DEADSOFTWARE

5430ba709c848c985c8d6c5ffedafe296143c09d
[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 {$MODE DELPHI}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
54 K_SIMPLEKILL = 0;
55 K_HARDKILL = 1;
56 K_EXTRAHARDKILL = 2;
57 K_FALLKILL = 3;
59 T_RESPAWN = 0;
60 T_SWITCH = 1;
61 T_USE = 2;
62 T_FLAGCAP = 3;
64 TEAM_NONE = 0;
65 TEAM_RED = 1;
66 TEAM_BLUE = 2;
67 TEAM_COOP = 3;
69 SHELL_BULLET = 0;
70 SHELL_SHELL = 1;
71 SHELL_DBLSHELL = 2;
73 ANGLE_NONE = Low(SmallInt);
75 CORPSE_STATE_REMOVEME = 0;
76 CORPSE_STATE_NORMAL = 1;
77 CORPSE_STATE_MESS = 2;
79 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
80 PLAYER_RECT_CX = 15+(34 div 2);
81 PLAYER_RECT_CY = 12+(52 div 2);
82 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
84 PLAYER_HP_SOFT = 100;
85 PLAYER_HP_LIMIT = 200;
86 PLAYER_AP_SOFT = 100;
87 PLAYER_AP_LIMIT = 200;
88 SUICIDE_DAMAGE = 112;
90 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
91 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
93 type
94 TPlayerStat = record
95 Ping: Word;
96 Loss: Byte;
97 Name: String;
98 Team: Byte;
99 Frags: SmallInt;
100 Deaths: SmallInt;
101 Lives: Byte;
102 Kills: Word;
103 Color: TRGB;
104 Spectator: Boolean;
105 end;
107 TPlayerStatArray = Array of TPlayerStat;
109 TPlayerSavedState = record
110 Health: Integer;
111 Armor: Integer;
112 Air: Integer;
113 JetFuel: Integer;
114 CurrWeap: Byte;
115 NextWeap: WORD;
116 NextWeapDelay: Byte;
117 Ammo: Array [A_BULLETS..A_CELLS] of Word;
118 MaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
119 Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
120 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
121 WaitRecall: Boolean;
122 end;
124 TKeyState = record
125 Pressed: Boolean;
126 Time: Word;
127 end;
129 TPlayer = class (TObject)
130 private
131 FIamBot: Boolean;
132 FUID: Word;
133 FName: String;
134 FTeam: Byte;
135 FLive: Boolean;
136 FSpawned: Boolean;
137 FDirection: TDirection;
138 FHealth: Integer;
139 FLives: Byte;
140 FArmor: Integer;
141 FAir: Integer;
142 FPain: Integer;
143 FPickup: Integer;
144 FKills: Integer;
145 FMonsterKills: Integer;
146 FFrags: Integer;
147 FFragCombo: Byte;
148 FLastFrag: LongWord;
149 FComboEvnt: Integer;
150 FDeath: Integer;
151 FCanJetpack: Boolean;
152 FJetFuel: Integer;
153 FFlag: Byte;
154 FSecrets: Integer;
155 FCurrWeap: Byte;
156 FNextWeap: WORD;
157 FNextWeapDelay: Byte; // frames
158 FBFGFireCounter: SmallInt;
159 FLastSpawnerUID: Word;
160 FLastHit: Byte;
161 FObj: TObj;
162 FXTo, FYTo: Integer;
163 FSpectatePlayer: Integer;
165 FSavedState: TPlayerSavedState;
167 FModel: TPlayerModel;
168 FActionPrior: Byte;
169 FActionAnim: Byte;
170 FActionForce: Boolean;
171 FActionChanged: Boolean;
172 FAngle: SmallInt;
173 FFireAngle: SmallInt;
174 FIncCam: Integer;
175 FShellTimer: Integer;
176 FShellType: Byte;
177 FSawSound: TPlayableSound;
178 FSawSoundIdle: TPlayableSound;
179 FSawSoundHit: TPlayableSound;
180 FSawSoundSelect: TPlayableSound;
181 FJetSoundOn: TPlayableSound;
182 FJetSoundOff: TPlayableSound;
183 FJetSoundFly: TPlayableSound;
184 FGodMode: Boolean;
185 FNoTarget: Boolean;
186 FNoReload: Boolean;
187 FJustTeleported: Boolean;
188 FNetTime: LongWord;
190 function CollideLevel(XInc, YInc: Integer): Boolean;
191 function StayOnStep(XInc, YInc: Integer): Boolean;
192 function HeadInLiquid(XInc, YInc: Integer): Boolean;
193 function BodyInLiquid(XInc, YInc: Integer): Boolean;
194 function BodyInAcid(XInc, YInc: Integer): Boolean;
195 function FullInLift(XInc, YInc: Integer): Integer;
196 {procedure CollideItem();}
197 procedure FlySmoke(Times: DWORD = 1);
198 function GetAmmoByWeapon(Weapon: Byte): Word;
199 procedure SetAction(Action: Byte; Force: Boolean = False);
200 procedure OnDamage(Angle: SmallInt); virtual;
201 function firediry(): Integer;
203 procedure Run(Direction: TDirection);
204 procedure NextWeapon();
205 procedure PrevWeapon();
206 procedure SeeUp();
207 procedure SeeDown();
208 procedure Fire();
209 procedure Jump();
210 procedure Use();
212 procedure cycleWeapon (dir: Integer);
213 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
214 procedure resetWeaponQueue ();
215 function hasAmmoForWeapon (weapon: Byte): Boolean;
217 public
218 FDamageBuffer: Integer;
220 FAmmo: Array [A_BULLETS..A_CELLS] of Word;
221 FMaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
222 FWeapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
223 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
224 FBerserk: Integer;
225 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
226 FReloading: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Word;
227 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
228 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
229 FColor: TRGB;
230 FPreferredTeam: Byte;
231 FSpectator: Boolean;
232 FNoRespawn: Boolean;
233 FWantsInGame: Boolean;
234 FGhost: Boolean;
235 FPhysics: Boolean;
236 FJetpack: Boolean;
237 FActualModelName: string;
238 FClientID: SmallInt;
239 FPing: Word;
240 FLoss: Byte;
241 FDummy: Boolean;
243 constructor Create(); virtual;
244 destructor Destroy(); override;
245 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
246 function GetRespawnPoint(): Byte;
247 procedure PressKey(Key: Byte; Time: Word = 1);
248 procedure ReleaseKeys();
249 procedure SetModel(ModelName: String);
250 procedure SetColor(Color: TRGB);
251 procedure SetWeapon(W: Byte);
252 function IsKeyPressed(K: Byte): Boolean;
253 function GetKeys(): Byte;
254 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
255 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
256 function Collide(Panel: TPanel): Boolean; overload;
257 function Collide(X, Y: Integer): Boolean; overload;
258 procedure SetDirection(Direction: TDirection);
259 procedure GetSecret();
260 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
261 procedure Touch();
262 procedure Push(vx, vy: Integer);
263 procedure ChangeModel(ModelName: String);
264 procedure SwitchTeam;
265 procedure ChangeTeam(Team: Byte);
266 procedure BFGHit();
267 function GetFlag(Flag: Byte): Boolean;
268 procedure SetFlag(Flag: Byte);
269 function DropFlag(): Boolean;
270 procedure AllRulez(Health: Boolean);
271 procedure RestoreHealthArmor();
272 procedure FragCombo();
273 procedure GiveItem(ItemType: Byte);
274 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
275 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
276 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
277 procedure MakeBloodSimple(Count: Word);
278 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
279 procedure Reset(Force: Boolean);
280 procedure Spectate(NoMove: Boolean = False);
281 procedure SwitchNoClip;
282 procedure SoftReset();
283 procedure Draw(); virtual;
284 procedure DrawPain();
285 procedure DrawPickup();
286 procedure DrawRulez();
287 procedure DrawAim();
288 procedure DrawBubble();
289 procedure DrawGUI();
290 procedure Update(); virtual;
291 procedure RememberState();
292 procedure RecallState();
293 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
294 procedure LoadState(var Mem: TBinMemoryReader); virtual;
295 procedure PauseSounds(Enable: Boolean);
296 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
297 procedure DoLerp(Level: Integer = 2);
298 procedure SetLerp(XTo, YTo: Integer);
299 procedure QueueWeaponSwitch(Weapon: Byte);
300 procedure RealizeCurrentWeapon();
301 procedure JetpackOn;
302 procedure JetpackOff;
304 property Name: String read FName write FName;
305 property Model: TPlayerModel read FModel;
306 property Health: Integer read FHealth write FHealth;
307 property Lives: Byte read FLives write FLives;
308 property Armor: Integer read FArmor write FArmor;
309 property Air: Integer read FAir write FAir;
310 property JetFuel: Integer read FJetFuel write FJetFuel;
311 property Frags: Integer read FFrags write FFrags;
312 property Death: Integer read FDeath write FDeath;
313 property Kills: Integer read FKills write FKills;
314 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
315 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
316 property Secrets: Integer read FSecrets;
317 property GodMode: Boolean read FGodMode write FGodMode;
318 property NoTarget: Boolean read FNoTarget write FNoTarget;
319 property NoReload: Boolean read FNoReload write FNoReload;
320 property Live: Boolean read FLive write FLive;
321 property Flag: Byte read FFlag;
322 property Team: Byte read FTeam write FTeam;
323 property Direction: TDirection read FDirection;
324 property GameX: Integer read FObj.X write FObj.X;
325 property GameY: Integer read FObj.Y write FObj.Y;
326 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
327 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
328 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
329 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
330 property Vel: TPoint2i read FObj.Vel;
331 property Obj: TObj read FObj;
332 property IncCam: Integer read FIncCam write FIncCam;
333 property UID: Word read FUID write FUID;
334 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
335 property NetTime: LongWord read FNetTime write FNetTime;
336 end;
338 TDifficult = record
339 DiagFire: Byte;
340 InvisFire: Byte;
341 DiagPrecision: Byte;
342 FlyPrecision: Byte;
343 Cover: Byte;
344 CloseJump: Byte;
345 WeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
346 CloseWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
347 //SafeWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
348 end;
350 TAIFlag = record
351 Name: String;
352 Value: String;
353 end;
355 TBot = class (TPlayer)
356 private
357 FSelectedWeapon: Byte;
358 FTargetUID: Word;
359 FLastVisible: DWORD;
360 FAIFlags: Array of TAIFlag;
361 FDifficult: TDifficult;
363 function GetRnd(a: Byte): Boolean;
364 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
365 function RunDirection(): TDirection;
366 function FullInStep(XInc, YInc: Integer): Boolean;
367 //function NeedItem(Item: Byte): Byte;
368 procedure SelectWeapon(Dist: Integer);
369 procedure SetAIFlag(fName, fValue: String20);
370 function GetAIFlag(fName: String20): String20;
371 procedure RemoveAIFlag(fName: String20);
372 function Healthy(): Byte;
373 procedure UpdateMove();
374 procedure UpdateCombat();
375 function KeyPressed(Key: Word): Boolean;
376 procedure ReleaseKey(Key: Byte);
377 function TargetOnScreen(TX, TY: Integer): Boolean;
378 procedure OnDamage(Angle: SmallInt); override;
380 public
381 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
382 constructor Create(); override;
383 destructor Destroy(); override;
384 procedure Draw(); override;
385 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
386 function Heal(value: Word; Soft: Boolean): Boolean; override;
387 procedure Update(); override;
388 procedure SaveState(var Mem: TBinMemoryWriter); override;
389 procedure LoadState(var Mem: TBinMemoryReader); override;
390 end;
392 TGib = record
393 Live: Boolean;
394 ID: DWORD;
395 MaskID: DWORD;
396 RAngle: Integer;
397 Color: TRGB;
398 Obj: TObj;
399 end;
401 TShell = record
402 SpriteID: DWORD;
403 Live: Boolean;
404 SType: Byte;
405 RAngle: Integer;
406 Timeout: Cardinal;
407 CX, CY: Integer;
408 Obj: TObj;
409 end;
411 TCorpse = class (TObject)
412 private
413 FModelName: String;
414 FMess: Boolean;
415 FState: Byte;
416 FDamage: Byte;
417 FColor: TRGB;
418 FObj: TObj;
419 FAnimation: TAnimation;
420 FAnimationMask: TAnimation;
422 public
423 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
424 destructor Destroy(); override;
425 procedure Damage(Value: Word; vx, vy: Integer);
426 procedure Update();
427 procedure Draw();
428 procedure SaveState(var Mem: TBinMemoryWriter);
429 procedure LoadState(var Mem: TBinMemoryReader);
431 property Obj: TObj read FObj;
432 property State: Byte read FState;
433 property Mess: Boolean read FMess;
434 end;
436 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
437 record
438 Goals: SmallInt;
439 end;
441 var
442 gPlayers: Array of TPlayer;
443 gCorpses: Array of TCorpse;
444 gGibs: Array of TGib;
445 gShells: Array of TShell;
446 gTeamStat: TTeamStat;
447 gFly: Boolean = False;
448 gAimLine: Boolean = False;
449 gChatBubble: Byte = 0;
450 gNumBots: Word = 0;
451 gLMSPID1: Word = 0;
452 gLMSPID2: Word = 0;
453 MAX_RUNVEL: Integer = 8;
454 VEL_JUMP: Integer = 10;
455 SHELL_TIMEOUT: Cardinal = 60000;
457 function Lerp(X, Y, Factor: Integer): Integer;
459 procedure g_Gibs_SetMax(Count: Word);
460 function g_Gibs_GetMax(): Word;
461 procedure g_Corpses_SetMax(Count: Word);
462 function g_Corpses_GetMax(): Word;
463 procedure g_Shells_SetMax(Count: Word);
464 function g_Shells_GetMax(): Word;
466 procedure g_Player_Init();
467 procedure g_Player_Free();
468 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
469 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
470 procedure g_Player_Remove(UID: Word);
471 procedure g_Player_ResetTeams();
472 procedure g_Player_UpdateAll();
473 procedure g_Player_DrawAll();
474 procedure g_Player_DrawDebug(p: TPlayer);
475 procedure g_Player_DrawHealth();
476 procedure g_Player_RememberAll();
477 procedure g_Player_ResetAll(Force, Silent: Boolean);
478 function g_Player_Get(UID: Word): TPlayer;
479 function g_Player_GetCount(): Byte;
480 function g_Player_GetStats(): TPlayerStatArray;
481 function g_Player_ValidName(Name: String): Boolean;
482 procedure g_Player_CreateCorpse(Player: TPlayer);
483 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
484 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
485 procedure g_Player_UpdatePhysicalObjects();
486 procedure g_Player_DrawCorpses();
487 procedure g_Player_DrawShells();
488 procedure g_Player_RemoveAllCorpses();
489 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
490 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
491 procedure g_Bot_Add(Team, Difficult: Byte);
492 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
493 procedure g_Bot_MixNames();
494 procedure g_Bot_RemoveAll();
496 implementation
498 uses
499 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
500 g_options, g_triggers, g_menu, MAPDEF, g_game,
501 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
503 type
504 TBotProfile = record
505 name: ShortString;
506 model: ShortString;
507 team: Byte;
508 color: TRGB;
509 diag_fire: Byte;
510 invis_fire: Byte;
511 diag_precision: Byte;
512 fly_precision: Byte;
513 cover: Byte;
514 close_jump: Byte;
515 w_prior1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
516 w_prior2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
517 w_prior3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
518 end;
520 const
521 TIME_RESPAWN1 = 1500;
522 TIME_RESPAWN2 = 2000;
523 TIME_RESPAWN3 = 3000;
524 AIR_DEF = 360;
525 AIR_MAX = 1091;
526 JET_MAX = 540; // ~30 sec
527 PLAYER_SUIT_TIME = 30000;
528 PLAYER_INVUL_TIME = 30000;
529 PLAYER_INVIS_TIME = 35000;
530 FRAG_COMBO_TIME = 3000;
531 VEL_SW = 4;
532 VEL_FLY = 6;
533 ANGLE_RIGHTUP = 55;
534 ANGLE_RIGHTDOWN = -35;
535 ANGLE_LEFTUP = 125;
536 ANGLE_LEFTDOWN = -145;
537 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
538 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
539 BOT_MAXJUMP = 84;
540 BOT_LONGDIST = 300;
541 BOT_UNSAFEDIST = 128;
542 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
543 (R:0; G:0; B:255));
544 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
545 FlyPrecision: 32; Cover: 32; CloseJump: 32;
546 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
547 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
548 FlyPrecision: 127; Cover: 127; CloseJump: 127;
549 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
550 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
551 FlyPrecision: 255; Cover: 255; CloseJump: 255;
552 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
553 WEAPON_PRIOR1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
554 (WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
555 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
556 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
557 WEAPON_PRIOR2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
558 (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
559 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
560 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
561 //WEAPON_PRIOR3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
562 // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
563 // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
564 // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
565 WEAPON_RELOAD: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
566 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
568 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
569 CORPSE_SIGNATURE = $50524F43; // 'CORP'
571 BOTNAMES_FILENAME = 'botnames.txt';
572 BOTLIST_FILENAME = 'botlist.txt';
574 var
575 MaxGibs: Word = 150;
576 MaxCorpses: Word = 20;
577 MaxShells: Word = 300;
578 CurrentGib: Integer = 0;
579 CurrentShell: Integer = 0;
580 BotNames: Array of String;
581 BotList: Array of TBotProfile;
583 function Lerp(X, Y, Factor: Integer): Integer;
584 begin
585 Result := X + ((Y - X) div Factor);
586 end;
588 function SameTeam(UID1, UID2: Word): Boolean;
589 begin
590 Result := False;
592 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
593 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
595 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
597 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
598 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
600 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
601 end;
603 procedure g_Gibs_SetMax(Count: Word);
604 begin
605 MaxGibs := Count;
606 SetLength(gGibs, Count);
608 if CurrentGib >= Count then
609 CurrentGib := 0;
610 end;
612 function g_Gibs_GetMax(): Word;
613 begin
614 Result := MaxGibs;
615 end;
617 procedure g_Shells_SetMax(Count: Word);
618 begin
619 MaxShells := Count;
620 SetLength(gShells, Count);
622 if CurrentShell >= Count then
623 CurrentShell := 0;
624 end;
626 function g_Shells_GetMax(): Word;
627 begin
628 Result := MaxShells;
629 end;
632 procedure g_Corpses_SetMax(Count: Word);
633 begin
634 MaxCorpses := Count;
635 SetLength(gCorpses, Count);
636 end;
638 function g_Corpses_GetMax(): Word;
639 begin
640 Result := MaxCorpses;
641 end;
643 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
644 var
645 a: Integer;
646 ok: Boolean;
647 begin
648 Result := 0;
650 ok := False;
651 a := 0;
653 // Åñòü ëè ìåñòî â gPlayers:
654 if gPlayers <> nil then
655 for a := 0 to High(gPlayers) do
656 if gPlayers[a] = nil then
657 begin
658 ok := True;
659 Break;
660 end;
662 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
663 if not ok then
664 begin
665 SetLength(gPlayers, Length(gPlayers)+1);
666 a := High(gPlayers);
667 end;
669 // Ñîçäàåì îáúåêò èãðîêà:
670 if Bot then
671 gPlayers[a] := TBot.Create()
672 else
673 gPlayers[a] := TPlayer.Create();
676 gPlayers[a].FActualModelName := ModelName;
677 gPlayers[a].SetModel(ModelName);
679 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
680 if gPlayers[a].FModel = nil then
681 begin
682 gPlayers[a].Free();
683 gPlayers[a] := nil;
684 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
685 Exit;
686 end;
688 if not (Team in [TEAM_RED, TEAM_BLUE]) then
689 if Random(2) = 0 then
690 Team := TEAM_RED
691 else
692 Team := TEAM_BLUE;
693 gPlayers[a].FPreferredTeam := Team;
695 case gGameSettings.GameMode of
696 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
697 GM_TDM,
698 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
699 GM_SINGLE,
700 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
701 end;
703 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
704 gPlayers[a].FColor := Color;
705 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
706 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
707 else
708 gPlayers[a].FModel.Color := Color;
710 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
711 gPlayers[a].FLive := False;
713 Result := gPlayers[a].FUID;
714 end;
716 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
717 var
718 a, i: Integer;
719 ok, Bot: Boolean;
720 sig: DWORD;
721 b: Byte;
722 begin
723 Result := 0;
724 if Mem = nil then
725 Exit;
727 // Ñèãíàòóðà èãðîêà:
728 Mem.ReadDWORD(sig);
729 if sig <> PLAYER_SIGNATURE then // 'PLYR'
730 begin
731 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
732 end;
734 // Áîò èëè ÷åëîâåê:
735 Mem.ReadBoolean(Bot);
737 ok := False;
738 a := 0;
740 // Åñòü ëè ìåñòî â gPlayers:
741 if gPlayers <> nil then
742 for a := 0 to High(gPlayers) do
743 if gPlayers[a] = nil then
744 begin
745 ok := True;
746 Break;
747 end;
749 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
750 if not ok then
751 begin
752 SetLength(gPlayers, Length(gPlayers)+1);
753 a := High(gPlayers);
754 end;
756 // Ñîçäàåì îáúåêò èãðîêà:
757 if Bot then
758 gPlayers[a] := TBot.Create()
759 else
760 gPlayers[a] := TPlayer.Create();
761 gPlayers[a].FIamBot := Bot;
762 gPlayers[a].FPhysics := True;
764 // UID èãðîêà:
765 Mem.ReadWord(gPlayers[a].FUID);
766 // Èìÿ èãðîêà:
767 Mem.ReadString(gPlayers[a].FName);
768 // Êîìàíäà:
769 Mem.ReadByte(gPlayers[a].FTeam);
770 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
771 // Æèâ ëè:
772 Mem.ReadBoolean(gPlayers[a].FLive);
773 // Èçðàñõîäîâàë ëè âñå æèçíè:
774 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
775 // Íàïðàâëåíèå:
776 Mem.ReadByte(b);
777 if b = 1 then
778 gPlayers[a].FDirection := D_LEFT
779 else // b = 2
780 gPlayers[a].FDirection := D_RIGHT;
781 // Çäîðîâüå:
782 Mem.ReadInt(gPlayers[a].FHealth);
783 // Æèçíè:
784 Mem.ReadByte(gPlayers[a].FLives);
785 // Áðîíÿ:
786 Mem.ReadInt(gPlayers[a].FArmor);
787 // Çàïàñ âîçäóõà:
788 Mem.ReadInt(gPlayers[a].FAir);
789 // Çàïàñ ãîðþ÷åãî:
790 Mem.ReadInt(gPlayers[a].FJetFuel);
791 // Áîëü:
792 Mem.ReadInt(gPlayers[a].FPain);
793 // Óáèë:
794 Mem.ReadInt(gPlayers[a].FKills);
795 // Óáèë ìîíñòðîâ:
796 Mem.ReadInt(gPlayers[a].FMonsterKills);
797 // Ôðàãîâ:
798 Mem.ReadInt(gPlayers[a].FFrags);
799 // Ôðàãîâ ïîäðÿä:
800 Mem.ReadByte(gPlayers[a].FFragCombo);
801 // Âðåìÿ ïîñëåäíåãî ôðàãà:
802 Mem.ReadDWORD(gPlayers[a].FLastFrag);
803 // Ñìåðòåé:
804 Mem.ReadInt(gPlayers[a].FDeath);
805 // Êàêîé ôëàã íåñåò:
806 Mem.ReadByte(gPlayers[a].FFlag);
807 // Íàøåë ñåêðåòîâ:
808 Mem.ReadInt(gPlayers[a].FSecrets);
809 // Òåêóùåå îðóæèå:
810 Mem.ReadByte(gPlayers[a].FCurrWeap);
811 // Ñëåäóþùåå æåëàåìîå îðóæèå:
812 Mem.ReadWord(gPlayers[a].FNextWeap);
813 // ...è ïàóçà:
814 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
815 // Âðåìÿ çàðÿäêè BFG:
816 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
817 // Áóôåð óðîíà:
818 Mem.ReadInt(gPlayers[a].FDamageBuffer);
819 // Ïîñëåäíèé óäàðèâøèé:
820 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
821 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
822 Mem.ReadByte(gPlayers[a].FLastHit);
823 // Îáúåêò èãðîêà:
824 Obj_LoadState(@gPlayers[a].FObj, Mem);
825 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
826 for i := A_BULLETS to A_CELLS do
827 Mem.ReadWord(gPlayers[a].FAmmo[i]);
828 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
829 for i := A_BULLETS to A_CELLS do
830 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
831 // Íàëè÷èå îðóæèÿ:
832 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
833 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
834 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
835 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
836 Mem.ReadWord(gPlayers[a].FReloading[i]);
837 // Íàëè÷èå ðþêçàêà:
838 Mem.ReadByte(b);
839 if b = 1 then
840 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
841 // Íàëè÷èå êðàñíîãî êëþ÷à:
842 Mem.ReadByte(b);
843 if b = 1 then
844 Include(gPlayers[a].FRulez, R_KEY_RED);
845 // Íàëè÷èå çåëåíîãî êëþ÷à:
846 Mem.ReadByte(b);
847 if b = 1 then
848 Include(gPlayers[a].FRulez, R_KEY_GREEN);
849 // Íàëè÷èå ñèíåãî êëþ÷à:
850 Mem.ReadByte(b);
851 if b = 1 then
852 Include(gPlayers[a].FRulez, R_KEY_BLUE);
853 // Íàëè÷èå áåðñåðêà:
854 Mem.ReadByte(b);
855 if b = 1 then
856 Include(gPlayers[a].FRulez, R_BERSERK);
857 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
858 for i := MR_SUIT to MR_MAX do
859 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
860 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
861 for i := T_RESPAWN to T_FLAGCAP do
862 Mem.ReadDWORD(gPlayers[a].FTime[i]);
864 // Íàçâàíèå ìîäåëè:
865 Mem.ReadString(gPlayers[a].FActualModelName);
866 // Öâåò ìîäåëè:
867 Mem.ReadByte(gPlayers[a].FColor.R);
868 Mem.ReadByte(gPlayers[a].FColor.G);
869 Mem.ReadByte(gPlayers[a].FColor.B);
870 // Îáíîâëÿåì ìîäåëü èãðîêà:
871 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
873 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
874 if gPlayers[a].FModel = nil then
875 begin
876 gPlayers[a].Free();
877 gPlayers[a] := nil;
878 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
879 Exit;
880 end;
882 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
883 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
884 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
885 else
886 gPlayers[a].FModel.Color := gPlayers[a].FColor;
888 Result := gPlayers[a].FUID;
889 end;
891 procedure g_Player_ResetTeams();
892 var
893 a: Integer;
894 begin
895 if g_Game_IsClient then
896 Exit;
897 if gPlayers = nil then
898 Exit;
899 for a := Low(gPlayers) to High(gPlayers) do
900 if gPlayers[a] <> nil then
901 case gGameSettings.GameMode of
902 GM_DM:
903 gPlayers[a].ChangeTeam(TEAM_NONE);
904 GM_TDM, GM_CTF:
905 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
906 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
907 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
908 else
909 if a mod 2 = 0 then
910 gPlayers[a].ChangeTeam(TEAM_RED)
911 else
912 gPlayers[a].ChangeTeam(TEAM_BLUE);
913 GM_SINGLE,
914 GM_COOP:
915 gPlayers[a].ChangeTeam(TEAM_COOP);
916 end;
917 end;
919 procedure g_Bot_Add(Team, Difficult: Byte);
920 var
921 m: SArray;
922 _name, _model: String;
923 a, tr, tb: Integer;
924 begin
925 if not g_Game_IsServer then Exit;
927 // Ñïèñîê íàçâàíèé ìîäåëåé:
928 m := g_PlayerModel_GetNames();
929 if m = nil then
930 Exit;
932 // Êîìàíäà:
933 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
934 Team := TEAM_COOP // COOP
935 else
936 if gGameSettings.GameMode = GM_DM then
937 Team := TEAM_NONE // DM
938 else
939 if Team = TEAM_NONE then // CTF / TDM
940 begin
941 // Àâòîáàëàíñ êîìàíä:
942 tr := 0;
943 tb := 0;
945 for a := 0 to High(gPlayers) do
946 if gPlayers[a] <> nil then
947 begin
948 if gPlayers[a].Team = TEAM_RED then
949 Inc(tr)
950 else
951 if gPlayers[a].Team = TEAM_BLUE then
952 Inc(tb);
953 end;
955 if tr > tb then
956 Team := TEAM_BLUE
957 else
958 if tb > tr then
959 Team := TEAM_RED
960 else // tr = tb
961 if Random(2) = 0 then
962 Team := TEAM_RED
963 else
964 Team := TEAM_BLUE;
965 end;
967 // Âûáèðàåì áîòó èìÿ:
968 _name := '';
969 if BotNames <> nil then
970 for a := 0 to High(BotNames) do
971 if g_Player_ValidName(BotNames[a]) then
972 begin
973 _name := BotNames[a];
974 Break;
975 end;
977 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
978 if _name = '' then
979 repeat
980 _name := Format('DFBOT%.2d', [Random(100)]);
981 until g_Player_ValidName(_name);
983 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
984 _model := m[Random(Length(m))];
986 // Ñîçäàåì áîòà:
987 with g_Player_Get(g_Player_Create(_model,
988 _RGB(Min(Random(9)*32, 255),
989 Min(Random(9)*32, 255),
990 Min(Random(9)*32, 255)),
991 Team, True)) as TBot do
992 begin
993 Name := _name;
995 case Difficult of
996 1: FDifficult := DIFFICULT_EASY;
997 2: FDifficult := DIFFICULT_MEDIUM;
998 else FDifficult := DIFFICULT_HARD;
999 end;
1001 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
1002 begin
1003 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1004 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1005 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1006 end;
1008 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1010 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1011 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1012 Spectate();
1013 end;
1014 end;
1016 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1017 var
1018 m: SArray;
1019 _name, _model: String;
1020 a: Integer;
1021 begin
1022 if not g_Game_IsServer then Exit;
1024 // Ñïèñîê íàçâàíèé ìîäåëåé:
1025 m := g_PlayerModel_GetNames();
1026 if m = nil then
1027 Exit;
1029 // Êîìàíäà:
1030 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1031 Team := TEAM_COOP // COOP
1032 else
1033 if gGameSettings.GameMode = GM_DM then
1034 Team := TEAM_NONE // DM
1035 else
1036 if Team = TEAM_NONE then
1037 Team := BotList[num].team; // CTF / TDM
1039 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1040 lName := AnsiLowerCase(lName);
1041 if (num < 0) or (num > Length(BotList)-1) then
1042 num := -1;
1043 if (num = -1) and (lName <> '') and (BotList <> nil) then
1044 for a := 0 to High(BotList) do
1045 if AnsiLowerCase(BotList[a].name) = lName then
1046 begin
1047 num := a;
1048 Break;
1049 end;
1050 if num = -1 then
1051 Exit;
1053 // Èìÿ áîòà:
1054 _name := BotList[num].name;
1055 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1056 if not g_Player_ValidName(_name) then
1057 repeat
1058 _name := Format('DFBOT%.2d', [Random(100)]);
1059 until g_Player_ValidName(_name);
1061 // Ìîäåëü:
1062 _model := BotList[num].model;
1063 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1064 if not InSArray(_model, m) then
1065 _model := m[Random(Length(m))];
1067 // Ñîçäàåì áîòà:
1068 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1069 begin
1070 Name := _name;
1072 FDifficult.DiagFire := BotList[num].diag_fire;
1073 FDifficult.InvisFire := BotList[num].invis_fire;
1074 FDifficult.DiagPrecision := BotList[num].diag_precision;
1075 FDifficult.FlyPrecision := BotList[num].fly_precision;
1076 FDifficult.Cover := BotList[num].cover;
1077 FDifficult.CloseJump := BotList[num].close_jump;
1079 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
1080 begin
1081 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1082 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1083 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1084 end;
1086 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1088 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1089 end;
1090 end;
1092 procedure g_Bot_RemoveAll();
1093 var
1094 a: Integer;
1095 begin
1096 if not g_Game_IsServer then Exit;
1097 if gPlayers = nil then Exit;
1099 for a := 0 to High(gPlayers) do
1100 if gPlayers[a] <> nil then
1101 if gPlayers[a] is TBot then
1102 begin
1103 gPlayers[a].Lives := 0;
1104 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1105 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1106 g_Player_Remove(gPlayers[a].FUID);
1107 end;
1109 g_Bot_MixNames();
1110 end;
1112 procedure g_Bot_MixNames();
1113 var
1114 s: String;
1115 a, b: Integer;
1116 begin
1117 if BotNames <> nil then
1118 for a := 0 to High(BotNames) do
1119 begin
1120 b := Random(Length(BotNames));
1121 s := BotNames[a];
1122 Botnames[a] := BotNames[b];
1123 BotNames[b] := s;
1124 end;
1125 end;
1127 procedure g_Player_Remove(UID: Word);
1128 var
1129 i: Integer;
1130 begin
1131 if gPlayers = nil then Exit;
1133 if g_Game_IsServer and g_Game_IsNet then
1134 MH_SEND_PlayerDelete(UID);
1136 for i := 0 to High(gPlayers) do
1137 if gPlayers[i] <> nil then
1138 if gPlayers[i].FUID = UID then
1139 begin
1140 if gPlayers[i] is TPlayer then
1141 TPlayer(gPlayers[i]).Free()
1142 else
1143 TBot(gPlayers[i]).Free();
1144 gPlayers[i] := nil;
1145 Exit;
1146 end;
1147 end;
1149 procedure g_Player_Init();
1150 var
1151 F: TextFile;
1152 s: String;
1153 a, b: Integer;
1154 config: TConfig;
1155 sa: SArray;
1156 begin
1157 BotNames := nil;
1159 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1160 Exit;
1162 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1163 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1164 Reset(F);
1166 while not EOF(F) do
1167 begin
1168 ReadLn(F, s);
1170 s := Trim(s);
1171 if s = '' then
1172 Continue;
1174 SetLength(BotNames, Length(BotNames)+1);
1175 BotNames[High(BotNames)] := s;
1176 end;
1178 CloseFile(F);
1180 // Ïåðåìåøèâàåì èõ:
1181 g_Bot_MixNames();
1183 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1184 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1185 BotList := nil;
1186 a := 0;
1188 while config.SectionExists(IntToStr(a)) do
1189 begin
1190 SetLength(BotList, Length(BotList)+1);
1192 with BotList[High(BotList)] do
1193 begin
1194 // Èìÿ áîòà:
1195 name := config.ReadStr(IntToStr(a), 'name', '');
1196 // Ìîäåëü:
1197 model := config.ReadStr(IntToStr(a), 'model', '');
1198 // Êîìàíäà:
1199 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1200 team := TEAM_RED
1201 else
1202 team := TEAM_BLUE;
1203 // Öâåò ìîäåëè:
1204 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1205 color.R := StrToIntDef(sa[0], 0);
1206 color.G := StrToIntDef(sa[1], 0);
1207 color.B := StrToIntDef(sa[2], 0);
1208 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1209 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1210 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1211 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1212 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1213 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1214 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1215 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1216 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1217 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1218 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1219 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1220 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1221 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1222 if Length(sa) = 10 then
1223 for b := 0 to 9 do
1224 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1225 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1226 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1227 if Length(sa) = 10 then
1228 for b := 0 to 9 do
1229 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1231 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1232 if Length(sa) = 10 then
1233 for b := 0 to 9 do
1234 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1235 end;
1237 a := a + 1;
1238 end;
1240 config.Free();
1241 end;
1243 procedure g_Player_Free();
1244 var
1245 i: Integer;
1246 begin
1247 if gPlayers <> nil then
1248 begin
1249 for i := 0 to High(gPlayers) do
1250 if gPlayers[i] <> nil then
1251 begin
1252 if gPlayers[i] is TPlayer then
1253 TPlayer(gPlayers[i]).Free()
1254 else
1255 TBot(gPlayers[i]).Free();
1256 gPlayers[i] := nil;
1257 end;
1259 gPlayers := nil;
1260 end;
1262 gPlayer1 := nil;
1263 gPlayer2 := nil;
1264 end;
1266 procedure g_Player_UpdateAll();
1267 var
1268 i: Integer;
1269 begin
1270 if gPlayers = nil then Exit;
1272 for i := 0 to High(gPlayers) do
1273 if gPlayers[i] <> nil then
1274 begin
1275 if gPlayers[i] is TPlayer then
1276 begin
1277 gPlayers[i].Update();
1278 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1279 end
1280 else
1281 begin
1282 // bot updates weapons in `UpdateCombat()`
1283 TBot(gPlayers[i]).Update();
1284 end;
1285 end;
1286 end;
1288 procedure g_Player_DrawAll();
1289 var
1290 i: Integer;
1291 begin
1292 if gPlayers = nil then Exit;
1294 for i := 0 to High(gPlayers) do
1295 if gPlayers[i] <> nil then
1296 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1297 else TBot(gPlayers[i]).Draw();
1298 end;
1300 procedure g_Player_DrawDebug(p: TPlayer);
1301 var
1302 fW, fH: Byte;
1303 begin
1304 if p = nil then Exit;
1305 if (@p.FObj) = nil then Exit;
1307 e_TextureFontGetSize(gStdFont, fW, fH);
1309 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1310 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1311 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1312 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1313 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1314 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1315 end;
1317 procedure g_Player_DrawHealth();
1318 var
1319 i: Integer;
1320 fW, fH: Byte;
1321 begin
1322 if gPlayers = nil then Exit;
1323 e_TextureFontGetSize(gStdFont, fW, fH);
1325 for i := 0 to High(gPlayers) do
1326 if gPlayers[i] <> nil then
1327 begin
1328 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1329 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1330 IntToStr(gPlayers[i].FHealth), gStdFont);
1331 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1332 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1333 IntToStr(gPlayers[i].FArmor), gStdFont);
1334 end;
1335 end;
1337 function g_Player_Get(UID: Word): TPlayer;
1338 var
1339 a: Integer;
1340 begin
1341 Result := nil;
1343 if gPlayers = nil then
1344 Exit;
1346 for a := 0 to High(gPlayers) do
1347 if gPlayers[a] <> nil then
1348 if gPlayers[a].FUID = UID then
1349 begin
1350 Result := gPlayers[a];
1351 Exit;
1352 end;
1353 end;
1355 function g_Player_GetCount(): Byte;
1356 var
1357 a: Integer;
1358 begin
1359 Result := 0;
1361 if gPlayers = nil then
1362 Exit;
1364 for a := 0 to High(gPlayers) do
1365 if gPlayers[a] <> nil then
1366 Result := Result + 1;
1367 end;
1369 function g_Player_GetStats(): TPlayerStatArray;
1370 var
1371 a: Integer;
1372 begin
1373 Result := nil;
1375 if gPlayers = nil then Exit;
1377 for a := 0 to High(gPlayers) do
1378 if gPlayers[a] <> nil then
1379 begin
1380 SetLength(Result, Length(Result)+1);
1381 with Result[High(Result)] do
1382 begin
1383 Ping := gPlayers[a].FPing;
1384 Loss := gPlayers[a].FLoss;
1385 Name := gPlayers[a].FName;
1386 Team := gPlayers[a].FTeam;
1387 Frags := gPlayers[a].FFrags;
1388 Deaths := gPlayers[a].FDeath;
1389 Kills := gPlayers[a].FKills;
1390 Color := gPlayers[a].FModel.Color;
1391 Lives := gPlayers[a].FLives;
1392 Spectator := gPlayers[a].FSpectator;
1393 end;
1394 end;
1395 end;
1397 procedure g_Player_RememberAll;
1398 var
1399 i: Integer;
1400 begin
1401 for i := Low(gPlayers) to High(gPlayers) do
1402 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1403 gPlayers[i].RememberState;
1404 end;
1406 procedure g_Player_ResetAll(Force, Silent: Boolean);
1407 var
1408 i: Integer;
1409 begin
1410 gTeamStat[TEAM_RED].Goals := 0;
1411 gTeamStat[TEAM_BLUE].Goals := 0;
1413 if gPlayers <> nil then
1414 for i := 0 to High(gPlayers) do
1415 if gPlayers[i] <> nil then
1416 begin
1417 gPlayers[i].Reset(Force);
1419 if gPlayers[i] is TPlayer then
1420 begin
1421 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1422 gPlayers[i].Respawn(Silent)
1423 else
1424 gPlayers[i].Spectate();
1425 end
1426 else
1427 TBot(gPlayers[i]).Respawn(Silent);
1428 end;
1429 end;
1431 procedure g_Player_CreateCorpse(Player: TPlayer);
1432 var
1433 find_id: DWORD;
1434 ok: Boolean;
1435 begin
1436 if Player.Live then
1437 Exit;
1438 if Player.FObj.Y >= gMapInfo.Height+128 then
1439 Exit;
1441 with Player do
1442 begin
1443 if (FHealth >= -50) or (gGibsCount = 0) then
1444 begin
1445 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1446 Exit;
1448 ok := False;
1449 for find_id := 0 to High(gCorpses) do
1450 if gCorpses[find_id] = nil then
1451 begin
1452 ok := True;
1453 Break;
1454 end;
1456 if not ok then
1457 find_id := Random(Length(gCorpses));
1459 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1460 gCorpses[find_id].FColor := FModel.Color;
1461 gCorpses[find_id].FObj.Vel := FObj.Vel;
1462 gCorpses[find_id].FObj.Accel := FObj.Accel;
1463 end
1464 else
1465 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1466 FObj.Y + PLAYER_RECT_CY,
1467 FModel.Name, FModel.Color);
1468 end;
1469 end;
1471 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1472 var
1473 SID: DWORD;
1474 begin
1475 if (gShells = nil) or (Length(gShells) = 0) then
1476 Exit;
1478 with gShells[CurrentShell] do
1479 begin
1480 SpriteID := 0;
1481 g_Obj_Init(@Obj);
1482 Obj.Rect.X := 0;
1483 Obj.Rect.Y := 0;
1484 if T = SHELL_BULLET then
1485 begin
1486 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1487 SpriteID := SID;
1488 CX := 2;
1489 CY := 1;
1490 Obj.Rect.Width := 4;
1491 Obj.Rect.Height := 2;
1492 end
1493 else
1494 begin
1495 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1496 SpriteID := SID;
1497 CX := 4;
1498 CY := 2;
1499 Obj.Rect.Width := 7;
1500 Obj.Rect.Height := 3;
1501 end;
1502 SType := T;
1503 Live := True;
1504 Obj.X := fX;
1505 Obj.Y := fY;
1506 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1507 RAngle := Random(360);
1508 Timeout := gTime + SHELL_TIMEOUT;
1510 if CurrentShell >= High(gShells) then
1511 CurrentShell := 0
1512 else
1513 Inc(CurrentShell);
1514 end;
1515 end;
1517 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1518 var
1519 a: Integer;
1520 GibsArray: TGibsArray;
1521 begin
1522 if (gGibs = nil) or (Length(gGibs) = 0) then
1523 Exit;
1524 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1525 Exit;
1527 for a := 0 to High(GibsArray) do
1528 with gGibs[CurrentGib] do
1529 begin
1530 Color := fColor;
1531 ID := GibsArray[a].ID;
1532 MaskID := GibsArray[a].MaskID;
1533 Live := True;
1534 g_Obj_Init(@Obj);
1535 Obj.Rect := GibsArray[a].Rect;
1536 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1537 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1538 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1539 RAngle := Random(360);
1541 if gBloodCount > 0 then
1542 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1543 Random(48), Random(48), 150, 0, 0);
1545 if CurrentGib >= High(gGibs) then
1546 CurrentGib := 0
1547 else
1548 Inc(CurrentGib);
1549 end;
1550 end;
1552 procedure g_Player_UpdatePhysicalObjects();
1553 var
1554 i: Integer;
1555 vel: TPoint2i;
1556 mr: Word;
1558 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1559 var
1560 k: Integer;
1561 begin
1562 k := 1 + Random(2);
1563 if T = SHELL_BULLET then
1564 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1565 else
1566 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1567 end;
1569 begin
1570 // Êóñêè ìÿñà:
1571 if gGibs <> nil then
1572 for i := 0 to High(gGibs) do
1573 if gGibs[i].Live then
1574 with gGibs[i] do
1575 begin
1576 vel := Obj.Vel;
1577 mr := g_Obj_Move(@Obj, True, False, True);
1579 if WordBool(mr and MOVE_FALLOUT) then
1580 begin
1581 Live := False;
1582 Continue;
1583 end;
1585 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1586 if WordBool(mr and MOVE_HITWALL) then
1587 Obj.Vel.X := -(vel.X div 2);
1588 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1589 Obj.Vel.Y := -(vel.Y div 2);
1591 if (Obj.Vel.X >= 0) then
1592 begin // Clockwise
1593 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1594 if RAngle >= 360 then
1595 RAngle := RAngle mod 360;
1596 end else begin // Counter-clockwise
1597 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1598 if RAngle < 0 then
1599 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1600 end;
1602 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1603 if gTime mod (GAME_TICK*3) = 0 then
1604 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1605 end;
1607 // Òðóïû:
1608 if gCorpses <> nil then
1609 for i := 0 to High(gCorpses) do
1610 if gCorpses[i] <> nil then
1611 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1612 begin
1613 gCorpses[i].Free();
1614 gCorpses[i] := nil;
1615 end
1616 else
1617 gCorpses[i].Update();
1619 // Ãèëüçû:
1620 if gShells <> nil then
1621 for i := 0 to High(gShells) do
1622 if gShells[i].Live then
1623 with gShells[i] do
1624 begin
1625 vel := Obj.Vel;
1626 mr := g_Obj_Move(@Obj, True, False, True);
1628 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1629 begin
1630 Live := False;
1631 Continue;
1632 end;
1634 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1635 if WordBool(mr and MOVE_HITWALL) then
1636 begin
1637 Obj.Vel.X := -(vel.X div 2);
1638 if not WordBool(mr and MOVE_INWATER) then
1639 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1640 end;
1641 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1642 begin
1643 Obj.Vel.Y := -(vel.Y div 2);
1644 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1645 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1646 begin
1647 if RAngle mod 90 <> 0 then
1648 RAngle := (RAngle div 90) * 90;
1649 end
1650 else if not WordBool(mr and MOVE_INWATER) then
1651 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1652 end;
1654 if (Obj.Vel.X >= 0) then
1655 begin // Clockwise
1656 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1657 if RAngle >= 360 then
1658 RAngle := RAngle mod 360;
1659 end else begin // Counter-clockwise
1660 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1661 if RAngle < 0 then
1662 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1663 end;
1664 end;
1665 end;
1667 procedure g_Player_DrawCorpses();
1668 var
1669 i: Integer;
1670 a: TPoint;
1671 begin
1672 if gGibs <> nil then
1673 for i := 0 to High(gGibs) do
1674 if gGibs[i].Live then
1675 with gGibs[i] do
1676 begin
1677 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1678 Continue;
1680 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1681 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1683 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1685 e_Colors := Color;
1686 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1687 e_Colors.R := 255;
1688 e_Colors.G := 255;
1689 e_Colors.B := 255;
1690 end;
1692 if gCorpses <> nil then
1693 for i := 0 to High(gCorpses) do
1694 if gCorpses[i] <> nil then
1695 gCorpses[i].Draw();
1696 end;
1698 procedure g_Player_DrawShells();
1699 var
1700 i: Integer;
1701 a: TPoint;
1702 begin
1703 if gShells <> nil then
1704 for i := 0 to High(gShells) do
1705 if gShells[i].Live then
1706 with gShells[i] do
1707 begin
1708 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1709 Continue;
1711 a.X := CX;
1712 a.Y := CY;
1714 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1715 end;
1716 end;
1718 procedure g_Player_RemoveAllCorpses();
1719 var
1720 i: Integer;
1721 begin
1722 gGibs := nil;
1723 gShells := nil;
1724 SetLength(gGibs, MaxGibs);
1725 SetLength(gShells, MaxGibs);
1726 CurrentGib := 0;
1727 CurrentShell := 0;
1729 if gCorpses <> nil then
1730 for i := 0 to High(gCorpses) do
1731 gCorpses[i].Free();
1733 gCorpses := nil;
1734 SetLength(gCorpses, MaxCorpses);
1735 end;
1737 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1738 var
1739 count, i: Integer;
1740 b: Boolean;
1741 begin
1742 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1743 count := 0;
1744 if gCorpses <> nil then
1745 for i := 0 to High(gCorpses) do
1746 if gCorpses[i] <> nil then
1747 count := count + 1;
1749 Mem := TBinMemoryWriter.Create((count+1) * 128);
1751 // Êîëè÷åñòâî òðóïîâ:
1752 Mem.WriteInt(count);
1754 if count = 0 then
1755 Exit;
1757 // Ñîõðàíÿåì òðóïû:
1758 for i := 0 to High(gCorpses) do
1759 if gCorpses[i] <> nil then
1760 begin
1761 // Íàçâàíèå ìîäåëè:
1762 Mem.WriteString(gCorpses[i].FModelName);
1763 // Òèï ñìåðòè:
1764 b := gCorpses[i].Mess;
1765 Mem.WriteBoolean(b);
1766 // Ñîõðàíÿåì äàííûå òðóïà:
1767 gCorpses[i].SaveState(Mem);
1768 end;
1769 end;
1771 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1772 var
1773 count, i: Integer;
1774 str: String;
1775 b: Boolean;
1776 begin
1777 if Mem = nil then
1778 Exit;
1780 g_Player_RemoveAllCorpses();
1782 // Êîëè÷åñòâî òðóïîâ:
1783 Mem.ReadInt(count);
1785 if count > Length(gCorpses) then
1786 begin
1787 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1788 end;
1790 if count = 0 then
1791 Exit;
1793 // Çàãðóæàåì òðóïû:
1794 for i := 0 to count-1 do
1795 begin
1796 // Íàçâàíèå ìîäåëè:
1797 Mem.ReadString(str);
1798 // Òèï ñìåðòè:
1799 Mem.ReadBoolean(b);
1800 // Ñîçäàåì òðóï:
1801 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1802 // Çàãðóæàåì äàííûå òðóïà:
1803 gCorpses[i].LoadState(Mem);
1804 end;
1805 end;
1807 { T P l a y e r : }
1809 procedure TPlayer.BFGHit();
1810 begin
1811 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1812 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1813 if g_Game_IsServer and g_Game_IsNet then
1814 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1815 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1816 0, NET_GFX_BFGHIT);
1817 end;
1819 procedure TPlayer.ChangeModel(ModelName: string);
1820 var
1821 Model: TPlayerModel;
1822 begin
1823 Model := g_PlayerModel_Get(ModelName);
1824 if Model = nil then Exit;
1826 FModel.Free();
1827 FModel := Model;
1828 end;
1830 procedure TPlayer.SetModel(ModelName: string);
1831 var
1832 m: TPlayerModel;
1833 begin
1834 m := g_PlayerModel_Get(ModelName);
1835 if m = nil then
1836 begin
1837 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1838 m := g_PlayerModel_Get('doomer');
1839 if m = nil then
1840 begin
1841 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1842 Exit;
1843 end;
1844 end;
1846 if FModel <> nil then
1847 FModel.Free();
1849 FModel := m;
1851 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1852 FModel.Color := FColor
1853 else
1854 FModel.Color := TEAMCOLOR[FTeam];
1855 FModel.SetWeapon(FCurrWeap);
1856 FModel.SetFlag(FFlag);
1857 SetDirection(FDirection);
1858 end;
1860 procedure TPlayer.SetColor(Color: TRGB);
1861 begin
1862 FColor := Color;
1863 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1864 if FModel <> nil then FModel.Color := Color;
1865 end;
1867 procedure TPlayer.SwitchTeam;
1868 begin
1869 if g_Game_IsClient then
1870 Exit;
1871 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1873 if gGameOn and FLive then
1874 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1876 if FTeam = TEAM_RED then
1877 begin
1878 ChangeTeam(TEAM_BLUE);
1879 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1880 if g_Game_IsNet then
1881 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1882 end
1883 else
1884 begin
1885 ChangeTeam(TEAM_RED);
1886 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1887 if g_Game_IsNet then
1888 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1889 end;
1890 FPreferredTeam := FTeam;
1891 end;
1893 procedure TPlayer.ChangeTeam(Team: Byte);
1894 var
1895 OldTeam: Byte;
1896 begin
1897 OldTeam := FTeam;
1898 FTeam := Team;
1899 case Team of
1900 TEAM_RED, TEAM_BLUE:
1901 FModel.Color := TEAMCOLOR[Team];
1902 else
1903 FModel.Color := FColor;
1904 end;
1905 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1906 MH_SEND_PlayerStats(FUID);
1907 end;
1910 procedure TPlayer.CollideItem();
1911 var
1912 i: Integer;
1913 r: Boolean;
1914 begin
1915 if gItems = nil then Exit;
1916 if not FLive then Exit;
1918 for i := 0 to High(gItems) do
1919 with gItems[i] do
1920 begin
1921 if (ItemType <> ITEM_NONE) and Live then
1922 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1923 PLAYER_RECT.Height, @Obj) then
1924 begin
1925 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1927 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1928 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1929 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1930 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1931 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1933 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1934 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1935 (gGameSettings.GameType = GT_SINGLE) and
1936 (g_Player_GetCount() > 1)) then
1937 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1938 end;
1939 end;
1940 end;
1943 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1944 begin
1945 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1946 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1947 False);
1948 end;
1950 constructor TPlayer.Create();
1951 begin
1952 FIamBot := False;
1953 FDummy := False;
1954 FSpawned := False;
1956 FSawSound := TPlayableSound.Create();
1957 FSawSoundIdle := TPlayableSound.Create();
1958 FSawSoundHit := TPlayableSound.Create();
1959 FSawSoundSelect := TPlayableSound.Create();
1960 FJetSoundFly := TPlayableSound.Create();
1961 FJetSoundOn := TPlayableSound.Create();
1962 FJetSoundOff := TPlayableSound.Create();
1964 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1965 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1966 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1967 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1968 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1969 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1970 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1972 FSpectatePlayer := -1;
1973 FClientID := -1;
1974 FPing := 0;
1975 FLoss := 0;
1976 FSavedState.WaitRecall := False;
1977 FShellTimer := -1;
1979 FActualModelName := 'doomer';
1981 g_Obj_Init(@FObj);
1982 FObj.Rect := PLAYER_RECT;
1984 FBFGFireCounter := -1;
1985 FJustTeleported := False;
1986 FNetTime := 0;
1988 resetWeaponQueue();
1989 end;
1991 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
1992 var
1993 c: Word;
1994 begin
1995 if (not g_Game_IsClient) and (not FLive) then
1996 Exit;
1998 FLastHit := t;
2000 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2001 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2002 begin
2003 if not g_Game_IsClient then
2004 begin
2005 FArmor := 0;
2006 if t = HIT_TRAP then
2007 begin
2008 // Ëîâóøêà óáèâàåò ñðàçó:
2009 FHealth := -100;
2010 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2011 end;
2012 if t = HIT_SELF then
2013 begin
2014 // Ñàìîóáèéñòâî:
2015 FHealth := 0;
2016 Kill(K_SIMPLEKILL, SpawnerUID, t);
2017 end;
2018 end;
2019 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2020 FMegaRulez[MR_SUIT] := 0;
2021 FMegaRulez[MR_INVUL] := 0;
2022 FMegaRulez[MR_INVIS] := 0;
2023 FBerserk := 0;
2024 end;
2026 // Íî îò îñòàëüíîãî ñïàñàåò:
2027 if FMegaRulez[MR_INVUL] >= gTime then
2028 Exit;
2030 // ×èò-êîä "ÃÎÐÅÖ":
2031 if FGodMode then
2032 Exit;
2034 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2035 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2036 (SpawnerUID = FUID) or
2037 (not SameTeam(FUID, SpawnerUID)) then
2038 begin
2039 FLastSpawnerUID := SpawnerUID;
2041 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2042 if gBloodCount > 0 then
2043 begin
2044 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2045 if value div 4 <= c then
2046 c := c - (value div 4)
2047 else
2048 c := 0;
2050 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2051 MakeBloodSimple(c)
2052 else
2053 case t of
2054 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2055 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2056 end;
2058 if t = HIT_WATER then
2059 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2060 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2061 end;
2063 // Áóôåð óðîíà:
2064 if FLive then
2065 Inc(FDamageBuffer, value);
2067 // Âñïûøêà áîëè:
2068 if gFlash <> 0 then
2069 FPain := FPain + value;
2070 end;
2072 if g_Game_IsServer and g_Game_IsNet then
2073 begin
2074 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2075 MH_SEND_PlayerStats(FUID);
2076 MH_SEND_PlayerPos(False, FUID);
2077 end;
2078 end;
2080 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2081 begin
2082 Result := False;
2083 if g_Game_IsClient then
2084 Exit;
2085 if not FLive then
2086 Exit;
2088 if Soft and (FHealth < PLAYER_HP_SOFT) then
2089 begin
2090 IncMax(FHealth, value, PLAYER_HP_SOFT);
2091 Result := True;
2092 end;
2093 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2094 begin
2095 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2096 Result := True;
2097 end;
2099 if Result and g_Game_IsServer and g_Game_IsNet then
2100 MH_SEND_PlayerStats(FUID);
2101 end;
2103 destructor TPlayer.Destroy();
2104 begin
2105 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2106 gPlayer1 := nil;
2107 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2108 gPlayer2 := nil;
2110 FSawSound.Free();
2111 FSawSoundIdle.Free();
2112 FSawSoundHit.Free();
2113 FJetSoundFly.Free();
2114 FJetSoundOn.Free();
2115 FJetSoundOff.Free();
2116 FModel.Free();
2118 inherited;
2119 end;
2121 procedure TPlayer.DrawBubble();
2122 var
2123 bubX, bubY: Integer;
2124 ID: LongWord;
2125 Rb, Gb, Bb,
2126 Rw, Gw, Bw: SmallInt;
2127 Dot: Byte;
2128 begin
2129 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2130 bubY := FObj.Y+FObj.Rect.Y - 18;
2131 Rb := 64;
2132 Gb := 64;
2133 Bb := 64;
2134 Rw := 240;
2135 Gw := 240;
2136 Bw := 240;
2137 case gChatBubble of
2138 1: // simple textual non-bubble
2139 begin
2140 bubX := FObj.X+FObj.Rect.X - 11;
2141 bubY := FObj.Y+FObj.Rect.Y - 17;
2142 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2143 Exit;
2144 end;
2145 2: // advanced pixel-perfect bubble
2146 begin
2147 if FTeam = TEAM_RED then
2148 Rb := 255
2149 else
2150 if FTeam = TEAM_BLUE then
2151 Bb := 255;
2152 end;
2153 3: // colored bubble
2154 begin
2155 Rb := FModel.Color.R;
2156 Gb := FModel.Color.G;
2157 Bb := FModel.Color.B;
2158 Rw := Min(Rb * 2 + 64, 255);
2159 Gw := Min(Gb * 2 + 64, 255);
2160 Bw := Min(Bb * 2 + 64, 255);
2161 if (Abs(Rw - Rb) < 32)
2162 or (Abs(Gw - Gb) < 32)
2163 or (Abs(Bw - Bb) < 32) then
2164 begin
2165 Rb := Max(Rw div 2 - 16, 0);
2166 Gb := Max(Gw div 2 - 16, 0);
2167 Bb := Max(Bw div 2 - 16, 0);
2168 end;
2169 end;
2170 4: // custom textured bubble
2171 begin
2172 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2173 if FDirection = D_RIGHT then
2174 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2175 else
2176 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2177 Exit;
2178 end;
2179 end;
2181 // Outer borders
2182 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2183 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2184 // Inner box
2185 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2187 // Tail
2188 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2189 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2190 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2191 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2192 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2193 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2195 // Dots
2196 Dot := 6;
2197 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2198 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2199 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2200 end;
2202 procedure TPlayer.Draw();
2203 var
2204 ID: DWORD;
2205 w, h: Word;
2206 dr: Boolean;
2207 begin
2208 if FLive then
2209 begin
2210 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2211 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2212 begin
2213 e_GetTextureSize(ID, @w, @h);
2214 if FDirection = D_LEFT then
2215 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2216 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2217 else
2218 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2219 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2220 end;
2222 if FMegaRulez[MR_INVIS] > gTime then
2223 begin
2224 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2225 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2226 begin
2227 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2228 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2229 else
2230 dr := True;
2231 if dr then
2232 FModel.Draw(FObj.X, FObj.Y, 200)
2233 else
2234 FModel.Draw(FObj.X, FObj.Y);
2235 end
2236 else
2237 FModel.Draw(FObj.X, FObj.Y, 254);
2238 end
2239 else
2240 FModel.Draw(FObj.X, FObj.Y);
2241 end;
2243 if g_debug_Frames then
2244 begin
2245 e_DrawQuad(FObj.X+FObj.Rect.X,
2246 FObj.Y+FObj.Rect.Y,
2247 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2248 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2249 0, 255, 0);
2250 end;
2252 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2253 DrawBubble();
2254 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2255 if gAimLine and Live and
2256 ((Self = gPlayer1) or (Self = gPlayer2)) then
2257 DrawAim();
2258 end;
2260 procedure TPlayer.DrawAim();
2261 var
2262 wx, wy, xx, yy: Integer;
2263 angle: SmallInt;
2264 sz, len: Word;
2265 begin
2266 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2267 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2268 angle := FAngle;
2269 len := 1024;
2270 sz := 2;
2271 case FCurrWeap of
2272 0: begin // Punch
2273 len := 12;
2274 sz := 4;
2275 end;
2276 1: begin // Chainsaw
2277 len := 24;
2278 sz := 6;
2279 end;
2280 2: begin // Pistol
2281 len := 1024;
2282 sz := 2;
2283 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2284 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2285 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2286 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2287 end;
2288 3: begin // Shotgun
2289 len := 1024;
2290 sz := 3;
2291 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2292 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2293 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2294 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2295 end;
2296 4: begin // Double Shotgun
2297 len := 1024;
2298 sz := 4;
2299 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2300 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2301 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2302 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2303 end;
2304 5: begin // Chaingun
2305 len := 1024;
2306 sz := 3;
2307 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2308 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2309 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2310 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2311 end;
2312 6: begin // Rocket Launcher
2313 len := 1024;
2314 sz := 7;
2315 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2316 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2317 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2318 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2319 end;
2320 7: begin // Plasmagun
2321 len := 1024;
2322 sz := 5;
2323 if angle = ANGLE_RIGHTUP then Inc(angle);
2324 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2325 if angle = ANGLE_LEFTUP then Dec(angle);
2326 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2327 end;
2328 8: begin // BFG
2329 len := 1024;
2330 sz := 12;
2331 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2332 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2333 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2334 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2335 end;
2336 9: begin // Super Chaingun
2337 len := 1024;
2338 sz := 4;
2339 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2340 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2341 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2342 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2343 end;
2344 end;
2345 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2346 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2347 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2348 end;
2350 procedure TPlayer.DrawGUI();
2351 var
2352 ID: DWORD;
2353 X, Y, SY, a, p, m: Integer;
2354 tw, th: Word;
2355 cw, ch: Byte;
2356 s: string;
2357 stat: TPlayerStatArray;
2358 begin
2359 X := gPlayerScreenSize.X;
2360 SY := gPlayerScreenSize.Y;
2361 Y := 0;
2363 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2364 begin
2365 if gGameSettings.GameMode = GM_CTF then
2366 a := 32 + 8
2367 else
2368 a := 0;
2369 if gGameSettings.GameMode = GM_CTF then
2370 begin
2371 s := 'TEXTURE_PLAYER_REDFLAG';
2372 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2373 s := 'TEXTURE_PLAYER_REDFLAG_S';
2374 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2375 s := 'TEXTURE_PLAYER_REDFLAG_D';
2376 if g_Texture_Get(s, ID) then
2377 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2378 end;
2380 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2381 e_CharFont_GetSize(gMenuFont, s, tw, th);
2382 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2384 if gGameSettings.GameMode = GM_CTF then
2385 begin
2386 s := 'TEXTURE_PLAYER_BLUEFLAG';
2387 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2388 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2389 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2390 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2391 if g_Texture_Get(s, ID) then
2392 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2393 end;
2395 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2396 e_CharFont_GetSize(gMenuFont, s, tw, th);
2397 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2398 end;
2400 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2401 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2402 0, False, False);
2404 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2405 e_Draw(ID, X+2, Y, 0, True, False);
2407 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2408 begin
2409 if gShowStat then
2410 begin
2411 s := IntToStr(Frags);
2412 e_CharFont_GetSize(gMenuFont, s, tw, th);
2413 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2415 s := '';
2416 p := 1;
2417 m := 0;
2418 stat := g_Player_GetStats();
2419 if stat <> nil then
2420 begin
2421 p := 1;
2423 for a := 0 to High(stat) do
2424 if stat[a].Name <> Name then
2425 begin
2426 if stat[a].Frags > m then m := stat[a].Frags;
2427 if stat[a].Frags > Frags then p := p+1;
2428 end;
2429 end;
2431 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2432 if Frags >= m then s := s+'+' else s := s+'-';
2433 s := s+IntToStr(Abs(Frags-m));
2435 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2436 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2437 end;
2439 if gShowLives and (gGameSettings.MaxLives > 0) then
2440 begin
2441 s := IntToStr(Lives);
2442 e_CharFont_GetSize(gMenuFont, s, tw, th);
2443 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2444 end;
2445 end;
2447 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2448 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2450 if R_BERSERK in FRulez then
2451 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2452 else
2453 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2455 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2456 e_Draw(ID, X+36, Y+77, 0, True, False);
2458 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2459 e_CharFont_GetSize(gMenuFont, s, tw, th);
2460 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2462 s := IntToStr(FArmor);
2463 e_CharFont_GetSize(gMenuFont, s, tw, th);
2464 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2466 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2468 case FCurrWeap of
2469 WEAPON_KASTET:
2470 begin
2471 s := '--';
2472 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2473 end;
2474 WEAPON_SAW:
2475 begin
2476 s := '--';
2477 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2478 end;
2479 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2480 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2481 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2482 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2483 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2484 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2485 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2486 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2487 end;
2489 e_CharFont_GetSize(gMenuFont, s, tw, th);
2490 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2491 e_Draw(ID, X+20, Y+160, 0, True, False);
2493 if R_KEY_RED in FRulez then
2494 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2496 if R_KEY_GREEN in FRulez then
2497 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2499 if R_KEY_BLUE in FRulez then
2500 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2502 if FJetFuel > 0 then
2503 begin
2504 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2505 e_Draw(ID, X+2, Y+116, 0, True, False);
2506 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2507 e_Draw(ID, X+2, Y+126, 0, True, False);
2508 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2509 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2510 end
2511 else
2512 begin
2513 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2514 e_Draw(ID, X+2, Y+124, 0, True, False);
2515 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2516 end;
2518 if gShowPing and g_Game_IsClient then
2519 begin
2520 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2521 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2522 Y := Y + 16;
2523 end;
2525 if FSpectator then
2526 begin
2527 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2528 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2529 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2530 if FNoRespawn then
2531 begin
2532 e_TextureFontGetSize(gStdFont, cw, ch);
2533 s := _lc[I_PLAYER_SPECT4];
2534 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2535 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2536 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2537 end;
2539 end;
2540 end;
2542 procedure TPlayer.DrawRulez();
2543 var
2544 dr: Boolean;
2545 begin
2546 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2547 if FMegaRulez[MR_INVUL] >= gTime then
2548 begin
2549 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2550 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2551 else
2552 dr := True;
2554 if dr then
2555 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2556 191, 191, 191, 0, B_INVERT);
2557 end;
2559 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2560 if FMegaRulez[MR_SUIT] >= gTime then
2561 begin
2562 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2563 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2564 else
2565 dr := True;
2567 if dr then
2568 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2569 0, 96, 0, 200, B_NONE);
2570 end;
2572 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2573 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2574 begin
2575 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2576 255, 0, 0, 200, B_NONE);
2577 end;
2578 end;
2580 procedure TPlayer.DrawPain();
2581 var
2582 a, h: Integer;
2583 begin
2584 if FPain = 0 then Exit;
2586 a := FPain;
2588 if a < 15 then h := 0
2589 else if a < 35 then h := 1
2590 else if a < 55 then h := 2
2591 else if a < 75 then h := 3
2592 else if a < 95 then h := 4
2593 else h := 5;
2595 //if a > 255 then a := 255;
2597 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2598 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2599 end;
2601 procedure TPlayer.DrawPickup();
2602 var
2603 a, h: Integer;
2604 begin
2605 if FPickup = 0 then Exit;
2607 a := FPickup;
2609 if a < 15 then h := 1
2610 else if a < 35 then h := 2
2611 else if a < 55 then h := 3
2612 else if a < 75 then h := 4
2613 else h := 5;
2615 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2616 end;
2618 procedure TPlayer.Fire();
2619 var
2620 f, DidFire: Boolean;
2621 wx, wy, xd, yd: Integer;
2622 obj: TObj;
2623 begin
2624 if g_Game_IsClient then Exit;
2625 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2626 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2628 if FSpectator then
2629 begin
2630 Respawn(False);
2631 Exit;
2632 end;
2634 if FReloading[FCurrWeap] <> 0 then Exit;
2636 DidFire := False;
2638 f := False;
2639 wx := FObj.X+WEAPONPOINT[FDirection].X;
2640 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2641 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2642 yd := wy+firediry();
2644 case FCurrWeap of
2645 WEAPON_KASTET:
2646 begin
2647 if R_BERSERK in FRulez then
2648 begin
2649 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2650 obj.X := FObj.X+FObj.Rect.X;
2651 obj.Y := FObj.Y+FObj.Rect.Y;
2652 obj.rect.X := 0;
2653 obj.rect.Y := 0;
2654 obj.rect.Width := 39;
2655 obj.rect.Height := 52;
2656 obj.Vel.X := (xd-wx) div 2;
2657 obj.Vel.Y := (yd-wy) div 2;
2658 obj.Accel.X := xd-wx;
2659 obj.Accel.y := yd-wy;
2661 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2662 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2663 else
2664 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2666 if gFlash = 1 then
2667 if FPain < 50 then
2668 FPain := min(FPain + 25, 50);
2669 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2671 DidFire := True;
2672 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2673 end;
2675 WEAPON_SAW:
2676 begin
2677 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2678 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2679 begin
2680 FSawSoundSelect.Stop();
2681 FSawSound.Stop();
2682 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2683 end
2684 else if not FSawSoundHit.IsPlaying() then
2685 begin
2686 FSawSoundSelect.Stop();
2687 FSawSound.PlayAt(FObj.X, FObj.Y);
2688 end;
2690 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2691 DidFire := True;
2692 f := True;
2693 end;
2695 WEAPON_PISTOL:
2696 if FAmmo[A_BULLETS] > 0 then
2697 begin
2698 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2699 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2700 Dec(FAmmo[A_BULLETS]);
2701 FFireAngle := FAngle;
2702 f := True;
2703 DidFire := True;
2704 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2705 GameVelX, GameVelY-2, SHELL_BULLET);
2706 end;
2708 WEAPON_SHOTGUN1:
2709 if FAmmo[A_SHELLS] > 0 then
2710 begin
2711 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2712 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2713 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2714 Dec(FAmmo[A_SHELLS]);
2715 FFireAngle := FAngle;
2716 f := True;
2717 DidFire := True;
2718 FShellTimer := 10;
2719 FShellType := SHELL_SHELL;
2720 end;
2722 WEAPON_SHOTGUN2:
2723 if FAmmo[A_SHELLS] >= 2 then
2724 begin
2725 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2726 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2727 Dec(FAmmo[A_SHELLS], 2);
2728 FFireAngle := FAngle;
2729 f := True;
2730 DidFire := True;
2731 FShellTimer := 13;
2732 FShellType := SHELL_DBLSHELL;
2733 end;
2735 WEAPON_CHAINGUN:
2736 if FAmmo[A_BULLETS] > 0 then
2737 begin
2738 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2739 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2740 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2741 Dec(FAmmo[A_BULLETS]);
2742 FFireAngle := FAngle;
2743 f := True;
2744 DidFire := True;
2745 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2746 GameVelX, GameVelY-2, SHELL_BULLET);
2747 end;
2749 WEAPON_ROCKETLAUNCHER:
2750 if FAmmo[A_ROCKETS] > 0 then
2751 begin
2752 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2753 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2754 Dec(FAmmo[A_ROCKETS]);
2755 FFireAngle := FAngle;
2756 f := True;
2757 DidFire := True;
2758 end;
2760 WEAPON_PLASMA:
2761 if FAmmo[A_CELLS] > 0 then
2762 begin
2763 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2764 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2765 Dec(FAmmo[A_CELLS]);
2766 FFireAngle := FAngle;
2767 f := True;
2768 DidFire := True;
2769 end;
2771 WEAPON_BFG:
2772 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2773 begin
2774 FBFGFireCounter := 17;
2775 if not FNoReload then
2776 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2777 Dec(FAmmo[A_CELLS], 40);
2778 DidFire := True;
2779 end;
2781 WEAPON_SUPERPULEMET:
2782 if FAmmo[A_SHELLS] > 0 then
2783 begin
2784 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2785 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2786 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2787 Dec(FAmmo[A_SHELLS]);
2788 FFireAngle := FAngle;
2789 f := True;
2790 DidFire := True;
2791 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2792 GameVelX, GameVelY-2, SHELL_SHELL);
2793 end;
2794 end;
2796 if g_Game_IsNet then
2797 begin
2798 if DidFire then
2799 begin
2800 if FCurrWeap <> WEAPON_BFG then
2801 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2802 else
2803 if not FNoReload then
2804 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2805 end;
2807 MH_SEND_PlayerStats(FUID);
2808 end;
2810 if not f then Exit;
2812 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2813 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2814 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2815 end;
2817 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2818 begin
2819 case Weapon of
2820 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2821 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2822 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2823 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2824 else Result := 0;
2825 end;
2826 end;
2828 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2829 begin
2830 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2831 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2832 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2833 end;
2835 procedure TPlayer.JetpackOn;
2836 begin
2837 FJetSoundFly.Stop;
2838 FJetSoundOff.Stop;
2839 FJetSoundOn.SetPosition(0);
2840 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2841 FlySmoke(8);
2842 end;
2844 procedure TPlayer.JetpackOff;
2845 begin
2846 FJetSoundFly.Stop;
2847 FJetSoundOn.Stop;
2848 FJetSoundOff.SetPosition(0);
2849 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2850 end;
2852 procedure TPlayer.Jump();
2853 begin
2854 if gFly or FJetpack then
2855 begin
2856 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2857 if FObj.Vel.Y > -VEL_FLY then
2858 FObj.Vel.Y := FObj.Vel.Y - 3;
2859 if FJetpack then
2860 begin
2861 if FJetFuel > 0 then
2862 Dec(FJetFuel);
2863 if (FJetFuel < 1) and g_Game_IsServer then
2864 begin
2865 FJetpack := False;
2866 JetpackOff;
2867 if g_Game_IsNet then
2868 MH_SEND_PlayerStats(FUID);
2869 end;
2870 end;
2871 Exit;
2872 end;
2874 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2875 if FGhost then
2876 FCanJetpack := False;
2878 // Ïðûãàåì èëè âñïëûâàåì:
2879 if (CollideLevel(0, 1) or
2880 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2881 PLAYER_RECT.Height-33, PANEL_STEP, False)
2882 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2883 begin
2884 FObj.Vel.Y := -VEL_JUMP;
2885 FCanJetpack := False;
2886 end
2887 else
2888 begin
2889 if BodyInLiquid(0, 0) then
2890 FObj.Vel.Y := -VEL_SW
2891 else if (FJetFuel > 0) and FCanJetpack and
2892 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2893 begin
2894 FJetpack := True;
2895 JetpackOn;
2896 if g_Game_IsNet then
2897 MH_SEND_PlayerStats(FUID);
2898 end;
2899 end;
2900 end;
2902 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2903 var
2904 a, i, k, ab, ar: Byte;
2905 s: String;
2906 mon: TMonster;
2907 plr: TPlayer;
2908 srv, netsrv: Boolean;
2909 DoFrags: Boolean;
2910 OldLR: Byte;
2911 KP: TPlayer;
2913 procedure PushItem(t: Byte);
2914 var
2915 id: DWORD;
2916 begin
2917 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2918 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2919 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2920 (FObj.Vel.Y div 2)-Random(9))
2921 else
2922 if KillType = K_HARDKILL then // -5..+5; -5..0
2923 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2924 (FObj.Vel.Y div 2)-Random(6))
2925 else // -3..+3; -3..0
2926 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2927 (FObj.Vel.Y div 2)-Random(4));
2929 if g_Game_IsNet and g_Game_IsServer then
2930 MH_SEND_ItemSpawn(True, id);
2931 end;
2933 begin
2934 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2935 Srv := g_Game_IsServer;
2936 Netsrv := g_Game_IsServer and g_Game_IsNet;
2937 if Srv then FDeath := FDeath + 1;
2938 if FLive then
2939 begin
2940 if FGhost then
2941 FGhost := False;
2942 if not FPhysics then
2943 FPhysics := True;
2944 FLive := False;
2945 end;
2946 FShellTimer := -1;
2948 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2949 begin
2950 if FLives > 0 then FLives := FLives - 1;
2951 if FLives = 0 then FNoRespawn := True;
2952 end;
2954 // Íîìåð òèïà ñìåðòè:
2955 a := 1;
2956 case KillType of
2957 K_SIMPLEKILL: a := 1;
2958 K_HARDKILL: a := 2;
2959 K_EXTRAHARDKILL: a := 3;
2960 K_FALLKILL: a := 4;
2961 end;
2963 // Çâóê ñìåðòè:
2964 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
2965 for i := 1 to 3 do
2966 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
2967 Break;
2969 // Âðåìÿ ðåñïàóíà:
2970 if Srv then
2971 case KillType of
2972 K_SIMPLEKILL:
2973 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
2974 K_HARDKILL:
2975 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
2976 K_EXTRAHARDKILL, K_FALLKILL:
2977 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
2978 end;
2980 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
2981 case KillType of
2982 K_SIMPLEKILL:
2983 SetAction(A_DIE1);
2984 K_HARDKILL, K_EXTRAHARDKILL:
2985 SetAction(A_DIE2);
2986 end;
2988 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
2989 if (KillType <> K_FALLKILL) and (Srv) then
2990 g_Monsters_killedp();
2992 if SpawnerUID = FUID then
2993 begin // Ñàìîóáèëñÿ
2994 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2995 begin
2996 Dec(FFrags);
2997 FLastFrag := 0;
2998 end;
2999 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3000 end
3001 else
3002 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3003 begin // Óáèò äðóãèì èãðîêîì
3004 KP := g_Player_Get(SpawnerUID);
3005 if (KP <> nil) and Srv then
3006 begin
3007 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3008 if SameTeam(FUID, SpawnerUID) then
3009 begin
3010 Dec(KP.FFrags);
3011 KP.FLastFrag := 0;
3012 end else
3013 begin
3014 Inc(KP.FFrags);
3015 KP.FragCombo();
3016 end;
3018 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3019 Inc(gTeamStat[KP.Team].Goals,
3020 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3022 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3023 end;
3025 plr := g_Player_Get(SpawnerUID);
3026 if plr = nil then
3027 s := '?'
3028 else
3029 s := plr.FName;
3031 case KillType of
3032 K_HARDKILL:
3033 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3034 [FName, s]),
3035 gShowKillMsg);
3036 K_EXTRAHARDKILL:
3037 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3038 [FName, s]),
3039 gShowKillMsg);
3040 else
3041 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3042 [FName, s]),
3043 gShowKillMsg);
3044 end;
3045 end
3046 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3047 begin // Óáèò ìîíñòðîì
3048 mon := g_Monsters_Get(SpawnerUID);
3049 if mon = nil then
3050 s := '?'
3051 else
3052 s := g_Monsters_GetKilledBy(mon.MonsterType);
3054 case KillType of
3055 K_HARDKILL:
3056 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3057 [FName, s]),
3058 gShowKillMsg);
3059 K_EXTRAHARDKILL:
3060 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3061 [FName, s]),
3062 gShowKillMsg);
3063 else
3064 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3065 [FName, s]),
3066 gShowKillMsg);
3067 end;
3068 end
3069 else // Îñîáûå òèïû ñìåðòè
3070 case t of
3071 HIT_DISCON: ;
3072 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3073 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3074 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3075 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3076 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3077 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3078 end;
3080 if Srv then
3081 begin
3082 // Âûáðîñ îðóæèÿ:
3083 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3084 if FWeapon[a] then
3085 begin
3086 case a of
3087 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3088 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3089 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3090 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3091 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3092 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3093 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3094 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3095 else i := 0;
3096 end;
3098 if i <> 0 then
3099 PushItem(i);
3100 end;
3102 // Âûáðîñ ðþêçàêà:
3103 if R_ITEM_BACKPACK in FRulez then
3104 PushItem(ITEM_AMMO_BACKPACK);
3106 // Âûáðîñ ðàêåòíîãî ðàíöà:
3107 if FJetFuel > 0 then
3108 PushItem(ITEM_JETPACK);
3110 // Âûáðîñ êëþ÷åé:
3111 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3112 begin
3113 if R_KEY_RED in FRulez then
3114 PushItem(ITEM_KEY_RED);
3116 if R_KEY_GREEN in FRulez then
3117 PushItem(ITEM_KEY_GREEN);
3119 if R_KEY_BLUE in FRulez then
3120 PushItem(ITEM_KEY_BLUE);
3121 end;
3123 // Âûáðîñ ôëàãà:
3124 DropFlag();
3125 end;
3127 g_Player_CreateCorpse(Self);
3129 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3130 (gLMSRespawn = LMS_RESPAWN_NONE) then
3131 begin
3132 a := 0;
3133 k := 0;
3134 ar := 0;
3135 ab := 0;
3136 for i := Low(gPlayers) to High(gPlayers) do
3137 begin
3138 if gPlayers[i] = nil then continue;
3139 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3140 begin
3141 Inc(a);
3142 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3143 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3144 k := i;
3145 end;
3146 end;
3148 OldLR := gLMSRespawn;
3149 if (gGameSettings.GameMode = GM_COOP) then
3150 begin
3151 if (a = 0) then
3152 begin
3153 // everyone is dead, restart the map
3154 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3155 if Netsrv then
3156 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3157 gLMSRespawn := LMS_RESPAWN_FINAL;
3158 gLMSRespawnTime := gTime + 5000;
3159 end
3160 else if (a = 1) then
3161 begin
3162 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3163 if (gPlayers[k] = gPlayer1) or
3164 (gPlayers[k] = gPlayer2) then
3165 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3166 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3167 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3168 end;
3169 end
3170 else if (gGameSettings.GameMode = GM_TDM) then
3171 begin
3172 if (ab = 0) and (ar <> 0) then
3173 begin
3174 // blu team ded
3175 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3176 if Netsrv then
3177 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3178 Inc(gTeamStat[TEAM_RED].Goals);
3179 gLMSRespawn := LMS_RESPAWN_FINAL;
3180 gLMSRespawnTime := gTime + 5000;
3181 end
3182 else if (ar = 0) and (ab <> 0) then
3183 begin
3184 // red team ded
3185 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3186 if Netsrv then
3187 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3188 Inc(gTeamStat[TEAM_BLUE].Goals);
3189 gLMSRespawn := LMS_RESPAWN_FINAL;
3190 gLMSRespawnTime := gTime + 5000;
3191 end
3192 else if (ar = 0) and (ab = 0) then
3193 begin
3194 // everyone ded
3195 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3196 if Netsrv then
3197 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3198 gLMSRespawn := LMS_RESPAWN_FINAL;
3199 gLMSRespawnTime := gTime + 5000;
3200 end;
3201 end
3202 else if (gGameSettings.GameMode = GM_DM) then
3203 begin
3204 if (a = 1) then
3205 begin
3206 if gPlayers[k] <> nil then
3207 with gPlayers[k] do
3208 begin
3209 // survivor is the winner
3210 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3211 if Netsrv then
3212 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3213 Inc(FFrags);
3214 end;
3215 gLMSRespawn := LMS_RESPAWN_FINAL;
3216 gLMSRespawnTime := gTime + 5000;
3217 end
3218 else if (a = 0) then
3219 begin
3220 // everyone is dead, restart the map
3221 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3222 if Netsrv then
3223 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3224 gLMSRespawn := LMS_RESPAWN_FINAL;
3225 gLMSRespawnTime := gTime + 5000;
3226 end;
3227 end;
3228 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3229 begin
3230 if NetMode = NET_SERVER then
3231 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3232 else
3233 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3234 end;
3235 end;
3237 if Netsrv then
3238 begin
3239 MH_SEND_PlayerStats(FUID);
3240 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3241 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3242 end;
3244 if srv and FNoRespawn then Spectate(True);
3245 FWantsInGame := True;
3246 end;
3248 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3249 begin
3250 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3251 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3252 end;
3254 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3255 begin
3256 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3257 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3258 end;
3260 procedure TPlayer.MakeBloodSimple(Count: Word);
3261 begin
3262 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3263 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3264 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3265 150, 0, 0);
3266 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3267 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3268 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3269 150, 0, 0);
3270 end;
3272 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3273 begin
3274 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3275 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3276 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3277 150, 0, 0);
3278 end;
3280 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3281 begin
3282 if g_Game_IsClient then Exit;
3283 if Weapon > High(FWeapon) then Exit;
3284 FNextWeap := FNextWeap or (1 shl Weapon);
3285 end;
3287 procedure TPlayer.resetWeaponQueue ();
3288 begin
3289 FNextWeap := 0;
3290 FNextWeapDelay := 0;
3291 end;
3293 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3294 begin
3295 result := false;
3296 case weapon of
3297 WEAPON_KASTET, WEAPON_SAW: result := true;
3298 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3299 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3300 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3301 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3302 else result := (weapon < length(FWeapon));
3303 end;
3304 end;
3306 // return 255 for "no switch"
3307 function TPlayer.getNextWeaponIndex (): Byte;
3308 var
3309 i: Word;
3310 wantThisWeapon: array[0..64] of Boolean;
3311 wwc: Integer = 0; //HACK!
3312 begin
3313 result := 255; // default result: "no switch"
3314 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3315 for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
3316 // exclude currently selected weapon from the set
3317 wantThisWeapon[FCurrWeap] := false;
3318 // slow down alterations a little
3319 if wwc > 1 then
3320 begin
3321 // more than one weapon requested, assume "alteration" and check alteration delay
3322 if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah
3323 end;
3324 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3325 if wwc < 1 then begin resetWeaponQueue(); exit; end;
3326 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3327 // try weapons in descending order
3328 for i := High(FWeapon) downto 0 do
3329 begin
3330 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3331 begin
3332 // i found her!
3333 result := Byte(i);
3334 exit;
3335 end;
3336 end;
3337 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3338 resetWeaponQueue();
3339 end;
3341 procedure TPlayer.RealizeCurrentWeapon();
3342 var
3343 i, nw: Byte;
3344 begin
3345 nw := getNextWeaponIndex();
3346 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3347 if nw = 255 then exit; // don't reset anything here
3348 if nw > High(FWeapon) then begin resetWeaponQueue(); exit; end; // don't forget to reset queue here!
3350 if FBFGFireCounter <> -1 then exit;
3351 if FTime[T_SWITCH] > gTime then exit;
3353 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do if FReloading[i] > 0 then exit;
3355 if FWeapon[nw] then
3356 begin
3357 FCurrWeap := nw;
3358 FTime[T_SWITCH] := gTime+156;
3359 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3360 FModel.SetWeapon(FCurrWeap);
3361 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3362 end;
3363 // reset weapon queue; `getNextWeaponIndex()` guarantees to not select a weapon player don't have
3364 resetWeaponQueue();
3365 FNextWeapDelay := 10; // anyway, 'cause why not
3366 end;
3368 procedure TPlayer.cycleWeapon (dir: Integer);
3369 var
3370 i, cwi: Integer;
3371 begin
3372 if dir < 0 then dir := -1 else if dir > 0 then dir := 1 else exit;
3373 cwi := FCurrWeap;
3374 for i := 0 to High(FWeapon) do
3375 begin
3376 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3377 if FWeapon[cwi] then
3378 begin
3379 QueueWeaponSwitch(Byte(cwi));
3380 exit;
3381 end;
3382 end;
3383 end;
3385 procedure TPlayer.NextWeapon();
3386 begin
3387 if g_Game_IsClient then Exit;
3388 cycleWeapon(1);
3389 end;
3391 procedure TPlayer.PrevWeapon();
3392 begin
3393 if g_Game_IsClient then Exit;
3394 cycleWeapon(-1);
3395 end;
3397 procedure TPlayer.SetWeapon(W: Byte);
3398 begin
3399 if FCurrWeap <> W then
3400 if W = WEAPON_SAW then
3401 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3403 FCurrWeap := W;
3404 FModel.SetWeapon(CurrWeap);
3405 resetWeaponQueue();
3406 end;
3408 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3409 var
3410 a: Boolean;
3411 begin
3412 Result := False;
3413 if g_Game_IsClient then Exit;
3415 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3416 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3417 remove := not a;
3419 case ItemType of
3420 ITEM_MEDKIT_SMALL:
3421 if FHealth < PLAYER_HP_SOFT then
3422 begin
3423 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3424 Result := True;
3425 remove := True;
3426 if gFlash = 2 then Inc(FPickup, 5);
3427 end;
3429 ITEM_MEDKIT_LARGE:
3430 if FHealth < PLAYER_HP_SOFT then
3431 begin
3432 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3433 Result := True;
3434 remove := True;
3435 if gFlash = 2 then Inc(FPickup, 5);
3436 end;
3438 ITEM_ARMOR_GREEN:
3439 if FArmor < PLAYER_AP_SOFT then
3440 begin
3441 FArmor := PLAYER_AP_SOFT;
3442 Result := True;
3443 remove := True;
3444 if gFlash = 2 then Inc(FPickup, 5);
3445 end;
3447 ITEM_ARMOR_BLUE:
3448 if FArmor < PLAYER_AP_LIMIT then
3449 begin
3450 FArmor := PLAYER_AP_LIMIT;
3451 Result := True;
3452 remove := True;
3453 if gFlash = 2 then Inc(FPickup, 5);
3454 end;
3456 ITEM_SPHERE_BLUE:
3457 if FHealth < PLAYER_HP_LIMIT then
3458 begin
3459 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3460 Result := True;
3461 remove := True;
3462 if gFlash = 2 then Inc(FPickup, 5);
3463 end;
3465 ITEM_SPHERE_WHITE:
3466 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3467 begin
3468 if FHealth < PLAYER_HP_LIMIT then
3469 FHealth := PLAYER_HP_LIMIT;
3470 if FArmor < PLAYER_AP_LIMIT then
3471 FArmor := PLAYER_AP_LIMIT;
3472 Result := True;
3473 remove := True;
3474 if gFlash = 2 then Inc(FPickup, 5);
3475 end;
3477 ITEM_WEAPON_SAW:
3478 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3479 begin
3480 FWeapon[WEAPON_SAW] := True;
3481 Result := True;
3482 if gFlash = 2 then Inc(FPickup, 5);
3483 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3484 end;
3486 ITEM_WEAPON_SHOTGUN1:
3487 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3488 begin
3489 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3490 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3492 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3493 FWeapon[WEAPON_SHOTGUN1] := True;
3494 Result := True;
3495 if gFlash = 2 then Inc(FPickup, 5);
3496 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3497 end;
3499 ITEM_WEAPON_SHOTGUN2:
3500 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3501 begin
3502 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3504 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3505 FWeapon[WEAPON_SHOTGUN2] := True;
3506 Result := True;
3507 if gFlash = 2 then Inc(FPickup, 5);
3508 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3509 end;
3511 ITEM_WEAPON_CHAINGUN:
3512 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3513 begin
3514 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3516 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3517 FWeapon[WEAPON_CHAINGUN] := True;
3518 Result := True;
3519 if gFlash = 2 then Inc(FPickup, 5);
3520 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3521 end;
3523 ITEM_WEAPON_ROCKETLAUNCHER:
3524 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3525 begin
3526 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3528 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3529 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3530 Result := True;
3531 if gFlash = 2 then Inc(FPickup, 5);
3532 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3533 end;
3535 ITEM_WEAPON_PLASMA:
3536 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3537 begin
3538 if a and FWeapon[WEAPON_PLASMA] then Exit;
3540 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3541 FWeapon[WEAPON_PLASMA] := True;
3542 Result := True;
3543 if gFlash = 2 then Inc(FPickup, 5);
3544 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3545 end;
3547 ITEM_WEAPON_BFG:
3548 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3549 begin
3550 if a and FWeapon[WEAPON_BFG] then Exit;
3552 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3553 FWeapon[WEAPON_BFG] := True;
3554 Result := True;
3555 if gFlash = 2 then Inc(FPickup, 5);
3556 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3557 end;
3559 ITEM_WEAPON_SUPERPULEMET:
3560 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3561 begin
3562 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3564 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3565 FWeapon[WEAPON_SUPERPULEMET] := True;
3566 Result := True;
3567 if gFlash = 2 then Inc(FPickup, 5);
3568 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3569 end;
3571 ITEM_AMMO_BULLETS:
3572 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3573 begin
3574 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3575 Result := True;
3576 remove := True;
3577 if gFlash = 2 then Inc(FPickup, 5);
3578 end;
3580 ITEM_AMMO_BULLETS_BOX:
3581 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3582 begin
3583 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3584 Result := True;
3585 remove := True;
3586 if gFlash = 2 then Inc(FPickup, 5);
3587 end;
3589 ITEM_AMMO_SHELLS:
3590 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3591 begin
3592 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3593 Result := True;
3594 remove := True;
3595 if gFlash = 2 then Inc(FPickup, 5);
3596 end;
3598 ITEM_AMMO_SHELLS_BOX:
3599 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3600 begin
3601 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3602 Result := True;
3603 remove := True;
3604 if gFlash = 2 then Inc(FPickup, 5);
3605 end;
3607 ITEM_AMMO_ROCKET:
3608 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3609 begin
3610 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3611 Result := True;
3612 remove := True;
3613 if gFlash = 2 then Inc(FPickup, 5);
3614 end;
3616 ITEM_AMMO_ROCKET_BOX:
3617 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3618 begin
3619 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3620 Result := True;
3621 remove := True;
3622 if gFlash = 2 then Inc(FPickup, 5);
3623 end;
3625 ITEM_AMMO_CELL:
3626 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3627 begin
3628 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3629 Result := True;
3630 remove := True;
3631 if gFlash = 2 then Inc(FPickup, 5);
3632 end;
3634 ITEM_AMMO_CELL_BIG:
3635 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3636 begin
3637 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3638 Result := True;
3639 remove := True;
3640 if gFlash = 2 then Inc(FPickup, 5);
3641 end;
3643 ITEM_AMMO_BACKPACK:
3644 if not(R_ITEM_BACKPACK in FRulez) or
3645 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3646 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3647 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3648 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
3649 begin
3650 FMaxAmmo[A_BULLETS] := 400;
3651 FMaxAmmo[A_SHELLS] := 100;
3652 FMaxAmmo[A_ROCKETS] := 100;
3653 FMaxAmmo[A_CELLS] := 600;
3655 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3656 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3657 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3658 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3659 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3660 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3661 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3662 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3664 FRulez := FRulez + [R_ITEM_BACKPACK];
3665 Result := True;
3666 remove := True;
3667 if gFlash = 2 then Inc(FPickup, 5);
3668 end;
3670 ITEM_KEY_RED:
3671 if not(R_KEY_RED in FRulez) then
3672 begin
3673 Include(FRulez, R_KEY_RED);
3674 Result := True;
3675 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3676 if gFlash = 2 then Inc(FPickup, 5);
3677 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3678 end;
3680 ITEM_KEY_GREEN:
3681 if not(R_KEY_GREEN in FRulez) then
3682 begin
3683 Include(FRulez, R_KEY_GREEN);
3684 Result := True;
3685 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3686 if gFlash = 2 then Inc(FPickup, 5);
3687 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3688 end;
3690 ITEM_KEY_BLUE:
3691 if not(R_KEY_BLUE in FRulez) then
3692 begin
3693 Include(FRulez, R_KEY_BLUE);
3694 Result := True;
3695 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3696 if gFlash = 2 then Inc(FPickup, 5);
3697 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3698 end;
3700 ITEM_SUIT:
3701 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3702 begin
3703 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3704 Result := True;
3705 remove := True;
3706 if gFlash = 2 then Inc(FPickup, 5);
3707 end;
3709 ITEM_OXYGEN:
3710 if FAir < AIR_MAX then
3711 begin
3712 FAir := AIR_MAX;
3713 Result := True;
3714 remove := True;
3715 if gFlash = 2 then Inc(FPickup, 5);
3716 end;
3718 ITEM_MEDKIT_BLACK:
3719 begin
3720 if not (R_BERSERK in FRulez) then
3721 begin
3722 Include(FRulez, R_BERSERK);
3723 if FBFGFireCounter = -1 then
3724 begin
3725 FCurrWeap := WEAPON_KASTET;
3726 resetWeaponQueue();
3727 FModel.SetWeapon(WEAPON_KASTET);
3728 end;
3729 if gFlash <> 0 then
3730 Inc(FPain, 100);
3731 if gFlash = 2 then Inc(FPickup, 5);
3732 FBerserk := gTime+30000;
3733 Result := True;
3734 remove := True;
3735 end;
3736 if FHealth < PLAYER_HP_SOFT then
3737 begin
3738 FHealth := PLAYER_HP_SOFT;
3739 FBerserk := gTime+30000;
3740 Result := True;
3741 remove := True;
3742 end;
3743 end;
3745 ITEM_INVUL:
3746 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3747 begin
3748 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3749 Result := True;
3750 remove := True;
3751 if gFlash = 2 then Inc(FPickup, 5);
3752 end;
3754 ITEM_BOTTLE:
3755 if FHealth < PLAYER_HP_LIMIT then
3756 begin
3757 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3758 Result := True;
3759 remove := True;
3760 if gFlash = 2 then Inc(FPickup, 5);
3761 end;
3763 ITEM_HELMET:
3764 if FArmor < PLAYER_AP_LIMIT then
3765 begin
3766 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3767 Result := True;
3768 remove := True;
3769 if gFlash = 2 then Inc(FPickup, 5);
3770 end;
3772 ITEM_JETPACK:
3773 if FJetFuel < JET_MAX then
3774 begin
3775 FJetFuel := JET_MAX;
3776 Result := True;
3777 remove := True;
3778 if gFlash = 2 then Inc(FPickup, 5);
3779 end;
3781 ITEM_INVIS:
3782 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3783 begin
3784 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3785 Result := True;
3786 remove := True;
3787 if gFlash = 2 then Inc(FPickup, 5);
3788 end;
3789 end;
3790 end;
3792 procedure TPlayer.Touch();
3793 begin
3794 if not FLive then
3795 Exit;
3796 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3797 if FIamBot then
3798 begin
3799 // Áðîñèòü ôëàã òîâàðèùó:
3800 if gGameSettings.GameMode = GM_CTF then
3801 DropFlag();
3802 end;
3803 end;
3805 procedure TPlayer.Push(vx, vy: Integer);
3806 begin
3807 if (not FPhysics) and FGhost then
3808 Exit;
3809 FObj.Accel.X := FObj.Accel.X + vx;
3810 FObj.Accel.Y := FObj.Accel.Y + vy;
3811 if g_Game_IsNet and g_Game_IsServer then
3812 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3813 end;
3815 procedure TPlayer.Reset(Force: Boolean);
3816 begin
3817 if Force then
3818 FLive := False;
3820 FSpawned := False;
3821 FTime[T_RESPAWN] := 0;
3822 FTime[T_FLAGCAP] := 0;
3823 FGodMode := False;
3824 FNoTarget := False;
3825 FNoReload := False;
3826 FFrags := 0;
3827 FLastFrag := 0;
3828 FComboEvnt := -1;
3829 FKills := 0;
3830 FMonsterKills := 0;
3831 FDeath := 0;
3832 FSecrets := 0;
3833 if FNoRespawn then
3834 begin
3835 FSpectator := False;
3836 FGhost := False;
3837 FPhysics := True;
3838 FSpectatePlayer := -1;
3839 FNoRespawn := False;
3840 end;
3841 FLives := gGameSettings.MaxLives;
3843 SetFlag(FLAG_NONE);
3844 end;
3846 procedure TPlayer.SoftReset();
3847 begin
3848 ReleaseKeys();
3850 FDamageBuffer := 0;
3851 FIncCam := 0;
3852 FBFGFireCounter := -1;
3853 FShellTimer := -1;
3854 FPain := 0;
3855 FLastHit := 0;
3856 FLastFrag := 0;
3857 FComboEvnt := -1;
3859 SetFlag(FLAG_NONE);
3860 SetAction(A_STAND, True);
3861 end;
3863 function TPlayer.GetRespawnPoint(): Byte;
3864 var
3865 c: Byte;
3866 begin
3867 Result := 255;
3868 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3870 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3871 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3872 begin
3873 if (Self = gPlayer1) or (Self = gPlayer2) then
3874 begin
3875 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3876 if Self = gPlayer1 then
3877 c := RESPAWNPOINT_PLAYER1
3878 else
3879 c := RESPAWNPOINT_PLAYER2;
3880 if g_Map_GetPointCount(c) > 0 then
3881 begin
3882 Result := c;
3883 Exit;
3884 end;
3886 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3887 if Self = gPlayer1 then
3888 c := RESPAWNPOINT_PLAYER2
3889 else
3890 c := RESPAWNPOINT_PLAYER1;
3891 if g_Map_GetPointCount(c) > 0 then
3892 begin
3893 Result := c;
3894 Exit;
3895 end;
3896 end else
3897 begin
3898 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3899 if Random(2) = 0 then
3900 c := RESPAWNPOINT_PLAYER1
3901 else
3902 c := RESPAWNPOINT_PLAYER2;
3903 if g_Map_GetPointCount(c) > 0 then
3904 begin
3905 Result := c;
3906 Exit;
3907 end;
3908 end;
3910 // Òî÷êà ëþáîé èç êîìàíä
3911 if Random(2) = 0 then
3912 c := RESPAWNPOINT_RED
3913 else
3914 c := RESPAWNPOINT_BLUE;
3915 if g_Map_GetPointCount(c) > 0 then
3916 begin
3917 Result := c;
3918 Exit;
3919 end;
3921 // Òî÷êà DM
3922 c := RESPAWNPOINT_DM;
3923 if g_Map_GetPointCount(c) > 0 then
3924 begin
3925 Result := c;
3926 Exit;
3927 end;
3928 end;
3930 // Ìÿñîïîâàë
3931 if gGameSettings.GameMode = GM_DM then
3932 begin
3933 // Òî÷êà DM
3934 c := RESPAWNPOINT_DM;
3935 if g_Map_GetPointCount(c) > 0 then
3936 begin
3937 Result := c;
3938 Exit;
3939 end;
3941 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3942 if Random(2) = 0 then
3943 c := RESPAWNPOINT_PLAYER1
3944 else
3945 c := RESPAWNPOINT_PLAYER2;
3946 if g_Map_GetPointCount(c) > 0 then
3947 begin
3948 Result := c;
3949 Exit;
3950 end;
3952 // Òî÷êà ëþáîé èç êîìàíä
3953 if Random(2) = 0 then
3954 c := RESPAWNPOINT_RED
3955 else
3956 c := RESPAWNPOINT_BLUE;
3957 if g_Map_GetPointCount(c) > 0 then
3958 begin
3959 Result := c;
3960 Exit;
3961 end;
3962 end;
3964 // Êîìàíäíûå
3965 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
3966 begin
3967 // Òî÷êà ñâîåé êîìàíäû
3968 c := RESPAWNPOINT_DM;
3969 if FTeam = TEAM_RED then
3970 c := RESPAWNPOINT_RED;
3971 if FTeam = TEAM_BLUE then
3972 c := RESPAWNPOINT_BLUE;
3973 if g_Map_GetPointCount(c) > 0 then
3974 begin
3975 Result := c;
3976 Exit;
3977 end;
3979 // Òî÷êà DM
3980 c := RESPAWNPOINT_DM;
3981 if g_Map_GetPointCount(c) > 0 then
3982 begin
3983 Result := c;
3984 Exit;
3985 end;
3987 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3988 if Random(2) = 0 then
3989 c := RESPAWNPOINT_PLAYER1
3990 else
3991 c := RESPAWNPOINT_PLAYER2;
3992 if g_Map_GetPointCount(c) > 0 then
3993 begin
3994 Result := c;
3995 Exit;
3996 end;
3998 // Òî÷êà äðóãîé êîìàíäû
3999 c := RESPAWNPOINT_DM;
4000 if FTeam = TEAM_RED then
4001 c := RESPAWNPOINT_BLUE;
4002 if FTeam = TEAM_BLUE then
4003 c := RESPAWNPOINT_RED;
4004 if g_Map_GetPointCount(c) > 0 then
4005 begin
4006 Result := c;
4007 Exit;
4008 end;
4009 end;
4010 end;
4012 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4013 var
4014 RespawnPoint: TRespawnPoint;
4015 a, b, c: Byte;
4016 Anim: TAnimation;
4017 ID: DWORD;
4018 begin
4019 if not g_Game_IsServer then
4020 Exit;
4021 if FDummy then
4022 Exit;
4023 FWantsInGame := True;
4024 FJustTeleported := True;
4025 if Force then
4026 begin
4027 FTime[T_RESPAWN] := 0;
4028 FLive := False;
4029 end;
4030 FNetTime := 0;
4031 // if server changes MaxLives we gotta be ready
4032 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4034 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4035 if FTime[T_RESPAWN] > gTime then
4036 Exit;
4038 // Ïðîñðàë âñå æèçíè:
4039 if FNoRespawn then
4040 begin
4041 if not FSpectator then Spectate(True);
4042 FWantsInGame := True;
4043 Exit;
4044 end;
4046 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4047 begin // "Ñâîÿ èãðà"
4048 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4049 FRulez := FRulez-[R_BERSERK];
4050 end
4051 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4052 begin
4053 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4054 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4055 end;
4057 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4058 c := GetRespawnPoint();
4060 ReleaseKeys();
4061 SetFlag(FLAG_NONE);
4063 // Âîñêðåøåíèå áåç îðóæèÿ:
4064 if not FLive then
4065 begin
4066 FHealth := PLAYER_HP_SOFT;
4067 FArmor := 0;
4068 FLive := True;
4069 FAir := AIR_DEF;
4070 FJetFuel := 0;
4072 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4073 begin
4074 FWeapon[a] := False;
4075 FReloading[a] := 0;
4076 end;
4078 FWeapon[WEAPON_PISTOL] := True;
4079 FWeapon[WEAPON_KASTET] := True;
4080 FCurrWeap := WEAPON_PISTOL;
4081 resetWeaponQueue();
4083 FModel.SetWeapon(FCurrWeap);
4085 for b := A_BULLETS to A_CELLS do
4086 FAmmo[b] := 0;
4088 FAmmo[A_BULLETS] := 50;
4090 FMaxAmmo[A_BULLETS] := 200;
4091 FMaxAmmo[A_SHELLS] := 50;
4092 FMaxAmmo[A_ROCKETS] := 50;
4093 FMaxAmmo[A_CELLS] := 300;
4095 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4096 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4097 else
4098 FRulez := [];
4099 end;
4101 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4102 if not g_Map_GetPoint(c, RespawnPoint) then
4103 begin
4104 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4105 Exit;
4106 end;
4108 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4109 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4110 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4111 FObj.Vel.X := 0;
4112 FObj.Vel.Y := 0;
4113 FObj.Accel.X := 0;
4114 FObj.Accel.Y := 0;
4116 FDirection := RespawnPoint.Direction;
4117 if FDirection = D_LEFT then
4118 FAngle := 180
4119 else
4120 FAngle := 0;
4122 FIncCam := 0;
4123 FBFGFireCounter := -1;
4124 FShellTimer := -1;
4125 FPain := 0;
4126 FLastHit := 0;
4128 SetAction(A_STAND, True);
4129 FModel.Direction := FDirection;
4131 for a := Low(FTime) to High(FTime) do
4132 FTime[a] := 0;
4134 for a := Low(FMegaRulez) to High(FMegaRulez) do
4135 FMegaRulez[a] := 0;
4137 FDamageBuffer := 0;
4138 FJetpack := False;
4139 FCanJetpack := False;
4141 // Àíèìàöèÿ âîçðîæäåíèÿ:
4142 if (not gLoadGameMode) and (not Silent) then
4143 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4144 begin
4145 Anim := TAnimation.Create(ID, False, 3);
4146 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4147 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4148 Anim.Free();
4149 end;
4151 FSpectator := False;
4152 FGhost := False;
4153 FPhysics := True;
4154 FSpectatePlayer := -1;
4155 FSpawned := True;
4157 if g_Game_IsNet then
4158 begin
4159 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4160 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4161 if not Silent then
4162 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4163 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4164 0, NET_GFX_TELE);
4165 end;
4166 end;
4168 procedure TPlayer.Spectate(NoMove: Boolean = False);
4169 begin
4170 if FLive then
4171 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4172 else if (not NoMove) then
4173 begin
4174 GameX := gMapInfo.Width div 2;
4175 GameY := gMapInfo.Height div 2;
4176 end;
4177 FXTo := GameX;
4178 FYTo := GameY;
4180 FLive := False;
4181 FSpectator := True;
4182 FGhost := True;
4183 FPhysics := False;
4184 FWantsInGame := False;
4185 FSpawned := False;
4187 if FNoRespawn then
4188 begin
4189 if Self = gPlayer1 then
4190 begin
4191 gLMSPID1 := FUID;
4192 gPlayer1 := nil;
4193 end;
4194 if Self = gPlayer2 then
4195 begin
4196 gLMSPID2 := FUID;
4197 gPlayer2 := nil;
4198 end;
4199 end;
4201 if g_Game_IsNet then
4202 MH_SEND_PlayerStats(FUID);
4203 end;
4205 procedure TPlayer.SwitchNoClip;
4206 begin
4207 if not FLive then
4208 Exit;
4209 FGhost := not FGhost;
4210 FPhysics := not FGhost;
4211 if FGhost then
4212 begin
4213 FXTo := FObj.X;
4214 FYTo := FObj.Y;
4215 end else
4216 begin
4217 FObj.Accel.X := 0;
4218 FObj.Accel.Y := 0;
4219 end;
4220 end;
4222 procedure TPlayer.Run(Direction: TDirection);
4223 var
4224 a, b: Integer;
4225 begin
4226 if MAX_RUNVEL > 8 then
4227 FlySmoke();
4229 // Áåæèì:
4230 if Direction = D_LEFT then
4231 begin
4232 if FObj.Vel.X > -MAX_RUNVEL then
4233 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4234 end
4235 else
4236 if FObj.Vel.X < MAX_RUNVEL then
4237 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4239 // Âîçìîæíî, ïèíàåì êóñêè:
4240 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4241 begin
4242 b := Abs(FObj.Vel.X);
4243 if b > 1 then b := b * (Random(8 div b) + 1);
4244 for a := 0 to High(gGibs) do
4245 if gGibs[a].Live and
4246 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4247 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4248 // Ïèíàåì êóñêè
4249 if FObj.Vel.X < 0 then
4250 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4251 else
4252 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4253 end;
4255 SetAction(A_WALK);
4256 end;
4258 procedure TPlayer.SeeDown();
4259 begin
4260 SetAction(A_SEEDOWN);
4262 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4264 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4265 end;
4267 procedure TPlayer.SeeUp();
4268 begin
4269 SetAction(A_SEEUP);
4271 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4273 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4274 end;
4276 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4277 var
4278 Prior: Byte;
4279 begin
4280 case Action of
4281 A_WALK: Prior := 3;
4282 A_DIE1: Prior := 5;
4283 A_DIE2: Prior := 5;
4284 A_ATTACK: Prior := 2;
4285 A_SEEUP: Prior := 1;
4286 A_SEEDOWN: Prior := 1;
4287 A_ATTACKUP: Prior := 2;
4288 A_ATTACKDOWN: Prior := 2;
4289 A_PAIN: Prior := 4;
4290 else Prior := 0;
4291 end;
4293 if (Prior > FActionPrior) or Force then
4294 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4295 begin
4296 FActionPrior := Prior;
4297 FActionAnim := Action;
4298 FActionForce := Force;
4299 FActionChanged := True;
4300 end;
4302 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4303 end;
4305 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4306 begin
4307 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4308 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4309 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4310 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4311 end;
4313 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4314 var
4315 Anim: TAnimation;
4316 ID: DWORD;
4317 begin
4318 Result := False;
4320 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4321 begin
4322 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4323 if g_Game_IsServer and g_Game_IsNet then
4324 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4325 Exit;
4326 end;
4328 FJustTeleported := True;
4330 Anim := nil;
4331 if not silent then
4332 begin
4333 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4334 begin
4335 Anim := TAnimation.Create(ID, False, 3);
4336 end;
4338 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4339 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4340 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4341 if g_Game_IsServer and g_Game_IsNet then
4342 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4343 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4344 NET_GFX_TELE);
4345 end;
4347 FObj.X := X-PLAYER_RECT.X;
4348 FObj.Y := Y-PLAYER_RECT.Y;
4349 if FLive and FGhost then
4350 begin
4351 FXTo := FObj.X;
4352 FYTo := FObj.Y;
4353 end;
4355 if not g_Game_IsNet then
4356 begin
4357 if dir = 1 then
4358 begin
4359 SetDirection(D_LEFT);
4360 FAngle := 180;
4361 end
4362 else
4363 if dir = 2 then
4364 begin
4365 SetDirection(D_RIGHT);
4366 FAngle := 0;
4367 end
4368 else
4369 if dir = 3 then
4370 begin // îáðàòíîå
4371 if FDirection = D_RIGHT then
4372 begin
4373 SetDirection(D_LEFT);
4374 FAngle := 180;
4375 end
4376 else
4377 begin
4378 SetDirection(D_RIGHT);
4379 FAngle := 0;
4380 end;
4381 end;
4382 end;
4384 if not silent and (Anim <> nil) then
4385 begin
4386 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4387 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4388 Anim.Free();
4390 if g_Game_IsServer and g_Game_IsNet then
4391 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4392 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4393 NET_GFX_TELE);
4394 end;
4396 Result := True;
4397 end;
4399 function nonz(a: Single): Single;
4400 begin
4401 if a <> 0 then
4402 Result := a
4403 else
4404 Result := 1;
4405 end;
4407 procedure TPlayer.Update();
4408 var
4409 b: Byte;
4410 i, ii, wx, wy, xd, yd, k: Integer;
4411 blockmon, headwater, dospawn: Boolean;
4412 NetServer: Boolean;
4413 AnyServer: Boolean;
4414 SetSpect: Boolean;
4415 begin
4416 NetServer := g_Game_IsNet and g_Game_IsServer;
4417 AnyServer := g_Game_IsServer;
4419 if g_Game_IsClient and (NetInterpLevel > 0) then
4420 DoLerp(NetInterpLevel + 1)
4421 else
4422 if FGhost then
4423 DoLerp(4);
4425 if NetServer then
4426 if FClientID >= 0 then
4427 begin
4428 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4429 if NetClients[FClientID].Peer^.packetsSent > 0 then
4430 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4431 else
4432 FLoss := 0;
4433 end else
4434 begin
4435 FPing := 0;
4436 FLoss := 0;
4437 end;
4439 if FLive and (gFly or FJetpack) then
4440 FlySmoke();
4442 if FDirection = D_LEFT then
4443 FAngle := 180
4444 else
4445 FAngle := 0;
4447 if FLive and (not FGhost) then
4448 begin
4449 if FKeys[KEY_UP].Pressed then
4450 SeeUp();
4451 if FKeys[KEY_DOWN].Pressed then
4452 SeeDown();
4453 end;
4455 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4456 (FIncCam <> 0) then
4457 begin
4458 i := g_basic.Sign(FIncCam);
4459 FIncCam := Abs(FIncCam);
4460 DecMin(FIncCam, 5, 0);
4461 FIncCam := FIncCam*i;
4462 end;
4464 if gTime mod (GAME_TICK*2) <> 0 then
4465 begin
4466 if (FObj.Vel.X = 0) and FLive then
4467 begin
4468 if FKeys[KEY_LEFT].Pressed then
4469 Run(D_LEFT);
4470 if FKeys[KEY_RIGHT].Pressed then
4471 Run(D_RIGHT);
4472 end;
4474 if FPhysics then
4475 g_Obj_Move(@FObj, True, True, True);
4477 Exit;
4478 end;
4480 FActionChanged := False;
4482 if FLive then
4483 begin
4484 // Let alive player do some actions
4485 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4486 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4487 if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4488 if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4489 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4490 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4491 if FKeys[KEY_JUMP].Pressed then Jump()
4492 else
4493 begin
4494 if AnyServer and FJetpack then
4495 begin
4496 FJetpack := False;
4497 JetpackOff;
4498 if NetServer then MH_SEND_PlayerStats(FUID);
4499 end;
4500 FCanJetpack := True;
4501 end;
4502 end
4503 else // Dead
4504 begin
4505 dospawn := False;
4506 if not FGhost then
4507 for k := Low(FKeys) to KEY_CHAT-1 do
4508 begin
4509 if FKeys[k].Pressed then
4510 begin
4511 dospawn := True;
4512 break;
4513 end;
4514 end;
4515 if dospawn then
4516 begin
4517 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4518 Respawn(False)
4519 else // Single
4520 if (FTime[T_RESPAWN] <= gTime) and
4521 gGameOn and (not FLive) then
4522 begin
4523 if (g_Player_GetCount() > 1) then
4524 Respawn(False)
4525 else
4526 begin
4527 gExit := EXIT_RESTART;
4528 Exit;
4529 end;
4530 end;
4531 end;
4532 // Dead spectator actions
4533 if FGhost then
4534 begin
4535 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4536 if FKeys[KEY_FIRE].Pressed and AnyServer then
4537 begin
4538 if FSpectator then
4539 begin
4540 if (FSpectatePlayer >= High(gPlayers)) then
4541 FSpectatePlayer := -1
4542 else
4543 begin
4544 SetSpect := False;
4545 for I := FSpectatePlayer + 1 to High(gPlayers) do
4546 if gPlayers[I] <> nil then
4547 if gPlayers[I].Live then
4548 if gPlayers[I].UID <> FUID then
4549 begin
4550 FSpectatePlayer := I;
4551 SetSpect := True;
4552 break;
4553 end;
4555 if not SetSpect then FSpectatePlayer := -1;
4556 end;
4558 ReleaseKeys;
4559 end;
4560 end;
4561 end;
4562 end;
4563 // No clipping
4564 if FGhost then
4565 begin
4566 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4567 begin
4568 FYTo := FObj.Y - 32;
4569 FSpectatePlayer := -1;
4570 end;
4571 if FKeys[KEY_DOWN].Pressed then
4572 begin
4573 FYTo := FObj.Y + 32;
4574 FSpectatePlayer := -1;
4575 end;
4576 if FKeys[KEY_LEFT].Pressed then
4577 begin
4578 FXTo := FObj.X - 32;
4579 FSpectatePlayer := -1;
4580 end;
4581 if FKeys[KEY_RIGHT].Pressed then
4582 begin
4583 FXTo := FObj.X + 32;
4584 FSpectatePlayer := -1;
4585 end;
4587 if (FXTo < -64) then
4588 FXTo := -64
4589 else if (FXTo > gMapInfo.Width + 32) then
4590 FXTo := gMapInfo.Width + 32;
4591 if (FYTo < -72) then
4592 FYTo := -72
4593 else if (FYTo > gMapInfo.Height + 32) then
4594 FYTo := gMapInfo.Height + 32;
4595 end;
4597 if FPhysics then
4598 g_Obj_Move(@FObj, True, True, True)
4599 else
4600 begin
4601 FObj.Vel.X := 0;
4602 FObj.Vel.Y := 0;
4603 if FSpectator then
4604 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4605 if gPlayers[FSpectatePlayer] <> nil then
4606 if gPlayers[FSpectatePlayer].Live then
4607 begin
4608 FXTo := gPlayers[FSpectatePlayer].GameX;
4609 FYTo := gPlayers[FSpectatePlayer].GameY;
4610 end;
4611 end;
4613 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4614 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4615 PANEL_BLOCKMON, True);
4616 headwater := HeadInLiquid(0, 0);
4618 // Ñîïðîòèâëåíèå âîçäóõà:
4619 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4620 if FObj.Vel.X <> 0 then
4621 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4623 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4624 DecMin(FPain, 5, 0);
4625 DecMin(FPickup, 1, 0);
4627 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4628 begin
4629 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4630 FMegaRulez[MR_SUIT] := 0;
4631 FMegaRulez[MR_INVUL] := 0;
4632 FMegaRulez[MR_INVIS] := 0;
4633 Kill(K_FALLKILL, 0, HIT_FALL);
4634 end;
4636 i := 9;
4638 if FLive then
4639 begin
4640 if FCurrWeap = WEAPON_SAW then
4641 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4642 FSawSoundSelect.IsPlaying()) then
4643 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4645 if FJetpack then
4646 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4647 (not FJetSoundOff.IsPlaying()) then
4648 begin
4649 FJetSoundFly.SetPosition(0);
4650 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4651 end;
4653 for b := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4654 if FReloading[b] > 0 then
4655 if FNoReload then
4656 FReloading[b] := 0
4657 else
4658 Dec(FReloading[b]);
4660 if FShellTimer > -1 then
4661 if FShellTimer = 0 then
4662 begin
4663 if FShellType = SHELL_SHELL then
4664 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4665 GameVelX, GameVelY-2, SHELL_SHELL)
4666 else if FShellType = SHELL_DBLSHELL then
4667 begin
4668 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4669 GameVelX+1, GameVelY-2, SHELL_SHELL);
4670 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4671 GameVelX-1, GameVelY-2, SHELL_SHELL);
4672 end;
4673 FShellTimer := -1;
4674 end else Dec(FShellTimer);
4676 if (FBFGFireCounter > -1) then
4677 if FBFGFireCounter = 0 then
4678 begin
4679 if AnyServer then
4680 begin
4681 wx := FObj.X+WEAPONPOINT[FDirection].X;
4682 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4683 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4684 yd := wy+firediry();
4685 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4686 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4687 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4688 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4689 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4690 end;
4692 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4693 FBFGFireCounter := -1;
4694 end else
4695 if FNoReload then
4696 FBFGFireCounter := 0
4697 else
4698 Dec(FBFGFireCounter);
4700 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4701 begin
4702 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4704 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4705 end;
4707 if (headwater or blockmon) then
4708 begin
4709 Dec(FAir);
4711 if FAir < -9 then
4712 begin
4713 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4714 FAir := 0;
4715 end
4716 else if (FAir mod 31 = 0) and not blockmon then
4717 begin
4718 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4719 if Random(2) = 0 then
4720 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4721 else
4722 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4723 end;
4724 end else if FAir < AIR_DEF then
4725 FAir := AIR_DEF;
4727 if FDamageBuffer > 0 then
4728 begin
4729 if FDamageBuffer >= 9 then
4730 begin
4731 SetAction(A_PAIN);
4733 if FDamageBuffer < 30 then i := 9
4734 else if FDamageBuffer < 100 then i := 18
4735 else i := 27;
4736 end;
4738 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4739 FArmor := FArmor-(FDamageBuffer-ii);
4740 FHealth := FHealth-ii;
4741 if FArmor < 0 then
4742 begin
4743 FHealth := FHealth+FArmor;
4744 FArmor := 0;
4745 end;
4747 if AnyServer then
4748 if FHealth <= 0 then
4749 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4750 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4751 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4753 if FLive then
4754 begin
4755 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4756 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4757 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4758 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4759 end;
4761 FDamageBuffer := 0;
4762 end;
4764 {CollideItem();}
4765 end; // if FLive then ...
4767 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4768 begin
4769 FModel.ChangeAnimation(FActionAnim, FActionForce);
4770 FModel.GetCurrentAnimation.MinLength := i;
4771 FModel.GetCurrentAnimationMask.MinLength := i;
4772 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4774 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4775 then SetAction(A_STAND, True);
4777 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4779 for b := Low(FKeys) to High(FKeys) do
4780 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4781 end;
4783 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4784 begin
4785 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4786 FObj.Y+PLAYER_RECT.Y,
4787 PLAYER_RECT.Width,
4788 PLAYER_RECT.Height,
4789 X, Y,
4790 Width, Height);
4791 end;
4793 function TPlayer.Collide(Panel: TPanel): Boolean;
4794 begin
4795 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4796 FObj.Y+PLAYER_RECT.Y,
4797 PLAYER_RECT.Width,
4798 PLAYER_RECT.Height,
4799 Panel.X, Panel.Y,
4800 Panel.Width, Panel.Height);
4801 end;
4803 function TPlayer.Collide(X, Y: Integer): Boolean;
4804 begin
4805 X := X-FObj.X-PLAYER_RECT.X;
4806 Y := Y-FObj.Y-PLAYER_RECT.Y;
4807 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4808 (y >= 0) and (y <= PLAYER_RECT.Height);
4809 end;
4811 function g_Player_ValidName(Name: string): Boolean;
4812 var
4813 a: Integer;
4814 begin
4815 Result := True;
4817 if gPlayers = nil then Exit;
4819 for a := 0 to High(gPlayers) do
4820 if gPlayers[a] <> nil then
4821 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4822 begin
4823 Result := False;
4824 Exit;
4825 end;
4826 end;
4828 procedure TPlayer.SetDirection(Direction: TDirection);
4829 var
4830 d: TDirection;
4831 begin
4832 d := FModel.Direction;
4834 FModel.Direction := Direction;
4835 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4837 FDirection := Direction;
4838 end;
4840 function TPlayer.GetKeys(): Byte;
4841 begin
4842 Result := 0;
4844 if R_KEY_RED in FRulez then Result := KEY_RED;
4845 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4846 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4848 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4849 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4850 end;
4852 procedure TPlayer.Use();
4853 var
4854 a: Integer;
4855 begin
4856 if FTime[T_USE] > gTime then Exit;
4858 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
4859 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
4861 for a := 0 to High(gPlayers) do
4862 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
4863 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
4864 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4865 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
4866 begin
4867 gPlayers[a].Touch();
4868 if g_Game_IsNet and g_Game_IsServer then
4869 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
4870 end;
4872 FTime[T_USE] := gTime+120;
4873 end;
4875 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
4876 var
4877 Obj: TObj;
4878 F: Boolean;
4879 WX, WY, XD, YD: Integer;
4880 begin
4881 F := False;
4882 WX := X;
4883 WY := Y;
4884 XD := AX;
4885 YD := AY;
4887 case FCurrWeap of
4888 WEAPON_KASTET:
4889 begin
4890 if R_BERSERK in FRulez then
4891 begin
4892 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4893 obj.X := FObj.X+FObj.Rect.X;
4894 obj.Y := FObj.Y+FObj.Rect.Y;
4895 obj.rect.X := 0;
4896 obj.rect.Y := 0;
4897 obj.rect.Width := 39;
4898 obj.rect.Height := 52;
4899 obj.Vel.X := (xd-wx) div 2;
4900 obj.Vel.Y := (yd-wy) div 2;
4901 obj.Accel.X := xd-wx;
4902 obj.Accel.y := yd-wy;
4904 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
4905 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
4906 else
4907 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
4909 if gFlash = 1 then
4910 if FPain < 50 then
4911 FPain := min(FPain + 25, 50);
4912 end else
4913 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
4914 end;
4916 WEAPON_SAW:
4917 begin
4918 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4919 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
4920 begin
4921 FSawSoundSelect.Stop();
4922 FSawSound.Stop();
4923 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
4924 end
4925 else if not FSawSoundHit.IsPlaying() then
4926 begin
4927 FSawSoundSelect.Stop();
4928 FSawSound.PlayAt(FObj.X, FObj.Y);
4929 end;
4930 f := True;
4931 end;
4933 WEAPON_PISTOL:
4934 begin
4935 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
4936 FFireAngle := FAngle;
4937 f := True;
4938 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4939 GameVelX, GameVelY-2, SHELL_BULLET);
4940 end;
4942 WEAPON_SHOTGUN1:
4943 begin
4944 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4945 FFireAngle := FAngle;
4946 f := True;
4947 FShellTimer := 10;
4948 FShellType := SHELL_SHELL;
4949 end;
4951 WEAPON_SHOTGUN2:
4952 begin
4953 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
4954 FFireAngle := FAngle;
4955 f := True;
4956 FShellTimer := 13;
4957 FShellType := SHELL_DBLSHELL;
4958 end;
4960 WEAPON_CHAINGUN:
4961 begin
4962 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
4963 FFireAngle := FAngle;
4964 f := True;
4965 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4966 GameVelX, GameVelY-2, SHELL_BULLET);
4967 end;
4969 WEAPON_ROCKETLAUNCHER:
4970 begin
4971 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
4972 FFireAngle := FAngle;
4973 f := True;
4974 end;
4976 WEAPON_PLASMA:
4977 begin
4978 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
4979 FFireAngle := FAngle;
4980 f := True;
4981 end;
4983 WEAPON_BFG:
4984 begin
4985 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
4986 FFireAngle := FAngle;
4987 f := True;
4988 end;
4990 WEAPON_SUPERPULEMET:
4991 begin
4992 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4993 FFireAngle := FAngle;
4994 f := True;
4995 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4996 GameVelX, GameVelY-2, SHELL_SHELL);
4997 end;
4998 end;
5000 if not f then Exit;
5002 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5003 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5004 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5005 end;
5007 procedure TPlayer.DoLerp(Level: Integer = 2);
5008 begin
5009 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5010 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5011 end;
5013 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5014 var
5015 AX, AY: Integer;
5016 begin
5017 if NetInterpLevel < 1 then
5018 begin
5019 FObj.X := XTo;
5020 FObj.Y := YTo;
5021 end
5022 else
5023 begin
5024 FXTo := XTo;
5025 FYTo := YTo;
5027 AX := Abs(FXTo - FObj.X);
5028 AY := Abs(FYTo - FObj.Y);
5029 if (AX > 32) or (AX <= NetInterpLevel) then
5030 FObj.X := FXTo;
5031 if (AY > 32) or (AY <= NetInterpLevel) then
5032 FObj.Y := FYTo;
5033 end;
5034 end;
5036 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5037 begin
5038 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5039 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5040 PANEL_LIFTUP, False) then Result := -1
5041 else
5042 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5043 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5044 PANEL_LIFTDOWN, False) then Result := 1
5045 else Result := 0;
5046 end;
5048 function TPlayer.GetFlag(Flag: Byte): Boolean;
5049 var
5050 s, ts: String;
5051 evtype: Byte;
5052 begin
5053 Result := False;
5055 if Flag = FLAG_NONE then
5056 Exit;
5058 if not g_Game_IsServer then Exit;
5060 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5061 if (Flag = FTeam) and
5062 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5063 (FFlag <> FLAG_NONE) then
5064 begin
5065 if FFlag = FLAG_RED then
5066 s := _lc[I_PLAYER_FLAG_RED]
5067 else
5068 s := _lc[I_PLAYER_FLAG_BLUE];
5070 evtype := FLAG_STATE_SCORED;
5072 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5073 Insert('.', ts, Length(ts) + 1 - 3);
5074 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5076 g_Map_ResetFlag(FFlag);
5077 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5079 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5081 Result := True;
5082 if g_Game_IsNet then
5083 begin
5084 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5085 MH_SEND_GameStats;
5086 end;
5088 gFlags[FFlag].CaptureTime := 0;
5089 SetFlag(FLAG_NONE);
5090 Exit;
5091 end;
5093 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5094 if (Flag = FTeam) and
5095 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5096 begin
5097 if Flag = FLAG_RED then
5098 s := _lc[I_PLAYER_FLAG_RED]
5099 else
5100 s := _lc[I_PLAYER_FLAG_BLUE];
5102 evtype := FLAG_STATE_RETURNED;
5103 gFlags[Flag].CaptureTime := 0;
5105 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5107 g_Map_ResetFlag(Flag);
5108 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5110 Result := True;
5111 if g_Game_IsNet then
5112 begin
5113 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5114 MH_SEND_GameStats;
5115 end;
5116 Exit;
5117 end;
5119 // Ïîäîáðàë ÷óæîé ôëàã:
5120 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5121 begin
5122 SetFlag(Flag);
5124 if Flag = FLAG_RED then
5125 s := _lc[I_PLAYER_FLAG_RED]
5126 else
5127 s := _lc[I_PLAYER_FLAG_BLUE];
5129 evtype := FLAG_STATE_CAPTURED;
5131 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5133 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5135 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5137 Result := True;
5138 if g_Game_IsNet then
5139 begin
5140 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5141 MH_SEND_GameStats;
5142 end;
5143 end;
5144 end;
5146 procedure TPlayer.SetFlag(Flag: Byte);
5147 begin
5148 FFlag := Flag;
5149 if FModel <> nil then
5150 FModel.SetFlag(FFlag);
5151 end;
5153 function TPlayer.DropFlag(): Boolean;
5154 var
5155 s: String;
5156 begin
5157 Result := False;
5158 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5159 Exit;
5160 FTime[T_FLAGCAP] := gTime + 2000;
5161 with gFlags[FFlag] do
5162 begin
5163 Obj.X := FObj.X;
5164 Obj.Y := FObj.Y;
5165 Direction := FDirection;
5166 State := FLAG_STATE_DROPPED;
5167 Count := FLAG_TIME;
5168 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5169 (FObj.Vel.Y div 2)-2+Random(5));
5171 if FFlag = FLAG_RED then
5172 s := _lc[I_PLAYER_FLAG_RED]
5173 else
5174 s := _lc[I_PLAYER_FLAG_BLUE];
5176 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5177 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5179 if g_Game_IsNet then
5180 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5181 end;
5182 SetFlag(FLAG_NONE);
5183 Result := True;
5184 end;
5186 procedure TPlayer.GetSecret();
5187 begin
5188 Inc(FSecrets);
5189 end;
5191 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5192 begin
5193 Assert(Key <= High(FKeys));
5195 FKeys[Key].Pressed := True;
5196 FKeys[Key].Time := Time;
5197 end;
5199 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5200 begin
5201 Result := FKeys[K].Pressed;
5202 end;
5204 procedure TPlayer.ReleaseKeys();
5205 var
5206 a: Integer;
5207 begin
5208 for a := Low(FKeys) to High(FKeys) do
5209 begin
5210 FKeys[a].Pressed := False;
5211 FKeys[a].Time := 0;
5212 end;
5213 end;
5215 procedure TPlayer.OnDamage(Angle: SmallInt);
5216 begin
5217 end;
5219 function TPlayer.firediry(): Integer;
5220 begin
5221 if FKeys[KEY_UP].Pressed then Result := -42
5222 else if FKeys[KEY_DOWN].Pressed then Result := 19
5223 else Result := 0;
5224 end;
5226 procedure TPlayer.RememberState();
5227 var
5228 i: Integer;
5229 begin
5230 FSavedState.Health := FHealth;
5231 FSavedState.Armor := FArmor;
5232 FSavedState.Air := FAir;
5233 FSavedState.JetFuel := FJetFuel;
5234 FSavedState.CurrWeap := FCurrWeap;
5235 FSavedState.NextWeap := FNextWeap;
5236 FSavedState.NextWeapDelay := FNextWeapDelay;
5238 for i := 0 to 3 do
5239 FSavedState.Ammo[i] := FAmmo[i];
5240 for i := 0 to 3 do
5241 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5243 FSavedState.Rulez := FRulez;
5244 FSavedState.WaitRecall := True;
5245 end;
5247 procedure TPlayer.RecallState();
5248 var
5249 i: Integer;
5250 begin
5251 if not FSavedState.WaitRecall then Exit;
5253 FHealth := FSavedState.Health;
5254 FArmor := FSavedState.Armor;
5255 FAir := FSavedState.Air;
5256 FJetFuel := FSavedState.JetFuel;
5257 FCurrWeap := FSavedState.CurrWeap;
5258 FNextWeap := FSavedState.NextWeap;
5259 FNextWeapDelay := FSavedState.NextWeapDelay;
5261 for i := 0 to 3 do
5262 FAmmo[i] := FSavedState.Ammo[i];
5263 for i := 0 to 3 do
5264 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5266 FRulez := FSavedState.Rulez;
5267 FSavedState.WaitRecall := False;
5269 if gGameSettings.GameType = GT_SERVER then
5270 MH_SEND_PlayerStats(FUID);
5271 end;
5273 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5274 var
5275 i: Integer;
5276 sig: DWORD;
5277 str: String;
5278 b: Byte;
5279 begin
5280 if FIamBot then
5281 i := 512
5282 else
5283 i := 256;
5285 Mem := TBinMemoryWriter.Create(i);
5287 // Ñèãíàòóðà èãðîêà:
5288 sig := PLAYER_SIGNATURE; // 'PLYR'
5289 Mem.WriteDWORD(sig);
5290 // Áîò èëè ÷åëîâåê:
5291 Mem.WriteBoolean(FIamBot);
5292 // UID èãðîêà:
5293 Mem.WriteWord(FUID);
5294 // Èìÿ èãðîêà:
5295 Mem.WriteString(FName, 32);
5296 // Êîìàíäà:
5297 Mem.WriteByte(FTeam);
5298 // Æèâ ëè:
5299 Mem.WriteBoolean(FLive);
5300 // Èçðàñõîäîâàë ëè âñå æèçíè:
5301 Mem.WriteBoolean(FNoRespawn);
5302 // Íàïðàâëåíèå:
5303 if FDirection = D_LEFT then
5304 b := 1
5305 else // D_RIGHT
5306 b := 2;
5307 Mem.WriteByte(b);
5308 // Çäîðîâüå:
5309 Mem.WriteInt(FHealth);
5310 // Æèçíè:
5311 Mem.WriteByte(FLives);
5312 // Áðîíÿ:
5313 Mem.WriteInt(FArmor);
5314 // Çàïàñ âîçäóõà:
5315 Mem.WriteInt(FAir);
5316 // Çàïàñ ãîðþ÷åãî:
5317 Mem.WriteInt(FJetFuel);
5318 // Áîëü:
5319 Mem.WriteInt(FPain);
5320 // Óáèë:
5321 Mem.WriteInt(FKills);
5322 // Óáèë ìîíñòðîâ:
5323 Mem.WriteInt(FMonsterKills);
5324 // Ôðàãîâ:
5325 Mem.WriteInt(FFrags);
5326 // Ôðàãîâ ïîäðÿä:
5327 Mem.WriteByte(FFragCombo);
5328 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5329 Mem.WriteDWORD(FLastFrag);
5330 // Ñìåðòåé:
5331 Mem.WriteInt(FDeath);
5332 // Êàêîé ôëàã íåñåò:
5333 Mem.WriteByte(FFlag);
5334 // Íàøåë ñåêðåòîâ:
5335 Mem.WriteInt(FSecrets);
5336 // Òåêóùåå îðóæèå:
5337 Mem.WriteByte(FCurrWeap);
5338 // Æåëàåìîå îðóæèå:
5339 Mem.WriteWord(FNextWeap);
5340 // ...è ïàóçà
5341 Mem.WriteByte(FNextWeapDelay);
5342 // Âðåìÿ çàðÿäêè BFG:
5343 Mem.WriteSmallInt(FBFGFireCounter);
5344 // Áóôåð óðîíà:
5345 Mem.WriteInt(FDamageBuffer);
5346 // Ïîñëåäíèé óäàðèâøèé:
5347 Mem.WriteWord(FLastSpawnerUID);
5348 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5349 Mem.WriteByte(FLastHit);
5350 // Îáúåêò èãðîêà:
5351 Obj_SaveState(@FObj, Mem);
5352 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5353 for i := A_BULLETS to A_CELLS do
5354 Mem.WriteWord(FAmmo[i]);
5355 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5356 for i := A_BULLETS to A_CELLS do
5357 Mem.WriteWord(FMaxAmmo[i]);
5358 // Íàëè÷èå îðóæèÿ:
5359 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5360 Mem.WriteBoolean(FWeapon[i]);
5361 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5362 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5363 Mem.WriteWord(FReloading[i]);
5364 // Íàëè÷èå ðþêçàêà:
5365 if R_ITEM_BACKPACK in FRulez then
5366 b := 1
5367 else
5368 b := 0;
5369 Mem.WriteByte(b);
5370 // Íàëè÷èå êðàñíîãî êëþ÷à:
5371 if R_KEY_RED in FRulez then
5372 b := 1
5373 else
5374 b := 0;
5375 Mem.WriteByte(b);
5376 // Íàëè÷èå çåëåíîãî êëþ÷à:
5377 if R_KEY_GREEN in FRulez then
5378 b := 1
5379 else
5380 b := 0;
5381 Mem.WriteByte(b);
5382 // Íàëè÷èå ñèíåãî êëþ÷à:
5383 if R_KEY_BLUE in FRulez then
5384 b := 1
5385 else
5386 b := 0;
5387 Mem.WriteByte(b);
5388 // Íàëè÷èå áåðñåðêà:
5389 if R_BERSERK in FRulez then
5390 b := 1
5391 else
5392 b := 0;
5393 Mem.WriteByte(b);
5394 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5395 for i := MR_SUIT to MR_MAX do
5396 Mem.WriteDWORD(FMegaRulez[i]);
5397 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5398 for i := T_RESPAWN to T_FLAGCAP do
5399 Mem.WriteDWORD(FTime[i]);
5400 // Íàçâàíèå ìîäåëè:
5401 str := FModel.Name;
5402 Mem.WriteString(str);
5403 // Öâåò ìîäåëè:
5404 b := FColor.R;
5405 Mem.WriteByte(b);
5406 b := FColor.G;
5407 Mem.WriteByte(b);
5408 b := FColor.B;
5409 Mem.WriteByte(b);
5410 end;
5412 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5413 var
5414 i: Integer;
5415 sig: DWORD;
5416 str: String;
5417 b: Byte;
5418 begin
5419 if Mem = nil then
5420 Exit;
5422 // Ñèãíàòóðà èãðîêà:
5423 Mem.ReadDWORD(sig);
5424 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5425 begin
5426 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5427 end;
5428 // Áîò èëè ÷åëîâåê:
5429 Mem.ReadBoolean(FIamBot);
5430 // UID èãðîêà:
5431 Mem.ReadWord(FUID);
5432 // Èìÿ èãðîêà:
5433 Mem.ReadString(str);
5434 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5435 FName := str;
5436 // Êîìàíäà:
5437 Mem.ReadByte(FTeam);
5438 // Æèâ ëè:
5439 Mem.ReadBoolean(FLive);
5440 // Èçðàñõîäîâàë ëè âñå æèçíè:
5441 Mem.ReadBoolean(FNoRespawn);
5442 // Íàïðàâëåíèå:
5443 Mem.ReadByte(b);
5444 if b = 1 then
5445 FDirection := D_LEFT
5446 else // b = 2
5447 FDirection := D_RIGHT;
5448 // Çäîðîâüå:
5449 Mem.ReadInt(FHealth);
5450 // Æèçíè:
5451 Mem.ReadByte(FLives);
5452 // Áðîíÿ:
5453 Mem.ReadInt(FArmor);
5454 // Çàïàñ âîçäóõà:
5455 Mem.ReadInt(FAir);
5456 // Çàïàñ ãîðþ÷åãî:
5457 Mem.ReadInt(FJetFuel);
5458 // Áîëü:
5459 Mem.ReadInt(FPain);
5460 // Óáèë:
5461 Mem.ReadInt(FKills);
5462 // Óáèë ìîíñòðîâ:
5463 Mem.ReadInt(FMonsterKills);
5464 // Ôðàãîâ:
5465 Mem.ReadInt(FFrags);
5466 // Ôðàãîâ ïîäðÿä:
5467 Mem.ReadByte(FFragCombo);
5468 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5469 Mem.ReadDWORD(FLastFrag);
5470 // Ñìåðòåé:
5471 Mem.ReadInt(FDeath);
5472 // Êàêîé ôëàã íåñåò:
5473 Mem.ReadByte(FFlag);
5474 // Íàøåë ñåêðåòîâ:
5475 Mem.ReadInt(FSecrets);
5476 // Òåêóùåå îðóæèå:
5477 Mem.ReadByte(FCurrWeap);
5478 // Æåëàåìîå îðóæèå:
5479 Mem.ReadWord(FNextWeap);
5480 // ...è ïàóçà
5481 Mem.ReadByte(FNextWeapDelay);
5482 // Âðåìÿ çàðÿäêè BFG:
5483 Mem.ReadSmallInt(FBFGFireCounter);
5484 // Áóôåð óðîíà:
5485 Mem.ReadInt(FDamageBuffer);
5486 // Ïîñëåäíèé óäàðèâøèé:
5487 Mem.ReadWord(FLastSpawnerUID);
5488 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5489 Mem.ReadByte(FLastHit);
5490 // Îáúåêò èãðîêà:
5491 Obj_LoadState(@FObj, Mem);
5492 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5493 for i := A_BULLETS to A_CELLS do
5494 Mem.ReadWord(FAmmo[i]);
5495 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5496 for i := A_BULLETS to A_CELLS do
5497 Mem.ReadWord(FMaxAmmo[i]);
5498 // Íàëè÷èå îðóæèÿ:
5499 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5500 Mem.ReadBoolean(FWeapon[i]);
5501 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5502 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5503 Mem.ReadWord(FReloading[i]);
5504 // Íàëè÷èå ðþêçàêà:
5505 Mem.ReadByte(b);
5506 if b = 1 then
5507 Include(FRulez, R_ITEM_BACKPACK);
5508 // Íàëè÷èå êðàñíîãî êëþ÷à:
5509 Mem.ReadByte(b);
5510 if b = 1 then
5511 Include(FRulez, R_KEY_RED);
5512 // Íàëè÷èå çåëåíîãî êëþ÷à:
5513 Mem.ReadByte(b);
5514 if b = 1 then
5515 Include(FRulez, R_KEY_GREEN);
5516 // Íàëè÷èå ñèíåãî êëþ÷à:
5517 Mem.ReadByte(b);
5518 if b = 1 then
5519 Include(FRulez, R_KEY_BLUE);
5520 // Íàëè÷èå áåðñåðêà:
5521 Mem.ReadByte(b);
5522 if b = 1 then
5523 Include(FRulez, R_BERSERK);
5524 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5525 for i := MR_SUIT to MR_MAX do
5526 Mem.ReadDWORD(FMegaRulez[i]);
5527 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5528 for i := T_RESPAWN to T_FLAGCAP do
5529 Mem.ReadDWORD(FTime[i]);
5530 // Íàçâàíèå ìîäåëè:
5531 Mem.ReadString(str);
5532 // Öâåò ìîäåëè:
5533 Mem.ReadByte(FColor.R);
5534 Mem.ReadByte(FColor.G);
5535 Mem.ReadByte(FColor.B);
5536 if Self = gPlayer1 then
5537 begin
5538 str := gPlayer1Settings.Model;
5539 FColor := gPlayer1Settings.Color;
5540 end;
5541 if Self = gPlayer2 then
5542 begin
5543 str := gPlayer2Settings.Model;
5544 FColor := gPlayer2Settings.Color;
5545 end;
5546 // Îáíîâëÿåì ìîäåëü èãðîêà:
5547 SetModel(str);
5548 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5549 FModel.Color := TEAMCOLOR[FTeam]
5550 else
5551 FModel.Color := FColor;
5552 end;
5554 procedure TPlayer.AllRulez(Health: Boolean);
5555 var
5556 a: Integer;
5557 begin
5558 if Health then
5559 begin
5560 FHealth := PLAYER_HP_LIMIT;
5561 FArmor := PLAYER_AP_LIMIT;
5562 Exit;
5563 end;
5565 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do FWeapon[a] := True;
5566 for a := A_BULLETS to A_CELLS do FAmmo[a] := 30000;
5567 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5568 end;
5570 procedure TPlayer.RestoreHealthArmor();
5571 begin
5572 FHealth := PLAYER_HP_LIMIT;
5573 FArmor := PLAYER_AP_LIMIT;
5574 end;
5576 procedure TPlayer.FragCombo();
5577 var
5578 Param: Integer;
5579 begin
5580 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5581 Exit;
5582 if gTime - FLastFrag < FRAG_COMBO_TIME then
5583 begin
5584 if FFragCombo < 5 then
5585 Inc(FFragCombo);
5586 Param := FUID or (FFragCombo shl 16);
5587 if (FComboEvnt >= Low(gDelayedEvents)) and
5588 (FComboEvnt <= High(gDelayedEvents)) and
5589 gDelayedEvents[FComboEvnt].Pending and
5590 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5591 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5592 begin
5593 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5594 gDelayedEvents[FComboEvnt].DENum := Param;
5595 end
5596 else
5597 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5598 end
5599 else
5600 FFragCombo := 1;
5602 FLastFrag := gTime;
5603 end;
5605 procedure TPlayer.GiveItem(ItemType: Byte);
5606 begin
5607 case ItemType of
5608 ITEM_SUIT:
5609 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5610 begin
5611 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5612 end;
5614 ITEM_OXYGEN:
5615 if FAir < AIR_MAX then
5616 begin
5617 FAir := AIR_MAX;
5618 end;
5620 ITEM_MEDKIT_BLACK:
5621 begin
5622 if not (R_BERSERK in FRulez) then
5623 begin
5624 Include(FRulez, R_BERSERK);
5625 if FBFGFireCounter < 1 then
5626 begin
5627 FCurrWeap := WEAPON_KASTET;
5628 resetWeaponQueue();
5629 FModel.SetWeapon(WEAPON_KASTET);
5630 end;
5631 if gFlash <> 0 then
5632 Inc(FPain, 100);
5633 FBerserk := gTime+30000;
5634 end;
5635 if FHealth < PLAYER_HP_SOFT then
5636 begin
5637 FHealth := PLAYER_HP_SOFT;
5638 FBerserk := gTime+30000;
5639 end;
5640 end;
5642 ITEM_INVUL:
5643 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5644 begin
5645 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5646 end;
5648 ITEM_INVIS:
5649 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5650 begin
5651 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5652 end;
5654 ITEM_JETPACK:
5655 if FJetFuel < JET_MAX then
5656 begin
5657 FJetFuel := JET_MAX;
5658 end;
5660 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5661 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5663 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5664 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5666 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5667 ITEM_SPHERE_WHITE:
5668 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5669 begin
5670 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5671 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5672 end;
5674 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5675 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5676 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5677 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5678 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5679 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5680 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5681 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5683 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5684 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5685 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5686 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5687 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5688 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5689 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5690 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5692 ITEM_AMMO_BACKPACK:
5693 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5694 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5695 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5696 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
5697 begin
5698 FMaxAmmo[A_BULLETS] := 400;
5699 FMaxAmmo[A_SHELLS] := 100;
5700 FMaxAmmo[A_ROCKETS] := 100;
5701 FMaxAmmo[A_CELLS] := 600;
5703 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5704 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5705 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5706 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5708 FRulez := FRulez + [R_ITEM_BACKPACK];
5709 end;
5711 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5712 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5713 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5715 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5716 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5718 else
5719 Exit;
5720 end;
5721 if g_Game_IsNet and g_Game_IsServer then
5722 MH_SEND_PlayerStats(FUID);
5723 end;
5725 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5726 var
5727 id, i: DWORD;
5728 Anim: TAnimation;
5729 begin
5730 if (Random(5) = 1) and (Times = 1) then
5731 Exit;
5733 if BodyInLiquid(0, 0) then
5734 begin
5735 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5736 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5737 if Random(2) = 0 then
5738 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5739 else
5740 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5741 Exit;
5742 end;
5744 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5745 begin
5746 for i := 1 to Times do
5747 begin
5748 Anim := TAnimation.Create(id, False, 3);
5749 Anim.Alpha := 150;
5750 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5751 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5752 Anim.Free();
5753 end;
5754 end;
5755 end;
5757 procedure TPlayer.PauseSounds(Enable: Boolean);
5758 begin
5759 FSawSound.Pause(Enable);
5760 FSawSoundIdle.Pause(Enable);
5761 FSawSoundHit.Pause(Enable);
5762 FSawSoundSelect.Pause(Enable);
5763 end;
5765 { T C o r p s e : }
5767 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5768 begin
5769 g_Obj_Init(@FObj);
5770 FObj.X := X;
5771 FObj.Y := Y;
5772 FObj.Rect := PLAYER_CORPSERECT;
5773 FModelName := ModelName;
5774 FMess := aMess;
5776 if FMess then
5777 begin
5778 FState := CORPSE_STATE_MESS;
5779 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5780 end
5781 else
5782 begin
5783 FState := CORPSE_STATE_NORMAL;
5784 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5785 end;
5786 end;
5788 destructor TCorpse.Destroy();
5789 begin
5790 FAnimation.Free();
5792 inherited;
5793 end;
5795 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5796 var
5797 pm: TPlayerModel;
5798 begin
5799 if FState = CORPSE_STATE_REMOVEME then
5800 Exit;
5802 FDamage := FDamage + Value;
5804 if FDamage > 150 then
5805 begin
5806 if FAnimation <> nil then
5807 begin
5808 FAnimation.Free();
5809 FAnimation := nil;
5811 FState := CORPSE_STATE_REMOVEME;
5813 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5814 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5815 FModelName, FColor);
5816 // Çâóê ìÿñà îò òðóïà:
5817 pm := g_PlayerModel_Get(FModelName);
5818 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
5819 pm.Free;
5820 end;
5821 end
5822 else
5823 begin
5824 FObj.Vel.X := FObj.Vel.X + vx;
5825 FObj.Vel.Y := FObj.Vel.Y + vy;
5826 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
5827 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
5828 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
5829 150, 0, 0);
5830 end;
5831 end;
5833 procedure TCorpse.Draw();
5834 begin
5835 if FState = CORPSE_STATE_REMOVEME then
5836 Exit;
5838 if FAnimation <> nil then
5839 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
5841 if FAnimationMask <> nil then
5842 begin
5843 e_Colors := FColor;
5844 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
5845 e_Colors.R := 255;
5846 e_Colors.G := 255;
5847 e_Colors.B := 255;
5848 end;
5849 end;
5851 procedure TCorpse.Update();
5852 var
5853 st: Word;
5854 begin
5855 if FState = CORPSE_STATE_REMOVEME then
5856 Exit;
5858 if gTime mod (GAME_TICK*2) <> 0 then
5859 begin
5860 g_Obj_Move(@FObj, True, True, True);
5862 Exit;
5863 end;
5865 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
5866 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5868 st := g_Obj_Move(@FObj, True, True, True);
5870 if WordBool(st and MOVE_FALLOUT) then
5871 begin
5872 FState := CORPSE_STATE_REMOVEME;
5873 Exit;
5874 end;
5876 if FAnimation <> nil then
5877 FAnimation.Update();
5878 if FAnimationMask <> nil then
5879 FAnimationMask.Update();
5880 end;
5882 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
5883 var
5884 sig: DWORD;
5885 anim: Boolean;
5886 begin
5887 if Mem = nil then
5888 Exit;
5890 // Ñèãíàòóðà òðóïà:
5891 sig := CORPSE_SIGNATURE; // 'CORP'
5892 Mem.WriteDWORD(sig);
5893 // Ñîñòîÿíèå:
5894 Mem.WriteByte(FState);
5895 // Íàêîïëåííûé óðîí:
5896 Mem.WriteByte(FDamage);
5897 // Öâåò:
5898 Mem.WriteByte(FColor.R);
5899 Mem.WriteByte(FColor.G);
5900 Mem.WriteByte(FColor.B);
5901 // Îáúåêò òðóïà:
5902 Obj_SaveState(@FObj, Mem);
5903 // Åñòü ëè àíèìàöèÿ:
5904 anim := FAnimation <> nil;
5905 Mem.WriteBoolean(anim);
5906 // Åñëè åñòü - ñîõðàíÿåì:
5907 if anim then
5908 FAnimation.SaveState(Mem);
5909 // Åñòü ëè ìàñêà àíèìàöèè:
5910 anim := FAnimationMask <> nil;
5911 Mem.WriteBoolean(anim);
5912 // Åñëè åñòü - ñîõðàíÿåì:
5913 if anim then
5914 FAnimationMask.SaveState(Mem);
5915 end;
5917 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
5918 var
5919 sig: DWORD;
5920 anim: Boolean;
5921 begin
5922 if Mem = nil then
5923 Exit;
5925 // Ñèãíàòóðà òðóïà:
5926 Mem.ReadDWORD(sig);
5927 if sig <> CORPSE_SIGNATURE then // 'CORP'
5928 begin
5929 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
5930 end;
5931 // Ñîñòîÿíèå:
5932 Mem.ReadByte(FState);
5933 // Íàêîïëåííûé óðîí:
5934 Mem.ReadByte(FDamage);
5935 // Öâåò:
5936 Mem.ReadByte(FColor.R);
5937 Mem.ReadByte(FColor.G);
5938 Mem.ReadByte(FColor.B);
5939 // Îáúåêò òðóïà:
5940 Obj_LoadState(@FObj, Mem);
5941 // Åñòü ëè àíèìàöèÿ:
5942 Mem.ReadBoolean(anim);
5943 // Åñëè åñòü - çàãðóæàåì:
5944 if anim then
5945 begin
5946 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
5947 FAnimation.LoadState(Mem);
5948 end;
5949 // Åñòü ëè ìàñêà àíèìàöèè:
5950 Mem.ReadBoolean(anim);
5951 // Åñëè åñòü - çàãðóæàåì:
5952 if anim then
5953 begin
5954 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
5955 FAnimationMask.LoadState(Mem);
5956 end;
5957 end;
5959 { T B o t : }
5961 constructor TBot.Create();
5962 var
5963 a: Integer;
5964 begin
5965 inherited Create();
5967 FPhysics := True;
5968 FSpectator := False;
5969 FGhost := False;
5971 FIamBot := True;
5973 Inc(gNumBots);
5975 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5976 begin
5977 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
5978 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
5979 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
5980 end;
5981 end;
5983 destructor TBot.Destroy();
5984 begin
5985 Dec(gNumBots);
5986 inherited Destroy();
5987 end;
5989 procedure TBot.Draw();
5990 begin
5991 inherited Draw();
5993 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
5994 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
5995 end;
5997 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
5998 begin
5999 inherited Respawn(Silent, Force);
6001 FAIFlags := nil;
6002 FSelectedWeapon := FCurrWeap;
6003 resetWeaponQueue();
6004 FTargetUID := 0;
6005 end;
6007 procedure TBot.UpdateCombat();
6008 type
6009 TTarget = record
6010 UID: Word;
6011 X, Y: Integer;
6012 Rect: TRectWH;
6013 cX, cY: Integer;
6014 Dist: Word;
6015 Line: Boolean;
6016 Visible: Boolean;
6017 IsPlayer: Boolean;
6018 end;
6020 TTargetRecord = array of TTarget;
6022 function Compare(a, b: TTarget): Integer;
6023 begin
6024 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6025 Result := -1
6026 else
6027 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6028 Result := 1
6029 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6030 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6031 begin
6032 if a.Dist > b.Dist then // B áëèæå
6033 Result := 1
6034 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6035 Result := -1;
6036 end
6037 else // Ñòðàííî -> A
6038 Result := -1;
6039 end;
6041 var
6042 a, x1, y1, x2, y2: Integer;
6043 targets: TTargetRecord;
6044 ammo: Word;
6045 Target, BestTarget: TTarget;
6046 firew, fireh: Integer;
6047 angle: SmallInt;
6048 mon: TMonster;
6049 pla: TPlayer;
6050 vsPlayer, vsMonster, ok: Boolean;
6051 begin
6052 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6053 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6055 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6056 if FCurrWeap <> FSelectedWeapon then
6057 NextWeapon();
6059 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6060 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6061 begin
6062 RemoveAIFlag('NEEDFIRE');
6064 case FCurrWeap of
6065 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6066 WEAPON_SAW, WEAPON_KASTET, WEAPON_MEGAKASTET: PressKey(KEY_FIRE, 40);
6067 else PressKey(KEY_FIRE);
6068 end;
6069 end;
6071 // Êîîðäèíàòû ñòâîëà:
6072 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6073 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6075 Target.UID := FTargetUID;
6077 ok := False;
6078 if Target.UID <> 0 then
6079 begin // Öåëü åñòü - íàñòðàèâàåì
6080 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6081 vsPlayer then
6082 begin // Èãðîê
6083 with g_Player_Get(Target.UID) do
6084 begin
6085 if (@FObj) <> nil then
6086 begin
6087 Target.X := FObj.X;
6088 Target.Y := FObj.Y;
6089 end;
6090 end;
6092 Target.cX := Target.X + PLAYER_RECT_CX;
6093 Target.cY := Target.Y + PLAYER_RECT_CY;
6094 Target.Rect := PLAYER_RECT;
6095 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6096 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6097 (y1-4 > Target.Y+PLAYER_RECT.Y);
6098 Target.IsPlayer := True;
6099 ok := True;
6100 end
6101 else
6102 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6103 vsMonster then
6104 begin // Ìîíñòð
6105 mon := g_Monsters_Get(Target.UID);
6106 if mon <> nil then
6107 begin
6108 Target.X := mon.Obj.X;
6109 Target.Y := mon.Obj.Y;
6111 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6112 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6113 Target.Rect := mon.Obj.Rect;
6114 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6115 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6116 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6117 Target.IsPlayer := False;
6118 ok := True;
6119 end;
6120 end;
6121 end;
6123 if not ok then
6124 begin // Öåëè íåò - îáíóëÿåì
6125 Target.X := 0;
6126 Target.Y := 0;
6127 Target.cX := 0;
6128 Target.cY := 0;
6129 Target.Visible := False;
6130 Target.Line := False;
6131 Target.IsPlayer := False;
6132 end;
6134 targets := nil;
6136 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6137 if (not Target.Line) or (not Target.Visible) then
6138 begin
6139 // Èãðîêè:
6140 if vsPlayer then
6141 for a := 0 to High(gPlayers) do
6142 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6143 (gPlayers[a].FUID <> FUID) and
6144 (not SameTeam(FUID, gPlayers[a].FUID)) and
6145 (not gPlayers[a].NoTarget) and
6146 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6147 begin
6148 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6149 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6150 Continue;
6152 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6153 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6155 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6156 if g_TraceVector(x1, y1, x2, y2) then
6157 begin
6158 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6159 SetLength(targets, Length(targets)+1);
6160 with targets[High(targets)] do
6161 begin
6162 UID := gPlayers[a].FUID;
6163 X := gPlayers[a].FObj.X;
6164 Y := gPlayers[a].FObj.Y;
6165 cX := x2;
6166 cY := y2;
6167 Rect := PLAYER_RECT;
6168 Dist := g_PatchLength(x1, y1, x2, y2);
6169 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6170 (y1-4 > Target.Y+PLAYER_RECT.Y);
6171 Visible := True;
6172 IsPlayer := True;
6173 end;
6174 end;
6175 end;
6177 // Ìîíñòðû:
6178 if vsMonster and (gMonsters <> nil) then
6179 for a := 0 to High(gMonsters) do
6180 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6181 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6182 begin
6183 mon := gMonsters[a];
6185 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6186 mon.Obj.Y + mon.Obj.Rect.Y) then
6187 Continue;
6189 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6190 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6192 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6193 if g_TraceVector(x1, y1, x2, y2) then
6194 begin
6195 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6196 SetLength(targets, Length(targets)+1);
6197 with targets[High(targets)] do
6198 begin
6199 UID := mon.UID;
6200 X := mon.Obj.X;
6201 Y := mon.Obj.Y;
6202 cX := x2;
6203 cY := y2;
6204 Rect := mon.Obj.Rect;
6205 Dist := g_PatchLength(x1, y1, x2, y2);
6206 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6207 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6208 Visible := True;
6209 IsPlayer := False;
6210 end;
6211 end;
6212 end;
6213 end;
6215 // Åñëè åñòü âîçìîæíûå öåëè:
6216 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6217 if targets <> nil then
6218 begin
6219 // Âûáèðàåì íàèëó÷øóþ öåëü:
6220 BestTarget := targets[0];
6221 if Length(targets) > 1 then
6222 for a := 1 to High(targets) do
6223 if Compare(BestTarget, targets[a]) = 1 then
6224 BestTarget := targets[a];
6226 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6227 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6228 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6229 begin
6230 Target := BestTarget;
6232 if (Healthy() = 3) or ((Healthy() = 2)) then
6233 begin // Åñëè çäîðîâû - äîãîíÿåì
6234 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6235 SetAIFlag('GORIGHT', '1');
6236 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6237 SetAIFlag('GOLEFT', '1');
6238 end
6239 else
6240 begin // Åñëè ïîáèòû - óáåãàåì
6241 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6242 SetAIFlag('GORIGHT', '1');
6243 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6244 SetAIFlag('GOLEFT', '1');
6245 end;
6247 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6248 SelectWeapon(Abs(x1-Target.cX));
6249 end;
6250 end;
6252 // Åñëè åñòü öåëü:
6253 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6254 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6255 if Target.UID <> 0 then
6256 begin
6257 if not TargetOnScreen(Target.X + Target.Rect.X,
6258 Target.Y + Target.Rect.Y) then
6259 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6260 if (Healthy() = 3) or ((Healthy() = 2)) then
6261 begin // Åñëè çäîðîâû - äîãîíÿåì
6262 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6263 SetAIFlag('GORIGHT', '1');
6264 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6265 SetAIFlag('GOLEFT', '1');
6266 end
6267 else
6268 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6269 Target.UID := 0;
6270 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6271 SetAIFlag('GORIGHT', '1');
6272 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6273 SetAIFlag('GOLEFT', '1');
6274 end;
6275 end
6276 else
6277 begin // Öåëü ïîêà íà "ýêðàíå"
6278 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6279 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6280 FLastVisible := gTime;
6281 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6282 if (Abs(FObj.Y-Target.Y) <= 128) then
6283 begin
6284 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6285 SetAIFlag('GORIGHT', '1');
6286 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6287 SetAIFlag('GOLEFT', '1');
6288 end;
6289 end;
6291 // Âûáèðàåì óãîë ââåðõ:
6292 if FDirection = D_LEFT then
6293 angle := ANGLE_LEFTUP
6294 else
6295 angle := ANGLE_RIGHTUP;
6297 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6298 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6300 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6301 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6302 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6303 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6304 Target.Rect.Width, Target.Rect.Height) and
6305 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6306 begin // òî íóæíî ñòðåëÿòü ââåðõ
6307 SetAIFlag('NEEDFIRE', '1');
6308 SetAIFlag('NEEDSEEUP', '1');
6309 end;
6311 // Âûáèðàåì óãîë âíèç:
6312 if FDirection = D_LEFT then
6313 angle := ANGLE_LEFTDOWN
6314 else
6315 angle := ANGLE_RIGHTDOWN;
6317 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6318 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6320 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6321 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6322 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6323 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6324 Target.Rect.Width, Target.Rect.Height) and
6325 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6326 begin // òî íóæíî ñòðåëÿòü âíèç
6327 SetAIFlag('NEEDFIRE', '1');
6328 SetAIFlag('NEEDSEEDOWN', '1');
6329 end;
6331 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6332 if Target.Visible and
6333 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6334 (y1-4 > Target.Y+Target.Rect.Y) then
6335 begin
6336 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6337 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6338 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6339 begin // òî íóæíî ñòðåëÿòü âïåðåä
6340 SetAIFlag('NEEDFIRE', '1');
6341 SetAIFlag('NEEDSEEDOWN', '');
6342 SetAIFlag('NEEDSEEUP', '');
6343 end;
6344 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6345 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6346 if GetRnd(FDifficult.CloseJump) then
6347 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6348 if Abs(FObj.X-Target.X) < 128 then
6349 a := 4
6350 else
6351 a := 30;
6352 if Random(a) = 0 then
6353 SetAIFlag('NEEDJUMP', '1');
6354 end;
6355 end;
6357 // Åñëè öåëü âñå åùå åñòü:
6358 if Target.UID <> 0 then
6359 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6360 Target.UID := 0 // òî çàáûòü öåëü
6361 else // Åñëè âèäåëè íåäàâíî
6362 begin // íî öåëü óáèëè
6363 if Target.IsPlayer then
6364 begin // Öåëü - èãðîê
6365 pla := g_Player_Get(Target.UID);
6366 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6367 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6368 Target.UID := 0; // òî çàáûòü öåëü
6369 end
6370 else
6371 begin // Öåëü - ìîíñòð
6372 mon := g_Monsters_Get(Target.UID);
6373 if (mon = nil) or (not mon.Live) then
6374 Target.UID := 0; // òî çàáûòü öåëü
6375 end;
6376 end;
6377 end; // if Target.UID <> 0
6379 FTargetUID := Target.UID;
6381 // Åñëè âîçìîæíûõ öåëåé íåò:
6382 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6383 if targets = nil then
6384 if GetAIFlag('ATTACKLEFT') <> '' then
6385 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6386 RemoveAIFlag('ATTACKLEFT');
6388 SetAIFlag('NEEDJUMP', '1');
6390 if RunDirection() = D_RIGHT then
6391 begin // Èäåì íå â òó ñòîðîíó
6392 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6393 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6394 SetAIFlag('NEEDFIRE', '1');
6395 SetAIFlag('GOLEFT', '1');
6396 end;
6397 end
6398 else
6399 begin // Èäåì â íóæíóþ ñòîðîíó
6400 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6401 SetAIFlag('NEEDFIRE', '1');
6402 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6403 SetAIFlag('GORIGHT', '1');
6404 end;
6405 end
6406 else
6407 if GetAIFlag('ATTACKRIGHT') <> '' then
6408 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6409 RemoveAIFlag('ATTACKRIGHT');
6411 SetAIFlag('NEEDJUMP', '1');
6413 if RunDirection() = D_LEFT then
6414 begin // Èäåì íå â òó ñòîðîíó
6415 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6416 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6417 SetAIFlag('NEEDFIRE', '1');
6418 SetAIFlag('GORIGHT', '1');
6419 end;
6420 end
6421 else
6422 begin
6423 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6424 SetAIFlag('NEEDFIRE', '1');
6425 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6426 SetAIFlag('GOLEFT', '1');
6427 end;
6428 end;
6430 //HACK! (does it belongs there?)
6431 RealizeCurrentWeapon();
6433 // Åñëè åñòü âîçìîæíûå öåëè:
6434 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6435 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6436 for a := 0 to High(targets) do
6437 begin
6438 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6439 if GetRnd(FDifficult.DiagFire) then
6440 begin
6441 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6442 if FDirection = D_LEFT then
6443 angle := ANGLE_LEFTUP
6444 else
6445 angle := ANGLE_RIGHTUP;
6447 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6448 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6450 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6451 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6452 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6453 targets[a].Rect.Width, targets[a].Rect.Height) and
6454 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6455 begin
6456 SetAIFlag('NEEDFIRE', '1');
6457 SetAIFlag('NEEDSEEUP', '1');
6458 end;
6460 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6461 if FDirection = D_LEFT then
6462 angle := ANGLE_LEFTDOWN
6463 else
6464 angle := ANGLE_RIGHTDOWN;
6466 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6467 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6469 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6470 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6471 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6472 targets[a].Rect.Width, targets[a].Rect.Height) and
6473 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6474 begin
6475 SetAIFlag('NEEDFIRE', '1');
6476 SetAIFlag('NEEDSEEDOWN', '1');
6477 end;
6478 end;
6480 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6481 if targets[a].Line and targets[a].Visible and
6482 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6483 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6484 begin
6485 SetAIFlag('NEEDFIRE', '1');
6486 Break;
6487 end;
6488 end;
6490 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6491 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6492 PLAYER_RECT.Width, PLAYER_RECT.Height,
6493 40+GetInterval(FDifficult.Cover, 40)) then
6494 SetAIFlag('NEEDJUMP', '1');
6496 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6497 ammo := GetAmmoByWeapon(FCurrWeap);
6498 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6499 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6500 (ammo = 0) then
6501 SetAIFlag('SELECTWEAPON', '1');
6503 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6504 if GetAIFlag('SELECTWEAPON') = '1' then
6505 begin
6506 SelectWeapon(-1);
6507 RemoveAIFlag('SELECTWEAPON');
6508 end;
6509 end;
6511 procedure TBot.Update();
6512 var
6513 EnableAI: Boolean;
6514 begin
6515 if not FLive then
6516 begin // Respawn
6517 ReleaseKeys();
6518 PressKey(KEY_UP);
6519 end
6520 else
6521 begin
6522 EnableAI := True;
6524 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6525 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6526 EnableAI := False;
6527 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6528 EnableAI := False;
6529 if g_debug_BotAIOff = 3 then
6530 EnableAI := False;
6532 if EnableAI then
6533 begin
6534 UpdateMove();
6535 UpdateCombat();
6536 end
6537 else
6538 begin
6539 RealizeCurrentWeapon();
6540 end;
6541 end;
6543 inherited Update();
6544 end;
6546 procedure TBot.ReleaseKey(Key: Byte);
6547 begin
6548 with FKeys[Key] do
6549 begin
6550 Pressed := False;
6551 Time := 0;
6552 end;
6553 end;
6555 function TBot.KeyPressed(Key: Word): Boolean;
6556 begin
6557 Result := FKeys[Key].Pressed;
6558 end;
6560 function TBot.GetAIFlag(fName: String20): String20;
6561 var
6562 a: Integer;
6563 begin
6564 Result := '';
6566 fName := LowerCase(fName);
6568 if FAIFlags <> nil then
6569 for a := 0 to High(FAIFlags) do
6570 if LowerCase(FAIFlags[a].Name) = fName then
6571 begin
6572 Result := FAIFlags[a].Value;
6573 Break;
6574 end;
6575 end;
6577 procedure TBot.RemoveAIFlag(fName: String20);
6578 var
6579 a, b: Integer;
6580 begin
6581 if FAIFlags = nil then Exit;
6583 fName := LowerCase(fName);
6585 for a := 0 to High(FAIFlags) do
6586 if LowerCase(FAIFlags[a].Name) = fName then
6587 begin
6588 if a <> High(FAIFlags) then
6589 for b := a to High(FAIFlags)-1 do
6590 FAIFlags[b] := FAIFlags[b+1];
6592 SetLength(FAIFlags, Length(FAIFlags)-1);
6593 Break;
6594 end;
6595 end;
6597 procedure TBot.SetAIFlag(fName, fValue: String20);
6598 var
6599 a: Integer;
6600 ok: Boolean;
6601 begin
6602 a := 0;
6603 ok := False;
6605 fName := LowerCase(fName);
6607 if FAIFlags <> nil then
6608 for a := 0 to High(FAIFlags) do
6609 if LowerCase(FAIFlags[a].Name) = fName then
6610 begin
6611 ok := True;
6612 Break;
6613 end;
6615 if ok then FAIFlags[a].Value := fValue
6616 else
6617 begin
6618 SetLength(FAIFlags, Length(FAIFlags)+1);
6619 with FAIFlags[High(FAIFlags)] do
6620 begin
6621 Name := fName;
6622 Value := fValue;
6623 end;
6624 end;
6625 end;
6627 procedure TBot.UpdateMove;
6629 procedure GoLeft(Time: Word = 1);
6630 begin
6631 ReleaseKey(KEY_LEFT);
6632 ReleaseKey(KEY_RIGHT);
6633 PressKey(KEY_LEFT, Time);
6634 SetDirection(D_LEFT);
6635 end;
6637 procedure GoRight(Time: Word = 1);
6638 begin
6639 ReleaseKey(KEY_LEFT);
6640 ReleaseKey(KEY_RIGHT);
6641 PressKey(KEY_RIGHT, Time);
6642 SetDirection(D_RIGHT);
6643 end;
6645 function Rnd(a: Word): Boolean;
6646 begin
6647 Result := Random(a) = 0;
6648 end;
6650 procedure Turn(Time: Word = 1200);
6651 begin
6652 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6653 end;
6655 procedure Stop();
6656 begin
6657 ReleaseKey(KEY_LEFT);
6658 ReleaseKey(KEY_RIGHT);
6659 end;
6661 function CanRunLeft(): Boolean;
6662 begin
6663 Result := not CollideLevel(-1, 0);
6664 end;
6666 function CanRunRight(): Boolean;
6667 begin
6668 Result := not CollideLevel(1, 0);
6669 end;
6671 function CanRun(): Boolean;
6672 begin
6673 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6674 end;
6676 procedure Jump(Time: Word = 30);
6677 begin
6678 PressKey(KEY_JUMP, Time);
6679 end;
6681 function NearHole(): Boolean;
6682 var
6683 x, sx: Integer;
6684 begin
6685 { TODO 5 : Ëåñòíèöû }
6686 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6687 for x := 1 to PLAYER_RECT.Width do
6688 if (not StayOnStep(x*sx, 0)) and
6689 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6690 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6691 begin
6692 Result := True;
6693 Exit;
6694 end;
6696 Result := False;
6697 end;
6699 function BorderHole(): Boolean;
6700 var
6701 x, sx, xx: Integer;
6702 begin
6703 { TODO 5 : Ëåñòíèöû }
6704 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6705 for x := 1 to PLAYER_RECT.Width do
6706 if (not StayOnStep(x*sx, 0)) and
6707 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6708 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6709 begin
6710 for xx := x to x+32 do
6711 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6712 begin
6713 Result := True;
6714 Exit;
6715 end;
6716 end;
6718 Result := False;
6719 end;
6721 function NearDeepHole(): Boolean;
6722 var
6723 x, sx, y: Integer;
6724 begin
6725 Result := False;
6727 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6728 y := 3;
6730 for x := 1 to PLAYER_RECT.Width do
6731 if (not StayOnStep(x*sx, 0)) and
6732 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6733 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6734 begin
6735 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6736 begin
6737 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6738 y := y+1;
6739 end;
6741 Result := True;
6742 end else Result := False;
6743 end;
6745 function OverDeepHole(): Boolean;
6746 var
6747 y: Integer;
6748 begin
6749 Result := False;
6751 y := 1;
6752 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6753 begin
6754 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6755 y := y+1;
6756 end;
6758 Result := True;
6759 end;
6761 function OnGround(): Boolean;
6762 begin
6763 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6764 end;
6766 function OnLadder(): Boolean;
6767 begin
6768 Result := FullInStep(0, 0);
6769 end;
6771 function BelowLadder(): Boolean;
6772 begin
6773 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6774 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6775 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6776 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6777 end;
6779 function BelowLiftUp(): Boolean;
6780 begin
6781 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6782 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6783 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6784 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6785 end;
6787 function OnTopLift(): Boolean;
6788 begin
6789 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6790 end;
6792 function CanJumpOver(): Boolean;
6793 var
6794 sx, y: Integer;
6795 begin
6796 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6798 Result := False;
6800 if not CollideLevel(sx, 0) then Exit;
6802 for y := 1 to BOT_MAXJUMP do
6803 if CollideLevel(0, -y) then Exit else
6804 if not CollideLevel(sx, -y) then
6805 begin
6806 Result := True;
6807 Exit;
6808 end;
6809 end;
6811 function CanJumpUp(Dist: ShortInt): Boolean;
6812 var
6813 y, yy: Integer;
6814 c: Boolean;
6815 begin
6816 Result := False;
6818 if CollideLevel(Dist, 0) then Exit;
6820 c := False;
6821 for y := 0 to BOT_MAXJUMP do
6822 if CollideLevel(Dist, -y) then
6823 begin
6824 c := True;
6825 Break;
6826 end;
6828 if not c then Exit;
6830 c := False;
6831 for yy := y+1 to BOT_MAXJUMP do
6832 if not CollideLevel(Dist, -yy) then
6833 begin
6834 c := True;
6835 Break;
6836 end;
6838 if not c then Exit;
6840 c := False;
6841 for y := 0 to BOT_MAXJUMP do
6842 if CollideLevel(0, -y) then
6843 begin
6844 c := True;
6845 Break;
6846 end;
6848 if c then Exit;
6850 if y < yy then Exit;
6852 Result := True;
6853 end;
6855 function IsSafeTrigger(): Boolean;
6856 var
6857 a: Integer;
6858 begin
6859 Result := True;
6860 if gTriggers = nil then
6861 Exit;
6862 for a := 0 to High(gTriggers) do
6863 if Collide(gTriggers[a].X,
6864 gTriggers[a].Y,
6865 gTriggers[a].Width,
6866 gTriggers[a].Height) and
6867 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
6868 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
6869 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
6870 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
6871 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
6872 Result := False;
6873 end;
6875 begin
6876 // Âîçìîæíî, íàæèìàåì êíîïêó:
6877 if Rnd(16) and IsSafeTrigger() then
6878 PressKey(KEY_OPEN);
6880 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
6881 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6882 begin
6883 ReleaseKey(KEY_LEFT);
6884 ReleaseKey(KEY_RIGHT);
6885 Jump();
6886 end;
6888 // Èäåì âëåâî, åñëè íàäî áûëî:
6889 if GetAIFlag('GOLEFT') <> '' then
6890 begin
6891 RemoveAIFlag('GOLEFT');
6892 if CanRunLeft() then
6893 GoLeft(360);
6894 end;
6896 // Èäåì âïðàâî, åñëè íàäî áûëî:
6897 if GetAIFlag('GORIGHT') <> '' then
6898 begin
6899 RemoveAIFlag('GORIGHT');
6900 if CanRunRight() then
6901 GoRight(360);
6902 end;
6904 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
6905 if FObj.X < -32 then
6906 GoRight(360)
6907 else
6908 if FObj.X+32 > gMapInfo.Width then
6909 GoLeft(360);
6911 // Ïðûãàåì, åñëè íàäî áûëî:
6912 if GetAIFlag('NEEDJUMP') <> '' then
6913 begin
6914 Jump(0);
6915 RemoveAIFlag('NEEDJUMP');
6916 end;
6918 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
6919 if GetAIFlag('NEEDSEEUP') <> '' then
6920 begin
6921 ReleaseKey(KEY_UP);
6922 ReleaseKey(KEY_DOWN);
6923 PressKey(KEY_UP, 20);
6924 RemoveAIFlag('NEEDSEEUP');
6925 end;
6927 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
6928 if GetAIFlag('NEEDSEEDOWN') <> '' then
6929 begin
6930 ReleaseKey(KEY_UP);
6931 ReleaseKey(KEY_DOWN);
6932 PressKey(KEY_DOWN, 20);
6933 RemoveAIFlag('NEEDSEEDOWN');
6934 end;
6936 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
6937 if GetAIFlag('GOINHOLE') <> '' then
6938 if not OnGround() then
6939 begin
6940 ReleaseKey(KEY_LEFT);
6941 ReleaseKey(KEY_RIGHT);
6942 RemoveAIFlag('GOINHOLE');
6943 SetAIFlag('FALLINHOLE', '1');
6944 end;
6946 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
6947 if GetAIFlag('FALLINHOLE') <> '' then
6948 if OnGround() then
6949 RemoveAIFlag('FALLINHOLE');
6951 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
6952 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
6953 if GetAIFlag('FALLINHOLE') = '' then
6954 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
6955 if Rnd(2) then
6956 GoLeft(360)
6957 else
6958 GoRight(360);
6960 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
6961 if OnGround() and
6962 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
6963 Rnd(8) then
6964 Jump();
6966 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
6967 if OnGround() and NearHole() then
6968 if NearDeepHole() then // Åñëè ýòî áåçäíà
6969 case Random(6) of
6970 0..3: Turn(); // Áåæèì îáðàòíî
6971 4: Jump(); // Ïðûãàåì
6972 5: begin // Ïðûãàåì îáðàòíî
6973 Turn();
6974 Jump();
6975 end;
6976 end
6977 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
6978 if GetAIFlag('GOINHOLE') = '' then
6979 case Random(6) of
6980 0: Turn(); // Íå íóæíî òóäà
6981 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
6982 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
6983 if BorderHole() then
6984 SetAIFlag('GOINHOLE', '1');
6985 end;
6987 // Åñëè íà çåìëå, íî íåêóäà èäòè:
6988 if (not CanRun()) and OnGround() then
6989 begin
6990 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
6991 if CanJumpOver() or OnLadder() then
6992 Jump()
6993 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
6994 if Random(2) = 0 then
6995 begin
6996 if IsSafeTrigger() then
6997 PressKey(KEY_OPEN);
6998 end else
6999 Turn();
7000 end;
7002 // Îñòàëîñü ìàëî âîçäóõà:
7003 if FAir < 36 * 2 then
7004 Jump(20);
7006 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7007 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7008 if BodyInAcid(0, 0) then
7009 Jump();
7010 end;
7012 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7013 begin
7014 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7015 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7016 end;
7018 {function TBot.NeedItem(Item: Byte): Byte;
7019 begin
7020 Result := 4;
7021 end;}
7023 procedure TBot.SelectWeapon(Dist: Integer);
7024 var
7025 a: Integer;
7027 function HaveAmmo(weapon: Byte): Boolean;
7028 begin
7029 case weapon of
7030 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7031 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7032 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7033 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7034 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7035 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7036 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7037 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7038 else Result := True;
7039 end;
7040 end;
7042 begin
7043 if Dist = -1 then Dist := BOT_LONGDIST;
7045 if Dist > BOT_LONGDIST then
7046 begin // Äàëüíèé áîé
7047 for a := 0 to 9 do
7048 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7049 begin
7050 FSelectedWeapon := FDifficult.WeaponPrior[a];
7051 Break;
7052 end;
7053 end
7054 else //if Dist > BOT_UNSAFEDIST then
7055 begin // Áëèæíèé áîé
7056 for a := 0 to 9 do
7057 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7058 begin
7059 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7060 Break;
7061 end;
7062 end;
7063 { else
7064 begin
7065 for a := 0 to 9 do
7066 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7067 begin
7068 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7069 Break;
7070 end;
7071 end;}
7072 end;
7074 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7075 begin
7076 Result := inherited PickItem(ItemType, force, remove);
7078 if Result then SetAIFlag('SELECTWEAPON', '1');
7079 end;
7081 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7082 begin
7083 Result := inherited Heal(value, Soft);
7084 end;
7086 function TBot.Healthy(): Byte;
7087 begin
7088 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7089 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7090 else if (FHealth > 50) then Result := 2
7091 else if (FHealth > 20) then Result := 1
7092 else Result := 0;
7093 end;
7095 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7096 begin
7097 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7098 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7099 end;
7101 procedure TBot.OnDamage(Angle: SmallInt);
7102 var
7103 pla: TPlayer;
7104 mon: TMonster;
7105 ok: Boolean;
7106 begin
7107 inherited;
7109 if (Angle = 0) or (Angle = 180) then
7110 begin
7111 ok := False;
7112 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7113 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7114 begin // Èãðîê
7115 pla := g_Player_Get(FLastSpawnerUID);
7116 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7117 pla.FObj.Y + PLAYER_RECT.Y);
7118 end
7119 else
7120 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7121 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7122 begin // Ìîíñòð
7123 mon := g_Monsters_Get(FLastSpawnerUID);
7124 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7125 mon.Obj.Y + mon.Obj.Rect.Y);
7126 end;
7128 if ok then
7129 if Angle = 0 then
7130 SetAIFlag('ATTACKLEFT', '1')
7131 else
7132 SetAIFlag('ATTACKRIGHT', '1');
7133 end;
7134 end;
7136 function TBot.RunDirection(): TDirection;
7137 begin
7138 if Abs(Vel.X) >= 1 then
7139 begin
7140 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7141 end else
7142 Result := FDirection;
7143 end;
7145 function TBot.GetRnd(a: Byte): Boolean;
7146 begin
7147 if a = 0 then Result := False
7148 else if a = 255 then Result := True
7149 else Result := Random(256) > 255-a;
7150 end;
7152 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7153 begin
7154 Result := Round((255-a)/255*radius*(Random(2)-1));
7155 end;
7157 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7158 var
7159 i: Integer;
7160 dw: DWORD;
7161 p: Pointer;
7162 begin
7163 inherited SaveState(Mem);
7165 // Âûáðàííîå îðóæèå:
7166 Mem.WriteByte(FSelectedWeapon);
7167 // UID öåëè:
7168 Mem.WriteWord(FTargetUID);
7169 // Âðåìÿ ïîòåðè öåëè:
7170 Mem.WriteDWORD(FLastVisible);
7171 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7172 dw := Length(FAIFlags);
7173 Mem.WriteDWORD(dw);
7174 // Ôëàãè ÈÈ:
7175 for i := 0 to Integer(dw)-1 do
7176 begin
7177 Mem.WriteString(FAIFlags[i].Name, 20);
7178 Mem.WriteString(FAIFlags[i].Value, 20);
7179 end;
7180 // Íàñòðîéêè ñëîæíîñòè:
7181 p := @FDifficult;
7182 Mem.WriteMemory(p, SizeOf(TDifficult));
7183 end;
7185 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7186 var
7187 i: Integer;
7188 dw: DWORD;
7189 p: Pointer;
7190 begin
7191 inherited LoadState(Mem);
7193 // Âûáðàííîå îðóæèå:
7194 Mem.ReadByte(FSelectedWeapon);
7195 // UID öåëè:
7196 Mem.ReadWord(FTargetUID);
7197 // Âðåìÿ ïîòåðè öåëè:
7198 Mem.ReadDWORD(FLastVisible);
7199 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7200 Mem.ReadDWORD(dw);
7201 SetLength(FAIFlags, dw);
7202 // Ôëàãè ÈÈ:
7203 for i := 0 to Integer(dw)-1 do
7204 begin
7205 Mem.ReadString(FAIFlags[i].Name);
7206 Mem.ReadString(FAIFlags[i].Value);
7207 end;
7208 // Íàñòðîéêè ñëîæíîñòè:
7209 Mem.ReadMemory(p, dw);
7210 if dw <> SizeOf(TDifficult) then
7211 begin
7212 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7213 end;
7214 FDifficult := TDifficult(p^);
7215 end;
7217 end.