procedure g_Player_RememberAll();
580 procedure g_Player_ResetAll(Force, Silent: Boolean);
581 function g_Player_Get(UID: Word): TPlayer;
582 function g_Player_GetCount(): Byte;
583 function g_Player_GetStats(): TPlayerStatArray;
584 function g_Player_ValidName(Name: String): Boolean;
585 procedure g_Player_CreateCorpse(Player: TPlayer);
586 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
587 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
588 procedure g_Player_UpdatePhysicalObjects();
589 procedure g_Player_DrawCorpses();
590 procedure g_Player_DrawShells();
591 procedure g_Player_RemoveAllCorpses();
592 procedure g_Player_Corpses_SaveState (st: TStream);
593 procedure g_Player_Corpses_LoadState (st: TStream);
594 procedure g_Bot_Add(Team, Difficult: Byte);
595 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
596 procedure g_Bot_MixNames();
597 procedure g_Bot_RemoveAll();
599 implementation
601 uses
602 {$INCLUDE ../nogl/noGLuses.inc}
603 {$IFDEF ENABLE_HOLMES}
604 g_holmes,
605 {$ENDIF}
606 e_log, g_map, g_items, g_console, g_gfx, Math,
607 g_options, g_triggers, g_menu, g_game, g_grid,
608 wadreader, g_main, g_monsters, CONFIG, g_language,
609 g_net, g_netmsg, g_window,
610 utils, xstreams;
612 const PLR_SAVE_VERSION = 0;
614 type
615 TBotProfile = record
616 name: ShortString;
617 model: ShortString;
618 team: Byte;
619 color: TRGB;
620 diag_fire: Byte;
621 invis_fire: Byte;
622 diag_precision: Byte;
623 fly_precision: Byte;
624 cover: Byte;
625 close_jump: Byte;
626 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
627 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
628 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
629 end;
631 const
632 TIME_RESPAWN1 = 1500;
633 TIME_RESPAWN2 = 2000;
634 TIME_RESPAWN3 = 3000;
635 AIR_DEF = 360;
636 AIR_MAX = 1091;
637 JET_MAX = 540; // ~30 sec
638 PLAYER_SUIT_TIME = 30000;
639 PLAYER_INVUL_TIME = 30000;
640 PLAYER_INVIS_TIME = 35000;
641 FRAG_COMBO_TIME = 3000;
642 VEL_SW = 4;
643 VEL_FLY = 6;
644 ANGLE_RIGHTUP = 55;
645 ANGLE_RIGHTDOWN = -35;
646 ANGLE_LEFTUP = 125;
647 ANGLE_LEFTDOWN = -145;
648 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
649 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
650 BOT_MAXJUMP = 84;
651 BOT_LONGDIST = 300;
652 BOT_UNSAFEDIST = 128;
653 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
654 (R:0; G:0; B:255));
655 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
656 FlyPrecision: 32; Cover: 32; CloseJump: 32;
657 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
658 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
659 FlyPrecision: 127; Cover: 127; CloseJump: 127;
660 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
661 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
662 FlyPrecision: 255; Cover: 255; CloseJump: 255;
663 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
664 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
665 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
666 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
667 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
668 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
669 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
670 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
671 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
672 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
673 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
674 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
675 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
676 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
677 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
678 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
679 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
680 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
682 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
683 CORPSE_SIGNATURE = $50524F43; // 'CORP'
685 BOTNAMES_FILENAME = 'botnames.txt';
686 BOTLIST_FILENAME = 'botlist.txt';
688 var
689 MaxGibs: Word = 150;
690 MaxCorpses: Word = 20;
691 MaxShells: Word = 300;
692 CurrentGib: Integer = 0;
693 CurrentShell: Integer = 0;
694 BotNames: Array of String;
695 BotList: Array of TBotProfile;
698 function Lerp(X, Y, Factor: Integer): Integer;
699 begin
700 Result := X + ((Y - X) div Factor);
701 end;
703 function SameTeam(UID1, UID2: Word): Boolean;
704 begin
705 Result := False;
707 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
708 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
710 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
712 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
713 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
715 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
716 end;
718 procedure g_Gibs_SetMax(Count: Word);
719 begin
720 MaxGibs := Count;
721 SetLength(gGibs, Count);
723 if CurrentGib >= Count then
724 CurrentGib := 0;
725 end;
727 function g_Gibs_GetMax(): Word;
728 begin
729 Result := MaxGibs;
730 end;
732 procedure g_Shells_SetMax(Count: Word);
733 begin
734 MaxShells := Count;
735 SetLength(gShells, Count);
737 if CurrentShell >= Count then
738 CurrentShell := 0;
739 end;
741 function g_Shells_GetMax(): Word;
742 begin
743 Result := MaxShells;
744 end;
747 procedure g_Corpses_SetMax(Count: Word);
748 begin
749 MaxCorpses := Count;
750 SetLength(gCorpses, Count);
751 end;
753 function g_Corpses_GetMax(): Word;
754 begin
755 Result := MaxCorpses;
756 end;
758 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
759 var
760 a: Integer;
761 ok: Boolean;
762 begin
763 Result := 0;
765 ok := False;
766 a := 0;
768 // Åñòü ëè ìåñòî â gPlayers:
769 if gPlayers <> nil then
770 for a := 0 to High(gPlayers) do
771 if gPlayers[a] = nil then
772 begin
773 ok := True;
774 Break;
775 end;
777 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
778 if not ok then
779 begin
780 SetLength(gPlayers, Length(gPlayers)+1);
781 a := High(gPlayers);
782 end;
784 // Ñîçäàåì îáúåêò èãðîêà:
785 if Bot then
786 gPlayers[a] := TBot.Create()
787 else
788 gPlayers[a] := TPlayer.Create();
791 gPlayers[a].FActualModelName := ModelName;
792 gPlayers[a].SetModel(ModelName);
794 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
795 if gPlayers[a].FModel = nil then
796 begin
797 gPlayers[a].Free();
798 gPlayers[a] := nil;
799 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
800 Exit;
801 end;
803 if not (Team in [TEAM_RED, TEAM_BLUE]) then
804 if Random(2) = 0 then
805 Team := TEAM_RED
806 else
807 Team := TEAM_BLUE;
808 gPlayers[a].FPreferredTeam := Team;
810 case gGameSettings.GameMode of
811 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
812 GM_TDM,
813 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
814 GM_SINGLE,
815 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
816 end;
818 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
819 gPlayers[a].FColor := Color;
820 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
821 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
822 else
823 gPlayers[a].FModel.Color := Color;
825 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
826 gPlayers[a].FAlive := False;
828 Result := gPlayers[a].FUID;
829 end;
831 function g_Player_CreateFromState (st: TStream): Word;
832 var
833 a, i: Integer;
834 ok, Bot: Boolean;
835 b: Byte;
836 begin
837 result := 0;
838 if (st = nil) then exit; //???
840 // Ñèãíàòóðà èãðîêà
841 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
842 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
844 // Áîò èëè ÷åëîâåê:
845 Bot := utils.readBool(st);
847 ok := false;
848 a := 0;
850 // Åñòü ëè ìåñòî â gPlayers:
851 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
853 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
854 if not ok then
855 begin
856 SetLength(gPlayers, Length(gPlayers)+1);
857 a := High(gPlayers);
858 end;
860 // Ñîçäàåì îáúåêò èãðîêà
861 if Bot then
862 gPlayers[a] := TBot.Create()
863 else
864 gPlayers[a] := TPlayer.Create();
865 gPlayers[a].FIamBot := Bot;
866 gPlayers[a].FPhysics := True;
868 // UID èãðîêà
869 gPlayers[a].FUID := utils.readWord(st);
870 // Èìÿ èãðîêà
871 gPlayers[a].FName := utils.readStr(st);
872 // Êîìàíäà
873 gPlayers[a].FTeam := utils.readByte(st);
874 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
875 // Æèâ ëè
876 gPlayers[a].FAlive := utils.readBool(st);
877 // Èçðàñõîäîâàë ëè âñå æèçíè
878 gPlayers[a].FNoRespawn := utils.readBool(st);
879 // Íàïðàâëåíèå
880 b := utils.readByte(st);
881 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
882 // Çäîðîâüå
883 gPlayers[a].FHealth := utils.readLongInt(st);
884 // Æèçíè
885 gPlayers[a].FLives := utils.readByte(st);
886 // Áðîíÿ
887 gPlayers[a].FArmor := utils.readLongInt(st);
888 // Çàïàñ âîçäóõà
889 gPlayers[a].FAir := utils.readLongInt(st);
890 // Çàïàñ ãîðþ÷åãî
891 gPlayers[a].FJetFuel := utils.readLongInt(st);
892 // Áîëü
893 gPlayers[a].FPain := utils.readLongInt(st);
894 // Óáèë
895 gPlayers[a].FKills := utils.readLongInt(st);
896 // Óáèë ìîíñòðîâ
897 gPlayers[a].FMonsterKills := utils.readLongInt(st);
898 // Ôðàãîâ
899 gPlayers[a].FFrags := utils.readLongInt(st);
900 // Ôðàãîâ ïîäðÿä
901 gPlayers[a].FFragCombo := utils.readByte(st);
902 // Âðåìÿ ïîñëåäíåãî ôðàãà
903 gPlayers[a].FLastFrag := utils.readLongWord(st);
904 // Ñìåðòåé
905 gPlayers[a].FDeath := utils.readLongInt(st);
906 // Êàêîé ôëàã íåñåò
907 gPlayers[a].FFlag := utils.readByte(st);
908 // Íàøåë ñåêðåòîâ
909 gPlayers[a].FSecrets := utils.readLongInt(st);
910 // Òåêóùåå îðóæèå
911 gPlayers[a].FCurrWeap := utils.readByte(st);
912 // Ñëåäóþùåå æåëàåìîå îðóæèå
913 gPlayers[a].FNextWeap := utils.readWord(st);
914 // ...è ïàóçà
915 gPlayers[a].FNextWeapDelay := utils.readByte(st);
916 // Âðåìÿ çàðÿäêè BFG
917 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
918 // Áóôåð óðîíà
919 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
920 // Ïîñëåäíèé óäàðèâøèé
921 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
922 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
923 gPlayers[a].FLastHit := utils.readByte(st);
924 // Îáúåêò èãðîêà:
925 Obj_LoadState(@gPlayers[a].FObj, st);
926 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
927 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
928 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
929 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
930 // Íàëè÷èå îðóæèÿ
931 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
932 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
933 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
934 // Íàëè÷èå ðþêçàêà
935 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
936 // Íàëè÷èå êðàñíîãî êëþ÷à
937 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
938 // Íàëè÷èå çåëåíîãî êëþ÷à
939 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
940 // Íàëè÷èå ñèíåãî êëþ÷à
941 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
942 // Íàëè÷èå áåðñåðêà
943 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
944 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
945 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
946 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
947 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
949 // Íàçâàíèå ìîäåëè:
950 gPlayers[a].FActualModelName := utils.readStr(st);
951 // Öâåò ìîäåëè
952 gPlayers[a].FColor.R := utils.readByte(st);
953 gPlayers[a].FColor.G := utils.readByte(st);
954 gPlayers[a].FColor.B := utils.readByte(st);
955 // Îáíîâëÿåì ìîäåëü èãðîêà
956 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
958 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
959 if (gPlayers[a].FModel = nil) then
960 begin
961 gPlayers[a].Free();
962 gPlayers[a] := nil;
963 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
964 exit;
965 end;
967 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
968 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
969 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
970 else
971 gPlayers[a].FModel.Color := gPlayers[a].FColor;
973 result := gPlayers[a].FUID;
974 end;
977 procedure g_Player_ResetTeams();
978 var
979 a: Integer;
980 begin
981 if g_Game_IsClient then
982 Exit;
983 if gPlayers = nil then
984 Exit;
985 for a := Low(gPlayers) to High(gPlayers) do
986 if gPlayers[a] <> nil then
987 case gGameSettings.GameMode of
988 GM_DM:
989 gPlayers[a].ChangeTeam(TEAM_NONE);
990 GM_TDM, GM_CTF:
991 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
992 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
993 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
994 else
995 if a mod 2 = 0 then
996 gPlayers[a].ChangeTeam(TEAM_RED)
997 else
998 gPlayers[a].ChangeTeam(TEAM_BLUE);
999 GM_SINGLE,
1000 GM_COOP:
1001 gPlayers[a].ChangeTeam(TEAM_COOP);
1002 end;
1003 end;
1005 procedure g_Bot_Add(Team, Difficult: Byte);
1006 var
1007 m: SSArray;
1008 _name, _model: String;
1009 a, tr, tb: Integer;
1010 begin
1011 if not g_Game_IsServer then Exit;
1013 // Ñïèñîê íàçâàíèé ìîäåëåé:
1014 m := g_PlayerModel_GetNames();
1015 if m = nil then
1016 Exit;
1018 // Êîìàíäà:
1019 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1020 Team := TEAM_COOP // COOP
1021 else
1022 if gGameSettings.GameMode = GM_DM then
1023 Team := TEAM_NONE // DM
1024 else
1025 if Team = TEAM_NONE then // CTF / TDM
1026 begin
1027 // Àâòîáàëàíñ êîìàíä:
1028 tr := 0;
1029 tb := 0;
1031 for a := 0 to High(gPlayers) do
1032 if gPlayers[a] <> nil then
1033 begin
1034 if gPlayers[a].Team = TEAM_RED then
1035 Inc(tr)
1036 else
1037 if gPlayers[a].Team = TEAM_BLUE then
1038 Inc(tb);
1039 end;
1041 if tr > tb then
1042 Team := TEAM_BLUE
1043 else
1044 if tb > tr then
1045 Team := TEAM_RED
1046 else // tr = tb
1047 if Random(2) = 0 then
1048 Team := TEAM_RED
1049 else
1050 Team := TEAM_BLUE;
1051 end;
1053 // Âûáèðàåì áîòó èìÿ:
1054 _name := '';
1055 if BotNames <> nil then
1056 for a := 0 to High(BotNames) do
1057 if g_Player_ValidName(BotNames[a]) then
1058 begin
1059 _name := BotNames[a];
1060 Break;
1061 end;
1063 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1064 if _name = '' then
1065 repeat
1066 _name := Format('DFBOT%.2d', [Random(100)]);
1067 until g_Player_ValidName(_name);
1069 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1070 _model := m[Random(Length(m))];
1072 // Ñîçäàåì áîòà:
1073 with g_Player_Get(g_Player_Create(_model,
1074 _RGB(Min(Random(9)*32, 255),
1075 Min(Random(9)*32, 255),
1076 Min(Random(9)*32, 255)),
1077 Team, True)) as TBot do
1078 begin
1079 Name := _name;
1081 case Difficult of
1082 1: FDifficult := DIFFICULT_EASY;
1083 2: FDifficult := DIFFICULT_MEDIUM;
1084 else FDifficult := DIFFICULT_HARD;
1085 end;
1087 for a := WP_FIRST to WP_LAST do
1088 begin
1089 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1090 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1091 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1092 end;
1094 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1096 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1097 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1098 Spectate();
1099 end;
1100 end;
1102 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1103 var
1104 m: SSArray;
1105 _name, _model: String;
1106 a: Integer;
1107 begin
1108 if not g_Game_IsServer then Exit;
1110 // Ñïèñîê íàçâàíèé ìîäåëåé:
1111 m := g_PlayerModel_GetNames();
1112 if m = nil then
1113 Exit;
1115 // Êîìàíäà:
1116 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1117 Team := TEAM_COOP // COOP
1118 else
1119 if gGameSettings.GameMode = GM_DM then
1120 Team := TEAM_NONE // DM
1121 else
1122 if Team = TEAM_NONE then
1123 Team := BotList[num].team; // CTF / TDM
1125 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1126 lName := AnsiLowerCase(lName);
1127 if (num < 0) or (num > Length(BotList)-1) then
1128 num := -1;
1129 if (num = -1) and (lName <> '') and (BotList <> nil) then
1130 for a := 0 to High(BotList) do
1131 if AnsiLowerCase(BotList[a].name) = lName then
1132 begin
1133 num := a;
1134 Break;
1135 end;
1136 if num = -1 then
1137 Exit;
1139 // Èìÿ áîòà:
1140 _name := BotList[num].name;
1141 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1142 if not g_Player_ValidName(_name) then
1143 repeat
1144 _name := Format('DFBOT%.2d', [Random(100)]);
1145 until g_Player_ValidName(_name);
1147 // Ìîäåëü:
1148 _model := BotList[num].model;
1149 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1150 if not InSArray(_model, m) then
1151 _model := m[Random(Length(m))];
1153 // Ñîçäàåì áîòà:
1154 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1155 begin
1156 Name := _name;
1158 FDifficult.DiagFire := BotList[num].diag_fire;
1159 FDifficult.InvisFire := BotList[num].invis_fire;
1160 FDifficult.DiagPrecision := BotList[num].diag_precision;
1161 FDifficult.FlyPrecision := BotList[num].fly_precision;
1162 FDifficult.Cover := BotList[num].cover;
1163 FDifficult.CloseJump := BotList[num].close_jump;
1165 for a := WP_FIRST to WP_LAST do
1166 begin
1167 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1168 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1169 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1170 end;
1172 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1174 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1175 end;
1176 end;
1178 procedure g_Bot_RemoveAll();
1179 var
1180 a: Integer;
1181 begin
1182 if not g_Game_IsServer then Exit;
1183 if gPlayers = nil then Exit;
1185 for a := 0 to High(gPlayers) do
1186 if gPlayers[a] <> nil then
1187 if gPlayers[a] is TBot then
1188 begin
1189 gPlayers[a].Lives := 0;
1190 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1191 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1192 g_Player_Remove(gPlayers[a].FUID);
1193 end;
1195 g_Bot_MixNames();
1196 end;
1198 procedure g_Bot_MixNames();
1199 var
1200 s: String;
1201 a, b: Integer;
1202 begin
1203 if BotNames <> nil then
1204 for a := 0 to High(BotNames) do
1205 begin
1206 b := Random(Length(BotNames));
1207 s := BotNames[a];
1208 Botnames[a] := BotNames[b];
1209 BotNames[b] := s;
1210 end;
1211 end;
1213 procedure g_Player_Remove(UID: Word);
1214 var
1215 i: Integer;
1216 begin
1217 if gPlayers = nil then Exit;
1219 if g_Game_IsServer and g_Game_IsNet then
1220 MH_SEND_PlayerDelete(UID);
1222 for i := 0 to High(gPlayers) do
1223 if gPlayers[i] <> nil then
1224 if gPlayers[i].FUID = UID then
1225 begin
1226 if gPlayers[i] is TPlayer then
1227 TPlayer(gPlayers[i]).Free()
1228 else
1229 TBot(gPlayers[i]).Free();
1230 gPlayers[i] := nil;
1231 Exit;
1232 end;
1233 end;
1235 procedure g_Player_Init();
1236 var
1237 F: TextFile;
1238 s: String;
1239 a, b: Integer;
1240 config: TConfig;
1241 sa: SSArray;
1242 begin
1243 BotNames := nil;
1245 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1246 Exit;
1248 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1249 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1250 Reset(F);
1252 while not EOF(F) do
1253 begin
1254 ReadLn(F, s);
1256 s := Trim(s);
1257 if s = '' then
1258 Continue;
1260 SetLength(BotNames, Length(BotNames)+1);
1261 BotNames[High(BotNames)] := s;
1262 end;
1264 CloseFile(F);
1266 // Ïåðåìåøèâàåì èõ:
1267 g_Bot_MixNames();
1269 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1270 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1271 BotList := nil;
1272 a := 0;
1274 while config.SectionExists(IntToStr(a)) do
1275 begin
1276 SetLength(BotList, Length(BotList)+1);
1278 with BotList[High(BotList)] do
1279 begin
1280 // Èìÿ áîòà:
1281 name := config.ReadStr(IntToStr(a), 'name', '');
1282 // Ìîäåëü:
1283 model := config.ReadStr(IntToStr(a), 'model', '');
1284 // Êîìàíäà:
1285 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1286 team := TEAM_RED
1287 else
1288 team := TEAM_BLUE;
1289 // Öâåò ìîäåëè:
1290 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1291 color.R := StrToIntDef(sa[0], 0);
1292 color.G := StrToIntDef(sa[1], 0);
1293 color.B := StrToIntDef(sa[2], 0);
1294 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1295 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1296 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1297 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1298 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1299 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1300 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1301 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1302 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1303 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1304 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1305 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1306 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1307 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1308 if Length(sa) = 10 then
1309 for b := 0 to 9 do
1310 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1311 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1312 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1313 if Length(sa) = 10 then
1314 for b := 0 to 9 do
1315 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1317 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1318 if Length(sa) = 10 then
1319 for b := 0 to 9 do
1320 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1321 end;
1323 a := a + 1;
1324 end;
1326 config.Free();
1327 end;
1329 procedure g_Player_Free();
1330 var
1331 i: Integer;
1332 begin
1333 if gPlayers <> nil then
1334 begin
1335 for i := 0 to High(gPlayers) do
1336 if gPlayers[i] <> nil then
1337 begin
1338 if gPlayers[i] is TPlayer then
1339 TPlayer(gPlayers[i]).Free()
1340 else
1341 TBot(gPlayers[i]).Free();
1342 gPlayers[i] := nil;
1343 end;
1345 gPlayers := nil;
1346 end;
1348 gPlayer1 := nil;
1349 gPlayer2 := nil;
1350 end;
1352 procedure g_Player_UpdateAll();
1353 var
1354 i: Integer;
1355 begin
1356 if gPlayers = nil then Exit;
1358 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1359 for i := 0 to High(gPlayers) do
1360 begin
1361 if gPlayers[i] <> nil then
1362 begin
1363 if gPlayers[i] is TPlayer then
1364 begin
1365 gPlayers[i].Update();
1366 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1367 end
1368 else
1369 begin
1370 // bot updates weapons in `UpdateCombat()`
1371 TBot(gPlayers[i]).Update();
1372 end;
1373 end;
1374 end;
1375 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1376 end;
1378 procedure g_Player_DrawAll();
1379 var
1380 i: Integer;
1381 begin
1382 if gPlayers = nil then Exit;
1384 for i := 0 to High(gPlayers) do
1385 if gPlayers[i] <> nil then
1386 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1387 else TBot(gPlayers[i]).Draw();
1388 end;
1390 procedure g_Player_DrawDebug(p: TPlayer);
1391 var
1392 fW, fH: Byte;
1393 begin
1394 if p = nil then Exit;
1395 if (@p.FObj) = nil then Exit;
1397 e_TextureFontGetSize(gStdFont, fW, fH);
1399 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1400 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1401 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1402 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1403 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1404 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1405 end;
1407 procedure g_Player_DrawHealth();
1408 var
1409 i: Integer;
1410 fW, fH: Byte;
1411 begin
1412 if gPlayers = nil then Exit;
1413 e_TextureFontGetSize(gStdFont, fW, fH);
1415 for i := 0 to High(gPlayers) do
1416 if gPlayers[i] <> nil then
1417 begin
1418 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1419 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1420 IntToStr(gPlayers[i].FHealth), gStdFont);
1421 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1422 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1423 IntToStr(gPlayers[i].FArmor), gStdFont);
1424 end;
1425 end;
1427 function g_Player_Get(UID: Word): TPlayer;
1428 var
1429 a: Integer;
1430 begin
1431 Result := nil;
1433 if gPlayers = nil then
1434 Exit;
1436 for a := 0 to High(gPlayers) do
1437 if gPlayers[a] <> nil then
1438 if gPlayers[a].FUID = UID then
1439 begin
1440 Result := gPlayers[a];
1441 Exit;
1442 end;
1443 end;
1445 function g_Player_GetCount(): Byte;
1446 var
1447 a: Integer;
1448 begin
1449 Result := 0;
1451 if gPlayers = nil then
1452 Exit;
1454 for a := 0 to High(gPlayers) do
1455 if gPlayers[a] <> nil then
1456 Result := Result + 1;
1457 end;
1459 function g_Player_GetStats(): TPlayerStatArray;
1460 var
1461 a: Integer;
1462 begin
1463 Result := nil;
1465 if gPlayers = nil then Exit;
1467 for a := 0 to High(gPlayers) do
1468 if gPlayers[a] <> nil then
1469 begin
1470 SetLength(Result, Length(Result)+1);
1471 with Result[High(Result)] do
1472 begin
1473 Ping := gPlayers[a].FPing;
1474 Loss := gPlayers[a].FLoss;
1475 Name := gPlayers[a].FName;
1476 Team := gPlayers[a].FTeam;
1477 Frags := gPlayers[a].FFrags;
1478 Deaths := gPlayers[a].FDeath;
1479 Kills := gPlayers[a].FKills;
1480 Color := gPlayers[a].FModel.Color;
1481 Lives := gPlayers[a].FLives;
1482 Spectator := gPlayers[a].FSpectator;
1483 end;
1484 end;
1485 end;
1487 procedure g_Player_RememberAll;
1488 var
1489 i: Integer;
1490 begin
1491 for i := Low(gPlayers) to High(gPlayers) do
1492 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1493 gPlayers[i].RememberState;
1494 end;
1496 procedure g_Player_ResetAll(Force, Silent: Boolean);
1497 var
1498 i: Integer;
1499 begin
1500 gTeamStat[TEAM_RED].Goals := 0;
1501 gTeamStat[TEAM_BLUE].Goals := 0;
1503 if gPlayers <> nil then
1504 for i := 0 to High(gPlayers) do
1505 if gPlayers[i] <> nil then
1506 begin
1507 gPlayers[i].Reset(Force);
1509 if gPlayers[i] is TPlayer then
1510 begin
1511 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1512 gPlayers[i].Respawn(Silent)
1513 else
1514 gPlayers[i].Spectate();
1515 end
1516 else
1517 TBot(gPlayers[i]).Respawn(Silent);
1518 end;
1519 end;
1521 procedure g_Player_CreateCorpse(Player: TPlayer);
1522 var
1523 i: Integer;
1524 find_id: DWORD;
1525 ok: Boolean;
1526 begin
1527 if Player.alive then
1528 Exit;
1530 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1531 if gCorpses <> nil then
1532 for i := 0 to High(gCorpses) do
1533 if gCorpses[i] <> nil then
1534 if gCorpses[i].FPlayerUID = Player.FUID then
1535 gCorpses[i].FPlayerUID := 0;
1537 if Player.FObj.Y >= gMapInfo.Height+128 then
1538 Exit;
1540 with Player do
1541 begin
1542 if (FHealth >= -50) or (gGibsCount = 0) then
1543 begin
1544 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1545 Exit;
1547 ok := False;
1548 for find_id := 0 to High(gCorpses) do
1549 if gCorpses[find_id] = nil then
1550 begin
1551 ok := True;
1552 Break;
1553 end;
1555 if not ok then
1556 find_id := Random(Length(gCorpses));
1558 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1559 gCorpses[find_id].FColor := FModel.Color;
1560 gCorpses[find_id].FObj.Vel := FObj.Vel;
1561 gCorpses[find_id].FObj.Accel := FObj.Accel;
1562 gCorpses[find_id].FPlayerUID := FUID;
1563 end
1564 else
1565 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1566 FObj.Y + PLAYER_RECT_CY,
1567 FModel.Name, FModel.Color);
1568 end;
1569 end;
1571 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1572 var
1573 SID: DWORD;
1574 begin
1575 if (gShells = nil) or (Length(gShells) = 0) then
1576 Exit;
1578 with gShells[CurrentShell] do
1579 begin
1580 SpriteID := 0;
1581 g_Obj_Init(@Obj);
1582 Obj.Rect.X := 0;
1583 Obj.Rect.Y := 0;
1584 if T = SHELL_BULLET then
1585 begin
1586 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1587 SpriteID := SID;
1588 CX := 2;
1589 CY := 1;
1590 Obj.Rect.Width := 4;
1591 Obj.Rect.Height := 2;
1592 end
1593 else
1594 begin
1595 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1596 SpriteID := SID;
1597 CX := 4;
1598 CY := 2;
1599 Obj.Rect.Width := 7;
1600 Obj.Rect.Height := 3;
1601 end;
1602 SType := T;
1603 alive := True;
1604 Obj.X := fX;
1605 Obj.Y := fY;
1606 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1607 positionChanged(); // this updates spatial accelerators
1608 RAngle := Random(360);
1609 Timeout := gTime + SHELL_TIMEOUT;
1611 if CurrentShell >= High(gShells) then
1612 CurrentShell := 0
1613 else
1614 Inc(CurrentShell);
1615 end;
1616 end;
1618 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1619 var
1620 a: Integer;
1621 GibsArray: TGibsArray;
1622 Blood: TModelBlood;
1623 begin
1624 if (gGibs = nil) or (Length(gGibs) = 0) then
1625 Exit;
1626 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1627 Exit;
1628 Blood := g_PlayerModel_GetBlood(ModelName);
1630 for a := 0 to High(GibsArray) do
1631 with gGibs[CurrentGib] do
1632 begin
1633 Color := fColor;
1634 ID := GibsArray[a].ID;
1635 MaskID := GibsArray[a].MaskID;
1636 alive := True;
1637 g_Obj_Init(@Obj);
1638 Obj.Rect := GibsArray[a].Rect;
1639 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1640 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1641 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1642 positionChanged(); // this updates spatial accelerators
1643 RAngle := Random(360);
1645 if gBloodCount > 0 then
1646 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1647 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1649 if CurrentGib >= High(gGibs) then
1650 CurrentGib := 0
1651 else
1652 Inc(CurrentGib);
1653 end;
1654 end;
1656 procedure g_Player_UpdatePhysicalObjects();
1657 var
1658 i: Integer;
1659 vel: TPoint2i;
1660 mr: Word;
1662 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1663 var
1664 k: Integer;
1665 begin
1666 k := 1 + Random(2);
1667 if T = SHELL_BULLET then
1668 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1669 else
1670 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1671 end;
1673 begin
1674 // Êóñêè ìÿñà:
1675 if gGibs <> nil then
1676 for i := 0 to High(gGibs) do
1677 if gGibs[i].alive then
1678 with gGibs[i] do
1679 begin
1680 vel := Obj.Vel;
1681 mr := g_Obj_Move(@Obj, True, False, True);
1682 positionChanged(); // this updates spatial accelerators
1684 if WordBool(mr and MOVE_FALLOUT) then
1685 begin
1686 alive := False;
1687 Continue;
1688 end;
1690 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1691 if WordBool(mr and MOVE_HITWALL) then
1692 Obj.Vel.X := -(vel.X div 2);
1693 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1694 Obj.Vel.Y := -(vel.Y div 2);
1696 if (Obj.Vel.X >= 0) then
1697 begin // Clockwise
1698 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1699 if RAngle >= 360 then
1700 RAngle := RAngle mod 360;
1701 end else begin // Counter-clockwise
1702 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1703 if RAngle < 0 then
1704 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1705 end;
1707 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1708 if gTime mod (GAME_TICK*3) = 0 then
1709 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1710 end;
1712 // Òðóïû:
1713 if gCorpses <> nil then
1714 for i := 0 to High(gCorpses) do
1715 if gCorpses[i] <> nil then
1716 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1717 begin
1718 gCorpses[i].Free();
1719 gCorpses[i] := nil;
1720 end
1721 else
1722 gCorpses[i].Update();
1724 // Ãèëüçû:
1725 if gShells <> nil then
1726 for i := 0 to High(gShells) do
1727 if gShells[i].alive then
1728 with gShells[i] do
1729 begin
1730 vel := Obj.Vel;
1731 mr := g_Obj_Move(@Obj, True, False, True);
1732 positionChanged(); // this updates spatial accelerators
1734 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1735 begin
1736 alive := False;
1737 Continue;
1738 end;
1740 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1741 if WordBool(mr and MOVE_HITWALL) then
1742 begin
1743 Obj.Vel.X := -(vel.X div 2);
1744 if not WordBool(mr and MOVE_INWATER) then
1745 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1746 end;
1747 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1748 begin
1749 Obj.Vel.Y := -(vel.Y div 2);
1750 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1751 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1752 begin
1753 if RAngle mod 90 <> 0 then
1754 RAngle := (RAngle div 90) * 90;
1755 end
1756 else if not WordBool(mr and MOVE_INWATER) then
1757 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1758 end;
1760 if (Obj.Vel.X >= 0) then
1761 begin // Clockwise
1762 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1763 if RAngle >= 360 then
1764 RAngle := RAngle mod 360;
1765 end else begin // Counter-clockwise
1766 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1767 if RAngle < 0 then
1768 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1769 end;
1770 end;
1771 end;
1774 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1775 begin
1776 x := Obj.X+Obj.Rect.X;
1777 y := Obj.Y+Obj.Rect.Y;
1778 w := Obj.Rect.Width;
1779 h := Obj.Rect.Height;
1780 end;
1782 procedure TGib.moveBy (dx, dy: Integer); inline;
1783 begin
1784 if (dx <> 0) or (dy <> 0) then
1785 begin
1786 Obj.X += dx;
1787 Obj.Y += dy;
1788 positionChanged();
1789 end;
1790 end;
1793 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1794 begin
1795 x := Obj.X;
1796 y := Obj.Y;
1797 w := Obj.Rect.Width;
1798 h := Obj.Rect.Height;
1799 end;
1801 procedure TShell.moveBy (dx, dy: Integer); inline;
1802 begin
1803 if (dx <> 0) or (dy <> 0) then
1804 begin
1805 Obj.X += dx;
1806 Obj.Y += dy;
1807 positionChanged();
1808 end;
1809 end;
1812 procedure TGib.positionChanged (); inline; begin end;
1813 procedure TShell.positionChanged (); inline; begin end;
1816 procedure g_Player_DrawCorpses();
1817 var
1818 i: Integer;
1819 a: TDFPoint;
1820 begin
1821 if gGibs <> nil then
1822 for i := 0 to High(gGibs) do
1823 if gGibs[i].alive then
1824 with gGibs[i] do
1825 begin
1826 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1827 Continue;
1829 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1830 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1832 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1834 e_Colors := Color;
1835 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1836 e_Colors.R := 255;
1837 e_Colors.G := 255;
1838 e_Colors.B := 255;
1839 end;
1841 if gCorpses <> nil then
1842 for i := 0 to High(gCorpses) do
1843 if gCorpses[i] <> nil then
1844 gCorpses[i].Draw();
1845 end;
1847 procedure g_Player_DrawShells();
1848 var
1849 i: Integer;
1850 a: TDFPoint;
1851 begin
1852 if gShells <> nil then
1853 for i := 0 to High(gShells) do
1854 if gShells[i].alive then
1855 with gShells[i] do
1856 begin
1857 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1858 Continue;
1860 a.X := CX;
1861 a.Y := CY;
1863 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1864 end;
1865 end;
1867 procedure g_Player_RemoveAllCorpses();
1868 var
1869 i: Integer;
1870 begin
1871 gGibs := nil;
1872 gShells := nil;
1873 SetLength(gGibs, MaxGibs);
1874 SetLength(gShells, MaxGibs);
1875 CurrentGib := 0;
1876 CurrentShell := 0;
1878 if gCorpses <> nil then
1879 for i := 0 to High(gCorpses) do
1880 gCorpses[i].Free();
1882 gCorpses := nil;
1883 SetLength(gCorpses, MaxCorpses);
1884 end;
1886 procedure g_Player_Corpses_SaveState (st: TStream);
1887 var
1888 count, i: Integer;
1889 begin
1890 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1891 count := 0;
1892 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1894 // Êîëè÷åñòâî òðóïîâ
1895 utils.writeInt(st, LongInt(count));
1897 if (count = 0) then exit;
1899 // Ñîõðàíÿåì òðóïû
1900 for i := 0 to High(gCorpses) do
1901 begin
1902 if gCorpses[i] <> nil then
1903 begin
1904 // Íàçâàíèå ìîäåëè
1905 utils.writeStr(st, gCorpses[i].FModelName);
1906 // Òèï ñìåðòè
1907 utils.writeBool(st, gCorpses[i].Mess);
1908 // Ñîõðàíÿåì äàííûå òðóïà:
1909 gCorpses[i].SaveState(st);
1910 end;
1911 end;
1912 end;
1915 procedure g_Player_Corpses_LoadState (st: TStream);
1916 var
1917 count, i: Integer;
1918 str: String;
1919 b: Boolean;
1920 begin
1921 assert(st <> nil);
1923 g_Player_RemoveAllCorpses();
1925 // Êîëè÷åñòâî òðóïîâ:
1926 count := utils.readLongInt(st);
1927 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1929 if (count = 0) then exit;
1931 // Çàãðóæàåì òðóïû
1932 for i := 0 to count-1 do
1933 begin
1934 // Íàçâàíèå ìîäåëè:
1935 str := utils.readStr(st);
1936 // Òèï ñìåðòè
1937 b := utils.readBool(st);
1938 // Ñîçäàåì òðóï
1939 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1940 // Çàãðóæàåì äàííûå òðóïà
1941 gCorpses[i].LoadState(st);
1942 end;
1943 end;
1946 { T P l a y e r : }
1948 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1950 procedure TPlayer.BFGHit();
1951 begin
1952 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1953 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1954 if g_Game_IsServer and g_Game_IsNet then
1955 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1956 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1957 0, NET_GFX_BFGHIT);
1958 end;
1960 procedure TPlayer.ChangeModel(ModelName: string);
1961 var
1962 locModel: TPlayerModel;
1963 begin
1964 locModel := g_PlayerModel_Get(ModelName);
1965 if locModel = nil then Exit;
1967 FModel.Free();
1968 FModel := locModel;
1969 end;
1971 procedure TPlayer.SetModel(ModelName: string);
1972 var
1973 m: TPlayerModel;
1974 begin
1975 m := g_PlayerModel_Get(ModelName);
1976 if m = nil then
1977 begin
1978 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1979 m := g_PlayerModel_Get('doomer');
1980 if m = nil then
1981 begin
1982 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1983 Exit;
1984 end;
1985 end;
1987 if FModel <> nil then
1988 FModel.Free();
1990 FModel := m;
1992 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1993 FModel.Color := FColor
1994 else
1995 FModel.Color := TEAMCOLOR[FTeam];
1996 FModel.SetWeapon(FCurrWeap);
1997 FModel.SetFlag(FFlag);
1998 SetDirection(FDirection);
1999 end;
2001 procedure TPlayer.SetColor(Color: TRGB);
2002 begin
2003 FColor := Color;
2004 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2005 if FModel <> nil then FModel.Color := Color;
2006 end;
2008 procedure TPlayer.SwitchTeam;
2009 begin
2010 if g_Game_IsClient then
2011 Exit;
2012 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2014 if gGameOn and FAlive then
2015 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2017 if FTeam = TEAM_RED then
2018 begin
2019 ChangeTeam(TEAM_BLUE);
2020 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2021 if g_Game_IsNet then
2022 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2023 end
2024 else
2025 begin
2026 ChangeTeam(TEAM_RED);
2027 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2028 if g_Game_IsNet then
2029 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2030 end;
2031 FPreferredTeam := FTeam;
2032 end;
2034 procedure TPlayer.ChangeTeam(Team: Byte);
2035 var
2036 OldTeam: Byte;
2037 begin
2038 OldTeam := FTeam;
2039 FTeam := Team;
2040 case Team of
2041 TEAM_RED, TEAM_BLUE:
2042 FModel.Color := TEAMCOLOR[Team];
2043 else
2044 FModel.Color := FColor;
2045 end;
2046 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2047 MH_SEND_PlayerStats(FUID);
2048 end;
2051 procedure TPlayer.CollideItem();
2052 var
2053 i: Integer;
2054 r: Boolean;
2055 begin
2056 if gItems = nil then Exit;
2057 if not FAlive then Exit;
2059 for i := 0 to High(gItems) do
2060 with gItems[i] do
2061 begin
2062 if (ItemType <> ITEM_NONE) and alive then
2063 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2064 PLAYER_RECT.Height, @Obj) then
2065 begin
2066 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2068 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2069 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2070 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2071 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2072 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2074 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2075 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2076 (gGameSettings.GameType = GT_SINGLE) and
2077 (g_Player_GetCount() > 1)) then
2078 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2079 end;
2080 end;
2081 end;
2084 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2085 begin
2086 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2087 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2088 False);
2089 end;
2091 constructor TPlayer.Create();
2092 begin
2093 viewPortX := 0;
2094 viewPortY := 0;
2095 viewPortW := 0;
2096 viewPortH := 0;
2097 mEDamageType := HIT_SOME;
2099 FIamBot := False;
2100 FDummy := False;
2101 FSpawned := False;
2103 FSawSound := TPlayableSound.Create();
2104 FSawSoundIdle := TPlayableSound.Create();
2105 FSawSoundHit := TPlayableSound.Create();
2106 FSawSoundSelect := TPlayableSound.Create();
2107 FJetSoundFly := TPlayableSound.Create();
2108 FJetSoundOn := TPlayableSound.Create();
2109 FJetSoundOff := TPlayableSound.Create();
2111 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2112 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2113 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2114 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2115 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2116 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2117 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2119 FSpectatePlayer := -1;
2120 FClientID := -1;
2121 FPing := 0;
2122 FLoss := 0;
2123 FSavedState.WaitRecall := False;
2124 FShellTimer := -1;
2125 FFireTime := 0;
2126 FFirePainTime := 0;
2127 FFireAttacker := 0;
2129 FActualModelName := 'doomer';
2131 g_Obj_Init(@FObj);
2132 FObj.Rect := PLAYER_RECT;
2134 FBFGFireCounter := -1;
2135 FJustTeleported := False;
2136 FNetTime := 0;
2138 resetWeaponQueue();
2139 releaseAllWeaponSwitchKeys();
2140 end;
2143 procedure TPlayer.releaseAllWeaponSwitchKeys ();
2144 var
2145 f: Integer;
2146 begin
2147 for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
2148 end;
2150 procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
2151 begin
2152 Inc(index, 2); // -2: prev; -1: next
2153 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
2154 weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
2155 if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
2156 end;
2158 function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
2159 begin
2160 Inc(index, 2); // -2: prev; -1: next
2161 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
2162 begin
2163 result := true;
2164 end
2165 else
2166 begin
2167 result := (weaponSwitchKeyReleased[index] and $01) <> 0;
2168 end;
2169 end;
2171 procedure TPlayer.weaponSwitchKeysShiftNewStates ();
2172 var
2173 f: Integer;
2174 begin
2175 // copy bit 1 to bit 0
2176 for f := 0 to High(weaponSwitchKeyReleased) do
2177 begin
2178 weaponSwitchKeyReleased[f] :=
2179 (weaponSwitchKeyReleased[f] and $02) or
2180 ((weaponSwitchKeyReleased[f] shr 1) and $01);
2181 end;
2182 end;
2185 procedure TPlayer.positionChanged (); inline;
2186 begin
2187 end;
2189 procedure TPlayer.doDamage (v: Integer);
2190 begin
2191 if (v <= 0) then exit;
2192 if (v > 32767) then v := 32767;
2193 Damage(v, 0, 0, 0, mEDamageType);
2194 end;
2196 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2197 var
2198 c: Word;
2199 begin
2200 if (not g_Game_IsClient) and (not FAlive) then
2201 Exit;
2203 FLastHit := t;
2205 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2206 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2207 begin
2208 if not g_Game_IsClient then
2209 begin
2210 FArmor := 0;
2211 if t = HIT_TRAP then
2212 begin
2213 // Ëîâóøêà óáèâàåò ñðàçó:
2214 FHealth := -100;
2215 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2216 end;
2217 if t = HIT_SELF then
2218 begin
2219 // Ñàìîóáèéñòâî:
2220 FHealth := 0;
2221 Kill(K_SIMPLEKILL, SpawnerUID, t);
2222 end;
2223 end;
2224 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2225 FMegaRulez[MR_SUIT] := 0;
2226 FMegaRulez[MR_INVUL] := 0;
2227 FMegaRulez[MR_INVIS] := 0;
2228 FBerserk := 0;
2229 end;
2231 // Íî îò îñòàëüíîãî ñïàñàåò:
2232 if FMegaRulez[MR_INVUL] >= gTime then
2233 Exit;
2235 // ×èò-êîä "ÃÎÐÅÖ":
2236 if FGodMode then
2237 Exit;
2239 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2240 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2241 (SpawnerUID = FUID) or
2242 (not SameTeam(FUID, SpawnerUID)) then
2243 begin
2244 FLastSpawnerUID := SpawnerUID;
2246 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2247 if gBloodCount > 0 then
2248 begin
2249 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2250 if value div 4 <= c then
2251 c := c - (value div 4)
2252 else
2253 c := 0;
2255 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2256 MakeBloodSimple(c)
2257 else
2258 case t of
2259 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2260 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2261 end;
2263 if t = HIT_WATER then
2264 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2265 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2266 end;
2268 // Áóôåð óðîíà:
2269 if FAlive then
2270 Inc(FDamageBuffer, value);
2272 // Âñïûøêà áîëè:
2273 if gFlash <> 0 then
2274 FPain := FPain + value;
2275 end;
2277 if g_Game_IsServer and g_Game_IsNet then
2278 begin
2279 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2280 MH_SEND_PlayerStats(FUID);
2281 MH_SEND_PlayerPos(False, FUID);
2282 end;
2283 end;
2285 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2286 begin
2287 Result := False;
2288 if g_Game_IsClient then
2289 Exit;
2290 if not FAlive then
2291 Exit;
2293 if Soft and (FHealth < PLAYER_HP_SOFT) then
2294 begin
2295 IncMax(FHealth, value, PLAYER_HP_SOFT);
2296 Result := True;
2297 end;
2298 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2299 begin
2300 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2301 Result := True;
2302 end;
2304 if Result and g_Game_IsServer and g_Game_IsNet then
2305 MH_SEND_PlayerStats(FUID);
2306 end;
2308 destructor TPlayer.Destroy();
2309 begin
2310 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2311 gPlayer1 := nil;
2312 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2313 gPlayer2 := nil;
2315 FSawSound.Free();
2316 FSawSoundIdle.Free();
2317 FSawSoundHit.Free();
2318 FJetSoundFly.Free();
2319 FJetSoundOn.Free();
2320 FJetSoundOff.Free();
2321 FModel.Free();
2322 if FPunchAnim <> nil then
2323 FPunchAnim.Free();
2325 inherited;
2326 end;
2328 procedure TPlayer.DrawBubble();
2329 var
2330 bubX, bubY: Integer;
2331 ID: LongWord;
2332 Rb, Gb, Bb,
2333 Rw, Gw, Bw: SmallInt;
2334 Dot: Byte;
2335 begin
2336 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2337 bubY := FObj.Y+FObj.Rect.Y - 18;
2338 Rb := 64;
2339 Gb := 64;
2340 Bb := 64;
2341 Rw := 240;
2342 Gw := 240;
2343 Bw := 240;
2344 case gChatBubble of
2345 1: // simple textual non-bubble
2346 begin
2347 bubX := FObj.X+FObj.Rect.X - 11;
2348 bubY := FObj.Y+FObj.Rect.Y - 17;
2349 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2350 Exit;
2351 end;
2352 2: // advanced pixel-perfect bubble
2353 begin
2354 if FTeam = TEAM_RED then
2355 Rb := 255
2356 else
2357 if FTeam = TEAM_BLUE then
2358 Bb := 255;
2359 end;
2360 3: // colored bubble
2361 begin
2362 Rb := FModel.Color.R;
2363 Gb := FModel.Color.G;
2364 Bb := FModel.Color.B;
2365 Rw := Min(Rb * 2 + 64, 255);
2366 Gw := Min(Gb * 2 + 64, 255);
2367 Bw := Min(Bb * 2 + 64, 255);
2368 if (Abs(Rw - Rb) < 32)
2369 or (Abs(Gw - Gb) < 32)
2370 or (Abs(Bw - Bb) < 32) then
2371 begin
2372 Rb := Max(Rw div 2 - 16, 0);
2373 Gb := Max(Gw div 2 - 16, 0);
2374 Bb := Max(Bw div 2 - 16, 0);
2375 end;
2376 end;
2377 4: // custom textured bubble
2378 begin
2379 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2380 if FDirection = TDirection.D_RIGHT then
2381 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2382 else
2383 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2384 Exit;
2385 end;
2386 end;
2388 // Outer borders
2389 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2390 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2391 // Inner box
2392 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2394 // Tail
2395 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2396 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2397 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);
2398 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);
2399 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);
2400 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);
2402 // Dots
2403 Dot := 6;
2404 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2405 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2406 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2407 end;
2409 procedure TPlayer.Draw();
2410 var
2411 ID: DWORD;
2412 w, h: Word;
2413 dr: Boolean;
2414 Mirror: TMirrorType;
2415 begin
2416 if FAlive then
2417 begin
2418 if Direction = TDirection.D_RIGHT then
2419 Mirror := TMirrorType.None
2420 else
2421 Mirror := TMirrorType.Horizontal;
2423 if FPunchAnim <> nil then
2424 begin
2425 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2426 FObj.Y+FObj.Rect.Y-11, Mirror);
2427 if FPunchAnim.played then
2428 begin
2429 FPunchAnim.Free;
2430 FPunchAnim := nil;
2431 end;
2432 end;
2434 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2435 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2436 begin
2437 e_GetTextureSize(ID, @w, @h);
2438 if FDirection = TDirection.D_LEFT then
2439 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2440 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2441 else
2442 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2443 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2444 end;
2446 if FMegaRulez[MR_INVIS] > gTime then
2447 begin
2448 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2449 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2450 begin
2451 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2452 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2453 else
2454 dr := True;
2455 if dr then
2456 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2457 else
2458 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2459 end
2460 else
2461 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2462 end
2463 else
2464 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2465 end;
2467 if g_debug_Frames then
2468 begin
2469 e_DrawQuad(FObj.X+FObj.Rect.X,
2470 FObj.Y+FObj.Rect.Y,
2471 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2472 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2473 0, 255, 0);
2474 end;
2476 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2477 DrawBubble();
2478 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2479 if gAimLine and alive and
2480 ((Self = gPlayer1) or (Self = gPlayer2)) then
2481 DrawAim();
2482 end;
2485 procedure TPlayer.DrawAim();
2486 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2487 var
2488 ex, ey: Integer;
2489 begin
2491 {$IFDEF ENABLE_HOLMES}
2492 if isValidViewPort and (self = gPlayer1) then
2493 begin
2494 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2495 end;
2496 {$ENDIF}
2498 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2499 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2500 begin
2501 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2502 end
2503 else
2504 begin
2505 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2506 end;
2507 end;
2509 var
2510 wx, wy, xx, yy: Integer;
2511 angle: SmallInt;
2512 sz, len: Word;
2513 begin
2514 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2515 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2516 angle := FAngle;
2517 len := 1024;
2518 sz := 2;
2519 case FCurrWeap of
2520 0: begin // Punch
2521 len := 12;
2522 sz := 4;
2523 end;
2524 1: begin // Chainsaw
2525 len := 24;
2526 sz := 6;
2527 end;
2528 2: begin // Pistol
2529 len := 1024;
2530 sz := 2;
2531 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2532 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2533 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2534 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2535 end;
2536 3: begin // Shotgun
2537 len := 1024;
2538 sz := 3;
2539 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2540 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2541 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2542 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2543 end;
2544 4: begin // Double Shotgun
2545 len := 1024;
2546 sz := 4;
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 5: begin // Chaingun
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 6: begin // Rocket Launcher
2561 len := 1024;
2562 sz := 7;
2563 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2564 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2565 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2566 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2567 end;
2568 7: begin // Plasmagun
2569 len := 1024;
2570 sz := 5;
2571 if angle = ANGLE_RIGHTUP then Inc(angle);
2572 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2573 if angle = ANGLE_LEFTUP then Dec(angle);
2574 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2575 end;
2576 8: begin // BFG
2577 len := 1024;
2578 sz := 12;
2579 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2580 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2581 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2582 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2583 end;
2584 9: begin // Super Chaingun
2585 len := 1024;
2586 sz := 4;
2587 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2588 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2589 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2590 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2591 end;
2592 end;
2593 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2594 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2595 {$IF DEFINED(D2F_DEBUG)}
2596 drawCast(sz, wx, wy, xx, yy);
2597 {$ELSE}
2598 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2599 {$ENDIF}
2600 end;
2602 procedure TPlayer.DrawGUI();
2603 var
2604 ID: DWORD;
2605 X, Y, SY, a, p, m: Integer;
2606 tw, th: Word;
2607 cw, ch: Byte;
2608 s: string;
2609 stat: TPlayerStatArray;
2610 begin
2611 X := gPlayerScreenSize.X;
2612 SY := gPlayerScreenSize.Y;
2613 Y := 0;
2615 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2616 begin
2617 if gGameSettings.GameMode = GM_CTF then
2618 a := 32 + 8
2619 else
2620 a := 0;
2621 if gGameSettings.GameMode = GM_CTF then
2622 begin
2623 s := 'TEXTURE_PLAYER_REDFLAG';
2624 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2625 s := 'TEXTURE_PLAYER_REDFLAG_S';
2626 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2627 s := 'TEXTURE_PLAYER_REDFLAG_D';
2628 if g_Texture_Get(s, ID) then
2629 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2630 end;
2632 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2633 e_CharFont_GetSize(gMenuFont, s, tw, th);
2634 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2636 if gGameSettings.GameMode = GM_CTF then
2637 begin
2638 s := 'TEXTURE_PLAYER_BLUEFLAG';
2639 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2640 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2641 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2642 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2643 if g_Texture_Get(s, ID) then
2644 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2645 end;
2647 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2648 e_CharFont_GetSize(gMenuFont, s, tw, th);
2649 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2650 end;
2652 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2653 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2654 0, False, False);
2656 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2657 e_Draw(ID, X+2, Y, 0, True, False);
2659 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2660 begin
2661 if gShowStat then
2662 begin
2663 s := IntToStr(Frags);
2664 e_CharFont_GetSize(gMenuFont, s, tw, th);
2665 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2667 s := '';
2668 p := 1;
2669 m := 0;
2670 stat := g_Player_GetStats();
2671 if stat <> nil then
2672 begin
2673 p := 1;
2675 for a := 0 to High(stat) do
2676 if stat[a].Name <> Name then
2677 begin
2678 if stat[a].Frags > m then m := stat[a].Frags;
2679 if stat[a].Frags > Frags then p := p+1;
2680 end;
2681 end;
2683 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2684 if Frags >= m then s := s+'+' else s := s+'-';
2685 s := s+IntToStr(Abs(Frags-m));
2687 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2688 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2689 end;
2691 if gShowLives and (gGameSettings.MaxLives > 0) then
2692 begin
2693 s := IntToStr(Lives);
2694 e_CharFont_GetSize(gMenuFont, s, tw, th);
2695 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2696 end;
2697 end;
2699 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2700 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2702 if R_BERSERK in FRulez then
2703 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2704 else
2705 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2707 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2708 e_Draw(ID, X+36, Y+77, 0, True, False);
2710 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2711 e_CharFont_GetSize(gMenuFont, s, tw, th);
2712 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2714 s := IntToStr(FArmor);
2715 e_CharFont_GetSize(gMenuFont, s, tw, th);
2716 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2718 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2720 case FCurrWeap of
2721 WEAPON_KASTET:
2722 begin
2723 s := '--';
2724 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2725 end;
2726 WEAPON_SAW:
2727 begin
2728 s := '--';
2729 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2730 end;
2731 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2732 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2733 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2734 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2735 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2736 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2737 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2738 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2739 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2740 end;
2742 e_CharFont_GetSize(gMenuFont, s, tw, th);
2743 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2744 e_Draw(ID, X+20, Y+160, 0, True, False);
2746 if R_KEY_RED in FRulez then
2747 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2749 if R_KEY_GREEN in FRulez then
2750 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2752 if R_KEY_BLUE in FRulez then
2753 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2755 if FJetFuel > 0 then
2756 begin
2757 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2758 e_Draw(ID, X+2, Y+116, 0, True, False);
2759 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2760 e_Draw(ID, X+2, Y+126, 0, True, False);
2761 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2762 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2763 end
2764 else
2765 begin
2766 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2767 e_Draw(ID, X+2, Y+124, 0, True, False);
2768 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2769 end;
2771 if gShowPing and g_Game_IsClient then
2772 begin
2773 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2774 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2775 Y := Y + 16;
2776 end;
2778 if FSpectator then
2779 begin
2780 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2781 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2782 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2783 if FNoRespawn then
2784 begin
2785 e_TextureFontGetSize(gStdFont, cw, ch);
2786 s := _lc[I_PLAYER_SPECT4];
2787 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2788 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2789 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2790 end;
2792 end;
2793 end;
2795 procedure TPlayer.DrawRulez();
2796 var
2797 dr: Boolean;
2798 begin
2799 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2800 if FMegaRulez[MR_INVUL] >= gTime then
2801 begin
2802 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2803 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2804 else
2805 dr := True;
2807 if dr then
2808 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2809 191, 191, 191, 0, TBlending.Invert);
2810 end;
2812 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2813 if FMegaRulez[MR_SUIT] >= gTime then
2814 begin
2815 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2816 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2817 else
2818 dr := True;
2820 if dr then
2821 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2822 0, 96, 0, 200, TBlending.None);
2823 end;
2825 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2826 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2827 begin
2828 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2829 255, 0, 0, 200, TBlending.None);
2830 end;
2831 end;
2833 procedure TPlayer.DrawPain();
2834 var
2835 a, h: Integer;
2836 begin
2837 if FPain = 0 then Exit;
2839 a := FPain;
2841 if a < 15 then h := 0
2842 else if a < 35 then h := 1
2843 else if a < 55 then h := 2
2844 else if a < 75 then h := 3
2845 else if a < 95 then h := 4
2846 else h := 5;
2848 //if a > 255 then a := 255;
2850 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2851 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2852 end;
2854 procedure TPlayer.DrawPickup();
2855 var
2856 a, h: Integer;
2857 begin
2858 if FPickup = 0 then Exit;
2860 a := FPickup;
2862 if a < 15 then h := 1
2863 else if a < 35 then h := 2
2864 else if a < 55 then h := 3
2865 else if a < 75 then h := 4
2866 else h := 5;
2868 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2869 end;
2871 procedure TPlayer.DoPunch();
2872 var
2873 id: DWORD;
2874 st: String;
2875 begin
2876 if FPunchAnim <> nil then begin
2877 FPunchAnim.reset();
2878 FPunchAnim.Free;
2879 FPunchAnim := nil;
2880 end;
2881 st := 'FRAMES_PUNCH';
2882 if R_BERSERK in FRulez then
2883 st := st + '_BERSERK';
2884 if FKeys[KEY_UP].Pressed then
2885 st := st + '_UP'
2886 else if FKeys[KEY_DOWN].Pressed then
2887 st := st + '_DN';
2888 g_Frames_Get(id, st);
2889 FPunchAnim := TAnimation.Create(id, False, 1);
2890 end;
2892 procedure TPlayer.Fire();
2893 var
2894 f, DidFire: Boolean;
2895 wx, wy, xd, yd: Integer;
2896 locobj: TObj;
2897 begin
2898 if g_Game_IsClient then Exit;
2899 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2900 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2902 if FSpectator then
2903 begin
2904 Respawn(False);
2905 Exit;
2906 end;
2908 if FReloading[FCurrWeap] <> 0 then Exit;
2910 DidFire := False;
2912 f := False;
2913 wx := FObj.X+WEAPONPOINT[FDirection].X;
2914 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2915 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2916 yd := wy+firediry();
2918 case FCurrWeap of
2919 WEAPON_KASTET:
2920 begin
2921 DoPunch();
2922 if R_BERSERK in FRulez then
2923 begin
2924 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2925 locobj.X := FObj.X+FObj.Rect.X;
2926 locobj.Y := FObj.Y+FObj.Rect.Y;
2927 locobj.rect.X := 0;
2928 locobj.rect.Y := 0;
2929 locobj.rect.Width := 39;
2930 locobj.rect.Height := 52;
2931 locobj.Vel.X := (xd-wx) div 2;
2932 locobj.Vel.Y := (yd-wy) div 2;
2933 locobj.Accel.X := xd-wx;
2934 locobj.Accel.y := yd-wy;
2936 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2937 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2938 else
2939 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2941 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2942 end
2943 else
2944 begin
2945 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2946 end;
2948 DidFire := True;
2949 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2950 end;
2952 WEAPON_SAW:
2953 begin
2954 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2955 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2956 begin
2957 FSawSoundSelect.Stop();
2958 FSawSound.Stop();
2959 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2960 end
2961 else if not FSawSoundHit.IsPlaying() then
2962 begin
2963 FSawSoundSelect.Stop();
2964 FSawSound.PlayAt(FObj.X, FObj.Y);
2965 end;
2967 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2968 DidFire := True;
2969 f := True;
2970 end;
2972 WEAPON_PISTOL:
2973 if FAmmo[A_BULLETS] > 0 then
2974 begin
2975 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2976 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2977 Dec(FAmmo[A_BULLETS]);
2978 FFireAngle := FAngle;
2979 f := True;
2980 DidFire := True;
2981 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2982 GameVelX, GameVelY-2, SHELL_BULLET);
2983 end;
2985 WEAPON_SHOTGUN1:
2986 if FAmmo[A_SHELLS] > 0 then
2987 begin
2988 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2989 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2990 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2991 Dec(FAmmo[A_SHELLS]);
2992 FFireAngle := FAngle;
2993 f := True;
2994 DidFire := True;
2995 FShellTimer := 10;
2996 FShellType := SHELL_SHELL;
2997 end;
2999 WEAPON_SHOTGUN2:
3000 if FAmmo[A_SHELLS] >= 2 then
3001 begin
3002 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3003 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3004 Dec(FAmmo[A_SHELLS], 2);
3005 FFireAngle := FAngle;
3006 f := True;
3007 DidFire := True;
3008 FShellTimer := 13;
3009 FShellType := SHELL_DBLSHELL;
3010 end;
3012 WEAPON_CHAINGUN:
3013 if FAmmo[A_BULLETS] > 0 then
3014 begin
3015 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3016 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3017 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3018 Dec(FAmmo[A_BULLETS]);
3019 FFireAngle := FAngle;
3020 f := True;
3021 DidFire := True;
3022 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3023 GameVelX, GameVelY-2, SHELL_BULLET);
3024 end;
3026 WEAPON_ROCKETLAUNCHER:
3027 if FAmmo[A_ROCKETS] > 0 then
3028 begin
3029 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3030 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3031 Dec(FAmmo[A_ROCKETS]);
3032 FFireAngle := FAngle;
3033 f := True;
3034 DidFire := True;
3035 end;
3037 WEAPON_PLASMA:
3038 if FAmmo[A_CELLS] > 0 then
3039 begin
3040 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3041 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3042 Dec(FAmmo[A_CELLS]);
3043 FFireAngle := FAngle;
3044 f := True;
3045 DidFire := True;
3046 end;
3048 WEAPON_BFG:
3049 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3050 begin
3051 FBFGFireCounter := 17;
3052 if not FNoReload then
3053 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3054 Dec(FAmmo[A_CELLS], 40);
3055 DidFire := True;
3056 end;
3058 WEAPON_SUPERPULEMET:
3059 if FAmmo[A_SHELLS] > 0 then
3060 begin
3061 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3062 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3063 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3064 Dec(FAmmo[A_SHELLS]);
3065 FFireAngle := FAngle;
3066 f := True;
3067 DidFire := True;
3068 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3069 GameVelX, GameVelY-2, SHELL_SHELL);
3070 end;
3072 WEAPON_FLAMETHROWER:
3073 if FAmmo[A_FUEL] > 0 then
3074 begin
3075 g_Weapon_flame(wx, wy, xd, yd, FUID);
3076 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3077 Dec(FAmmo[A_FUEL]);
3078 FFireAngle := FAngle;
3079 f := True;
3080 DidFire := True;
3081 end;
3082 end;
3084 if g_Game_IsNet then
3085 begin
3086 if DidFire then
3087 begin
3088 if FCurrWeap <> WEAPON_BFG then
3089 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3090 else
3091 if not FNoReload then
3092 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3093 end;
3095 MH_SEND_PlayerStats(FUID);
3096 end;
3098 if not f then Exit;
3100 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3101 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3102 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3103 end;
3105 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3106 begin
3107 case Weapon of
3108 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3109 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3110 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3111 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3112 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3113 else Result := 0;
3114 end;
3115 end;
3117 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3118 begin
3119 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3120 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3121 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3122 end;
3124 procedure TPlayer.JetpackOn;
3125 begin
3126 FJetSoundFly.Stop;
3127 FJetSoundOff.Stop;
3128 FJetSoundOn.SetPosition(0);
3129 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3130 FlySmoke(8);
3131 end;
3133 procedure TPlayer.JetpackOff;
3134 begin
3135 FJetSoundFly.Stop;
3136 FJetSoundOn.Stop;
3137 FJetSoundOff.SetPosition(0);
3138 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3139 end;
3141 procedure TPlayer.CatchFire(Attacker: Word);
3142 begin
3143 FFireTime := 100;
3144 FFireAttacker := Attacker;
3145 if g_Game_IsNet and g_Game_IsServer then
3146 MH_SEND_PlayerStats(FUID);
3147 end;
3149 procedure TPlayer.Jump();
3150 begin
3151 if gFly or FJetpack then
3152 begin
3153 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3154 if FObj.Vel.Y > -VEL_FLY then
3155 FObj.Vel.Y := FObj.Vel.Y - 3;
3156 if FJetpack then
3157 begin
3158 if FJetFuel > 0 then
3159 Dec(FJetFuel);
3160 if (FJetFuel < 1) and g_Game_IsServer then
3161 begin
3162 FJetpack := False;
3163 JetpackOff;
3164 if g_Game_IsNet then
3165 MH_SEND_PlayerStats(FUID);
3166 end;
3167 end;
3168 Exit;
3169 end;
3171 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3172 if FGhost then
3173 FCanJetpack := False;
3175 // Ïðûãàåì èëè âñïëûâàåì:
3176 if (CollideLevel(0, 1) or
3177 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3178 PLAYER_RECT.Height-33, PANEL_STEP, False)
3179 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3180 begin
3181 FObj.Vel.Y := -VEL_JUMP;
3182 FCanJetpack := False;
3183 end
3184 else
3185 begin
3186 if BodyInLiquid(0, 0) then
3187 FObj.Vel.Y := -VEL_SW
3188 else if (FJetFuel > 0) and FCanJetpack and
3189 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3190 begin
3191 FJetpack := True;
3192 JetpackOn;
3193 if g_Game_IsNet then
3194 MH_SEND_PlayerStats(FUID);
3195 end;
3196 end;
3197 end;
3199 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3200 var
3201 a, i, k, ab, ar: Byte;
3202 s: String;
3203 mon: TMonster;
3204 plr: TPlayer;
3205 srv, netsrv: Boolean;
3206 DoFrags: Boolean;
3207 OldLR: Byte;
3208 KP: TPlayer;
3209 it: PItem;
3211 procedure PushItem(t: Byte);
3212 var
3213 id: DWORD;
3214 begin
3215 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3216 it := g_Items_ByIdx(id);
3217 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3218 begin
3219 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3220 (FObj.Vel.Y div 2)-Random(9));
3221 it.positionChanged(); // this updates spatial accelerators
3222 end
3223 else
3224 begin
3225 if KillType = K_HARDKILL then // -5..+5; -5..0
3226 begin
3227 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3228 (FObj.Vel.Y div 2)-Random(6));
3229 end
3230 else // -3..+3; -3..0
3231 begin
3232 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3233 (FObj.Vel.Y div 2)-Random(4));
3234 end;
3235 it.positionChanged(); // this updates spatial accelerators
3236 end;
3238 if g_Game_IsNet and g_Game_IsServer then
3239 MH_SEND_ItemSpawn(True, id);
3240 end;
3242 begin
3243 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3244 Srv := g_Game_IsServer;
3245 Netsrv := g_Game_IsServer and g_Game_IsNet;
3246 if Srv then FDeath := FDeath + 1;
3247 if FAlive then
3248 begin
3249 if FGhost then
3250 FGhost := False;
3251 if not FPhysics then
3252 FPhysics := True;
3253 FAlive := False;
3254 end;
3255 FShellTimer := -1;
3257 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3258 begin
3259 if FLives > 0 then FLives := FLives - 1;
3260 if FLives = 0 then FNoRespawn := True;
3261 end;
3263 // Íîìåð òèïà ñìåðòè:
3264 a := 1;
3265 case KillType of
3266 K_SIMPLEKILL: a := 1;
3267 K_HARDKILL: a := 2;
3268 K_EXTRAHARDKILL: a := 3;
3269 K_FALLKILL: a := 4;
3270 end;
3272 // Çâóê ñìåðòè:
3273 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3274 for i := 1 to 3 do
3275 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3276 Break;
3278 // Âðåìÿ ðåñïàóíà:
3279 if Srv then
3280 case KillType of
3281 K_SIMPLEKILL:
3282 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3283 K_HARDKILL:
3284 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3285 K_EXTRAHARDKILL, K_FALLKILL:
3286 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3287 end;
3289 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3290 case KillType of
3291 K_SIMPLEKILL:
3292 SetAction(A_DIE1);
3293 K_HARDKILL, K_EXTRAHARDKILL:
3294 SetAction(A_DIE2);
3295 end;
3297 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3298 if (KillType <> K_FALLKILL) and (Srv) then
3299 g_Monsters_killedp();
3301 if SpawnerUID = FUID then
3302 begin // Ñàìîóáèëñÿ
3303 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3304 begin
3305 Dec(FFrags);
3306 FLastFrag := 0;
3307 end;
3308 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3309 end
3310 else
3311 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3312 begin // Óáèò äðóãèì èãðîêîì
3313 KP := g_Player_Get(SpawnerUID);
3314 if (KP <> nil) and Srv then
3315 begin
3316 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3317 if SameTeam(FUID, SpawnerUID) then
3318 begin
3319 Dec(KP.FFrags);
3320 KP.FLastFrag := 0;
3321 end else
3322 begin
3323 Inc(KP.FFrags);
3324 KP.FragCombo();
3325 end;
3327 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3328 Inc(gTeamStat[KP.Team].Goals,
3329 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3331 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3332 end;
3334 plr := g_Player_Get(SpawnerUID);
3335 if plr = nil then
3336 s := '?'
3337 else
3338 s := plr.FName;
3340 case KillType of
3341 K_HARDKILL:
3342 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3343 [FName, s]),
3344 gShowKillMsg);
3345 K_EXTRAHARDKILL:
3346 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3347 [FName, s]),
3348 gShowKillMsg);
3349 else
3350 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3351 [FName, s]),
3352 gShowKillMsg);
3353 end;
3354 end
3355 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3356 begin // Óáèò ìîíñòðîì
3357 mon := g_Monsters_ByUID(SpawnerUID);
3358 if mon = nil then
3359 s := '?'
3360 else
3361 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3363 case KillType of
3364 K_HARDKILL:
3365 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3366 [FName, s]),
3367 gShowKillMsg);
3368 K_EXTRAHARDKILL:
3369 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3370 [FName, s]),
3371 gShowKillMsg);
3372 else
3373 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3374 [FName, s]),
3375 gShowKillMsg);
3376 end;
3377 end
3378 else // Îñîáûå òèïû ñìåðòè
3379 case t of
3380 HIT_DISCON: ;
3381 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3382 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3383 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3384 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3385 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3386 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3387 end;
3389 if Srv then
3390 begin
3391 // Âûáðîñ îðóæèÿ:
3392 for a := WP_FIRST to WP_LAST do
3393 if FWeapon[a] then
3394 begin
3395 case a of
3396 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3397 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3398 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3399 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3400 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3401 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3402 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3403 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3404 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3405 else i := 0;
3406 end;
3408 if i <> 0 then
3409 PushItem(i);
3410 end;
3412 // Âûáðîñ ðþêçàêà:
3413 if R_ITEM_BACKPACK in FRulez then
3414 PushItem(ITEM_AMMO_BACKPACK);
3416 // Âûáðîñ ðàêåòíîãî ðàíöà:
3417 if FJetFuel > 0 then
3418 PushItem(ITEM_JETPACK);
3420 // Âûáðîñ êëþ÷åé:
3421 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3422 begin
3423 if R_KEY_RED in FRulez then
3424 PushItem(ITEM_KEY_RED);
3426 if R_KEY_GREEN in FRulez then
3427 PushItem(ITEM_KEY_GREEN);
3429 if R_KEY_BLUE in FRulez then
3430 PushItem(ITEM_KEY_BLUE);
3431 end;
3433 // Âûáðîñ ôëàãà:
3434 DropFlag();
3435 end;
3437 g_Player_CreateCorpse(Self);
3439 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3440 (gLMSRespawn = LMS_RESPAWN_NONE) then
3441 begin
3442 a := 0;
3443 k := 0;
3444 ar := 0;
3445 ab := 0;
3446 for i := Low(gPlayers) to High(gPlayers) do
3447 begin
3448 if gPlayers[i] = nil then continue;
3449 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3450 begin
3451 Inc(a);
3452 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3453 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3454 k := i;
3455 end;
3456 end;
3458 OldLR := gLMSRespawn;
3459 if (gGameSettings.GameMode = GM_COOP) then
3460 begin
3461 if (a = 0) then
3462 begin
3463 // everyone is dead, restart the map
3464 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3465 if Netsrv then
3466 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3467 gLMSRespawn := LMS_RESPAWN_FINAL;
3468 gLMSRespawnTime := gTime + 5000;
3469 end
3470 else if (a = 1) then
3471 begin
3472 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3473 if (gPlayers[k] = gPlayer1) or
3474 (gPlayers[k] = gPlayer2) then
3475 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3476 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3477 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3478 end;
3479 end
3480 else if (gGameSettings.GameMode = GM_TDM) then
3481 begin
3482 if (ab = 0) and (ar <> 0) then
3483 begin
3484 // blu team ded
3485 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3486 if Netsrv then
3487 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3488 Inc(gTeamStat[TEAM_RED].Goals);
3489 gLMSRespawn := LMS_RESPAWN_FINAL;
3490 gLMSRespawnTime := gTime + 5000;
3491 end
3492 else if (ar = 0) and (ab <> 0) then
3493 begin
3494 // red team ded
3495 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3496 if Netsrv then
3497 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3498 Inc(gTeamStat[TEAM_BLUE].Goals);
3499 gLMSRespawn := LMS_RESPAWN_FINAL;
3500 gLMSRespawnTime := gTime + 5000;
3501 end
3502 else if (ar = 0) and (ab = 0) then
3503 begin
3504 // everyone ded
3505 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3506 if Netsrv then
3507 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3508 gLMSRespawn := LMS_RESPAWN_FINAL;
3509 gLMSRespawnTime := gTime + 5000;
3510 end;
3511 end
3512 else if (gGameSettings.GameMode = GM_DM) then
3513 begin
3514 if (a = 1) then
3515 begin
3516 if gPlayers[k] <> nil then
3517 with gPlayers[k] do
3518 begin
3519 // survivor is the winner
3520 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3521 if Netsrv then
3522 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3523 Inc(FFrags);
3524 end;
3525 gLMSRespawn := LMS_RESPAWN_FINAL;
3526 gLMSRespawnTime := gTime + 5000;
3527 end
3528 else if (a = 0) then
3529 begin
3530 // everyone is dead, restart the map
3531 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3532 if Netsrv then
3533 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3534 gLMSRespawn := LMS_RESPAWN_FINAL;
3535 gLMSRespawnTime := gTime + 5000;
3536 end;
3537 end;
3538 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3539 begin
3540 if NetMode = NET_SERVER then
3541 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3542 else
3543 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3544 end;
3545 end;
3547 if Netsrv then
3548 begin
3549 MH_SEND_PlayerStats(FUID);
3550 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3551 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3552 end;
3554 if srv and FNoRespawn then Spectate(True);
3555 FWantsInGame := True;
3556 end;
3558 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3559 begin
3560 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3561 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3562 end;
3564 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3565 begin
3566 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3567 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3568 end;
3570 procedure TPlayer.MakeBloodSimple(Count: Word);
3571 begin
3572 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3573 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3574 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3575 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3576 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3577 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3578 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3579 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3580 end;
3582 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3583 begin
3584 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3585 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3586 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3587 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3588 end;
3590 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3591 begin
3592 if g_Game_IsClient then Exit;
3593 if Weapon > High(FWeapon) then Exit;
3594 FNextWeap := FNextWeap or (1 shl Weapon);
3595 end;
3597 procedure TPlayer.resetWeaponQueue ();
3598 begin
3599 FNextWeap := 0;
3600 FNextWeapDelay := 0;
3601 end;
3603 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3604 begin
3605 result := false;
3606 case weapon of
3607 WEAPON_KASTET, WEAPON_SAW: result := true;
3608 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3609 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3610 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3611 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3612 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3613 else result := (weapon < length(FWeapon));
3614 end;
3615 end;
3617 // return 255 for "no switch"
3618 function TPlayer.getNextWeaponIndex (): Byte;
3619 var
3620 i: Word;
3621 wantThisWeapon: array[0..64] of Boolean;
3622 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3623 wwc: Integer;
3624 f, dir, cwi, rwidx, curlidx: Integer;
3626 function real2log (ridx: Integer): Integer;
3627 var
3628 f: Integer;
3629 begin
3630 if (ridx >= 0) then
3631 begin
3632 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3633 end;
3634 result := -1;
3635 end;
3637 begin
3638 result := 255; // default result: "no switch"
3640 // had weapon cycling on previous frame? remove that flag
3641 if (FNextWeap and $2000) <> 0 then
3642 begin
3643 FNextWeap := FNextWeap and $1FFF;
3644 FNextWeapDelay := 0;
3645 end;
3647 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3649 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3650 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3651 // priorities:
3652 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3653 weaponOrder[0] := WEAPON_SUPERPULEMET;
3654 weaponOrder[1] := WEAPON_BFG;
3655 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3656 weaponOrder[3] := WEAPON_PLASMA;
3657 weaponOrder[4] := WEAPON_FLAMETHROWER;
3658 weaponOrder[5] := WEAPON_SHOTGUN2;
3659 weaponOrder[6] := WEAPON_CHAINGUN;
3660 weaponOrder[7] := WEAPON_SHOTGUN1;
3661 weaponOrder[8] := WEAPON_PISTOL;
3662 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3663 weaponOrder[10] := WEAPON_SAW;
3664 weaponOrder[11] := WEAPON_KASTET; // normal fist
3666 for f := 0 to High(weaponOrder) do
3667 begin
3668 if (weaponOrder[f] = WEAPON_KASTET) then
3669 begin
3670 // normal fist: remove if we have a berserk pack
3671 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3672 end
3673 else
3674 if (weaponOrder[f] = WEAPON_KASTET+666) then
3675 begin
3676 // berserk fist: remove if we don't have a berserk pack
3677 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3678 end;
3679 end;
3681 (*
3682 WEAPON_KASTET = 0;
3683 WEAPON_SAW = 1;
3684 WEAPON_PISTOL = 2;
3685 WEAPON_SHOTGUN1 = 3;
3686 WEAPON_SHOTGUN2 = 4;
3687 WEAPON_CHAINGUN = 5;
3688 WEAPON_ROCKETLAUNCHER = 6;
3689 WEAPON_PLASMA = 7;
3690 WEAPON_BFG = 8;
3691 WEAPON_SUPERPULEMET = 9;
3692 WEAPON_FLAMETHROWER = 10;
3693 *)
3695 // cycling has priority
3696 if (FNextWeap and $C000) <> 0 then
3697 begin
3698 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3699 FNextWeap := FNextWeap or $2000; // we need this
3700 if FNextWeapDelay > 0 then exit; // cooldown time
3701 //cwi := real2log(FCurrWeap);
3702 //if (cwi < 0) then cwi := 0;
3703 cwi := FCurrWeap;
3704 for i := 0 to High(FWeapon) do
3705 begin
3706 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3707 //rwidx := weaponOrder[cwi];
3708 rwidx := cwi; // sorry
3709 if (rwidx < 0) then continue;
3710 if FWeapon[rwidx] then
3711 begin
3712 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3713 result := Byte(rwidx);
3714 //FNextWeapDelay := 10; //k8: not needed anymore
3715 exit;
3716 end;
3717 end;
3718 resetWeaponQueue();
3719 exit;
3720 end;
3722 // no cycling
3723 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3724 wwc := 0;
3726 curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3728 for i := 0 to High(FWeapon) do
3729 begin
3730 if (FNextWeap and (1 shl i)) <> 0 then
3731 begin
3732 cwi := real2log(i);
3733 if (cwi >= 0) then
3734 begin
3735 wantThisWeapon[cwi] := true;
3736 Inc(wwc);
3737 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3738 if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
3739 end;
3740 end;
3741 end;
3743 // slow down alterations a little
3744 if (wwc > 1) then
3745 begin
3746 // more than one weapon requested, assume "alteration", and check alteration delay
3747 if FNextWeapDelay > 0 then
3748 begin
3749 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3750 FNextWeap := 0;
3751 exit;
3752 end; // yeah
3753 end;
3755 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3756 // but clear all counters if no weapon should be switched
3757 if (wwc < 1) then
3758 begin
3759 resetWeaponQueue();
3760 exit;
3761 end;
3763 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3765 // find next weapon to switch onto
3766 cwi := curlidx;
3767 for i := 0 to High(weaponOrder) do
3768 begin
3769 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3770 if (cwi = curlidx) then continue; // skip current weapon
3771 if not wantThisWeapon[cwi] then continue;
3772 rwidx := weaponOrder[cwi];
3773 if (rwidx < 0) then continue;
3774 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3775 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3776 begin
3777 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3778 // i found her!
3779 result := Byte(rwidx);
3780 resetWeaponQueue();
3781 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3782 exit;
3783 end;
3784 end;
3786 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3787 resetWeaponQueue();
3788 end;
3790 procedure TPlayer.RealizeCurrentWeapon();
3791 function switchAllowed (): Boolean;
3792 var
3793 i: Byte;
3794 begin
3795 result := false;
3796 if FBFGFireCounter <> -1 then
3797 exit;
3798 if FTime[T_SWITCH] > gTime then
3799 exit;
3800 for i := WP_FIRST to WP_LAST do
3801 if FReloading[i] > 0 then
3802 exit;
3803 result := true;
3804 end;
3806 var
3807 nw: Byte;
3808 begin
3809 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3810 //FNextWeap := FNextWeap and $1FFF;
3811 //HACK: alteration delay will be reset when player released any weapon switch key
3812 FNextWeapDelay := 0; //k8: just in case
3813 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3815 if not switchAllowed then
3816 begin
3817 //HACK for weapon cycling
3818 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3819 exit;
3820 end;
3822 nw := getNextWeaponIndex();
3823 if nw = 255 then exit; // don't reset anything here
3824 if nw > High(FWeapon) then
3825 begin
3826 // don't forget to reset queue here!
3827 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3828 resetWeaponQueue();
3829 exit;
3830 end;
3832 if FWeapon[nw] then
3833 begin
3834 FCurrWeap := nw;
3835 FTime[T_SWITCH] := gTime+156;
3836 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3837 FModel.SetWeapon(FCurrWeap);
3838 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3839 end;
3840 end;
3842 procedure TPlayer.NextWeapon();
3843 begin
3844 if g_Game_IsClient then Exit;
3845 FNextWeap := $8000;
3846 end;
3848 procedure TPlayer.PrevWeapon();
3849 begin
3850 if g_Game_IsClient then Exit;
3851 FNextWeap := $4000;
3852 end;
3854 procedure TPlayer.SetWeapon(W: Byte);
3855 begin
3856 if FCurrWeap <> W then
3857 if W = WEAPON_SAW then
3858 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3860 FCurrWeap := W;
3861 FModel.SetWeapon(CurrWeap);
3862 resetWeaponQueue();
3863 end;
3865 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3867 function allowBerserkSwitching (): Boolean;
3868 begin
3869 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3870 result := true;
3871 if gBerserkAutoswitch then exit;
3872 if not conIsCheatsEnabled then exit;
3873 result := false;
3874 end;
3876 var
3877 a: Boolean;
3878 begin
3879 Result := False;
3880 if g_Game_IsClient then Exit;
3882 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3883 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3884 remove := not a;
3886 case ItemType of
3887 ITEM_MEDKIT_SMALL:
3888 if FHealth < PLAYER_HP_SOFT then
3889 begin
3890 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3891 Result := True;
3892 remove := True;
3893 FFireTime := 0;
3894 if gFlash = 2 then Inc(FPickup, 5);
3895 end;
3897 ITEM_MEDKIT_LARGE:
3898 if FHealth < PLAYER_HP_SOFT then
3899 begin
3900 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3901 Result := True;
3902 remove := True;
3903 FFireTime := 0;
3904 if gFlash = 2 then Inc(FPickup, 5);
3905 end;
3907 ITEM_ARMOR_GREEN:
3908 if FArmor < PLAYER_AP_SOFT then
3909 begin
3910 FArmor := PLAYER_AP_SOFT;
3911 Result := True;
3912 remove := True;
3913 if gFlash = 2 then Inc(FPickup, 5);
3914 end;
3916 ITEM_ARMOR_BLUE:
3917 if FArmor < PLAYER_AP_LIMIT then
3918 begin
3919 FArmor := PLAYER_AP_LIMIT;
3920 Result := True;
3921 remove := True;
3922 if gFlash = 2 then Inc(FPickup, 5);
3923 end;
3925 ITEM_SPHERE_BLUE:
3926 if FHealth < PLAYER_HP_LIMIT then
3927 begin
3928 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3929 Result := True;
3930 remove := True;
3931 FFireTime := 0;
3932 if gFlash = 2 then Inc(FPickup, 5);
3933 end;
3935 ITEM_SPHERE_WHITE:
3936 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3937 begin
3938 if FHealth < PLAYER_HP_LIMIT then
3939 FHealth := PLAYER_HP_LIMIT;
3940 if FArmor < PLAYER_AP_LIMIT then
3941 FArmor := PLAYER_AP_LIMIT;
3942 Result := True;
3943 remove := True;
3944 FFireTime := 0;
3945 if gFlash = 2 then Inc(FPickup, 5);
3946 end;
3948 ITEM_WEAPON_SAW:
3949 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3950 begin
3951 FWeapon[WEAPON_SAW] := True;
3952 Result := True;
3953 if gFlash = 2 then Inc(FPickup, 5);
3954 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3955 end;
3957 ITEM_WEAPON_SHOTGUN1:
3958 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3959 begin
3960 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3961 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3963 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3964 FWeapon[WEAPON_SHOTGUN1] := True;
3965 Result := True;
3966 if gFlash = 2 then Inc(FPickup, 5);
3967 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3968 end;
3970 ITEM_WEAPON_SHOTGUN2:
3971 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3972 begin
3973 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3975 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3976 FWeapon[WEAPON_SHOTGUN2] := True;
3977 Result := True;
3978 if gFlash = 2 then Inc(FPickup, 5);
3979 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3980 end;
3982 ITEM_WEAPON_CHAINGUN:
3983 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3984 begin
3985 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3987 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3988 FWeapon[WEAPON_CHAINGUN] := True;
3989 Result := True;
3990 if gFlash = 2 then Inc(FPickup, 5);
3991 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3992 end;
3994 ITEM_WEAPON_ROCKETLAUNCHER:
3995 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3996 begin
3997 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3999 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4000 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4001 Result := True;
4002 if gFlash = 2 then Inc(FPickup, 5);
4003 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4004 end;
4006 ITEM_WEAPON_PLASMA:
4007 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4008 begin
4009 if a and FWeapon[WEAPON_PLASMA] then Exit;
4011 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4012 FWeapon[WEAPON_PLASMA] := True;
4013 Result := True;
4014 if gFlash = 2 then Inc(FPickup, 5);
4015 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4016 end;
4018 ITEM_WEAPON_BFG:
4019 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4020 begin
4021 if a and FWeapon[WEAPON_BFG] then Exit;
4023 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4024 FWeapon[WEAPON_BFG] := True;
4025 Result := True;
4026 if gFlash = 2 then Inc(FPickup, 5);
4027 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4028 end;
4030 ITEM_WEAPON_SUPERPULEMET:
4031 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4032 begin
4033 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4035 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4036 FWeapon[WEAPON_SUPERPULEMET] := True;
4037 Result := True;
4038 if gFlash = 2 then Inc(FPickup, 5);
4039 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4040 end;
4042 ITEM_WEAPON_FLAMETHROWER:
4043 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4044 begin
4045 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4047 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4048 FWeapon[WEAPON_FLAMETHROWER] := True;
4049 Result := True;
4050 if gFlash = 2 then Inc(FPickup, 5);
4051 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4052 end;
4054 ITEM_AMMO_BULLETS:
4055 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4056 begin
4057 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4058 Result := True;
4059 remove := True;
4060 if gFlash = 2 then Inc(FPickup, 5);
4061 end;
4063 ITEM_AMMO_BULLETS_BOX:
4064 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4065 begin
4066 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4067 Result := True;
4068 remove := True;
4069 if gFlash = 2 then Inc(FPickup, 5);
4070 end;
4072 ITEM_AMMO_SHELLS:
4073 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4074 begin
4075 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4076 Result := True;
4077 remove := True;
4078 if gFlash = 2 then Inc(FPickup, 5);
4079 end;
4081 ITEM_AMMO_SHELLS_BOX:
4082 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4083 begin
4084 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4085 Result := True;
4086 remove := True;
4087 if gFlash = 2 then Inc(FPickup, 5);
4088 end;
4090 ITEM_AMMO_ROCKET:
4091 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4092 begin
4093 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4094 Result := True;
4095 remove := True;
4096 if gFlash = 2 then Inc(FPickup, 5);
4097 end;
4099 ITEM_AMMO_ROCKET_BOX:
4100 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4101 begin
4102 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4103 Result := True;
4104 remove := True;
4105 if gFlash = 2 then Inc(FPickup, 5);
4106 end;
4108 ITEM_AMMO_CELL:
4109 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4110 begin
4111 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4112 Result := True;
4113 remove := True;
4114 if gFlash = 2 then Inc(FPickup, 5);
4115 end;
4117 ITEM_AMMO_CELL_BIG:
4118 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4119 begin
4120 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4121 Result := True;
4122 remove := True;
4123 if gFlash = 2 then Inc(FPickup, 5);
4124 end;
4126 ITEM_AMMO_FUELCAN:
4127 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4128 begin
4129 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4130 Result := True;
4131 remove := True;
4132 if gFlash = 2 then Inc(FPickup, 5);
4133 end;
4135 ITEM_AMMO_BACKPACK:
4136 if not(R_ITEM_BACKPACK in FRulez) or
4137 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4138 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4139 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4140 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4141 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4142 begin
4143 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4144 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4145 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4146 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4147 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4149 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4150 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4151 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4152 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4153 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4154 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4155 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4156 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4158 FRulez := FRulez + [R_ITEM_BACKPACK];
4159 Result := True;
4160 remove := True;
4161 if gFlash = 2 then Inc(FPickup, 5);
4162 end;
4164 ITEM_KEY_RED:
4165 if not(R_KEY_RED in FRulez) then
4166 begin
4167 Include(FRulez, R_KEY_RED);
4168 Result := True;
4169 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4170 if gFlash = 2 then Inc(FPickup, 5);
4171 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4172 end;
4174 ITEM_KEY_GREEN:
4175 if not(R_KEY_GREEN in FRulez) then
4176 begin
4177 Include(FRulez, R_KEY_GREEN);
4178 Result := True;
4179 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4180 if gFlash = 2 then Inc(FPickup, 5);
4181 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4182 end;
4184 ITEM_KEY_BLUE:
4185 if not(R_KEY_BLUE in FRulez) then
4186 begin
4187 Include(FRulez, R_KEY_BLUE);
4188 Result := True;
4189 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4190 if gFlash = 2 then Inc(FPickup, 5);
4191 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4192 end;
4194 ITEM_SUIT:
4195 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4196 begin
4197 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4198 Result := True;
4199 remove := True;
4200 FFireTime := 0;
4201 if gFlash = 2 then Inc(FPickup, 5);
4202 end;
4204 ITEM_OXYGEN:
4205 if FAir < AIR_MAX then
4206 begin
4207 FAir := AIR_MAX;
4208 Result := True;
4209 remove := True;
4210 if gFlash = 2 then Inc(FPickup, 5);
4211 end;
4213 ITEM_MEDKIT_BLACK:
4214 begin
4215 if not (R_BERSERK in FRulez) then
4216 begin
4217 Include(FRulez, R_BERSERK);
4218 if allowBerserkSwitching then
4219 begin
4220 FCurrWeap := WEAPON_KASTET;
4221 resetWeaponQueue();
4222 FModel.SetWeapon(WEAPON_KASTET);
4223 end;
4224 if gFlash <> 0 then
4225 begin
4226 Inc(FPain, 100);
4227 if gFlash = 2 then Inc(FPickup, 5);
4228 end;
4229 FBerserk := gTime+30000;
4230 Result := True;
4231 remove := True;
4232 FFireTime := 0;
4233 end;
4234 if FHealth < PLAYER_HP_SOFT then
4235 begin
4236 FHealth := PLAYER_HP_SOFT;
4237 FBerserk := gTime+30000;
4238 Result := True;
4239 remove := True;
4240 FFireTime := 0;
4241 end;
4242 end;
4244 ITEM_INVUL:
4245 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4246 begin
4247 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4248 Result := True;
4249 remove := True;
4250 if gFlash = 2 then Inc(FPickup, 5);
4251 end;
4253 ITEM_BOTTLE:
4254 if FHealth < PLAYER_HP_LIMIT then
4255 begin
4256 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4257 Result := True;
4258 remove := True;
4259 FFireTime := 0;
4260 if gFlash = 2 then Inc(FPickup, 5);
4261 end;
4263 ITEM_HELMET:
4264 if FArmor < PLAYER_AP_LIMIT then
4265 begin
4266 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4267 Result := True;
4268 remove := True;
4269 if gFlash = 2 then Inc(FPickup, 5);
4270 end;
4272 ITEM_JETPACK:
4273 if FJetFuel < JET_MAX then
4274 begin
4275 FJetFuel := JET_MAX;
4276 Result := True;
4277 remove := True;
4278 if gFlash = 2 then Inc(FPickup, 5);
4279 end;
4281 ITEM_INVIS:
4282 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4283 begin
4284 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4285 Result := True;
4286 remove := True;
4287 if gFlash = 2 then Inc(FPickup, 5);
4288 end;
4289 end;
4290 end;
4292 procedure TPlayer.Touch();
4293 begin
4294 if not FAlive then
4295 Exit;
4296 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4297 if FIamBot then
4298 begin
4299 // Áðîñèòü ôëàã òîâàðèùó:
4300 if gGameSettings.GameMode = GM_CTF then
4301 DropFlag();
4302 end;
4303 end;
4305 procedure TPlayer.Push(vx, vy: Integer);
4306 begin
4307 if (not FPhysics) and FGhost then
4308 Exit;
4309 FObj.Accel.X := FObj.Accel.X + vx;
4310 FObj.Accel.Y := FObj.Accel.Y + vy;
4311 if g_Game_IsNet and g_Game_IsServer then
4312 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4313 end;
4315 procedure TPlayer.Reset(Force: Boolean);
4316 begin
4317 if Force then
4318 FAlive := False;
4320 FSpawned := False;
4321 FTime[T_RESPAWN] := 0;
4322 FTime[T_FLAGCAP] := 0;
4323 FGodMode := False;
4324 FNoTarget := False;
4325 FNoReload := False;
4326 FFrags := 0;
4327 FLastFrag := 0;
4328 FComboEvnt := -1;
4329 FKills := 0;
4330 FMonsterKills := 0;
4331 FDeath := 0;
4332 FSecrets := 0;
4333 if FNoRespawn then
4334 begin
4335 FSpectator := False;
4336 FGhost := False;
4337 FPhysics := True;
4338 FSpectatePlayer := -1;
4339 FNoRespawn := False;
4340 end;
4341 FLives := gGameSettings.MaxLives;
4343 SetFlag(FLAG_NONE);
4344 end;
4346 procedure TPlayer.SoftReset();
4347 begin
4348 ReleaseKeys();
4350 FDamageBuffer := 0;
4351 FIncCam := 0;
4352 FBFGFireCounter := -1;
4353 FShellTimer := -1;
4354 FPain := 0;
4355 FLastHit := 0;
4356 FLastFrag := 0;
4357 FComboEvnt := -1;
4359 SetFlag(FLAG_NONE);
4360 SetAction(A_STAND, True);
4361 end;
4363 function TPlayer.GetRespawnPoint(): Byte;
4364 var
4365 c: Byte;
4366 begin
4367 Result := 255;
4368 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4370 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4371 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4372 begin
4373 if (Self = gPlayer1) or (Self = gPlayer2) then
4374 begin
4375 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4376 if Self = gPlayer1 then
4377 c := RESPAWNPOINT_PLAYER1
4378 else
4379 c := RESPAWNPOINT_PLAYER2;
4380 if g_Map_GetPointCount(c) > 0 then
4381 begin
4382 Result := c;
4383 Exit;
4384 end;
4386 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4387 if Self = gPlayer1 then
4388 c := RESPAWNPOINT_PLAYER2
4389 else
4390 c := RESPAWNPOINT_PLAYER1;
4391 if g_Map_GetPointCount(c) > 0 then
4392 begin
4393 Result := c;
4394 Exit;
4395 end;
4396 end else
4397 begin
4398 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4399 if Random(2) = 0 then
4400 c := RESPAWNPOINT_PLAYER1
4401 else
4402 c := RESPAWNPOINT_PLAYER2;
4403 if g_Map_GetPointCount(c) > 0 then
4404 begin
4405 Result := c;
4406 Exit;
4407 end;
4408 end;
4410 // Òî÷êà ëþáîé èç êîìàíä
4411 if Random(2) = 0 then
4412 c := RESPAWNPOINT_RED
4413 else
4414 c := RESPAWNPOINT_BLUE;
4415 if g_Map_GetPointCount(c) > 0 then
4416 begin
4417 Result := c;
4418 Exit;
4419 end;
4421 // Òî÷êà DM
4422 c := RESPAWNPOINT_DM;
4423 if g_Map_GetPointCount(c) > 0 then
4424 begin
4425 Result := c;
4426 Exit;
4427 end;
4428 end;
4430 // Ìÿñîïîâàë
4431 if gGameSettings.GameMode = GM_DM then
4432 begin
4433 // Òî÷êà DM
4434 c := RESPAWNPOINT_DM;
4435 if g_Map_GetPointCount(c) > 0 then
4436 begin
4437 Result := c;
4438 Exit;
4439 end;
4441 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4442 if Random(2) = 0 then
4443 c := RESPAWNPOINT_PLAYER1
4444 else
4445 c := RESPAWNPOINT_PLAYER2;
4446 if g_Map_GetPointCount(c) > 0 then
4447 begin
4448 Result := c;
4449 Exit;
4450 end;
4452 // Òî÷êà ëþáîé èç êîìàíä
4453 if Random(2) = 0 then
4454 c := RESPAWNPOINT_RED
4455 else
4456 c := RESPAWNPOINT_BLUE;
4457 if g_Map_GetPointCount(c) > 0 then
4458 begin
4459 Result := c;
4460 Exit;
4461 end;
4462 end;
4464 // Êîìàíäíûå
4465 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4466 begin
4467 // Òî÷êà ñâîåé êîìàíäû
4468 c := RESPAWNPOINT_DM;
4469 if FTeam = TEAM_RED then
4470 c := RESPAWNPOINT_RED;
4471 if FTeam = TEAM_BLUE then
4472 c := RESPAWNPOINT_BLUE;
4473 if g_Map_GetPointCount(c) > 0 then
4474 begin
4475 Result := c;
4476 Exit;
4477 end;
4479 // Òî÷êà DM
4480 c := RESPAWNPOINT_DM;
4481 if g_Map_GetPointCount(c) > 0 then
4482 begin
4483 Result := c;
4484 Exit;
4485 end;
4487 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4488 if Random(2) = 0 then
4489 c := RESPAWNPOINT_PLAYER1
4490 else
4491 c := RESPAWNPOINT_PLAYER2;
4492 if g_Map_GetPointCount(c) > 0 then
4493 begin
4494 Result := c;
4495 Exit;
4496 end;
4498 // Òî÷êà äðóãîé êîìàíäû
4499 c := RESPAWNPOINT_DM;
4500 if FTeam = TEAM_RED then
4501 c := RESPAWNPOINT_BLUE;
4502 if FTeam = TEAM_BLUE then
4503 c := RESPAWNPOINT_RED;
4504 if g_Map_GetPointCount(c) > 0 then
4505 begin
4506 Result := c;
4507 Exit;
4508 end;
4509 end;
4510 end;
4512 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4513 var
4514 RespawnPoint: TRespawnPoint;
4515 a, b, c: Byte;
4516 Anim: TAnimation;
4517 ID: DWORD;
4518 begin
4519 FIncCam := 0;
4520 FBFGFireCounter := -1;
4521 FShellTimer := -1;
4522 FPain := 0;
4523 FLastHit := 0;
4525 if not g_Game_IsServer then
4526 Exit;
4527 if FDummy then
4528 Exit;
4529 FWantsInGame := True;
4530 FJustTeleported := True;
4531 if Force then
4532 begin
4533 FTime[T_RESPAWN] := 0;
4534 FAlive := False;
4535 end;
4536 FNetTime := 0;
4537 // if server changes MaxLives we gotta be ready
4538 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4540 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4541 if FTime[T_RESPAWN] > gTime then
4542 Exit;
4544 // Ïðîñðàë âñå æèçíè:
4545 if FNoRespawn then
4546 begin
4547 if not FSpectator then Spectate(True);
4548 FWantsInGame := True;
4549 Exit;
4550 end;
4552 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4553 begin // "Ñâîÿ èãðà"
4554 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4555 FRulez := FRulez-[R_BERSERK];
4556 end
4557 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4558 begin
4559 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4560 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4561 end;
4563 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4564 c := GetRespawnPoint();
4566 ReleaseKeys();
4567 SetFlag(FLAG_NONE);
4569 // Âîñêðåøåíèå áåç îðóæèÿ:
4570 if not FAlive then
4571 begin
4572 FHealth := PLAYER_HP_SOFT;
4573 FArmor := 0;
4574 FAlive := True;
4575 FAir := AIR_DEF;
4576 FJetFuel := 0;
4578 for a := WP_FIRST to WP_LAST do
4579 begin
4580 FWeapon[a] := False;
4581 FReloading[a] := 0;
4582 end;
4584 FWeapon[WEAPON_PISTOL] := True;
4585 FWeapon[WEAPON_KASTET] := True;
4586 FCurrWeap := WEAPON_PISTOL;
4587 resetWeaponQueue();
4589 FModel.SetWeapon(FCurrWeap);
4591 for b := A_BULLETS to A_HIGH do
4592 FAmmo[b] := 0;
4594 FAmmo[A_BULLETS] := 50;
4596 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4597 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4598 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4599 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4600 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4602 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4603 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4604 else
4605 FRulez := [];
4606 end;
4608 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4609 if not g_Map_GetPoint(c, RespawnPoint) then
4610 begin
4611 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4612 Exit;
4613 end;
4615 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4616 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4617 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4618 FObj.Vel.X := 0;
4619 FObj.Vel.Y := 0;
4620 FObj.Accel.X := 0;
4621 FObj.Accel.Y := 0;
4623 FDirection := RespawnPoint.Direction;
4624 if FDirection = TDirection.D_LEFT then
4625 FAngle := 180
4626 else
4627 FAngle := 0;
4629 SetAction(A_STAND, True);
4630 FModel.Direction := FDirection;
4632 for a := Low(FTime) to High(FTime) do
4633 FTime[a] := 0;
4635 for a := Low(FMegaRulez) to High(FMegaRulez) do
4636 FMegaRulez[a] := 0;
4638 FDamageBuffer := 0;
4639 FJetpack := False;
4640 FCanJetpack := False;
4641 FFireTime := 0;
4642 FFirePainTime := 0;
4643 FFireAttacker := 0;
4645 // Àíèìàöèÿ âîçðîæäåíèÿ:
4646 if (not gLoadGameMode) and (not Silent) then
4647 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4648 begin
4649 Anim := TAnimation.Create(ID, False, 3);
4650 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4651 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4652 Anim.Free();
4653 end;
4655 FSpectator := False;
4656 FGhost := False;
4657 FPhysics := True;
4658 FSpectatePlayer := -1;
4659 FSpawned := True;
4661 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4662 gPlayer1 := self;
4663 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4664 gPlayer2 := self;
4666 if g_Game_IsNet then
4667 begin
4668 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4669 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4670 if not Silent then
4671 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4672 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4673 0, NET_GFX_TELE);
4674 end;
4675 end;
4677 procedure TPlayer.Spectate(NoMove: Boolean = False);
4678 begin
4679 if FAlive then
4680 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4681 else if (not NoMove) then
4682 begin
4683 GameX := gMapInfo.Width div 2;
4684 GameY := gMapInfo.Height div 2;
4685 end;
4686 FXTo := GameX;
4687 FYTo := GameY;
4689 FAlive := False;
4690 FSpectator := True;
4691 FGhost := True;
4692 FPhysics := False;
4693 FWantsInGame := False;
4694 FSpawned := False;
4696 if FNoRespawn then
4697 begin
4698 if Self = gPlayer1 then
4699 begin
4700 gLMSPID1 := FUID;
4701 gPlayer1 := nil;
4702 end;
4703 if Self = gPlayer2 then
4704 begin
4705 gLMSPID2 := FUID;
4706 gPlayer2 := nil;
4707 end;
4708 end;
4710 if g_Game_IsNet then
4711 MH_SEND_PlayerStats(FUID);
4712 end;
4714 procedure TPlayer.SwitchNoClip;
4715 begin
4716 if not FAlive then
4717 Exit;
4718 FGhost := not FGhost;
4719 FPhysics := not FGhost;
4720 if FGhost then
4721 begin
4722 FXTo := FObj.X;
4723 FYTo := FObj.Y;
4724 end else
4725 begin
4726 FObj.Accel.X := 0;
4727 FObj.Accel.Y := 0;
4728 end;
4729 end;
4731 procedure TPlayer.Run(Direction: TDirection);
4732 var
4733 a, b: Integer;
4734 begin
4735 if MAX_RUNVEL > 8 then
4736 FlySmoke();
4738 // Áåæèì:
4739 if Direction = TDirection.D_LEFT then
4740 begin
4741 if FObj.Vel.X > -MAX_RUNVEL then
4742 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4743 end
4744 else
4745 if FObj.Vel.X < MAX_RUNVEL then
4746 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4748 // Âîçìîæíî, ïèíàåì êóñêè:
4749 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4750 begin
4751 b := Abs(FObj.Vel.X);
4752 if b > 1 then b := b * (Random(8 div b) + 1);
4753 for a := 0 to High(gGibs) do
4754 begin
4755 if gGibs[a].alive and
4756 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4757 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4758 begin
4759 // Ïèíàåì êóñêè
4760 if FObj.Vel.X < 0 then
4761 begin
4762 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4763 end
4764 else
4765 begin
4766 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4767 end;
4768 gGibs[a].positionChanged(); // this updates spatial accelerators
4769 end;
4770 end;
4771 end;
4773 SetAction(A_WALK);
4774 end;
4776 procedure TPlayer.SeeDown();
4777 begin
4778 SetAction(A_SEEDOWN);
4780 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4782 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4783 end;
4785 procedure TPlayer.SeeUp();
4786 begin
4787 SetAction(A_SEEUP);
4789 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4791 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4792 end;
4794 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4795 var
4796 Prior: Byte;
4797 begin
4798 case Action of
4799 A_WALK: Prior := 3;
4800 A_DIE1: Prior := 5;
4801 A_DIE2: Prior := 5;
4802 A_ATTACK: Prior := 2;
4803 A_SEEUP: Prior := 1;
4804 A_SEEDOWN: Prior := 1;
4805 A_ATTACKUP: Prior := 2;
4806 A_ATTACKDOWN: Prior := 2;
4807 A_PAIN: Prior := 4;
4808 else Prior := 0;
4809 end;
4811 if (Prior > FActionPrior) or Force then
4812 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4813 begin
4814 FActionPrior := Prior;
4815 FActionAnim := Action;
4816 FActionForce := Force;
4817 FActionChanged := True;
4818 end;
4820 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4821 end;
4823 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4824 begin
4825 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4826 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4827 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4828 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4829 end;
4831 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4832 var
4833 Anim: TAnimation;
4834 ID: DWORD;
4835 begin
4836 Result := False;
4838 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4839 begin
4840 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4841 if g_Game_IsServer and g_Game_IsNet then
4842 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4843 Exit;
4844 end;
4846 FJustTeleported := True;
4848 Anim := nil;
4849 if not silent then
4850 begin
4851 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4852 begin
4853 Anim := TAnimation.Create(ID, False, 3);
4854 end;
4856 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4857 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4858 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4859 if g_Game_IsServer and g_Game_IsNet then
4860 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4861 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4862 NET_GFX_TELE);
4863 end;
4865 FObj.X := X-PLAYER_RECT.X;
4866 FObj.Y := Y-PLAYER_RECT.Y;
4867 if FAlive and FGhost then
4868 begin
4869 FXTo := FObj.X;
4870 FYTo := FObj.Y;
4871 end;
4873 if not g_Game_IsNet then
4874 begin
4875 if dir = 1 then
4876 begin
4877 SetDirection(TDirection.D_LEFT);
4878 FAngle := 180;
4879 end
4880 else
4881 if dir = 2 then
4882 begin
4883 SetDirection(TDirection.D_RIGHT);
4884 FAngle := 0;
4885 end
4886 else
4887 if dir = 3 then
4888 begin // îáðàòíîå
4889 if FDirection = TDirection.D_RIGHT then
4890 begin
4891 SetDirection(TDirection.D_LEFT);
4892 FAngle := 180;
4893 end
4894 else
4895 begin
4896 SetDirection(TDirection.D_RIGHT);
4897 FAngle := 0;
4898 end;
4899 end;
4900 end;
4902 if not silent and (Anim <> nil) then
4903 begin
4904 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4905 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4906 Anim.Free();
4908 if g_Game_IsServer and g_Game_IsNet then
4909 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4910 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4911 NET_GFX_TELE);
4912 end;
4914 Result := True;
4915 end;
4917 function nonz(a: Single): Single;
4918 begin
4919 if a <> 0 then
4920 Result := a
4921 else
4922 Result := 1;
4923 end;
4925 function TPlayer.followCorpse(): Boolean;
4926 var
4927 i: Integer;
4928 begin
4929 Result := False;
4930 if FAlive or FSpectator then
4931 Exit;
4932 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4933 Exit;
4934 for i := 0 to High(gCorpses) do
4935 if gCorpses[i] <> nil then
4936 if gCorpses[i].FPlayerUID = FUID then
4937 begin
4938 Result := True;
4939 FObj.X := gCorpses[i].FObj.X;
4940 FObj.Y := gCorpses[i].FObj.Y;
4941 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4942 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4943 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4944 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4945 break;
4946 end;
4947 end;
4949 procedure TPlayer.Update();
4950 var
4951 b: Byte;
4952 i, ii, wx, wy, xd, yd, k: Integer;
4953 blockmon, headwater, dospawn: Boolean;
4954 NetServer: Boolean;
4955 AnyServer: Boolean;
4956 SetSpect: Boolean;
4957 begin
4958 NetServer := g_Game_IsNet and g_Game_IsServer;
4959 AnyServer := g_Game_IsServer;
4961 if g_Game_IsClient and (NetInterpLevel > 0) then
4962 DoLerp(NetInterpLevel + 1)
4963 else
4964 if FGhost then
4965 DoLerp(4);
4967 if NetServer then
4968 if FClientID >= 0 then
4969 begin
4970 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4971 if NetClients[FClientID].Peer^.packetsSent > 0 then
4972 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4973 else
4974 FLoss := 0;
4975 end else
4976 begin
4977 FPing := 0;
4978 FLoss := 0;
4979 end;
4981 if FAlive and (FPunchAnim <> nil) then
4982 FPunchAnim.Update();
4984 if FAlive and (gFly or FJetpack) then
4985 FlySmoke();
4987 if FDirection = TDirection.D_LEFT then
4988 FAngle := 180
4989 else
4990 FAngle := 0;
4992 if FAlive and (not FGhost) then
4993 begin
4994 if FKeys[KEY_UP].Pressed then
4995 SeeUp();
4996 if FKeys[KEY_DOWN].Pressed then
4997 SeeDown();
4998 end;
5000 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5001 (FIncCam <> 0) then
5002 begin
5003 i := g_basic.Sign(FIncCam);
5004 FIncCam := Abs(FIncCam);
5005 DecMin(FIncCam, 5, 0);
5006 FIncCam := FIncCam*i;
5007 end;
5009 // no need to do that each second frame, weapon queue will take care of it
5010 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5011 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5013 if gTime mod (GAME_TICK*2) <> 0 then
5014 begin
5015 if (FObj.Vel.X = 0) and FAlive then
5016 begin
5017 if FKeys[KEY_LEFT].Pressed then
5018 Run(TDirection.D_LEFT);
5019 if FKeys[KEY_RIGHT].Pressed then
5020 Run(TDirection.D_RIGHT);
5021 end;
5023 if FPhysics then
5024 begin
5025 if not followCorpse() then
5026 g_Obj_Move(@FObj, True, True, True);
5027 positionChanged(); // this updates spatial accelerators
5028 end;
5030 Exit;
5031 end;
5033 FActionChanged := False;
5035 if FAlive then
5036 begin
5037 // Let alive player do some actions
5038 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5039 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5040 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5041 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5042 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5043 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5044 if FKeys[KEY_JUMP].Pressed then Jump()
5045 else
5046 begin
5047 if AnyServer and FJetpack then
5048 begin
5049 FJetpack := False;
5050 JetpackOff;
5051 if NetServer then MH_SEND_PlayerStats(FUID);
5052 end;
5053 FCanJetpack := True;
5054 end;
5055 end
5056 else // Dead
5057 begin
5058 dospawn := False;
5059 if not FGhost then
5060 for k := Low(FKeys) to KEY_CHAT-1 do
5061 begin
5062 if FKeys[k].Pressed then
5063 begin
5064 dospawn := True;
5065 break;
5066 end;
5067 end;
5068 if dospawn then
5069 begin
5070 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5071 Respawn(False)
5072 else // Single
5073 if (FTime[T_RESPAWN] <= gTime) and
5074 gGameOn and (not FAlive) then
5075 begin
5076 if (g_Player_GetCount() > 1) then
5077 Respawn(False)
5078 else
5079 begin
5080 gExit := EXIT_RESTART;
5081 Exit;
5082 end;
5083 end;
5084 end;
5085 // Dead spectator actions
5086 if FGhost then
5087 begin
5088 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5089 if FKeys[KEY_FIRE].Pressed and AnyServer then
5090 begin
5091 if FSpectator then
5092 begin
5093 if (FSpectatePlayer >= High(gPlayers)) then
5094 FSpectatePlayer := -1
5095 else
5096 begin
5097 SetSpect := False;
5098 for I := FSpectatePlayer + 1 to High(gPlayers) do
5099 if gPlayers[I] <> nil then
5100 if gPlayers[I].alive then
5101 if gPlayers[I].UID <> FUID then
5102 begin
5103 FSpectatePlayer := I;
5104 SetSpect := True;
5105 break;
5106 end;
5108 if not SetSpect then FSpectatePlayer := -1;
5109 end;
5111 ReleaseKeys;
5112 end;
5113 end;
5114 end;
5115 end;
5116 // No clipping
5117 if FGhost then
5118 begin
5119 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5120 begin
5121 FYTo := FObj.Y - 32;
5122 FSpectatePlayer := -1;
5123 end;
5124 if FKeys[KEY_DOWN].Pressed then
5125 begin
5126 FYTo := FObj.Y + 32;
5127 FSpectatePlayer := -1;
5128 end;
5129 if FKeys[KEY_LEFT].Pressed then
5130 begin
5131 FXTo := FObj.X - 32;
5132 FSpectatePlayer := -1;
5133 end;
5134 if FKeys[KEY_RIGHT].Pressed then
5135 begin
5136 FXTo := FObj.X + 32;
5137 FSpectatePlayer := -1;
5138 end;
5140 if (FXTo < -64) then
5141 FXTo := -64
5142 else if (FXTo > gMapInfo.Width + 32) then
5143 FXTo := gMapInfo.Width + 32;
5144 if (FYTo < -72) then
5145 FYTo := -72
5146 else if (FYTo > gMapInfo.Height + 32) then
5147 FYTo := gMapInfo.Height + 32;
5148 end;
5150 if FPhysics then
5151 begin
5152 if not followCorpse() then
5153 g_Obj_Move(@FObj, True, True, True);
5154 positionChanged(); // this updates spatial accelerators
5155 end
5156 else
5157 begin
5158 FObj.Vel.X := 0;
5159 FObj.Vel.Y := 0;
5160 if FSpectator then
5161 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5162 if gPlayers[FSpectatePlayer] <> nil then
5163 if gPlayers[FSpectatePlayer].alive then
5164 begin
5165 FXTo := gPlayers[FSpectatePlayer].GameX;
5166 FYTo := gPlayers[FSpectatePlayer].GameY;
5167 end;
5168 end;
5170 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5171 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5172 PANEL_BLOCKMON, True);
5173 headwater := HeadInLiquid(0, 0);
5175 // Ñîïðîòèâëåíèå âîçäóõà:
5176 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5177 if FObj.Vel.X <> 0 then
5178 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5180 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5181 DecMin(FPain, 5, 0);
5182 DecMin(FPickup, 1, 0);
5184 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5185 begin
5186 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5187 FMegaRulez[MR_SUIT] := 0;
5188 FMegaRulez[MR_INVUL] := 0;
5189 FMegaRulez[MR_INVIS] := 0;
5190 Kill(K_FALLKILL, 0, HIT_FALL);
5191 end;
5193 i := 9;
5195 if FAlive then
5196 begin
5197 if FCurrWeap = WEAPON_SAW then
5198 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5199 FSawSoundSelect.IsPlaying()) then
5200 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5202 if FJetpack then
5203 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5204 (not FJetSoundOff.IsPlaying()) then
5205 begin
5206 FJetSoundFly.SetPosition(0);
5207 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5208 end;
5210 for b := WP_FIRST to WP_LAST do
5211 if FReloading[b] > 0 then
5212 if FNoReload then
5213 FReloading[b] := 0
5214 else
5215 Dec(FReloading[b]);
5217 if FShellTimer > -1 then
5218 if FShellTimer = 0 then
5219 begin
5220 if FShellType = SHELL_SHELL then
5221 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5222 GameVelX, GameVelY-2, SHELL_SHELL)
5223 else if FShellType = SHELL_DBLSHELL then
5224 begin
5225 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5226 GameVelX+1, GameVelY-2, SHELL_SHELL);
5227 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5228 GameVelX-1, GameVelY-2, SHELL_SHELL);
5229 end;
5230 FShellTimer := -1;
5231 end else Dec(FShellTimer);
5233 if (FBFGFireCounter > -1) then
5234 if FBFGFireCounter = 0 then
5235 begin
5236 if AnyServer then
5237 begin
5238 wx := FObj.X+WEAPONPOINT[FDirection].X;
5239 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5240 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5241 yd := wy+firediry();
5242 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5243 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5244 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5245 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5246 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5247 end;
5249 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5250 FBFGFireCounter := -1;
5251 end else
5252 if FNoReload then
5253 FBFGFireCounter := 0
5254 else
5255 Dec(FBFGFireCounter);
5257 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5258 begin
5259 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5261 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5262 end;
5264 if (headwater or blockmon) then
5265 begin
5266 Dec(FAir);
5268 if FAir < -9 then
5269 begin
5270 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5271 FAir := 0;
5272 end
5273 else if (FAir mod 31 = 0) and not blockmon then
5274 begin
5275 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5276 if Random(2) = 0 then
5277 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5278 else
5279 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5280 end;
5281 end else if FAir < AIR_DEF then
5282 FAir := AIR_DEF;
5284 if FFireTime > 0 then
5285 begin
5286 if BodyInLiquid(0, 0) then
5287 begin
5288 FFireTime := 0;
5289 FFirePainTime := 0;
5290 end
5291 else if FMegaRulez[MR_SUIT] >= gTime then
5292 begin
5293 if FMegaRulez[MR_SUIT] = gTime then
5294 FFireTime := 1;
5295 FFirePainTime := 0;
5296 end
5297 else
5298 begin
5299 OnFireFlame(1);
5300 if FFirePainTime <= 0 then
5301 begin
5302 if g_Game_IsServer then
5303 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5304 FFirePainTime := 18;
5305 end;
5306 FFirePainTime := FFirePainTime - 1;
5307 FFireTime := FFireTime - 1;
5308 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5309 MH_SEND_PlayerStats(FUID);
5310 end;
5311 end;
5313 if FDamageBuffer > 0 then
5314 begin
5315 if FDamageBuffer >= 9 then
5316 begin
5317 SetAction(A_PAIN);
5319 if FDamageBuffer < 30 then i := 9
5320 else if FDamageBuffer < 100 then i := 18
5321 else i := 27;
5322 end;
5324 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5325 FArmor := FArmor-(FDamageBuffer-ii);
5326 FHealth := FHealth-ii;
5327 if FArmor < 0 then
5328 begin
5329 FHealth := FHealth+FArmor;
5330 FArmor := 0;
5331 end;
5333 if AnyServer then
5334 if FHealth <= 0 then
5335 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5336 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5337 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5339 if FAlive then
5340 begin
5341 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5342 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5343 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5344 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5345 end;
5347 FDamageBuffer := 0;
5348 end;
5350 {CollideItem();}
5351 end; // if FAlive then ...
5353 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5354 begin
5355 FModel.ChangeAnimation(FActionAnim, FActionForce);
5356 FModel.GetCurrentAnimation.MinLength := i;
5357 FModel.GetCurrentAnimationMask.MinLength := i;
5358 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5360 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5361 then SetAction(A_STAND, True);
5363 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5365 for b := Low(FKeys) to High(FKeys) do
5366 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5367 end;
5370 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5371 begin
5372 x := FObj.X+PLAYER_RECT.X;
5373 y := FObj.Y+PLAYER_RECT.Y;
5374 w := PLAYER_RECT.Width;
5375 h := PLAYER_RECT.Height;
5376 end;
5379 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5380 begin
5381 if (dx <> 0) or (dy <> 0) then
5382 begin
5383 FObj.X += dx;
5384 FObj.Y += dy;
5385 positionChanged();
5386 end;
5387 end;
5390 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5391 begin
5392 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5393 FObj.Y+PLAYER_RECT.Y,
5394 PLAYER_RECT.Width,
5395 PLAYER_RECT.Height,
5396 X, Y,
5397 Width, Height);
5398 end;
5400 function TPlayer.Collide(Panel: TPanel): Boolean;
5401 begin
5402 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5403 FObj.Y+PLAYER_RECT.Y,
5404 PLAYER_RECT.Width,
5405 PLAYER_RECT.Height,
5406 Panel.X, Panel.Y,
5407 Panel.Width, Panel.Height);
5408 end;
5410 function TPlayer.Collide(X, Y: Integer): Boolean;
5411 begin
5412 X := X-FObj.X-PLAYER_RECT.X;
5413 Y := Y-FObj.Y-PLAYER_RECT.Y;
5414 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5415 (y >= 0) and (y <= PLAYER_RECT.Height);
5416 end;
5418 function g_Player_ValidName(Name: string): Boolean;
5419 var
5420 a: Integer;
5421 begin
5422 Result := True;
5424 if gPlayers = nil then Exit;
5426 for a := 0 to High(gPlayers) do
5427 if gPlayers[a] <> nil then
5428 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5429 begin
5430 Result := False;
5431 Exit;
5432 end;
5433 end;
5435 procedure TPlayer.SetDirection(Direction: TDirection);
5436 var
5437 d: TDirection;
5438 begin
5439 d := FModel.Direction;
5441 FModel.Direction := Direction;
5442 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5444 FDirection := Direction;
5445 end;
5447 function TPlayer.GetKeys(): Byte;
5448 begin
5449 Result := 0;
5451 if R_KEY_RED in FRulez then Result := KEY_RED;
5452 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5453 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5455 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5456 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5457 end;
5459 procedure TPlayer.Use();
5460 var
5461 a: Integer;
5462 begin
5463 if FTime[T_USE] > gTime then Exit;
5465 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5466 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5468 for a := 0 to High(gPlayers) do
5469 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5470 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5471 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5472 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5473 begin
5474 gPlayers[a].Touch();
5475 if g_Game_IsNet and g_Game_IsServer then
5476 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5477 end;
5479 FTime[T_USE] := gTime+120;
5480 end;
5482 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5483 var
5484 locObj: TObj;
5485 F: Boolean;
5486 WX, WY, XD, YD: Integer;
5487 begin
5488 F := False;
5489 WX := X;
5490 WY := Y;
5491 XD := AX;
5492 YD := AY;
5494 case FCurrWeap of
5495 WEAPON_KASTET:
5496 begin
5497 DoPunch();
5498 if R_BERSERK in FRulez then
5499 begin
5500 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5501 locobj.X := FObj.X+FObj.Rect.X;
5502 locobj.Y := FObj.Y+FObj.Rect.Y;
5503 locobj.rect.X := 0;
5504 locobj.rect.Y := 0;
5505 locobj.rect.Width := 39;
5506 locobj.rect.Height := 52;
5507 locobj.Vel.X := (xd-wx) div 2;
5508 locobj.Vel.Y := (yd-wy) div 2;
5509 locobj.Accel.X := xd-wx;
5510 locobj.Accel.y := yd-wy;
5512 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5513 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5514 else
5515 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5517 if gFlash = 1 then
5518 if FPain < 50 then
5519 FPain := min(FPain + 25, 50);
5520 end else
5521 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5522 end;
5524 WEAPON_SAW:
5525 begin
5526 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5527 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5528 begin
5529 FSawSoundSelect.Stop();
5530 FSawSound.Stop();
5531 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5532 end
5533 else if not FSawSoundHit.IsPlaying() then
5534 begin
5535 FSawSoundSelect.Stop();
5536 FSawSound.PlayAt(FObj.X, FObj.Y);
5537 end;
5538 f := True;
5539 end;
5541 WEAPON_PISTOL:
5542 begin
5543 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5544 FFireAngle := FAngle;
5545 f := True;
5546 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5547 GameVelX, GameVelY-2, SHELL_BULLET);
5548 end;
5550 WEAPON_SHOTGUN1:
5551 begin
5552 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5553 FFireAngle := FAngle;
5554 f := True;
5555 FShellTimer := 10;
5556 FShellType := SHELL_SHELL;
5557 end;
5559 WEAPON_SHOTGUN2:
5560 begin
5561 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5562 FFireAngle := FAngle;
5563 f := True;
5564 FShellTimer := 13;
5565 FShellType := SHELL_DBLSHELL;
5566 end;
5568 WEAPON_CHAINGUN:
5569 begin
5570 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5571 FFireAngle := FAngle;
5572 f := True;
5573 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5574 GameVelX, GameVelY-2, SHELL_BULLET);
5575 end;
5577 WEAPON_ROCKETLAUNCHER:
5578 begin
5579 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5580 FFireAngle := FAngle;
5581 f := True;
5582 end;
5584 WEAPON_PLASMA:
5585 begin
5586 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5587 FFireAngle := FAngle;
5588 f := True;
5589 end;
5591 WEAPON_BFG:
5592 begin
5593 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5594 FFireAngle := FAngle;
5595 f := True;
5596 end;
5598 WEAPON_SUPERPULEMET:
5599 begin
5600 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5601 FFireAngle := FAngle;
5602 f := True;
5603 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5604 GameVelX, GameVelY-2, SHELL_SHELL);
5605 end;
5607 WEAPON_FLAMETHROWER:
5608 begin
5609 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5610 FFireAngle := FAngle;
5611 f := True;
5612 end;
5613 end;
5615 if not f then Exit;
5617 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5618 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5619 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5620 end;
5622 procedure TPlayer.DoLerp(Level: Integer = 2);
5623 begin
5624 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5625 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5626 end;
5628 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5629 var
5630 AX, AY: Integer;
5631 begin
5632 if NetInterpLevel < 1 then
5633 begin
5634 FObj.X := XTo;
5635 FObj.Y := YTo;
5636 end
5637 else
5638 begin
5639 FXTo := XTo;
5640 FYTo := YTo;
5642 AX := Abs(FXTo - FObj.X);
5643 AY := Abs(FYTo - FObj.Y);
5644 if (AX > 32) or (AX <= NetInterpLevel) then
5645 FObj.X := FXTo;
5646 if (AY > 32) or (AY <= NetInterpLevel) then
5647 FObj.Y := FYTo;
5648 end;
5649 end;
5651 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5652 begin
5653 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5654 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5655 PANEL_LIFTUP, False) then Result := -1
5656 else
5657 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5658 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5659 PANEL_LIFTDOWN, False) then Result := 1
5660 else Result := 0;
5661 end;
5663 function TPlayer.GetFlag(Flag: Byte): Boolean;
5664 var
5665 s, ts: String;
5666 evtype: Byte;
5667 begin
5668 Result := False;
5670 if Flag = FLAG_NONE then
5671 Exit;
5673 if not g_Game_IsServer then Exit;
5675 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5676 if (Flag = FTeam) and
5677 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5678 (FFlag <> FLAG_NONE) then
5679 begin
5680 if FFlag = FLAG_RED then
5681 s := _lc[I_PLAYER_FLAG_RED]
5682 else
5683 s := _lc[I_PLAYER_FLAG_BLUE];
5685 evtype := FLAG_STATE_SCORED;
5687 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5688 Insert('.', ts, Length(ts) + 1 - 3);
5689 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5691 g_Map_ResetFlag(FFlag);
5692 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5694 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5696 Result := True;
5697 if g_Game_IsNet then
5698 begin
5699 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5700 MH_SEND_GameStats;
5701 end;
5703 gFlags[FFlag].CaptureTime := 0;
5704 SetFlag(FLAG_NONE);
5705 Exit;
5706 end;
5708 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5709 if (Flag = FTeam) and
5710 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5711 begin
5712 if Flag = FLAG_RED then
5713 s := _lc[I_PLAYER_FLAG_RED]
5714 else
5715 s := _lc[I_PLAYER_FLAG_BLUE];
5717 evtype := FLAG_STATE_RETURNED;
5718 gFlags[Flag].CaptureTime := 0;
5720 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5722 g_Map_ResetFlag(Flag);
5723 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5725 Result := True;
5726 if g_Game_IsNet then
5727 begin
5728 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5729 MH_SEND_GameStats;
5730 end;
5731 Exit;
5732 end;
5734 // Ïîäîáðàë ÷óæîé ôëàã:
5735 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5736 begin
5737 SetFlag(Flag);
5739 if Flag = FLAG_RED then
5740 s := _lc[I_PLAYER_FLAG_RED]
5741 else
5742 s := _lc[I_PLAYER_FLAG_BLUE];
5744 evtype := FLAG_STATE_CAPTURED;
5746 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5748 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5750 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5752 Result := True;
5753 if g_Game_IsNet then
5754 begin
5755 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5756 MH_SEND_GameStats;
5757 end;
5758 end;
5759 end;
5761 procedure TPlayer.SetFlag(Flag: Byte);
5762 begin
5763 FFlag := Flag;
5764 if FModel <> nil then
5765 FModel.SetFlag(FFlag);
5766 end;
5768 function TPlayer.DropFlag(): Boolean;
5769 var
5770 s: String;
5771 begin
5772 Result := False;
5773 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5774 Exit;
5775 FTime[T_FLAGCAP] := gTime + 2000;
5776 with gFlags[FFlag] do
5777 begin
5778 Obj.X := FObj.X;
5779 Obj.Y := FObj.Y;
5780 Direction := FDirection;
5781 State := FLAG_STATE_DROPPED;
5782 Count := FLAG_TIME;
5783 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5784 (FObj.Vel.Y div 2)-2+Random(5));
5785 positionChanged(); // this updates spatial accelerators
5787 if FFlag = FLAG_RED then
5788 s := _lc[I_PLAYER_FLAG_RED]
5789 else
5790 s := _lc[I_PLAYER_FLAG_BLUE];
5792 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5793 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5795 if g_Game_IsNet then
5796 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5797 end;
5798 SetFlag(FLAG_NONE);
5799 Result := True;
5800 end;
5802 procedure TPlayer.GetSecret();
5803 begin
5804 Inc(FSecrets);
5805 end;
5807 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5808 begin
5809 Assert(Key <= High(FKeys));
5811 FKeys[Key].Pressed := True;
5812 FKeys[Key].Time := Time;
5813 end;
5815 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5816 begin
5817 Result := FKeys[K].Pressed;
5818 end;
5820 procedure TPlayer.ReleaseKeys();
5821 var
5822 a: Integer;
5823 begin
5824 for a := Low(FKeys) to High(FKeys) do
5825 begin
5826 FKeys[a].Pressed := False;
5827 FKeys[a].Time := 0;
5828 end;
5829 end;
5831 procedure TPlayer.OnDamage(Angle: SmallInt);
5832 begin
5833 end;
5835 function TPlayer.firediry(): Integer;
5836 begin
5837 if FKeys[KEY_UP].Pressed then Result := -42
5838 else if FKeys[KEY_DOWN].Pressed then Result := 19
5839 else Result := 0;
5840 end;
5842 procedure TPlayer.RememberState();
5843 var
5844 i: Integer;
5845 begin
5846 FSavedState.Health := FHealth;
5847 FSavedState.Armor := FArmor;
5848 FSavedState.Air := FAir;
5849 FSavedState.JetFuel := FJetFuel;
5850 FSavedState.CurrWeap := FCurrWeap;
5851 FSavedState.NextWeap := FNextWeap;
5852 FSavedState.NextWeapDelay := FNextWeapDelay;
5854 for i := 0 to 3 do
5855 FSavedState.Ammo[i] := FAmmo[i];
5856 for i := 0 to 3 do
5857 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5859 FSavedState.Rulez := FRulez;
5860 FSavedState.WaitRecall := True;
5861 end;
5863 procedure TPlayer.RecallState();
5864 var
5865 i: Integer;
5866 begin
5867 if not FSavedState.WaitRecall then Exit;
5869 FHealth := FSavedState.Health;
5870 FArmor := FSavedState.Armor;
5871 FAir := FSavedState.Air;
5872 FJetFuel := FSavedState.JetFuel;
5873 FCurrWeap := FSavedState.CurrWeap;
5874 FNextWeap := FSavedState.NextWeap;
5875 FNextWeapDelay := FSavedState.NextWeapDelay;
5877 for i := 0 to 3 do
5878 FAmmo[i] := FSavedState.Ammo[i];
5879 for i := 0 to 3 do
5880 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5882 FRulez := FSavedState.Rulez;
5883 FSavedState.WaitRecall := False;
5885 if gGameSettings.GameType = GT_SERVER then
5886 MH_SEND_PlayerStats(FUID);
5887 end;
5889 procedure TPlayer.SaveState (st: TStream);
5890 var
5891 i: Integer;
5892 b: Byte;
5893 begin
5894 // Ñèãíàòóðà èãðîêà
5895 utils.writeSign(st, 'PLYR');
5896 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5897 // Áîò èëè ÷åëîâåê
5898 utils.writeBool(st, FIamBot);
5899 // UID èãðîêà
5900 utils.writeInt(st, Word(FUID));
5901 // Èìÿ èãðîêà
5902 utils.writeStr(st, FName);
5903 // Êîìàíäà
5904 utils.writeInt(st, Byte(FTeam));
5905 // Æèâ ëè
5906 utils.writeBool(st, FAlive);
5907 // Èçðàñõîäîâàë ëè âñå æèçíè
5908 utils.writeBool(st, FNoRespawn);
5909 // Íàïðàâëåíèå
5910 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5911 utils.writeInt(st, Byte(b));
5912 // Çäîðîâüå
5913 utils.writeInt(st, LongInt(FHealth));
5914 // Æèçíè
5915 utils.writeInt(st, Byte(FLives));
5916 // Áðîíÿ
5917 utils.writeInt(st, LongInt(FArmor));
5918 // Çàïàñ âîçäóõà
5919 utils.writeInt(st, LongInt(FAir));
5920 // Çàïàñ ãîðþ÷åãî
5921 utils.writeInt(st, LongInt(FJetFuel));
5922 // Áîëü
5923 utils.writeInt(st, LongInt(FPain));
5924 // Óáèë
5925 utils.writeInt(st, LongInt(FKills));
5926 // Óáèë ìîíñòðîâ
5927 utils.writeInt(st, LongInt(FMonsterKills));
5928 // Ôðàãîâ
5929 utils.writeInt(st, LongInt(FFrags));
5930 // Ôðàãîâ ïîäðÿä
5931 utils.writeInt(st, Byte(FFragCombo));
5932 // Âðåìÿ ïîñëåäíåãî ôðàãà
5933 utils.writeInt(st, LongWord(FLastFrag));
5934 // Ñìåðòåé
5935 utils.writeInt(st, LongInt(FDeath));
5936 // Êàêîé ôëàã íåñåò
5937 utils.writeInt(st, Byte(FFlag));
5938 // Íàøåë ñåêðåòîâ
5939 utils.writeInt(st, LongInt(FSecrets));
5940 // Òåêóùåå îðóæèå
5941 utils.writeInt(st, Byte(FCurrWeap));
5942 // Æåëàåìîå îðóæèå
5943 utils.writeInt(st, Word(FNextWeap));
5944 // ...è ïàóçà
5945 utils.writeInt(st, Byte(FNextWeapDelay));
5946 // Âðåìÿ çàðÿäêè BFG
5947 utils.writeInt(st, SmallInt(FBFGFireCounter));
5948 // Áóôåð óðîíà
5949 utils.writeInt(st, LongInt(FDamageBuffer));
5950 // Ïîñëåäíèé óäàðèâøèé
5951 utils.writeInt(st, Word(FLastSpawnerUID));
5952 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5953 utils.writeInt(st, Byte(FLastHit));
5954 // Îáúåêò èãðîêà
5955 Obj_SaveState(st, @FObj);
5956 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5957 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5958 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5959 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5960 // Íàëè÷èå îðóæèÿ
5961 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5962 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5963 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5964 // Íàëè÷èå ðþêçàêà
5965 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5966 // Íàëè÷èå êðàñíîãî êëþ÷à
5967 utils.writeBool(st, (R_KEY_RED in FRulez));
5968 // Íàëè÷èå çåëåíîãî êëþ÷à
5969 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5970 // Íàëè÷èå ñèíåãî êëþ÷à
5971 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5972 // Íàëè÷èå áåðñåðêà
5973 utils.writeBool(st, (R_BERSERK in FRulez));
5974 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5975 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5976 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5977 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5978 // Íàçâàíèå ìîäåëè
5979 utils.writeStr(st, FModel.Name);
5980 // Öâåò ìîäåëè
5981 utils.writeInt(st, Byte(FColor.R));
5982 utils.writeInt(st, Byte(FColor.G));
5983 utils.writeInt(st, Byte(FColor.B));
5984 end;
5987 procedure TPlayer.LoadState (st: TStream);
5988 var
5989 i: Integer;
5990 str: String;
5991 b: Byte;
5992 begin
5993 assert(st <> nil);
5995 // Ñèãíàòóðà èãðîêà
5996 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5997 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5998 // Áîò èëè ÷åëîâåê:
5999 FIamBot := utils.readBool(st);
6000 // UID èãðîêà
6001 FUID := utils.readWord(st);
6002 // Èìÿ èãðîêà
6003 str := utils.readStr(st);
6004 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6005 // Êîìàíäà
6006 FTeam := utils.readByte(st);
6007 // Æèâ ëè
6008 FAlive := utils.readBool(st);
6009 // Èçðàñõîäîâàë ëè âñå æèçíè
6010 FNoRespawn := utils.readBool(st);
6011 // Íàïðàâëåíèå
6012 b := utils.readByte(st);
6013 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6014 // Çäîðîâüå
6015 FHealth := utils.readLongInt(st);
6016 // Æèçíè
6017 FLives := utils.readByte(st);
6018 // Áðîíÿ
6019 FArmor := utils.readLongInt(st);
6020 // Çàïàñ âîçäóõà
6021 FAir := utils.readLongInt(st);
6022 // Çàïàñ ãîðþ÷åãî
6023 FJetFuel := utils.readLongInt(st);
6024 // Áîëü
6025 FPain := utils.readLongInt(st);
6026 // Óáèë
6027 FKills := utils.readLongInt(st);
6028 // Óáèë ìîíñòðîâ
6029 FMonsterKills := utils.readLongInt(st);
6030 // Ôðàãîâ
6031 FFrags := utils.readLongInt(st);
6032 // Ôðàãîâ ïîäðÿä
6033 FFragCombo := utils.readByte(st);
6034 // Âðåìÿ ïîñëåäíåãî ôðàãà
6035 FLastFrag := utils.readLongWord(st);
6036 // Ñìåðòåé
6037 FDeath := utils.readLongInt(st);
6038 // Êàêîé ôëàã íåñåò
6039 FFlag := utils.readByte(st);
6040 // Íàøåë ñåêðåòîâ
6041 FSecrets := utils.readLongInt(st);
6042 // Òåêóùåå îðóæèå
6043 FCurrWeap := utils.readByte(st);
6044 // Æåëàåìîå îðóæèå
6045 FNextWeap := utils.readWord(st);
6046 // ...è ïàóçà
6047 FNextWeapDelay := utils.readByte(st);
6048 // Âðåìÿ çàðÿäêè BFG
6049 FBFGFireCounter := utils.readSmallInt(st);
6050 // Áóôåð óðîíà
6051 FDamageBuffer := utils.readLongInt(st);
6052 // Ïîñëåäíèé óäàðèâøèé
6053 FLastSpawnerUID := utils.readWord(st);
6054 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6055 FLastHit := utils.readByte(st);
6056 // Îáúåêò èãðîêà
6057 Obj_LoadState(@FObj, st);
6058 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6059 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6060 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6061 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6062 // Íàëè÷èå îðóæèÿ
6063 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6064 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6065 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6066 // Íàëè÷èå ðþêçàêà
6067 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6068 // Íàëè÷èå êðàñíîãî êëþ÷à
6069 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6070 // Íàëè÷èå çåëåíîãî êëþ÷à
6071 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6072 // Íàëè÷èå ñèíåãî êëþ÷à
6073 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6074 // Íàëè÷èå áåðñåðêà
6075 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6076 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6077 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6078 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6079 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6080 // Íàçâàíèå ìîäåëè
6081 str := utils.readStr(st);
6082 // Öâåò ìîäåëè
6083 FColor.R := utils.readByte(st);
6084 FColor.G := utils.readByte(st);
6085 FColor.B := utils.readByte(st);
6086 if (self = gPlayer1) then
6087 begin
6088 str := gPlayer1Settings.Model;
6089 FColor := gPlayer1Settings.Color;
6090 end
6091 else if (self = gPlayer2) then
6092 begin
6093 str := gPlayer2Settings.Model;
6094 FColor := gPlayer2Settings.Color;
6095 end;
6096 // Îáíîâëÿåì ìîäåëü èãðîêà
6097 SetModel(str);
6098 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6099 FModel.Color := TEAMCOLOR[FTeam]
6100 else
6101 FModel.Color := FColor;
6102 end;
6105 procedure TPlayer.AllRulez(Health: Boolean);
6106 var
6107 a: Integer;
6108 begin
6109 if Health then
6110 begin
6111 FHealth := PLAYER_HP_LIMIT;
6112 FArmor := PLAYER_AP_LIMIT;
6113 Exit;
6114 end;
6116 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6117 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6118 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6119 end;
6121 procedure TPlayer.RestoreHealthArmor();
6122 begin
6123 FHealth := PLAYER_HP_LIMIT;
6124 FArmor := PLAYER_AP_LIMIT;
6125 end;
6127 procedure TPlayer.FragCombo();
6128 var
6129 Param: Integer;
6130 begin
6131 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6132 Exit;
6133 if gTime - FLastFrag < FRAG_COMBO_TIME then
6134 begin
6135 if FFragCombo < 5 then
6136 Inc(FFragCombo);
6137 Param := FUID or (FFragCombo shl 16);
6138 if (FComboEvnt >= Low(gDelayedEvents)) and
6139 (FComboEvnt <= High(gDelayedEvents)) and
6140 gDelayedEvents[FComboEvnt].Pending and
6141 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6142 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6143 begin
6144 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6145 gDelayedEvents[FComboEvnt].DENum := Param;
6146 end
6147 else
6148 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6149 end
6150 else
6151 FFragCombo := 1;
6153 FLastFrag := gTime;
6154 end;
6156 procedure TPlayer.GiveItem(ItemType: Byte);
6157 begin
6158 case ItemType of
6159 ITEM_SUIT:
6160 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6161 begin
6162 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6163 end;
6165 ITEM_OXYGEN:
6166 if FAir < AIR_MAX then
6167 begin
6168 FAir := AIR_MAX;
6169 end;
6171 ITEM_MEDKIT_BLACK:
6172 begin
6173 if not (R_BERSERK in FRulez) then
6174 begin
6175 Include(FRulez, R_BERSERK);
6176 if FBFGFireCounter < 1 then
6177 begin
6178 FCurrWeap := WEAPON_KASTET;
6179 resetWeaponQueue();
6180 FModel.SetWeapon(WEAPON_KASTET);
6181 end;
6182 if gFlash <> 0 then
6183 Inc(FPain, 100);
6184 FBerserk := gTime+30000;
6185 end;
6186 if FHealth < PLAYER_HP_SOFT then
6187 begin
6188 FHealth := PLAYER_HP_SOFT;
6189 FBerserk := gTime+30000;
6190 end;
6191 end;
6193 ITEM_INVUL:
6194 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6195 begin
6196 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6197 end;
6199 ITEM_INVIS:
6200 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6201 begin
6202 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6203 end;
6205 ITEM_JETPACK:
6206 if FJetFuel < JET_MAX then
6207 begin
6208 FJetFuel := JET_MAX;
6209 end;
6211 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6212 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6214 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6215 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6217 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6218 ITEM_SPHERE_WHITE:
6219 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6220 begin
6221 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6222 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6223 end;
6225 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6226 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6227 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6228 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6229 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6230 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6231 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6232 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6233 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6235 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6236 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6237 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6238 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6239 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6240 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6241 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6242 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6243 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6245 ITEM_AMMO_BACKPACK:
6246 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6247 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6248 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6249 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6250 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6251 begin
6252 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6253 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6254 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6255 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6256 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6258 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6259 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6260 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6261 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6263 FRulez := FRulez + [R_ITEM_BACKPACK];
6264 end;
6266 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6267 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6268 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6270 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6271 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6273 else
6274 Exit;
6275 end;
6276 if g_Game_IsNet and g_Game_IsServer then
6277 MH_SEND_PlayerStats(FUID);
6278 end;
6280 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6281 var
6282 id, i: DWORD;
6283 Anim: TAnimation;
6284 begin
6285 if (Random(5) = 1) and (Times = 1) then
6286 Exit;
6288 if BodyInLiquid(0, 0) then
6289 begin
6290 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6291 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6292 if Random(2) = 0 then
6293 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6294 else
6295 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6296 Exit;
6297 end;
6299 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6300 begin
6301 for i := 1 to Times do
6302 begin
6303 Anim := TAnimation.Create(id, False, 3);
6304 Anim.Alpha := 150;
6305 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6306 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6307 Anim.Free();
6308 end;
6309 end;
6310 end;
6312 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6313 var
6314 id, i: DWORD;
6315 Anim: TAnimation;
6316 begin
6317 if (Random(10) = 1) and (Times = 1) then
6318 Exit;
6320 if g_Frames_Get(id, 'FRAMES_FLAME') then
6321 begin
6322 for i := 1 to Times do
6323 begin
6324 Anim := TAnimation.Create(id, False, 3);
6325 Anim.Alpha := 0;
6326 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6327 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6328 Anim.Free();
6329 end;
6330 end;
6331 end;
6333 procedure TPlayer.PauseSounds(Enable: Boolean);
6334 begin
6335 FSawSound.Pause(Enable);
6336 FSawSoundIdle.Pause(Enable);
6337 FSawSoundHit.Pause(Enable);
6338 FSawSoundSelect.Pause(Enable);
6339 end;
6341 { T C o r p s e : }
6343 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6344 begin
6345 g_Obj_Init(@FObj);
6346 FObj.X := X;
6347 FObj.Y := Y;
6348 FObj.Rect := PLAYER_CORPSERECT;
6349 FModelName := ModelName;
6350 FMess := aMess;
6352 if FMess then
6353 begin
6354 FState := CORPSE_STATE_MESS;
6355 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6356 end
6357 else
6358 begin
6359 FState := CORPSE_STATE_NORMAL;
6360 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6361 end;
6362 end;
6364 destructor TCorpse.Destroy();
6365 begin
6366 FAnimation.Free();
6368 inherited;
6369 end;
6371 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6373 procedure TCorpse.positionChanged (); inline; begin end;
6375 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6376 begin
6377 if (dx <> 0) or (dy <> 0) then
6378 begin
6379 FObj.X += dx;
6380 FObj.Y += dy;
6381 positionChanged();
6382 end;
6383 end;
6386 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6387 begin
6388 x := FObj.X+PLAYER_CORPSERECT.X;
6389 y := FObj.Y+PLAYER_CORPSERECT.Y;
6390 w := PLAYER_CORPSERECT.Width;
6391 h := PLAYER_CORPSERECT.Height;
6392 end;
6395 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6396 var
6397 pm: TPlayerModel;
6398 Blood: TModelBlood;
6399 begin
6400 if FState = CORPSE_STATE_REMOVEME then
6401 Exit;
6403 FDamage := FDamage + Value;
6405 if FDamage > 150 then
6406 begin
6407 if FAnimation <> nil then
6408 begin
6409 FAnimation.Free();
6410 FAnimation := nil;
6412 FState := CORPSE_STATE_REMOVEME;
6414 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6415 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6416 FModelName, FColor);
6417 // Çâóê ìÿñà îò òðóïà:
6418 pm := g_PlayerModel_Get(FModelName);
6419 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6420 pm.Free;
6422 // Çëîâåùèé ñìåõ:
6423 if (gBodyKillEvent <> -1)
6424 and gDelayedEvents[gBodyKillEvent].Pending then
6425 gDelayedEvents[gBodyKillEvent].Pending := False;
6426 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6427 end;
6428 end
6429 else
6430 begin
6431 Blood := g_PlayerModel_GetBlood(FModelName);
6432 FObj.Vel.X := FObj.Vel.X + vx;
6433 FObj.Vel.Y := FObj.Vel.Y + vy;
6434 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6435 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6436 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6437 Blood.R, Blood.G, Blood.B, Blood.Kind);
6438 end;
6439 end;
6441 procedure TCorpse.Draw();
6442 begin
6443 if FState = CORPSE_STATE_REMOVEME then
6444 Exit;
6446 if FAnimation <> nil then
6447 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6449 if FAnimationMask <> nil then
6450 begin
6451 e_Colors := FColor;
6452 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6453 e_Colors.R := 255;
6454 e_Colors.G := 255;
6455 e_Colors.B := 255;
6456 end;
6457 end;
6459 procedure TCorpse.Update();
6460 var
6461 st: Word;
6462 begin
6463 if FState = CORPSE_STATE_REMOVEME then
6464 Exit;
6466 if gTime mod (GAME_TICK*2) <> 0 then
6467 begin
6468 g_Obj_Move(@FObj, True, True, True);
6469 positionChanged(); // this updates spatial accelerators
6470 Exit;
6471 end;
6473 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6474 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6476 st := g_Obj_Move(@FObj, True, True, True);
6477 positionChanged(); // this updates spatial accelerators
6479 if WordBool(st and MOVE_FALLOUT) then
6480 begin
6481 FState := CORPSE_STATE_REMOVEME;
6482 Exit;
6483 end;
6485 if FAnimation <> nil then
6486 FAnimation.Update();
6487 if FAnimationMask <> nil then
6488 FAnimationMask.Update();
6489 end;
6492 procedure TCorpse.SaveState (st: TStream);
6493 var
6494 anim: Boolean;
6495 begin
6496 assert(st <> nil);
6498 // Ñèãíàòóðà òðóïà
6499 utils.writeSign(st, 'CORP');
6500 utils.writeInt(st, Byte(0));
6501 // Ñîñòîÿíèå
6502 utils.writeInt(st, Byte(FState));
6503 // Íàêîïëåííûé óðîí
6504 utils.writeInt(st, Byte(FDamage));
6505 // Öâåò
6506 utils.writeInt(st, Byte(FColor.R));
6507 utils.writeInt(st, Byte(FColor.G));
6508 utils.writeInt(st, Byte(FColor.B));
6509 // Îáúåêò òðóïà
6510 Obj_SaveState(st, @FObj);
6511 utils.writeInt(st, Word(FPlayerUID));
6512 // Åñòü ëè àíèìàöèÿ
6513 anim := (FAnimation <> nil);
6514 utils.writeBool(st, anim);
6515 // Åñëè åñòü - ñîõðàíÿåì
6516 if anim then FAnimation.SaveState(st);
6517 // Åñòü ëè ìàñêà àíèìàöèè
6518 anim := (FAnimationMask <> nil);
6519 utils.writeBool(st, anim);
6520 // Åñëè åñòü - ñîõðàíÿåì
6521 if anim then FAnimationMask.SaveState(st);
6522 end;
6525 procedure TCorpse.LoadState (st: TStream);
6526 var
6527 anim: Boolean;
6528 begin
6529 assert(st <> nil);
6531 // Ñèãíàòóðà òðóïà
6532 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6533 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6534 // Ñîñòîÿíèå
6535 FState := utils.readByte(st);
6536 // Íàêîïëåííûé óðîí
6537 FDamage := utils.readByte(st);
6538 // Öâåò
6539 FColor.R := utils.readByte(st);
6540 FColor.G := utils.readByte(st);
6541 FColor.B := utils.readByte(st);
6542 // Îáúåêò òðóïà
6543 Obj_LoadState(@FObj, st);
6544 FPlayerUID := utils.readWord(st);
6545 // Åñòü ëè àíèìàöèÿ
6546 anim := utils.readBool(st);
6547 // Åñëè åñòü - çàãðóæàåì
6548 if anim then
6549 begin
6550 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6551 FAnimation.LoadState(st);
6552 end;
6553 // Åñòü ëè ìàñêà àíèìàöèè
6554 anim := utils.readBool(st);
6555 // Åñëè åñòü - çàãðóæàåì
6556 if anim then
6557 begin
6558 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6559 FAnimationMask.LoadState(st);
6560 end;
6561 end;
6563 { T B o t : }
6565 constructor TBot.Create();
6566 var
6567 a: Integer;
6568 begin
6569 inherited Create();
6571 FPhysics := True;
6572 FSpectator := False;
6573 FGhost := False;
6575 FIamBot := True;
6577 Inc(gNumBots);
6579 for a := WP_FIRST to WP_LAST do
6580 begin
6581 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6582 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6583 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6584 end;
6585 end;
6587 destructor TBot.Destroy();
6588 begin
6589 Dec(gNumBots);
6590 inherited Destroy();
6591 end;
6593 procedure TBot.Draw();
6594 begin
6595 inherited Draw();
6597 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6598 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6599 end;
6601 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6602 begin
6603 inherited Respawn(Silent, Force);
6605 FAIFlags := nil;
6606 FSelectedWeapon := FCurrWeap;
6607 resetWeaponQueue();
6608 FTargetUID := 0;
6609 end;
6611 procedure TBot.UpdateCombat();
6612 type
6613 TTarget = record
6614 UID: Word;
6615 X, Y: Integer;
6616 Rect: TRectWH;
6617 cX, cY: Integer;
6618 Dist: Word;
6619 Line: Boolean;
6620 Visible: Boolean;
6621 IsPlayer: Boolean;
6622 end;
6624 TTargetRecord = array of TTarget;
6626 function Compare(a, b: TTarget): Integer;
6627 begin
6628 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6629 Result := -1
6630 else
6631 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6632 Result := 1
6633 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6634 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6635 begin
6636 if a.Dist > b.Dist then // B áëèæå
6637 Result := 1
6638 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6639 Result := -1;
6640 end
6641 else // Ñòðàííî -> A
6642 Result := -1;
6643 end;
6645 var
6646 a, x1, y1, x2, y2: Integer;
6647 targets: TTargetRecord;
6648 ammo: Word;
6649 Target, BestTarget: TTarget;
6650 firew, fireh: Integer;
6651 angle: SmallInt;
6652 mon: TMonster;
6653 pla, tpla: TPlayer;
6654 vsPlayer, vsMonster, ok: Boolean;
6657 function monsUpdate (mon: TMonster): Boolean;
6658 begin
6659 result := false; // don't stop
6660 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6661 begin
6662 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6664 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6665 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6667 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6668 if g_TraceVector(x1, y1, x2, y2) then
6669 begin
6670 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6671 SetLength(targets, Length(targets)+1);
6672 with targets[High(targets)] do
6673 begin
6674 UID := mon.UID;
6675 X := mon.Obj.X;
6676 Y := mon.Obj.Y;
6677 cX := x2;
6678 cY := y2;
6679 Rect := mon.Obj.Rect;
6680 Dist := g_PatchLength(x1, y1, x2, y2);
6681 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6682 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6683 Visible := True;
6684 IsPlayer := False;
6685 end;
6686 end;
6687 end;
6688 end;
6690 begin
6691 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6692 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6694 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6695 if FCurrWeap <> FSelectedWeapon then
6696 NextWeapon();
6698 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6699 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6700 begin
6701 RemoveAIFlag('NEEDFIRE');
6703 case FCurrWeap of
6704 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6705 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6706 else PressKey(KEY_FIRE);
6707 end;
6708 end;
6710 // Êîîðäèíàòû ñòâîëà:
6711 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6712 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6714 Target.UID := FTargetUID;
6716 ok := False;
6717 if Target.UID <> 0 then
6718 begin // Öåëü åñòü - íàñòðàèâàåì
6719 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6720 vsPlayer then
6721 begin // Èãðîê
6722 tpla := g_Player_Get(Target.UID);
6723 if tpla <> nil then
6724 with tpla do
6725 begin
6726 if (@FObj) <> nil then
6727 begin
6728 Target.X := FObj.X;
6729 Target.Y := FObj.Y;
6730 end;
6731 end;
6733 Target.cX := Target.X + PLAYER_RECT_CX;
6734 Target.cY := Target.Y + PLAYER_RECT_CY;
6735 Target.Rect := PLAYER_RECT;
6736 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6737 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6738 (y1-4 > Target.Y+PLAYER_RECT.Y);
6739 Target.IsPlayer := True;
6740 ok := True;
6741 end
6742 else
6743 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6744 vsMonster then
6745 begin // Ìîíñòð
6746 mon := g_Monsters_ByUID(Target.UID);
6747 if mon <> nil then
6748 begin
6749 Target.X := mon.Obj.X;
6750 Target.Y := mon.Obj.Y;
6752 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6753 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6754 Target.Rect := mon.Obj.Rect;
6755 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6756 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6757 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6758 Target.IsPlayer := False;
6759 ok := True;
6760 end;
6761 end;
6762 end;
6764 if not ok then
6765 begin // Öåëè íåò - îáíóëÿåì
6766 Target.X := 0;
6767 Target.Y := 0;
6768 Target.cX := 0;
6769 Target.cY := 0;
6770 Target.Visible := False;
6771 Target.Line := False;
6772 Target.IsPlayer := False;
6773 end;
6775 targets := nil;
6777 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6778 if (not Target.Line) or (not Target.Visible) then
6779 begin
6780 // Èãðîêè:
6781 if vsPlayer then
6782 for a := 0 to High(gPlayers) do
6783 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6784 (gPlayers[a].FUID <> FUID) and
6785 (not SameTeam(FUID, gPlayers[a].FUID)) and
6786 (not gPlayers[a].NoTarget) and
6787 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6788 begin
6789 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6790 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6791 Continue;
6793 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6794 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6796 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6797 if g_TraceVector(x1, y1, x2, y2) then
6798 begin
6799 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6800 SetLength(targets, Length(targets)+1);
6801 with targets[High(targets)] do
6802 begin
6803 UID := gPlayers[a].FUID;
6804 X := gPlayers[a].FObj.X;
6805 Y := gPlayers[a].FObj.Y;
6806 cX := x2;
6807 cY := y2;
6808 Rect := PLAYER_RECT;
6809 Dist := g_PatchLength(x1, y1, x2, y2);
6810 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6811 (y1-4 > Target.Y+PLAYER_RECT.Y);
6812 Visible := True;
6813 IsPlayer := True;
6814 end;
6815 end;
6816 end;
6818 // Ìîíñòðû:
6819 if vsMonster then g_Mons_ForEach(monsUpdate);
6820 end;
6822 // Åñëè åñòü âîçìîæíûå öåëè:
6823 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6824 if targets <> nil then
6825 begin
6826 // Âûáèðàåì íàèëó÷øóþ öåëü:
6827 BestTarget := targets[0];
6828 if Length(targets) > 1 then
6829 for a := 1 to High(targets) do
6830 if Compare(BestTarget, targets[a]) = 1 then
6831 BestTarget := targets[a];
6833 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6834 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6835 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6836 begin
6837 Target := BestTarget;
6839 if (Healthy() = 3) or ((Healthy() = 2)) then
6840 begin // Åñëè çäîðîâû - äîãîíÿåì
6841 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6842 SetAIFlag('GORIGHT', '1');
6843 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6844 SetAIFlag('GOLEFT', '1');
6845 end
6846 else
6847 begin // Åñëè ïîáèòû - óáåãàåì
6848 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6849 SetAIFlag('GORIGHT', '1');
6850 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6851 SetAIFlag('GOLEFT', '1');
6852 end;
6854 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6855 SelectWeapon(Abs(x1-Target.cX));
6856 end;
6857 end;
6859 // Åñëè åñòü öåëü:
6860 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6861 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6862 if Target.UID <> 0 then
6863 begin
6864 if not TargetOnScreen(Target.X + Target.Rect.X,
6865 Target.Y + Target.Rect.Y) then
6866 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6867 if (Healthy() = 3) or ((Healthy() = 2)) then
6868 begin // Åñëè çäîðîâû - äîãîíÿåì
6869 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6870 SetAIFlag('GORIGHT', '1');
6871 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6872 SetAIFlag('GOLEFT', '1');
6873 end
6874 else
6875 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6876 Target.UID := 0;
6877 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6878 SetAIFlag('GORIGHT', '1');
6879 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6880 SetAIFlag('GOLEFT', '1');
6881 end;
6882 end
6883 else
6884 begin // Öåëü ïîêà íà "ýêðàíå"
6885 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6886 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6887 FLastVisible := gTime;
6888 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6889 if (Abs(FObj.Y-Target.Y) <= 128) then
6890 begin
6891 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6892 SetAIFlag('GORIGHT', '1');
6893 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6894 SetAIFlag('GOLEFT', '1');
6895 end;
6896 end;
6898 // Âûáèðàåì óãîë ââåðõ:
6899 if FDirection = TDirection.D_LEFT then
6900 angle := ANGLE_LEFTUP
6901 else
6902 angle := ANGLE_RIGHTUP;
6904 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6905 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6907 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6908 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6909 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6910 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6911 Target.Rect.Width, Target.Rect.Height) and
6912 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6913 begin // òî íóæíî ñòðåëÿòü ââåðõ
6914 SetAIFlag('NEEDFIRE', '1');
6915 SetAIFlag('NEEDSEEUP', '1');
6916 end;
6918 // Âûáèðàåì óãîë âíèç:
6919 if FDirection = TDirection.D_LEFT then
6920 angle := ANGLE_LEFTDOWN
6921 else
6922 angle := ANGLE_RIGHTDOWN;
6924 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6925 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6927 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6928 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6929 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6930 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6931 Target.Rect.Width, Target.Rect.Height) and
6932 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6933 begin // òî íóæíî ñòðåëÿòü âíèç
6934 SetAIFlag('NEEDFIRE', '1');
6935 SetAIFlag('NEEDSEEDOWN', '1');
6936 end;
6938 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6939 if Target.Visible and
6940 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6941 (y1-4 > Target.Y+Target.Rect.Y) then
6942 begin
6943 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6944 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6945 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6946 begin // òî íóæíî ñòðåëÿòü âïåðåä
6947 SetAIFlag('NEEDFIRE', '1');
6948 SetAIFlag('NEEDSEEDOWN', '');
6949 SetAIFlag('NEEDSEEUP', '');
6950 end;
6951 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6952 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6953 if GetRnd(FDifficult.CloseJump) then
6954 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6955 if Abs(FObj.X-Target.X) < 128 then
6956 a := 4
6957 else
6958 a := 30;
6959 if Random(a) = 0 then
6960 SetAIFlag('NEEDJUMP', '1');
6961 end;
6962 end;
6964 // Åñëè öåëü âñå åùå åñòü:
6965 if Target.UID <> 0 then
6966 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6967 Target.UID := 0 // òî çàáûòü öåëü
6968 else // Åñëè âèäåëè íåäàâíî
6969 begin // íî öåëü óáèëè
6970 if Target.IsPlayer then
6971 begin // Öåëü - èãðîê
6972 pla := g_Player_Get(Target.UID);
6973 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6974 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6975 Target.UID := 0; // òî çàáûòü öåëü
6976 end
6977 else
6978 begin // Öåëü - ìîíñòð
6979 mon := g_Monsters_ByUID(Target.UID);
6980 if (mon = nil) or (not mon.alive) then
6981 Target.UID := 0; // òî çàáûòü öåëü
6982 end;
6983 end;
6984 end; // if Target.UID <> 0
6986 FTargetUID := Target.UID;
6988 // Åñëè âîçìîæíûõ öåëåé íåò:
6989 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6990 if targets = nil then
6991 if GetAIFlag('ATTACKLEFT') <> '' then
6992 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6993 RemoveAIFlag('ATTACKLEFT');
6995 SetAIFlag('NEEDJUMP', '1');
6997 if RunDirection() = TDirection.D_RIGHT then
6998 begin // Èäåì íå â òó ñòîðîíó
6999 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7000 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7001 SetAIFlag('NEEDFIRE', '1');
7002 SetAIFlag('GOLEFT', '1');
7003 end;
7004 end
7005 else
7006 begin // Èäåì â íóæíóþ ñòîðîíó
7007 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7008 SetAIFlag('NEEDFIRE', '1');
7009 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7010 SetAIFlag('GORIGHT', '1');
7011 end;
7012 end
7013 else
7014 if GetAIFlag('ATTACKRIGHT') <> '' then
7015 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7016 RemoveAIFlag('ATTACKRIGHT');
7018 SetAIFlag('NEEDJUMP', '1');
7020 if RunDirection() = TDirection.D_LEFT then
7021 begin // Èäåì íå â òó ñòîðîíó
7022 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7023 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7024 SetAIFlag('NEEDFIRE', '1');
7025 SetAIFlag('GORIGHT', '1');
7026 end;
7027 end
7028 else
7029 begin
7030 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7031 SetAIFlag('NEEDFIRE', '1');
7032 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7033 SetAIFlag('GOLEFT', '1');
7034 end;
7035 end;
7037 //HACK! (does it belongs there?)
7038 RealizeCurrentWeapon();
7040 // Åñëè åñòü âîçìîæíûå öåëè:
7041 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7042 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7043 for a := 0 to High(targets) do
7044 begin
7045 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7046 if GetRnd(FDifficult.DiagFire) then
7047 begin
7048 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7049 if FDirection = TDirection.D_LEFT then
7050 angle := ANGLE_LEFTUP
7051 else
7052 angle := ANGLE_RIGHTUP;
7054 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7055 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7057 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7058 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7059 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7060 targets[a].Rect.Width, targets[a].Rect.Height) and
7061 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7062 begin
7063 SetAIFlag('NEEDFIRE', '1');
7064 SetAIFlag('NEEDSEEUP', '1');
7065 end;
7067 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7068 if FDirection = TDirection.D_LEFT then
7069 angle := ANGLE_LEFTDOWN
7070 else
7071 angle := ANGLE_RIGHTDOWN;
7073 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7074 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7076 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7077 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7078 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7079 targets[a].Rect.Width, targets[a].Rect.Height) and
7080 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7081 begin
7082 SetAIFlag('NEEDFIRE', '1');
7083 SetAIFlag('NEEDSEEDOWN', '1');
7084 end;
7085 end;
7087 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7088 if targets[a].Line and targets[a].Visible and
7089 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7090 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7091 begin
7092 SetAIFlag('NEEDFIRE', '1');
7093 Break;
7094 end;
7095 end;
7097 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7098 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7099 PLAYER_RECT.Width, PLAYER_RECT.Height,
7100 40+GetInterval(FDifficult.Cover, 40)) then
7101 SetAIFlag('NEEDJUMP', '1');
7103 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7104 ammo := GetAmmoByWeapon(FCurrWeap);
7105 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7106 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7107 (ammo = 0) then
7108 SetAIFlag('SELECTWEAPON', '1');
7110 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7111 if GetAIFlag('SELECTWEAPON') = '1' then
7112 begin
7113 SelectWeapon(-1);
7114 RemoveAIFlag('SELECTWEAPON');
7115 end;
7116 end;
7118 procedure TBot.Update();
7119 var
7120 EnableAI: Boolean;
7121 begin
7122 if not FAlive then
7123 begin // Respawn
7124 ReleaseKeys();
7125 PressKey(KEY_UP);
7126 end
7127 else
7128 begin
7129 EnableAI := True;
7131 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7132 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7133 EnableAI := False;
7134 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7135 EnableAI := False;
7136 if g_debug_BotAIOff = 3 then
7137 EnableAI := False;
7139 if EnableAI then
7140 begin
7141 UpdateMove();
7142 UpdateCombat();
7143 end
7144 else
7145 begin
7146 RealizeCurrentWeapon();
7147 end;
7148 end;
7150 inherited Update();
7151 end;
7153 procedure TBot.ReleaseKey(Key: Byte);
7154 begin
7155 with FKeys[Key] do
7156 begin
7157 Pressed := False;
7158 Time := 0;
7159 end;
7160 end;
7162 function TBot.KeyPressed(Key: Word): Boolean;
7163 begin
7164 Result := FKeys[Key].Pressed;
7165 end;
7167 function TBot.GetAIFlag(aName: String20): String20;
7168 var
7169 a: Integer;
7170 begin
7171 Result := '';
7173 aName := LowerCase(aName);
7175 if FAIFlags <> nil then
7176 for a := 0 to High(FAIFlags) do
7177 if LowerCase(FAIFlags[a].Name) = aName then
7178 begin
7179 Result := FAIFlags[a].Value;
7180 Break;
7181 end;
7182 end;
7184 procedure TBot.RemoveAIFlag(aName: String20);
7185 var
7186 a, b: Integer;
7187 begin
7188 if FAIFlags = nil then Exit;
7190 aName := LowerCase(aName);
7192 for a := 0 to High(FAIFlags) do
7193 if LowerCase(FAIFlags[a].Name) = aName then
7194 begin
7195 if a <> High(FAIFlags) then
7196 for b := a to High(FAIFlags)-1 do
7197 FAIFlags[b] := FAIFlags[b+1];
7199 SetLength(FAIFlags, Length(FAIFlags)-1);
7200 Break;
7201 end;
7202 end;
7204 procedure TBot.SetAIFlag(aName, fValue: String20);
7205 var
7206 a: Integer;
7207 ok: Boolean;
7208 begin
7209 a := 0;
7210 ok := False;
7212 aName := LowerCase(aName);
7214 if FAIFlags <> nil then
7215 for a := 0 to High(FAIFlags) do
7216 if LowerCase(FAIFlags[a].Name) = aName then
7217 begin
7218 ok := True;
7219 Break;
7220 end;
7222 if ok then FAIFlags[a].Value := fValue
7223 else
7224 begin
7225 SetLength(FAIFlags, Length(FAIFlags)+1);
7226 with FAIFlags[High(FAIFlags)] do
7227 begin
7228 Name := aName;
7229 Value := fValue;
7230 end;
7231 end;
7232 end;
7234 procedure TBot.UpdateMove;
7236 procedure GoLeft(Time: Word = 1);
7237 begin
7238 ReleaseKey(KEY_LEFT);
7239 ReleaseKey(KEY_RIGHT);
7240 PressKey(KEY_LEFT, Time);
7241 SetDirection(TDirection.D_LEFT);
7242 end;
7244 procedure GoRight(Time: Word = 1);
7245 begin
7246 ReleaseKey(KEY_LEFT);
7247 ReleaseKey(KEY_RIGHT);
7248 PressKey(KEY_RIGHT, Time);
7249 SetDirection(TDirection.D_RIGHT);
7250 end;
7252 function Rnd(a: Word): Boolean;
7253 begin
7254 Result := Random(a) = 0;
7255 end;
7257 procedure Turn(Time: Word = 1200);
7258 begin
7259 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7260 end;
7262 procedure Stop();
7263 begin
7264 ReleaseKey(KEY_LEFT);
7265 ReleaseKey(KEY_RIGHT);
7266 end;
7268 function CanRunLeft(): Boolean;
7269 begin
7270 Result := not CollideLevel(-1, 0);
7271 end;
7273 function CanRunRight(): Boolean;
7274 begin
7275 Result := not CollideLevel(1, 0);
7276 end;
7278 function CanRun(): Boolean;
7279 begin
7280 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7281 end;
7283 procedure Jump(Time: Word = 30);
7284 begin
7285 PressKey(KEY_JUMP, Time);
7286 end;
7288 function NearHole(): Boolean;
7289 var
7290 x, sx: Integer;
7291 begin
7292 { TODO 5 : Ëåñòíèöû }
7293 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7294 for x := 1 to PLAYER_RECT.Width do
7295 if (not StayOnStep(x*sx, 0)) and
7296 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7297 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7298 begin
7299 Result := True;
7300 Exit;
7301 end;
7303 Result := False;
7304 end;
7306 function BorderHole(): Boolean;
7307 var
7308 x, sx, xx: Integer;
7309 begin
7310 { TODO 5 : Ëåñòíèöû }
7311 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7312 for x := 1 to PLAYER_RECT.Width do
7313 if (not StayOnStep(x*sx, 0)) and
7314 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7315 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7316 begin
7317 for xx := x to x+32 do
7318 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7319 begin
7320 Result := True;
7321 Exit;
7322 end;
7323 end;
7325 Result := False;
7326 end;
7328 function NearDeepHole(): Boolean;
7329 var
7330 x, sx, y: Integer;
7331 begin
7332 Result := False;
7334 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7335 y := 3;
7337 for x := 1 to PLAYER_RECT.Width do
7338 if (not StayOnStep(x*sx, 0)) and
7339 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7340 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7341 begin
7342 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7343 begin
7344 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7345 y := y+1;
7346 end;
7348 Result := True;
7349 end else Result := False;
7350 end;
7352 function OverDeepHole(): Boolean;
7353 var
7354 y: Integer;
7355 begin
7356 Result := False;
7358 y := 1;
7359 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7360 begin
7361 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7362 y := y+1;
7363 end;
7365 Result := True;
7366 end;
7368 function OnGround(): Boolean;
7369 begin
7370 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7371 end;
7373 function OnLadder(): Boolean;
7374 begin
7375 Result := FullInStep(0, 0);
7376 end;
7378 function BelowLadder(): Boolean;
7379 begin
7380 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7381 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7382 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7383 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7384 end;
7386 function BelowLiftUp(): Boolean;
7387 begin
7388 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7389 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7390 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7391 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7392 end;
7394 function OnTopLift(): Boolean;
7395 begin
7396 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7397 end;
7399 function CanJumpOver(): Boolean;
7400 var
7401 sx, y: Integer;
7402 begin
7403 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7405 Result := False;
7407 if not CollideLevel(sx, 0) then Exit;
7409 for y := 1 to BOT_MAXJUMP do
7410 if CollideLevel(0, -y) then Exit else
7411 if not CollideLevel(sx, -y) then
7412 begin
7413 Result := True;
7414 Exit;
7415 end;
7416 end;
7418 function CanJumpUp(Dist: ShortInt): Boolean;
7419 var
7420 y, yy: Integer;
7421 c: Boolean;
7422 begin
7423 Result := False;
7425 if CollideLevel(Dist, 0) then Exit;
7427 c := False;
7428 for y := 0 to BOT_MAXJUMP do
7429 if CollideLevel(Dist, -y) then
7430 begin
7431 c := True;
7432 Break;
7433 end;
7435 if not c then Exit;
7437 c := False;
7438 for yy := y+1 to BOT_MAXJUMP do
7439 if not CollideLevel(Dist, -yy) then
7440 begin
7441 c := True;
7442 Break;
7443 end;
7445 if not c then Exit;
7447 c := False;
7448 for y := 0 to BOT_MAXJUMP do
7449 if CollideLevel(0, -y) then
7450 begin
7451 c := True;
7452 Break;
7453 end;
7455 if c then Exit;
7457 if y < yy then Exit;
7459 Result := True;
7460 end;
7462 function IsSafeTrigger(): Boolean;
7463 var
7464 a: Integer;
7465 begin
7466 Result := True;
7467 if gTriggers = nil then
7468 Exit;
7469 for a := 0 to High(gTriggers) do
7470 if Collide(gTriggers[a].X,
7471 gTriggers[a].Y,
7472 gTriggers[a].Width,
7473 gTriggers[a].Height) and
7474 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7475 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7476 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7477 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7478 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7479 Result := False;
7480 end;
7482 begin
7483 // Âîçìîæíî, íàæèìàåì êíîïêó:
7484 if Rnd(16) and IsSafeTrigger() then
7485 PressKey(KEY_OPEN);
7487 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7488 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7489 begin
7490 ReleaseKey(KEY_LEFT);
7491 ReleaseKey(KEY_RIGHT);
7492 Jump();
7493 end;
7495 // Èäåì âëåâî, åñëè íàäî áûëî:
7496 if GetAIFlag('GOLEFT') <> '' then
7497 begin
7498 RemoveAIFlag('GOLEFT');
7499 if CanRunLeft() then
7500 GoLeft(360);
7501 end;
7503 // Èäåì âïðàâî, åñëè íàäî áûëî:
7504 if GetAIFlag('GORIGHT') <> '' then
7505 begin
7506 RemoveAIFlag('GORIGHT');
7507 if CanRunRight() then
7508 GoRight(360);
7509 end;
7511 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7512 if FObj.X < -32 then
7513 GoRight(360)
7514 else
7515 if FObj.X+32 > gMapInfo.Width then
7516 GoLeft(360);
7518 // Ïðûãàåì, åñëè íàäî áûëî:
7519 if GetAIFlag('NEEDJUMP') <> '' then
7520 begin
7521 Jump(0);
7522 RemoveAIFlag('NEEDJUMP');
7523 end;
7525 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7526 if GetAIFlag('NEEDSEEUP') <> '' then
7527 begin
7528 ReleaseKey(KEY_UP);
7529 ReleaseKey(KEY_DOWN);
7530 PressKey(KEY_UP, 20);
7531 RemoveAIFlag('NEEDSEEUP');
7532 end;
7534 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7535 if GetAIFlag('NEEDSEEDOWN') <> '' then
7536 begin
7537 ReleaseKey(KEY_UP);
7538 ReleaseKey(KEY_DOWN);
7539 PressKey(KEY_DOWN, 20);
7540 RemoveAIFlag('NEEDSEEDOWN');
7541 end;
7543 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7544 if GetAIFlag('GOINHOLE') <> '' then
7545 if not OnGround() then
7546 begin
7547 ReleaseKey(KEY_LEFT);
7548 ReleaseKey(KEY_RIGHT);
7549 RemoveAIFlag('GOINHOLE');
7550 SetAIFlag('FALLINHOLE', '1');
7551 end;
7553 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7554 if GetAIFlag('FALLINHOLE') <> '' then
7555 if OnGround() then
7556 RemoveAIFlag('FALLINHOLE');
7558 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7559 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7560 if GetAIFlag('FALLINHOLE') = '' then
7561 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7562 if Rnd(2) then
7563 GoLeft(360)
7564 else
7565 GoRight(360);
7567 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7568 if OnGround() and
7569 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7570 Rnd(8) then
7571 Jump();
7573 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7574 if OnGround() and NearHole() then
7575 if NearDeepHole() then // Åñëè ýòî áåçäíà
7576 case Random(6) of
7577 0..3: Turn(); // Áåæèì îáðàòíî
7578 4: Jump(); // Ïðûãàåì
7579 5: begin // Ïðûãàåì îáðàòíî
7580 Turn();
7581 Jump();
7582 end;
7583 end
7584 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7585 if GetAIFlag('GOINHOLE') = '' then
7586 case Random(6) of
7587 0: Turn(); // Íå íóæíî òóäà
7588 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7589 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7590 if BorderHole() then
7591 SetAIFlag('GOINHOLE', '1');
7592 end;
7594 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7595 if (not CanRun()) and OnGround() then
7596 begin
7597 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7598 if CanJumpOver() or OnLadder() then
7599 Jump()
7600 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7601 if Random(2) = 0 then
7602 begin
7603 if IsSafeTrigger() then
7604 PressKey(KEY_OPEN);
7605 end else
7606 Turn();
7607 end;
7609 // Îñòàëîñü ìàëî âîçäóõà:
7610 if FAir < 36 * 2 then
7611 Jump(20);
7613 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7614 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7615 if BodyInAcid(0, 0) then
7616 Jump();
7617 end;
7619 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7620 begin
7621 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7622 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7623 end;
7625 {function TBot.NeedItem(Item: Byte): Byte;
7626 begin
7627 Result := 4;
7628 end;}
7630 procedure TBot.SelectWeapon(Dist: Integer);
7631 var
7632 a: Integer;
7634 function HaveAmmo(weapon: Byte): Boolean;
7635 begin
7636 case weapon of
7637 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7638 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7639 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7640 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7641 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7642 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7643 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7644 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7645 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7646 else Result := True;
7647 end;
7648 end;
7650 begin
7651 if Dist = -1 then Dist := BOT_LONGDIST;
7653 if Dist > BOT_LONGDIST then
7654 begin // Äàëüíèé áîé
7655 for a := 0 to 9 do
7656 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7657 begin
7658 FSelectedWeapon := FDifficult.WeaponPrior[a];
7659 Break;
7660 end;
7661 end
7662 else //if Dist > BOT_UNSAFEDIST then
7663 begin // Áëèæíèé áîé
7664 for a := 0 to 9 do
7665 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7666 begin
7667 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7668 Break;
7669 end;
7670 end;
7671 { else
7672 begin
7673 for a := 0 to 9 do
7674 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7675 begin
7676 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7677 Break;
7678 end;
7679 end;}
7680 end;
7682 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7683 begin
7684 Result := inherited PickItem(ItemType, force, remove);
7686 if Result then SetAIFlag('SELECTWEAPON', '1');
7687 end;
7689 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7690 begin
7691 Result := inherited Heal(value, Soft);
7692 end;
7694 function TBot.Healthy(): Byte;
7695 begin
7696 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7697 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7698 else if (FHealth > 50) then Result := 2
7699 else if (FHealth > 20) then Result := 1
7700 else Result := 0;
7701 end;
7703 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7704 begin
7705 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7706 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7707 end;
7709 procedure TBot.OnDamage(Angle: SmallInt);
7710 var
7711 pla: TPlayer;
7712 mon: TMonster;
7713 ok: Boolean;
7714 begin
7715 inherited;
7717 if (Angle = 0) or (Angle = 180) then
7718 begin
7719 ok := False;
7720 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7721 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7722 begin // Èãðîê
7723 pla := g_Player_Get(FLastSpawnerUID);
7724 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7725 pla.FObj.Y + PLAYER_RECT.Y);
7726 end
7727 else
7728 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7729 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7730 begin // Ìîíñòð
7731 mon := g_Monsters_ByUID(FLastSpawnerUID);
7732 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7733 mon.Obj.Y + mon.Obj.Rect.Y);
7734 end;
7736 if ok then
7737 if Angle = 0 then
7738 SetAIFlag('ATTACKLEFT', '1')
7739 else
7740 SetAIFlag('ATTACKRIGHT', '1');
7741 end;
7742 end;
7744 function TBot.RunDirection(): TDirection;
7745 begin
7746 if Abs(Vel.X) >= 1 then
7747 begin
7748 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7749 end else
7750 Result := FDirection;
7751 end;
7753 function TBot.GetRnd(a: Byte): Boolean;
7754 begin
7755 if a = 0 then Result := False
7756 else if a = 255 then Result := True
7757 else Result := Random(256) > 255-a;
7758 end;
7760 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7761 begin
7762 Result := Round((255-a)/255*radius*(Random(2)-1));
7763 end;
7766 procedure TDifficult.save (st: TStream);
7767 begin
7768 utils.writeInt(st, Byte(DiagFire));
7769 utils.writeInt(st, Byte(InvisFire));
7770 utils.writeInt(st, Byte(DiagPrecision));
7771 utils.writeInt(st, Byte(FlyPrecision));
7772 utils.writeInt(st, Byte(Cover));
7773 utils.writeInt(st, Byte(CloseJump));
7774 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7775 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7776 end;
7778 procedure TDifficult.load (st: TStream);
7779 begin
7780 DiagFire := utils.readByte(st);
7781 InvisFire := utils.readByte(st);
7782 DiagPrecision := utils.readByte(st);
7783 FlyPrecision := utils.readByte(st);
7784 Cover := utils.readByte(st);
7785 CloseJump := utils.readByte(st);
7786 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7787 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7788 end;
7791 procedure TBot.SaveState (st: TStream);
7792 var
7793 i: Integer;
7794 dw: Integer;
7795 begin
7796 inherited SaveState(st);
7797 utils.writeSign(st, 'BOT0');
7798 // Âûáðàííîå îðóæèå
7799 utils.writeInt(st, Byte(FSelectedWeapon));
7800 // UID öåëè
7801 utils.writeInt(st, Word(FTargetUID));
7802 // Âðåìÿ ïîòåðè öåëè
7803 utils.writeInt(st, LongWord(FLastVisible));
7804 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7805 dw := Length(FAIFlags);
7806 utils.writeInt(st, LongInt(dw));
7807 // Ôëàãè ÈÈ
7808 for i := 0 to dw-1 do
7809 begin
7810 utils.writeStr(st, FAIFlags[i].Name, 20);
7811 utils.writeStr(st, FAIFlags[i].Value, 20);
7812 end;
7813 // Íàñòðîéêè ñëîæíîñòè
7814 FDifficult.save(st);
7815 end;
7818 procedure TBot.LoadState (st: TStream);
7819 var
7820 i: Integer;
7821 dw: Integer;
7822 begin
7823 inherited LoadState(st);
7824 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7825 // Âûáðàííîå îðóæèå
7826 FSelectedWeapon := utils.readByte(st);
7827 // UID öåëè
7828 FTargetUID := utils.readWord(st);
7829 // Âðåìÿ ïîòåðè öåëè
7830 FLastVisible := utils.readLongWord(st);
7831 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7832 dw := utils.readLongInt(st);
7833 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7834 SetLength(FAIFlags, dw);
7835 // Ôëàãè ÈÈ
7836 for i := 0 to dw-1 do
7837 begin
7838 FAIFlags[i].Name := utils.readStr(st, 20);
7839 FAIFlags[i].Value := utils.readStr(st, 20);
7840 end;
7841 // Íàñòðîéêè ñëîæíîñòè
7842 FDifficult.load(st);
7843 end;
7846 begin
7847 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7848 end.