DEADSOFTWARE

5719d11d87cfe058314d818bb3b6eb83c5a890b0
[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 if gPlayers[i] is TPlayer then gPlayers[i].Update()
1275 else TBot(gPlayers[i]).Update();
1276 end;
1278 procedure g_Player_DrawAll();
1279 var
1280 i: Integer;
1281 begin
1282 if gPlayers = nil then Exit;
1284 for i := 0 to High(gPlayers) do
1285 if gPlayers[i] <> nil then
1286 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1287 else TBot(gPlayers[i]).Draw();
1288 end;
1290 procedure g_Player_DrawDebug(p: TPlayer);
1291 var
1292 fW, fH: Byte;
1293 begin
1294 if p = nil then Exit;
1295 if (@p.FObj) = nil then Exit;
1297 e_TextureFontGetSize(gStdFont, fW, fH);
1299 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1300 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1301 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1302 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1303 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1304 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1305 end;
1307 procedure g_Player_DrawHealth();
1308 var
1309 i: Integer;
1310 fW, fH: Byte;
1311 begin
1312 if gPlayers = nil then Exit;
1313 e_TextureFontGetSize(gStdFont, fW, fH);
1315 for i := 0 to High(gPlayers) do
1316 if gPlayers[i] <> nil then
1317 begin
1318 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1319 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1320 IntToStr(gPlayers[i].FHealth), gStdFont);
1321 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1322 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1323 IntToStr(gPlayers[i].FArmor), gStdFont);
1324 end;
1325 end;
1327 function g_Player_Get(UID: Word): TPlayer;
1328 var
1329 a: Integer;
1330 begin
1331 Result := nil;
1333 if gPlayers = nil then
1334 Exit;
1336 for a := 0 to High(gPlayers) do
1337 if gPlayers[a] <> nil then
1338 if gPlayers[a].FUID = UID then
1339 begin
1340 Result := gPlayers[a];
1341 Exit;
1342 end;
1343 end;
1345 function g_Player_GetCount(): Byte;
1346 var
1347 a: Integer;
1348 begin
1349 Result := 0;
1351 if gPlayers = nil then
1352 Exit;
1354 for a := 0 to High(gPlayers) do
1355 if gPlayers[a] <> nil then
1356 Result := Result + 1;
1357 end;
1359 function g_Player_GetStats(): TPlayerStatArray;
1360 var
1361 a: Integer;
1362 begin
1363 Result := nil;
1365 if gPlayers = nil then Exit;
1367 for a := 0 to High(gPlayers) do
1368 if gPlayers[a] <> nil then
1369 begin
1370 SetLength(Result, Length(Result)+1);
1371 with Result[High(Result)] do
1372 begin
1373 Ping := gPlayers[a].FPing;
1374 Loss := gPlayers[a].FLoss;
1375 Name := gPlayers[a].FName;
1376 Team := gPlayers[a].FTeam;
1377 Frags := gPlayers[a].FFrags;
1378 Deaths := gPlayers[a].FDeath;
1379 Kills := gPlayers[a].FKills;
1380 Color := gPlayers[a].FModel.Color;
1381 Lives := gPlayers[a].FLives;
1382 Spectator := gPlayers[a].FSpectator;
1383 end;
1384 end;
1385 end;
1387 procedure g_Player_RememberAll;
1388 var
1389 i: Integer;
1390 begin
1391 for i := Low(gPlayers) to High(gPlayers) do
1392 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1393 gPlayers[i].RememberState;
1394 end;
1396 procedure g_Player_ResetAll(Force, Silent: Boolean);
1397 var
1398 i: Integer;
1399 begin
1400 gTeamStat[TEAM_RED].Goals := 0;
1401 gTeamStat[TEAM_BLUE].Goals := 0;
1403 if gPlayers <> nil then
1404 for i := 0 to High(gPlayers) do
1405 if gPlayers[i] <> nil then
1406 begin
1407 gPlayers[i].Reset(Force);
1409 if gPlayers[i] is TPlayer then
1410 begin
1411 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1412 gPlayers[i].Respawn(Silent)
1413 else
1414 gPlayers[i].Spectate();
1415 end
1416 else
1417 TBot(gPlayers[i]).Respawn(Silent);
1418 end;
1419 end;
1421 procedure g_Player_CreateCorpse(Player: TPlayer);
1422 var
1423 find_id: DWORD;
1424 ok: Boolean;
1425 begin
1426 if Player.Live then
1427 Exit;
1428 if Player.FObj.Y >= gMapInfo.Height+128 then
1429 Exit;
1431 with Player do
1432 begin
1433 if (FHealth >= -50) or (gGibsCount = 0) then
1434 begin
1435 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1436 Exit;
1438 ok := False;
1439 for find_id := 0 to High(gCorpses) do
1440 if gCorpses[find_id] = nil then
1441 begin
1442 ok := True;
1443 Break;
1444 end;
1446 if not ok then
1447 find_id := Random(Length(gCorpses));
1449 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1450 gCorpses[find_id].FColor := FModel.Color;
1451 gCorpses[find_id].FObj.Vel := FObj.Vel;
1452 gCorpses[find_id].FObj.Accel := FObj.Accel;
1453 end
1454 else
1455 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1456 FObj.Y + PLAYER_RECT_CY,
1457 FModel.Name, FModel.Color);
1458 end;
1459 end;
1461 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1462 var
1463 SID: DWORD;
1464 begin
1465 if (gShells = nil) or (Length(gShells) = 0) then
1466 Exit;
1468 with gShells[CurrentShell] do
1469 begin
1470 SpriteID := 0;
1471 g_Obj_Init(@Obj);
1472 Obj.Rect.X := 0;
1473 Obj.Rect.Y := 0;
1474 if T = SHELL_BULLET then
1475 begin
1476 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1477 SpriteID := SID;
1478 CX := 2;
1479 CY := 1;
1480 Obj.Rect.Width := 4;
1481 Obj.Rect.Height := 2;
1482 end
1483 else
1484 begin
1485 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1486 SpriteID := SID;
1487 CX := 4;
1488 CY := 2;
1489 Obj.Rect.Width := 7;
1490 Obj.Rect.Height := 3;
1491 end;
1492 SType := T;
1493 Live := True;
1494 Obj.X := fX;
1495 Obj.Y := fY;
1496 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1497 RAngle := Random(360);
1498 Timeout := gTime + SHELL_TIMEOUT;
1500 if CurrentShell >= High(gShells) then
1501 CurrentShell := 0
1502 else
1503 Inc(CurrentShell);
1504 end;
1505 end;
1507 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1508 var
1509 a: Integer;
1510 GibsArray: TGibsArray;
1511 begin
1512 if (gGibs = nil) or (Length(gGibs) = 0) then
1513 Exit;
1514 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1515 Exit;
1517 for a := 0 to High(GibsArray) do
1518 with gGibs[CurrentGib] do
1519 begin
1520 Color := fColor;
1521 ID := GibsArray[a].ID;
1522 MaskID := GibsArray[a].MaskID;
1523 Live := True;
1524 g_Obj_Init(@Obj);
1525 Obj.Rect := GibsArray[a].Rect;
1526 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1527 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1528 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1529 RAngle := Random(360);
1531 if gBloodCount > 0 then
1532 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1533 Random(48), Random(48), 150, 0, 0);
1535 if CurrentGib >= High(gGibs) then
1536 CurrentGib := 0
1537 else
1538 Inc(CurrentGib);
1539 end;
1540 end;
1542 procedure g_Player_UpdatePhysicalObjects();
1543 var
1544 i: Integer;
1545 vel: TPoint2i;
1546 mr: Word;
1548 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1549 var
1550 k: Integer;
1551 begin
1552 k := 1 + Random(2);
1553 if T = SHELL_BULLET then
1554 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1555 else
1556 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1557 end;
1559 begin
1560 // Êóñêè ìÿñà:
1561 if gGibs <> nil then
1562 for i := 0 to High(gGibs) do
1563 if gGibs[i].Live then
1564 with gGibs[i] do
1565 begin
1566 vel := Obj.Vel;
1567 mr := g_Obj_Move(@Obj, True, False, True);
1569 if WordBool(mr and MOVE_FALLOUT) then
1570 begin
1571 Live := False;
1572 Continue;
1573 end;
1575 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1576 if WordBool(mr and MOVE_HITWALL) then
1577 Obj.Vel.X := -(vel.X div 2);
1578 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1579 Obj.Vel.Y := -(vel.Y div 2);
1581 if (Obj.Vel.X >= 0) then
1582 begin // Clockwise
1583 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1584 if RAngle >= 360 then
1585 RAngle := RAngle mod 360;
1586 end else begin // Counter-clockwise
1587 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1588 if RAngle < 0 then
1589 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1590 end;
1592 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1593 if gTime mod (GAME_TICK*3) = 0 then
1594 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1595 end;
1597 // Òðóïû:
1598 if gCorpses <> nil then
1599 for i := 0 to High(gCorpses) do
1600 if gCorpses[i] <> nil then
1601 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1602 begin
1603 gCorpses[i].Free();
1604 gCorpses[i] := nil;
1605 end
1606 else
1607 gCorpses[i].Update();
1609 // Ãèëüçû:
1610 if gShells <> nil then
1611 for i := 0 to High(gShells) do
1612 if gShells[i].Live then
1613 with gShells[i] do
1614 begin
1615 vel := Obj.Vel;
1616 mr := g_Obj_Move(@Obj, True, False, True);
1618 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1619 begin
1620 Live := False;
1621 Continue;
1622 end;
1624 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1625 if WordBool(mr and MOVE_HITWALL) then
1626 begin
1627 Obj.Vel.X := -(vel.X div 2);
1628 if not WordBool(mr and MOVE_INWATER) then
1629 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1630 end;
1631 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1632 begin
1633 Obj.Vel.Y := -(vel.Y div 2);
1634 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1635 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1636 begin
1637 if RAngle mod 90 <> 0 then
1638 RAngle := (RAngle div 90) * 90;
1639 end
1640 else if not WordBool(mr and MOVE_INWATER) then
1641 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1642 end;
1644 if (Obj.Vel.X >= 0) then
1645 begin // Clockwise
1646 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1647 if RAngle >= 360 then
1648 RAngle := RAngle mod 360;
1649 end else begin // Counter-clockwise
1650 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1651 if RAngle < 0 then
1652 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1653 end;
1654 end;
1655 end;
1657 procedure g_Player_DrawCorpses();
1658 var
1659 i: Integer;
1660 a: TPoint;
1661 begin
1662 if gGibs <> nil then
1663 for i := 0 to High(gGibs) do
1664 if gGibs[i].Live then
1665 with gGibs[i] do
1666 begin
1667 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1668 Continue;
1670 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1671 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1673 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1675 e_Colors := Color;
1676 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1677 e_Colors.R := 255;
1678 e_Colors.G := 255;
1679 e_Colors.B := 255;
1680 end;
1682 if gCorpses <> nil then
1683 for i := 0 to High(gCorpses) do
1684 if gCorpses[i] <> nil then
1685 gCorpses[i].Draw();
1686 end;
1688 procedure g_Player_DrawShells();
1689 var
1690 i: Integer;
1691 a: TPoint;
1692 begin
1693 if gShells <> nil then
1694 for i := 0 to High(gShells) do
1695 if gShells[i].Live then
1696 with gShells[i] do
1697 begin
1698 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1699 Continue;
1701 a.X := CX;
1702 a.Y := CY;
1704 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1705 end;
1706 end;
1708 procedure g_Player_RemoveAllCorpses();
1709 var
1710 i: Integer;
1711 begin
1712 gGibs := nil;
1713 gShells := nil;
1714 SetLength(gGibs, MaxGibs);
1715 SetLength(gShells, MaxGibs);
1716 CurrentGib := 0;
1717 CurrentShell := 0;
1719 if gCorpses <> nil then
1720 for i := 0 to High(gCorpses) do
1721 gCorpses[i].Free();
1723 gCorpses := nil;
1724 SetLength(gCorpses, MaxCorpses);
1725 end;
1727 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1728 var
1729 count, i: Integer;
1730 b: Boolean;
1731 begin
1732 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1733 count := 0;
1734 if gCorpses <> nil then
1735 for i := 0 to High(gCorpses) do
1736 if gCorpses[i] <> nil then
1737 count := count + 1;
1739 Mem := TBinMemoryWriter.Create((count+1) * 128);
1741 // Êîëè÷åñòâî òðóïîâ:
1742 Mem.WriteInt(count);
1744 if count = 0 then
1745 Exit;
1747 // Ñîõðàíÿåì òðóïû:
1748 for i := 0 to High(gCorpses) do
1749 if gCorpses[i] <> nil then
1750 begin
1751 // Íàçâàíèå ìîäåëè:
1752 Mem.WriteString(gCorpses[i].FModelName);
1753 // Òèï ñìåðòè:
1754 b := gCorpses[i].Mess;
1755 Mem.WriteBoolean(b);
1756 // Ñîõðàíÿåì äàííûå òðóïà:
1757 gCorpses[i].SaveState(Mem);
1758 end;
1759 end;
1761 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1762 var
1763 count, i: Integer;
1764 str: String;
1765 b: Boolean;
1766 begin
1767 if Mem = nil then
1768 Exit;
1770 g_Player_RemoveAllCorpses();
1772 // Êîëè÷åñòâî òðóïîâ:
1773 Mem.ReadInt(count);
1775 if count > Length(gCorpses) then
1776 begin
1777 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1778 end;
1780 if count = 0 then
1781 Exit;
1783 // Çàãðóæàåì òðóïû:
1784 for i := 0 to count-1 do
1785 begin
1786 // Íàçâàíèå ìîäåëè:
1787 Mem.ReadString(str);
1788 // Òèï ñìåðòè:
1789 Mem.ReadBoolean(b);
1790 // Ñîçäàåì òðóï:
1791 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1792 // Çàãðóæàåì äàííûå òðóïà:
1793 gCorpses[i].LoadState(Mem);
1794 end;
1795 end;
1797 { T P l a y e r : }
1799 procedure TPlayer.BFGHit();
1800 begin
1801 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1802 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1803 if g_Game_IsServer and g_Game_IsNet then
1804 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1805 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1806 0, NET_GFX_BFGHIT);
1807 end;
1809 procedure TPlayer.ChangeModel(ModelName: string);
1810 var
1811 Model: TPlayerModel;
1812 begin
1813 Model := g_PlayerModel_Get(ModelName);
1814 if Model = nil then Exit;
1816 FModel.Free();
1817 FModel := Model;
1818 end;
1820 procedure TPlayer.SetModel(ModelName: string);
1821 var
1822 m: TPlayerModel;
1823 begin
1824 m := g_PlayerModel_Get(ModelName);
1825 if m = nil then
1826 begin
1827 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1828 m := g_PlayerModel_Get('doomer');
1829 if m = nil then
1830 begin
1831 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1832 Exit;
1833 end;
1834 end;
1836 if FModel <> nil then
1837 FModel.Free();
1839 FModel := m;
1841 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1842 FModel.Color := FColor
1843 else
1844 FModel.Color := TEAMCOLOR[FTeam];
1845 FModel.SetWeapon(FCurrWeap);
1846 FModel.SetFlag(FFlag);
1847 SetDirection(FDirection);
1848 end;
1850 procedure TPlayer.SetColor(Color: TRGB);
1851 begin
1852 FColor := Color;
1853 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1854 if FModel <> nil then FModel.Color := Color;
1855 end;
1857 procedure TPlayer.SwitchTeam;
1858 begin
1859 if g_Game_IsClient then
1860 Exit;
1861 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1863 if gGameOn and FLive then
1864 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1866 if FTeam = TEAM_RED then
1867 begin
1868 ChangeTeam(TEAM_BLUE);
1869 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1870 if g_Game_IsNet then
1871 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1872 end
1873 else
1874 begin
1875 ChangeTeam(TEAM_RED);
1876 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1877 if g_Game_IsNet then
1878 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1879 end;
1880 FPreferredTeam := FTeam;
1881 end;
1883 procedure TPlayer.ChangeTeam(Team: Byte);
1884 var
1885 OldTeam: Byte;
1886 begin
1887 OldTeam := FTeam;
1888 FTeam := Team;
1889 case Team of
1890 TEAM_RED, TEAM_BLUE:
1891 FModel.Color := TEAMCOLOR[Team];
1892 else
1893 FModel.Color := FColor;
1894 end;
1895 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1896 MH_SEND_PlayerStats(FUID);
1897 end;
1900 procedure TPlayer.CollideItem();
1901 var
1902 i: Integer;
1903 r: Boolean;
1904 begin
1905 if gItems = nil then Exit;
1906 if not FLive then Exit;
1908 for i := 0 to High(gItems) do
1909 with gItems[i] do
1910 begin
1911 if (ItemType <> ITEM_NONE) and Live then
1912 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1913 PLAYER_RECT.Height, @Obj) then
1914 begin
1915 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1917 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1918 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1919 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1920 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1921 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1923 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1924 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1925 (gGameSettings.GameType = GT_SINGLE) and
1926 (g_Player_GetCount() > 1)) then
1927 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1928 end;
1929 end;
1930 end;
1933 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1934 begin
1935 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1936 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1937 False);
1938 end;
1940 constructor TPlayer.Create();
1941 begin
1942 FIamBot := False;
1943 FDummy := False;
1944 FSpawned := False;
1946 FSawSound := TPlayableSound.Create();
1947 FSawSoundIdle := TPlayableSound.Create();
1948 FSawSoundHit := TPlayableSound.Create();
1949 FSawSoundSelect := TPlayableSound.Create();
1950 FJetSoundFly := TPlayableSound.Create();
1951 FJetSoundOn := TPlayableSound.Create();
1952 FJetSoundOff := TPlayableSound.Create();
1954 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1955 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1956 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1957 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1958 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1959 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1960 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1962 FSpectatePlayer := -1;
1963 FClientID := -1;
1964 FPing := 0;
1965 FLoss := 0;
1966 FSavedState.WaitRecall := False;
1967 FShellTimer := -1;
1969 FActualModelName := 'doomer';
1971 g_Obj_Init(@FObj);
1972 FObj.Rect := PLAYER_RECT;
1974 FBFGFireCounter := -1;
1975 FJustTeleported := False;
1976 FNetTime := 0;
1978 resetWeaponQueue();
1979 end;
1981 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
1982 var
1983 c: Word;
1984 begin
1985 if (not g_Game_IsClient) and (not FLive) then
1986 Exit;
1988 FLastHit := t;
1990 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
1991 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
1992 begin
1993 if not g_Game_IsClient then
1994 begin
1995 FArmor := 0;
1996 if t = HIT_TRAP then
1997 begin
1998 // Ëîâóøêà óáèâàåò ñðàçó:
1999 FHealth := -100;
2000 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2001 end;
2002 if t = HIT_SELF then
2003 begin
2004 // Ñàìîóáèéñòâî:
2005 FHealth := 0;
2006 Kill(K_SIMPLEKILL, SpawnerUID, t);
2007 end;
2008 end;
2009 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2010 FMegaRulez[MR_SUIT] := 0;
2011 FMegaRulez[MR_INVUL] := 0;
2012 FMegaRulez[MR_INVIS] := 0;
2013 FBerserk := 0;
2014 end;
2016 // Íî îò îñòàëüíîãî ñïàñàåò:
2017 if FMegaRulez[MR_INVUL] >= gTime then
2018 Exit;
2020 // ×èò-êîä "ÃÎÐÅÖ":
2021 if FGodMode then
2022 Exit;
2024 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2025 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2026 (SpawnerUID = FUID) or
2027 (not SameTeam(FUID, SpawnerUID)) then
2028 begin
2029 FLastSpawnerUID := SpawnerUID;
2031 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2032 if gBloodCount > 0 then
2033 begin
2034 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2035 if value div 4 <= c then
2036 c := c - (value div 4)
2037 else
2038 c := 0;
2040 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2041 MakeBloodSimple(c)
2042 else
2043 case t of
2044 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2045 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2046 end;
2048 if t = HIT_WATER then
2049 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2050 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2051 end;
2053 // Áóôåð óðîíà:
2054 if FLive then
2055 Inc(FDamageBuffer, value);
2057 // Âñïûøêà áîëè:
2058 if gFlash <> 0 then
2059 FPain := FPain + value;
2060 end;
2062 if g_Game_IsServer and g_Game_IsNet then
2063 begin
2064 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2065 MH_SEND_PlayerStats(FUID);
2066 MH_SEND_PlayerPos(False, FUID);
2067 end;
2068 end;
2070 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2071 begin
2072 Result := False;
2073 if g_Game_IsClient then
2074 Exit;
2075 if not FLive then
2076 Exit;
2078 if Soft and (FHealth < PLAYER_HP_SOFT) then
2079 begin
2080 IncMax(FHealth, value, PLAYER_HP_SOFT);
2081 Result := True;
2082 end;
2083 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2084 begin
2085 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2086 Result := True;
2087 end;
2089 if Result and g_Game_IsServer and g_Game_IsNet then
2090 MH_SEND_PlayerStats(FUID);
2091 end;
2093 destructor TPlayer.Destroy();
2094 begin
2095 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2096 gPlayer1 := nil;
2097 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2098 gPlayer2 := nil;
2100 FSawSound.Free();
2101 FSawSoundIdle.Free();
2102 FSawSoundHit.Free();
2103 FJetSoundFly.Free();
2104 FJetSoundOn.Free();
2105 FJetSoundOff.Free();
2106 FModel.Free();
2108 inherited;
2109 end;
2111 procedure TPlayer.DrawBubble();
2112 var
2113 bubX, bubY: Integer;
2114 ID: LongWord;
2115 Rb, Gb, Bb,
2116 Rw, Gw, Bw: SmallInt;
2117 Dot: Byte;
2118 begin
2119 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2120 bubY := FObj.Y+FObj.Rect.Y - 18;
2121 Rb := 64;
2122 Gb := 64;
2123 Bb := 64;
2124 Rw := 240;
2125 Gw := 240;
2126 Bw := 240;
2127 case gChatBubble of
2128 1: // simple textual non-bubble
2129 begin
2130 bubX := FObj.X+FObj.Rect.X - 11;
2131 bubY := FObj.Y+FObj.Rect.Y - 17;
2132 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2133 Exit;
2134 end;
2135 2: // advanced pixel-perfect bubble
2136 begin
2137 if FTeam = TEAM_RED then
2138 Rb := 255
2139 else
2140 if FTeam = TEAM_BLUE then
2141 Bb := 255;
2142 end;
2143 3: // colored bubble
2144 begin
2145 Rb := FModel.Color.R;
2146 Gb := FModel.Color.G;
2147 Bb := FModel.Color.B;
2148 Rw := Min(Rb * 2 + 64, 255);
2149 Gw := Min(Gb * 2 + 64, 255);
2150 Bw := Min(Bb * 2 + 64, 255);
2151 if (Abs(Rw - Rb) < 32)
2152 or (Abs(Gw - Gb) < 32)
2153 or (Abs(Bw - Bb) < 32) then
2154 begin
2155 Rb := Max(Rw div 2 - 16, 0);
2156 Gb := Max(Gw div 2 - 16, 0);
2157 Bb := Max(Bw div 2 - 16, 0);
2158 end;
2159 end;
2160 4: // custom textured bubble
2161 begin
2162 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2163 if FDirection = D_RIGHT then
2164 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2165 else
2166 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2167 Exit;
2168 end;
2169 end;
2171 // Outer borders
2172 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2173 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2174 // Inner box
2175 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2177 // Tail
2178 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2179 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2180 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);
2181 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);
2182 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);
2183 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);
2185 // Dots
2186 Dot := 6;
2187 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2188 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2189 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2190 end;
2192 procedure TPlayer.Draw();
2193 var
2194 ID: DWORD;
2195 w, h: Word;
2196 dr: Boolean;
2197 begin
2198 if FLive then
2199 begin
2200 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2201 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2202 begin
2203 e_GetTextureSize(ID, @w, @h);
2204 if FDirection = D_LEFT then
2205 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2206 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2207 else
2208 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2209 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2210 end;
2212 if FMegaRulez[MR_INVIS] > gTime then
2213 begin
2214 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2215 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2216 begin
2217 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2218 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2219 else
2220 dr := True;
2221 if dr then
2222 FModel.Draw(FObj.X, FObj.Y, 200)
2223 else
2224 FModel.Draw(FObj.X, FObj.Y);
2225 end
2226 else
2227 FModel.Draw(FObj.X, FObj.Y, 254);
2228 end
2229 else
2230 FModel.Draw(FObj.X, FObj.Y);
2231 end;
2233 if g_debug_Frames then
2234 begin
2235 e_DrawQuad(FObj.X+FObj.Rect.X,
2236 FObj.Y+FObj.Rect.Y,
2237 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2238 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2239 0, 255, 0);
2240 end;
2242 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2243 DrawBubble();
2244 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2245 if gAimLine and Live and
2246 ((Self = gPlayer1) or (Self = gPlayer2)) then
2247 DrawAim();
2248 end;
2250 procedure TPlayer.DrawAim();
2251 var
2252 wx, wy, xx, yy: Integer;
2253 angle: SmallInt;
2254 sz, len: Word;
2255 begin
2256 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2257 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2258 angle := FAngle;
2259 len := 1024;
2260 sz := 2;
2261 case FCurrWeap of
2262 0: begin // Punch
2263 len := 12;
2264 sz := 4;
2265 end;
2266 1: begin // Chainsaw
2267 len := 24;
2268 sz := 6;
2269 end;
2270 2: begin // Pistol
2271 len := 1024;
2272 sz := 2;
2273 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2274 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2275 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2276 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2277 end;
2278 3: begin // Shotgun
2279 len := 1024;
2280 sz := 3;
2281 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2282 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2283 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2284 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2285 end;
2286 4: begin // Double Shotgun
2287 len := 1024;
2288 sz := 4;
2289 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2290 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2291 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2292 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2293 end;
2294 5: begin // Chaingun
2295 len := 1024;
2296 sz := 3;
2297 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2298 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2299 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2300 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2301 end;
2302 6: begin // Rocket Launcher
2303 len := 1024;
2304 sz := 7;
2305 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2306 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2307 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2308 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2309 end;
2310 7: begin // Plasmagun
2311 len := 1024;
2312 sz := 5;
2313 if angle = ANGLE_RIGHTUP then Inc(angle);
2314 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2315 if angle = ANGLE_LEFTUP then Dec(angle);
2316 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2317 end;
2318 8: begin // BFG
2319 len := 1024;
2320 sz := 12;
2321 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2322 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2323 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2324 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2325 end;
2326 9: begin // Super Chaingun
2327 len := 1024;
2328 sz := 4;
2329 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2330 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2331 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2332 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2333 end;
2334 end;
2335 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2336 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2337 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2338 end;
2340 procedure TPlayer.DrawGUI();
2341 var
2342 ID: DWORD;
2343 X, Y, SY, a, p, m: Integer;
2344 tw, th: Word;
2345 cw, ch: Byte;
2346 s: string;
2347 stat: TPlayerStatArray;
2348 begin
2349 X := gPlayerScreenSize.X;
2350 SY := gPlayerScreenSize.Y;
2351 Y := 0;
2353 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2354 begin
2355 if gGameSettings.GameMode = GM_CTF then
2356 a := 32 + 8
2357 else
2358 a := 0;
2359 if gGameSettings.GameMode = GM_CTF then
2360 begin
2361 s := 'TEXTURE_PLAYER_REDFLAG';
2362 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2363 s := 'TEXTURE_PLAYER_REDFLAG_S';
2364 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2365 s := 'TEXTURE_PLAYER_REDFLAG_D';
2366 if g_Texture_Get(s, ID) then
2367 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2368 end;
2370 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2371 e_CharFont_GetSize(gMenuFont, s, tw, th);
2372 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2374 if gGameSettings.GameMode = GM_CTF then
2375 begin
2376 s := 'TEXTURE_PLAYER_BLUEFLAG';
2377 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2378 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2379 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2380 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2381 if g_Texture_Get(s, ID) then
2382 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2383 end;
2385 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2386 e_CharFont_GetSize(gMenuFont, s, tw, th);
2387 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2388 end;
2390 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2391 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2392 0, False, False);
2394 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2395 e_Draw(ID, X+2, Y, 0, True, False);
2397 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2398 begin
2399 if gShowStat then
2400 begin
2401 s := IntToStr(Frags);
2402 e_CharFont_GetSize(gMenuFont, s, tw, th);
2403 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2405 s := '';
2406 p := 1;
2407 m := 0;
2408 stat := g_Player_GetStats();
2409 if stat <> nil then
2410 begin
2411 p := 1;
2413 for a := 0 to High(stat) do
2414 if stat[a].Name <> Name then
2415 begin
2416 if stat[a].Frags > m then m := stat[a].Frags;
2417 if stat[a].Frags > Frags then p := p+1;
2418 end;
2419 end;
2421 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2422 if Frags >= m then s := s+'+' else s := s+'-';
2423 s := s+IntToStr(Abs(Frags-m));
2425 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2426 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2427 end;
2429 if gShowLives and (gGameSettings.MaxLives > 0) then
2430 begin
2431 s := IntToStr(Lives);
2432 e_CharFont_GetSize(gMenuFont, s, tw, th);
2433 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2434 end;
2435 end;
2437 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2438 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2440 if R_BERSERK in FRulez then
2441 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2442 else
2443 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2445 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2446 e_Draw(ID, X+36, Y+77, 0, True, False);
2448 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2449 e_CharFont_GetSize(gMenuFont, s, tw, th);
2450 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2452 s := IntToStr(FArmor);
2453 e_CharFont_GetSize(gMenuFont, s, tw, th);
2454 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2456 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2458 case FCurrWeap of
2459 WEAPON_KASTET:
2460 begin
2461 s := '--';
2462 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2463 end;
2464 WEAPON_SAW:
2465 begin
2466 s := '--';
2467 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2468 end;
2469 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2470 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2471 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2472 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2473 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2474 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2475 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2476 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2477 end;
2479 e_CharFont_GetSize(gMenuFont, s, tw, th);
2480 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2481 e_Draw(ID, X+20, Y+160, 0, True, False);
2483 if R_KEY_RED in FRulez then
2484 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2486 if R_KEY_GREEN in FRulez then
2487 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2489 if R_KEY_BLUE in FRulez then
2490 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2492 if FJetFuel > 0 then
2493 begin
2494 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2495 e_Draw(ID, X+2, Y+116, 0, True, False);
2496 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2497 e_Draw(ID, X+2, Y+126, 0, True, False);
2498 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2499 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2500 end
2501 else
2502 begin
2503 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2504 e_Draw(ID, X+2, Y+124, 0, True, False);
2505 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2506 end;
2508 if gShowPing and g_Game_IsClient then
2509 begin
2510 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2511 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2512 Y := Y + 16;
2513 end;
2515 if FSpectator then
2516 begin
2517 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2518 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2519 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2520 if FNoRespawn then
2521 begin
2522 e_TextureFontGetSize(gStdFont, cw, ch);
2523 s := _lc[I_PLAYER_SPECT4];
2524 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2525 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2526 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2527 end;
2529 end;
2530 end;
2532 procedure TPlayer.DrawRulez();
2533 var
2534 dr: Boolean;
2535 begin
2536 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2537 if FMegaRulez[MR_INVUL] >= gTime then
2538 begin
2539 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2540 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2541 else
2542 dr := True;
2544 if dr then
2545 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2546 191, 191, 191, 0, B_INVERT);
2547 end;
2549 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2550 if FMegaRulez[MR_SUIT] >= gTime then
2551 begin
2552 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2553 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2554 else
2555 dr := True;
2557 if dr then
2558 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2559 0, 96, 0, 200, B_NONE);
2560 end;
2562 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2563 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2564 begin
2565 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2566 255, 0, 0, 200, B_NONE);
2567 end;
2568 end;
2570 procedure TPlayer.DrawPain();
2571 var
2572 a, h: Integer;
2573 begin
2574 if FPain = 0 then Exit;
2576 a := FPain;
2578 if a < 15 then h := 0
2579 else if a < 35 then h := 1
2580 else if a < 55 then h := 2
2581 else if a < 75 then h := 3
2582 else if a < 95 then h := 4
2583 else h := 5;
2585 //if a > 255 then a := 255;
2587 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2588 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2589 end;
2591 procedure TPlayer.DrawPickup();
2592 var
2593 a, h: Integer;
2594 begin
2595 if FPickup = 0 then Exit;
2597 a := FPickup;
2599 if a < 15 then h := 1
2600 else if a < 35 then h := 2
2601 else if a < 55 then h := 3
2602 else if a < 75 then h := 4
2603 else h := 5;
2605 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2606 end;
2608 procedure TPlayer.Fire();
2609 var
2610 f, DidFire: Boolean;
2611 wx, wy, xd, yd: Integer;
2612 obj: TObj;
2613 begin
2614 if g_Game_IsClient then Exit;
2615 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2616 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2618 if FSpectator then
2619 begin
2620 Respawn(False);
2621 Exit;
2622 end;
2624 if FReloading[FCurrWeap] <> 0 then Exit;
2626 DidFire := False;
2628 f := False;
2629 wx := FObj.X+WEAPONPOINT[FDirection].X;
2630 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2631 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2632 yd := wy+firediry();
2634 case FCurrWeap of
2635 WEAPON_KASTET:
2636 begin
2637 if R_BERSERK in FRulez then
2638 begin
2639 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2640 obj.X := FObj.X+FObj.Rect.X;
2641 obj.Y := FObj.Y+FObj.Rect.Y;
2642 obj.rect.X := 0;
2643 obj.rect.Y := 0;
2644 obj.rect.Width := 39;
2645 obj.rect.Height := 52;
2646 obj.Vel.X := (xd-wx) div 2;
2647 obj.Vel.Y := (yd-wy) div 2;
2648 obj.Accel.X := xd-wx;
2649 obj.Accel.y := yd-wy;
2651 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2652 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2653 else
2654 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2656 if gFlash = 1 then
2657 if FPain < 50 then
2658 FPain := min(FPain + 25, 50);
2659 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2661 DidFire := True;
2662 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2663 end;
2665 WEAPON_SAW:
2666 begin
2667 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2668 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2669 begin
2670 FSawSoundSelect.Stop();
2671 FSawSound.Stop();
2672 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2673 end
2674 else if not FSawSoundHit.IsPlaying() then
2675 begin
2676 FSawSoundSelect.Stop();
2677 FSawSound.PlayAt(FObj.X, FObj.Y);
2678 end;
2680 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2681 DidFire := True;
2682 f := True;
2683 end;
2685 WEAPON_PISTOL:
2686 if FAmmo[A_BULLETS] > 0 then
2687 begin
2688 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2689 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2690 Dec(FAmmo[A_BULLETS]);
2691 FFireAngle := FAngle;
2692 f := True;
2693 DidFire := True;
2694 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2695 GameVelX, GameVelY-2, SHELL_BULLET);
2696 end;
2698 WEAPON_SHOTGUN1:
2699 if FAmmo[A_SHELLS] > 0 then
2700 begin
2701 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2702 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2703 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2704 Dec(FAmmo[A_SHELLS]);
2705 FFireAngle := FAngle;
2706 f := True;
2707 DidFire := True;
2708 FShellTimer := 10;
2709 FShellType := SHELL_SHELL;
2710 end;
2712 WEAPON_SHOTGUN2:
2713 if FAmmo[A_SHELLS] >= 2 then
2714 begin
2715 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2716 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2717 Dec(FAmmo[A_SHELLS], 2);
2718 FFireAngle := FAngle;
2719 f := True;
2720 DidFire := True;
2721 FShellTimer := 13;
2722 FShellType := SHELL_DBLSHELL;
2723 end;
2725 WEAPON_CHAINGUN:
2726 if FAmmo[A_BULLETS] > 0 then
2727 begin
2728 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2729 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2730 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2731 Dec(FAmmo[A_BULLETS]);
2732 FFireAngle := FAngle;
2733 f := True;
2734 DidFire := True;
2735 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2736 GameVelX, GameVelY-2, SHELL_BULLET);
2737 end;
2739 WEAPON_ROCKETLAUNCHER:
2740 if FAmmo[A_ROCKETS] > 0 then
2741 begin
2742 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2743 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2744 Dec(FAmmo[A_ROCKETS]);
2745 FFireAngle := FAngle;
2746 f := True;
2747 DidFire := True;
2748 end;
2750 WEAPON_PLASMA:
2751 if FAmmo[A_CELLS] > 0 then
2752 begin
2753 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2754 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2755 Dec(FAmmo[A_CELLS]);
2756 FFireAngle := FAngle;
2757 f := True;
2758 DidFire := True;
2759 end;
2761 WEAPON_BFG:
2762 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2763 begin
2764 FBFGFireCounter := 17;
2765 if not FNoReload then
2766 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2767 Dec(FAmmo[A_CELLS], 40);
2768 DidFire := True;
2769 end;
2771 WEAPON_SUPERPULEMET:
2772 if FAmmo[A_SHELLS] > 0 then
2773 begin
2774 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2775 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2776 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2777 Dec(FAmmo[A_SHELLS]);
2778 FFireAngle := FAngle;
2779 f := True;
2780 DidFire := True;
2781 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2782 GameVelX, GameVelY-2, SHELL_SHELL);
2783 end;
2784 end;
2786 if g_Game_IsNet then
2787 begin
2788 if DidFire then
2789 begin
2790 if FCurrWeap <> WEAPON_BFG then
2791 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2792 else
2793 if not FNoReload then
2794 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2795 end;
2797 MH_SEND_PlayerStats(FUID);
2798 end;
2800 if not f then Exit;
2802 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2803 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2804 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2805 end;
2807 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2808 begin
2809 case Weapon of
2810 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2811 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2812 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2813 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2814 else Result := 0;
2815 end;
2816 end;
2818 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2819 begin
2820 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2821 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2822 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2823 end;
2825 procedure TPlayer.JetpackOn;
2826 begin
2827 FJetSoundFly.Stop;
2828 FJetSoundOff.Stop;
2829 FJetSoundOn.SetPosition(0);
2830 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2831 FlySmoke(8);
2832 end;
2834 procedure TPlayer.JetpackOff;
2835 begin
2836 FJetSoundFly.Stop;
2837 FJetSoundOn.Stop;
2838 FJetSoundOff.SetPosition(0);
2839 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2840 end;
2842 procedure TPlayer.Jump();
2843 begin
2844 if gFly or FJetpack then
2845 begin
2846 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2847 if FObj.Vel.Y > -VEL_FLY then
2848 FObj.Vel.Y := FObj.Vel.Y - 3;
2849 if FJetpack then
2850 begin
2851 if FJetFuel > 0 then
2852 Dec(FJetFuel);
2853 if (FJetFuel < 1) and g_Game_IsServer then
2854 begin
2855 FJetpack := False;
2856 JetpackOff;
2857 if g_Game_IsNet then
2858 MH_SEND_PlayerStats(FUID);
2859 end;
2860 end;
2861 Exit;
2862 end;
2864 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2865 if FGhost then
2866 FCanJetpack := False;
2868 // Ïðûãàåì èëè âñïëûâàåì:
2869 if (CollideLevel(0, 1) or
2870 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2871 PLAYER_RECT.Height-33, PANEL_STEP, False)
2872 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2873 begin
2874 FObj.Vel.Y := -VEL_JUMP;
2875 FCanJetpack := False;
2876 end
2877 else
2878 begin
2879 if BodyInLiquid(0, 0) then
2880 FObj.Vel.Y := -VEL_SW
2881 else if (FJetFuel > 0) and FCanJetpack and
2882 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2883 begin
2884 FJetpack := True;
2885 JetpackOn;
2886 if g_Game_IsNet then
2887 MH_SEND_PlayerStats(FUID);
2888 end;
2889 end;
2890 end;
2892 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2893 var
2894 a, i, k, ab, ar: Byte;
2895 s: String;
2896 mon: TMonster;
2897 plr: TPlayer;
2898 srv, netsrv: Boolean;
2899 DoFrags: Boolean;
2900 OldLR: Byte;
2901 KP: TPlayer;
2903 procedure PushItem(t: Byte);
2904 var
2905 id: DWORD;
2906 begin
2907 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2908 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2909 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2910 (FObj.Vel.Y div 2)-Random(9))
2911 else
2912 if KillType = K_HARDKILL then // -5..+5; -5..0
2913 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2914 (FObj.Vel.Y div 2)-Random(6))
2915 else // -3..+3; -3..0
2916 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2917 (FObj.Vel.Y div 2)-Random(4));
2919 if g_Game_IsNet and g_Game_IsServer then
2920 MH_SEND_ItemSpawn(True, id);
2921 end;
2923 begin
2924 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2925 Srv := g_Game_IsServer;
2926 Netsrv := g_Game_IsServer and g_Game_IsNet;
2927 if Srv then FDeath := FDeath + 1;
2928 if FLive then
2929 begin
2930 if FGhost then
2931 FGhost := False;
2932 if not FPhysics then
2933 FPhysics := True;
2934 FLive := False;
2935 end;
2936 FShellTimer := -1;
2938 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2939 begin
2940 if FLives > 0 then FLives := FLives - 1;
2941 if FLives = 0 then FNoRespawn := True;
2942 end;
2944 // Íîìåð òèïà ñìåðòè:
2945 a := 1;
2946 case KillType of
2947 K_SIMPLEKILL: a := 1;
2948 K_HARDKILL: a := 2;
2949 K_EXTRAHARDKILL: a := 3;
2950 K_FALLKILL: a := 4;
2951 end;
2953 // Çâóê ñìåðòè:
2954 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
2955 for i := 1 to 3 do
2956 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
2957 Break;
2959 // Âðåìÿ ðåñïàóíà:
2960 if Srv then
2961 case KillType of
2962 K_SIMPLEKILL:
2963 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
2964 K_HARDKILL:
2965 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
2966 K_EXTRAHARDKILL, K_FALLKILL:
2967 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
2968 end;
2970 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
2971 case KillType of
2972 K_SIMPLEKILL:
2973 SetAction(A_DIE1);
2974 K_HARDKILL, K_EXTRAHARDKILL:
2975 SetAction(A_DIE2);
2976 end;
2978 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
2979 if (KillType <> K_FALLKILL) and (Srv) then
2980 g_Monsters_killedp();
2982 if SpawnerUID = FUID then
2983 begin // Ñàìîóáèëñÿ
2984 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2985 begin
2986 Dec(FFrags);
2987 FLastFrag := 0;
2988 end;
2989 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
2990 end
2991 else
2992 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
2993 begin // Óáèò äðóãèì èãðîêîì
2994 KP := g_Player_Get(SpawnerUID);
2995 if (KP <> nil) and Srv then
2996 begin
2997 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2998 if SameTeam(FUID, SpawnerUID) then
2999 begin
3000 Dec(KP.FFrags);
3001 KP.FLastFrag := 0;
3002 end else
3003 begin
3004 Inc(KP.FFrags);
3005 KP.FragCombo();
3006 end;
3008 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3009 Inc(gTeamStat[KP.Team].Goals,
3010 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3012 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3013 end;
3015 plr := g_Player_Get(SpawnerUID);
3016 if plr = nil then
3017 s := '?'
3018 else
3019 s := plr.FName;
3021 case KillType of
3022 K_HARDKILL:
3023 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3024 [FName, s]),
3025 gShowKillMsg);
3026 K_EXTRAHARDKILL:
3027 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3028 [FName, s]),
3029 gShowKillMsg);
3030 else
3031 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3032 [FName, s]),
3033 gShowKillMsg);
3034 end;
3035 end
3036 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3037 begin // Óáèò ìîíñòðîì
3038 mon := g_Monsters_Get(SpawnerUID);
3039 if mon = nil then
3040 s := '?'
3041 else
3042 s := g_Monsters_GetKilledBy(mon.MonsterType);
3044 case KillType of
3045 K_HARDKILL:
3046 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3047 [FName, s]),
3048 gShowKillMsg);
3049 K_EXTRAHARDKILL:
3050 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3051 [FName, s]),
3052 gShowKillMsg);
3053 else
3054 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3055 [FName, s]),
3056 gShowKillMsg);
3057 end;
3058 end
3059 else // Îñîáûå òèïû ñìåðòè
3060 case t of
3061 HIT_DISCON: ;
3062 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3063 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3064 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3065 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3066 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3067 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3068 end;
3070 if Srv then
3071 begin
3072 // Âûáðîñ îðóæèÿ:
3073 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3074 if FWeapon[a] then
3075 begin
3076 case a of
3077 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3078 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3079 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3080 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3081 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3082 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3083 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3084 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3085 else i := 0;
3086 end;
3088 if i <> 0 then
3089 PushItem(i);
3090 end;
3092 // Âûáðîñ ðþêçàêà:
3093 if R_ITEM_BACKPACK in FRulez then
3094 PushItem(ITEM_AMMO_BACKPACK);
3096 // Âûáðîñ ðàêåòíîãî ðàíöà:
3097 if FJetFuel > 0 then
3098 PushItem(ITEM_JETPACK);
3100 // Âûáðîñ êëþ÷åé:
3101 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3102 begin
3103 if R_KEY_RED in FRulez then
3104 PushItem(ITEM_KEY_RED);
3106 if R_KEY_GREEN in FRulez then
3107 PushItem(ITEM_KEY_GREEN);
3109 if R_KEY_BLUE in FRulez then
3110 PushItem(ITEM_KEY_BLUE);
3111 end;
3113 // Âûáðîñ ôëàãà:
3114 DropFlag();
3115 end;
3117 g_Player_CreateCorpse(Self);
3119 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3120 (gLMSRespawn = LMS_RESPAWN_NONE) then
3121 begin
3122 a := 0;
3123 k := 0;
3124 ar := 0;
3125 ab := 0;
3126 for i := Low(gPlayers) to High(gPlayers) do
3127 begin
3128 if gPlayers[i] = nil then continue;
3129 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3130 begin
3131 Inc(a);
3132 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3133 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3134 k := i;
3135 end;
3136 end;
3138 OldLR := gLMSRespawn;
3139 if (gGameSettings.GameMode = GM_COOP) then
3140 begin
3141 if (a = 0) then
3142 begin
3143 // everyone is dead, restart the map
3144 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3145 if Netsrv then
3146 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3147 gLMSRespawn := LMS_RESPAWN_FINAL;
3148 gLMSRespawnTime := gTime + 5000;
3149 end
3150 else if (a = 1) then
3151 begin
3152 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3153 if (gPlayers[k] = gPlayer1) or
3154 (gPlayers[k] = gPlayer2) then
3155 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3156 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3157 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3158 end;
3159 end
3160 else if (gGameSettings.GameMode = GM_TDM) then
3161 begin
3162 if (ab = 0) and (ar <> 0) then
3163 begin
3164 // blu team ded
3165 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3166 if Netsrv then
3167 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3168 Inc(gTeamStat[TEAM_RED].Goals);
3169 gLMSRespawn := LMS_RESPAWN_FINAL;
3170 gLMSRespawnTime := gTime + 5000;
3171 end
3172 else if (ar = 0) and (ab <> 0) then
3173 begin
3174 // red team ded
3175 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3176 if Netsrv then
3177 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3178 Inc(gTeamStat[TEAM_BLUE].Goals);
3179 gLMSRespawn := LMS_RESPAWN_FINAL;
3180 gLMSRespawnTime := gTime + 5000;
3181 end
3182 else if (ar = 0) and (ab = 0) then
3183 begin
3184 // everyone ded
3185 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3186 if Netsrv then
3187 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3188 gLMSRespawn := LMS_RESPAWN_FINAL;
3189 gLMSRespawnTime := gTime + 5000;
3190 end;
3191 end
3192 else if (gGameSettings.GameMode = GM_DM) then
3193 begin
3194 if (a = 1) then
3195 begin
3196 if gPlayers[k] <> nil then
3197 with gPlayers[k] do
3198 begin
3199 // survivor is the winner
3200 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3201 if Netsrv then
3202 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3203 Inc(FFrags);
3204 end;
3205 gLMSRespawn := LMS_RESPAWN_FINAL;
3206 gLMSRespawnTime := gTime + 5000;
3207 end
3208 else if (a = 0) then
3209 begin
3210 // everyone is dead, restart the map
3211 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3212 if Netsrv then
3213 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3214 gLMSRespawn := LMS_RESPAWN_FINAL;
3215 gLMSRespawnTime := gTime + 5000;
3216 end;
3217 end;
3218 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3219 begin
3220 if NetMode = NET_SERVER then
3221 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3222 else
3223 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3224 end;
3225 end;
3227 if Netsrv then
3228 begin
3229 MH_SEND_PlayerStats(FUID);
3230 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3231 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3232 end;
3234 if srv and FNoRespawn then Spectate(True);
3235 FWantsInGame := True;
3236 end;
3238 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3239 begin
3240 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3241 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3242 end;
3244 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3245 begin
3246 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3247 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3248 end;
3250 procedure TPlayer.MakeBloodSimple(Count: Word);
3251 begin
3252 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3253 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3254 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3255 150, 0, 0);
3256 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3257 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3258 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3259 150, 0, 0);
3260 end;
3262 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3263 begin
3264 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3265 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3266 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3267 150, 0, 0);
3268 end;
3270 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3271 begin
3272 if g_Game_IsClient then Exit;
3273 if Weapon > High(FWeapon) then Exit;
3274 FNextWeap := FNextWeap or (1 shl Weapon);
3275 end;
3277 procedure TPlayer.resetWeaponQueue ();
3278 begin
3279 FNextWeap := 0;
3280 FNextWeapDelay := 0;
3281 end;
3283 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3284 begin
3285 result := false;
3286 case weapon of
3287 WEAPON_KASTET, WEAPON_SAW: result := true;
3288 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3289 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3290 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3291 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3292 else result := (weapon < length(FWeapon));
3293 end;
3294 end;
3296 // return 255 for "no switch"
3297 function TPlayer.getNextWeaponIndex (): Byte;
3298 var
3299 i: Word;
3300 wantThisWeapon: array[0..64] of Boolean;
3301 wwc: Integer = 0; //HACK!
3302 begin
3303 result := 255; // default result: "no switch"
3304 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3305 for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
3306 if wantThisWeapon[FCurrWeap] then
3307 begin
3308 // these hacks implements alternating between SG and SSG; sorry
3309 if FCurrWeap = WEAPON_SHOTGUN1 then begin wantThisWeapon[WEAPON_SHOTGUN2] := true; Inc(wwc); end;
3310 if FCurrWeap = WEAPON_SHOTGUN2 then begin wantThisWeapon[WEAPON_SHOTGUN1] := true; Inc(wwc); end;
3311 // these hacks implements alternating between knuckles and chainsaw; sorry
3312 if FCurrWeap = WEAPON_KASTET then begin wantThisWeapon[WEAPON_SAW] := true; Inc(wwc); end;
3313 if FCurrWeap = WEAPON_SAW then begin wantThisWeapon[WEAPON_KASTET] := true; Inc(wwc); end;
3314 end;
3315 // exclude currently selected weapon from the set
3316 wantThisWeapon[FCurrWeap] := false;
3317 // slow down alterations a little
3318 if wwc > 1 then
3319 begin
3320 // more than one weapon requested, assume "alteration" and check alteration delay
3321 if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah
3322 end;
3323 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3324 // try weapons in descending order
3325 for i := High(FWeapon) downto 0 do
3326 begin
3327 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3328 begin
3329 // i found her!
3330 result := Byte(i);
3331 exit;
3332 end;
3333 end;
3334 end;
3336 procedure TPlayer.RealizeCurrentWeapon();
3337 var
3338 i, nw: Byte;
3339 begin
3340 nw := getNextWeaponIndex();
3341 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3342 if nw = 255 then exit; // don't reset anything here
3343 if nw > High(FWeapon) then begin resetWeaponQueue(); exit; end; // don't forget to reset queue here!
3345 if FBFGFireCounter <> -1 then exit;
3346 if FTime[T_SWITCH] > gTime then exit;
3348 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do if FReloading[i] > 0 then exit;
3350 if FWeapon[nw] then
3351 begin
3352 FCurrWeap := nw;
3353 FTime[T_SWITCH] := gTime+156;
3354 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3355 FModel.SetWeapon(FCurrWeap);
3356 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3357 end;
3358 // reset weapon queue; `getNextWeaponIndex()` guarantees to not select a weapon player don't have
3359 resetWeaponQueue();
3360 FNextWeapDelay := 10; // anyway, 'cause why not
3361 end;
3363 procedure TPlayer.cycleWeapon (dir: Integer);
3364 var
3365 i, cwi: Integer;
3366 begin
3367 if dir < 0 then dir := 1 else if dir > 0 then dir := 1 else exit;
3368 cwi := FCurrWeap;
3369 for i := 0 to High(FWeapon) do
3370 begin
3371 cwi := cwi+dir;
3372 if cwi < 0 then cwi += length(FWeapon)
3373 else if cwi > High(FWeapon) then cwi := cwi-length(FWeapon);
3374 if FWeapon[cwi] then
3375 begin
3376 QueueWeaponSwitch(Byte(cwi));
3377 exit;
3378 end;
3379 end;
3380 end;
3382 procedure TPlayer.NextWeapon();
3383 begin
3384 if g_Game_IsClient then Exit;
3385 cycleWeapon(1);
3386 end;
3388 procedure TPlayer.PrevWeapon();
3389 begin
3390 if g_Game_IsClient then Exit;
3391 cycleWeapon(-1);
3392 end;
3394 procedure TPlayer.SetWeapon(W: Byte);
3395 begin
3396 if FCurrWeap <> W then
3397 if W = WEAPON_SAW then
3398 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3400 FCurrWeap := W;
3401 FModel.SetWeapon(CurrWeap);
3402 resetWeaponQueue();
3403 end;
3405 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3406 var
3407 a: Boolean;
3408 begin
3409 Result := False;
3410 if g_Game_IsClient then Exit;
3412 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3413 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3414 remove := not a;
3416 case ItemType of
3417 ITEM_MEDKIT_SMALL:
3418 if FHealth < PLAYER_HP_SOFT then
3419 begin
3420 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3421 Result := True;
3422 remove := True;
3423 if gFlash = 2 then Inc(FPickup, 5);
3424 end;
3426 ITEM_MEDKIT_LARGE:
3427 if FHealth < PLAYER_HP_SOFT then
3428 begin
3429 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3430 Result := True;
3431 remove := True;
3432 if gFlash = 2 then Inc(FPickup, 5);
3433 end;
3435 ITEM_ARMOR_GREEN:
3436 if FArmor < PLAYER_AP_SOFT then
3437 begin
3438 FArmor := PLAYER_AP_SOFT;
3439 Result := True;
3440 remove := True;
3441 if gFlash = 2 then Inc(FPickup, 5);
3442 end;
3444 ITEM_ARMOR_BLUE:
3445 if FArmor < PLAYER_AP_LIMIT then
3446 begin
3447 FArmor := PLAYER_AP_LIMIT;
3448 Result := True;
3449 remove := True;
3450 if gFlash = 2 then Inc(FPickup, 5);
3451 end;
3453 ITEM_SPHERE_BLUE:
3454 if FHealth < PLAYER_HP_LIMIT then
3455 begin
3456 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3457 Result := True;
3458 remove := True;
3459 if gFlash = 2 then Inc(FPickup, 5);
3460 end;
3462 ITEM_SPHERE_WHITE:
3463 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3464 begin
3465 if FHealth < PLAYER_HP_LIMIT then
3466 FHealth := PLAYER_HP_LIMIT;
3467 if FArmor < PLAYER_AP_LIMIT then
3468 FArmor := PLAYER_AP_LIMIT;
3469 Result := True;
3470 remove := True;
3471 if gFlash = 2 then Inc(FPickup, 5);
3472 end;
3474 ITEM_WEAPON_SAW:
3475 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3476 begin
3477 FWeapon[WEAPON_SAW] := True;
3478 Result := True;
3479 if gFlash = 2 then Inc(FPickup, 5);
3480 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3481 end;
3483 ITEM_WEAPON_SHOTGUN1:
3484 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3485 begin
3486 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3487 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3489 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3490 FWeapon[WEAPON_SHOTGUN1] := True;
3491 Result := True;
3492 if gFlash = 2 then Inc(FPickup, 5);
3493 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3494 end;
3496 ITEM_WEAPON_SHOTGUN2:
3497 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3498 begin
3499 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3501 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3502 FWeapon[WEAPON_SHOTGUN2] := True;
3503 Result := True;
3504 if gFlash = 2 then Inc(FPickup, 5);
3505 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3506 end;
3508 ITEM_WEAPON_CHAINGUN:
3509 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3510 begin
3511 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3513 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3514 FWeapon[WEAPON_CHAINGUN] := True;
3515 Result := True;
3516 if gFlash = 2 then Inc(FPickup, 5);
3517 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3518 end;
3520 ITEM_WEAPON_ROCKETLAUNCHER:
3521 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3522 begin
3523 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3525 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3526 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3527 Result := True;
3528 if gFlash = 2 then Inc(FPickup, 5);
3529 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3530 end;
3532 ITEM_WEAPON_PLASMA:
3533 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3534 begin
3535 if a and FWeapon[WEAPON_PLASMA] then Exit;
3537 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3538 FWeapon[WEAPON_PLASMA] := True;
3539 Result := True;
3540 if gFlash = 2 then Inc(FPickup, 5);
3541 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3542 end;
3544 ITEM_WEAPON_BFG:
3545 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3546 begin
3547 if a and FWeapon[WEAPON_BFG] then Exit;
3549 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3550 FWeapon[WEAPON_BFG] := True;
3551 Result := True;
3552 if gFlash = 2 then Inc(FPickup, 5);
3553 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3554 end;
3556 ITEM_WEAPON_SUPERPULEMET:
3557 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3558 begin
3559 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3561 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3562 FWeapon[WEAPON_SUPERPULEMET] := True;
3563 Result := True;
3564 if gFlash = 2 then Inc(FPickup, 5);
3565 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3566 end;
3568 ITEM_AMMO_BULLETS:
3569 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3570 begin
3571 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3572 Result := True;
3573 remove := True;
3574 if gFlash = 2 then Inc(FPickup, 5);
3575 end;
3577 ITEM_AMMO_BULLETS_BOX:
3578 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3579 begin
3580 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3581 Result := True;
3582 remove := True;
3583 if gFlash = 2 then Inc(FPickup, 5);
3584 end;
3586 ITEM_AMMO_SHELLS:
3587 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3588 begin
3589 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3590 Result := True;
3591 remove := True;
3592 if gFlash = 2 then Inc(FPickup, 5);
3593 end;
3595 ITEM_AMMO_SHELLS_BOX:
3596 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3597 begin
3598 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3599 Result := True;
3600 remove := True;
3601 if gFlash = 2 then Inc(FPickup, 5);
3602 end;
3604 ITEM_AMMO_ROCKET:
3605 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3606 begin
3607 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3608 Result := True;
3609 remove := True;
3610 if gFlash = 2 then Inc(FPickup, 5);
3611 end;
3613 ITEM_AMMO_ROCKET_BOX:
3614 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3615 begin
3616 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3617 Result := True;
3618 remove := True;
3619 if gFlash = 2 then Inc(FPickup, 5);
3620 end;
3622 ITEM_AMMO_CELL:
3623 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3624 begin
3625 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3626 Result := True;
3627 remove := True;
3628 if gFlash = 2 then Inc(FPickup, 5);
3629 end;
3631 ITEM_AMMO_CELL_BIG:
3632 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3633 begin
3634 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3635 Result := True;
3636 remove := True;
3637 if gFlash = 2 then Inc(FPickup, 5);
3638 end;
3640 ITEM_AMMO_BACKPACK:
3641 if not(R_ITEM_BACKPACK in FRulez) or
3642 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3643 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3644 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3645 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
3646 begin
3647 FMaxAmmo[A_BULLETS] := 400;
3648 FMaxAmmo[A_SHELLS] := 100;
3649 FMaxAmmo[A_ROCKETS] := 100;
3650 FMaxAmmo[A_CELLS] := 600;
3652 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3653 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3654 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3655 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3656 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3657 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3658 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3659 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3661 FRulez := FRulez + [R_ITEM_BACKPACK];
3662 Result := True;
3663 remove := True;
3664 if gFlash = 2 then Inc(FPickup, 5);
3665 end;
3667 ITEM_KEY_RED:
3668 if not(R_KEY_RED in FRulez) then
3669 begin
3670 Include(FRulez, R_KEY_RED);
3671 Result := True;
3672 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3673 if gFlash = 2 then Inc(FPickup, 5);
3674 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3675 end;
3677 ITEM_KEY_GREEN:
3678 if not(R_KEY_GREEN in FRulez) then
3679 begin
3680 Include(FRulez, R_KEY_GREEN);
3681 Result := True;
3682 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3683 if gFlash = 2 then Inc(FPickup, 5);
3684 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3685 end;
3687 ITEM_KEY_BLUE:
3688 if not(R_KEY_BLUE in FRulez) then
3689 begin
3690 Include(FRulez, R_KEY_BLUE);
3691 Result := True;
3692 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3693 if gFlash = 2 then Inc(FPickup, 5);
3694 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3695 end;
3697 ITEM_SUIT:
3698 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3699 begin
3700 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3701 Result := True;
3702 remove := True;
3703 if gFlash = 2 then Inc(FPickup, 5);
3704 end;
3706 ITEM_OXYGEN:
3707 if FAir < AIR_MAX then
3708 begin
3709 FAir := AIR_MAX;
3710 Result := True;
3711 remove := True;
3712 if gFlash = 2 then Inc(FPickup, 5);
3713 end;
3715 ITEM_MEDKIT_BLACK:
3716 begin
3717 if not (R_BERSERK in FRulez) then
3718 begin
3719 Include(FRulez, R_BERSERK);
3720 if FBFGFireCounter = -1 then
3721 begin
3722 FCurrWeap := WEAPON_KASTET;
3723 resetWeaponQueue();
3724 FModel.SetWeapon(WEAPON_KASTET);
3725 end;
3726 if gFlash <> 0 then
3727 Inc(FPain, 100);
3728 if gFlash = 2 then Inc(FPickup, 5);
3729 FBerserk := gTime+30000;
3730 Result := True;
3731 remove := True;
3732 end;
3733 if FHealth < PLAYER_HP_SOFT then
3734 begin
3735 FHealth := PLAYER_HP_SOFT;
3736 FBerserk := gTime+30000;
3737 Result := True;
3738 remove := True;
3739 end;
3740 end;
3742 ITEM_INVUL:
3743 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3744 begin
3745 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3746 Result := True;
3747 remove := True;
3748 if gFlash = 2 then Inc(FPickup, 5);
3749 end;
3751 ITEM_BOTTLE:
3752 if FHealth < PLAYER_HP_LIMIT then
3753 begin
3754 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3755 Result := True;
3756 remove := True;
3757 if gFlash = 2 then Inc(FPickup, 5);
3758 end;
3760 ITEM_HELMET:
3761 if FArmor < PLAYER_AP_LIMIT then
3762 begin
3763 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3764 Result := True;
3765 remove := True;
3766 if gFlash = 2 then Inc(FPickup, 5);
3767 end;
3769 ITEM_JETPACK:
3770 if FJetFuel < JET_MAX then
3771 begin
3772 FJetFuel := JET_MAX;
3773 Result := True;
3774 remove := True;
3775 if gFlash = 2 then Inc(FPickup, 5);
3776 end;
3778 ITEM_INVIS:
3779 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3780 begin
3781 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3782 Result := True;
3783 remove := True;
3784 if gFlash = 2 then Inc(FPickup, 5);
3785 end;
3786 end;
3787 end;
3789 procedure TPlayer.Touch();
3790 begin
3791 if not FLive then
3792 Exit;
3793 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3794 if FIamBot then
3795 begin
3796 // Áðîñèòü ôëàã òîâàðèùó:
3797 if gGameSettings.GameMode = GM_CTF then
3798 DropFlag();
3799 end;
3800 end;
3802 procedure TPlayer.Push(vx, vy: Integer);
3803 begin
3804 if (not FPhysics) and FGhost then
3805 Exit;
3806 FObj.Accel.X := FObj.Accel.X + vx;
3807 FObj.Accel.Y := FObj.Accel.Y + vy;
3808 if g_Game_IsNet and g_Game_IsServer then
3809 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3810 end;
3812 procedure TPlayer.Reset(Force: Boolean);
3813 begin
3814 if Force then
3815 FLive := False;
3817 FSpawned := False;
3818 FTime[T_RESPAWN] := 0;
3819 FTime[T_FLAGCAP] := 0;
3820 FGodMode := False;
3821 FNoTarget := False;
3822 FNoReload := False;
3823 FFrags := 0;
3824 FLastFrag := 0;
3825 FComboEvnt := -1;
3826 FKills := 0;
3827 FMonsterKills := 0;
3828 FDeath := 0;
3829 FSecrets := 0;
3830 if FNoRespawn then
3831 begin
3832 FSpectator := False;
3833 FGhost := False;
3834 FPhysics := True;
3835 FSpectatePlayer := -1;
3836 FNoRespawn := False;
3837 end;
3838 FLives := gGameSettings.MaxLives;
3840 SetFlag(FLAG_NONE);
3841 end;
3843 procedure TPlayer.SoftReset();
3844 begin
3845 ReleaseKeys();
3847 FDamageBuffer := 0;
3848 FIncCam := 0;
3849 FBFGFireCounter := -1;
3850 FShellTimer := -1;
3851 FPain := 0;
3852 FLastHit := 0;
3853 FLastFrag := 0;
3854 FComboEvnt := -1;
3856 SetFlag(FLAG_NONE);
3857 SetAction(A_STAND, True);
3858 end;
3860 function TPlayer.GetRespawnPoint(): Byte;
3861 var
3862 c: Byte;
3863 begin
3864 Result := 255;
3865 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3867 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3868 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3869 begin
3870 if (Self = gPlayer1) or (Self = gPlayer2) then
3871 begin
3872 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3873 if Self = gPlayer1 then
3874 c := RESPAWNPOINT_PLAYER1
3875 else
3876 c := RESPAWNPOINT_PLAYER2;
3877 if g_Map_GetPointCount(c) > 0 then
3878 begin
3879 Result := c;
3880 Exit;
3881 end;
3883 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3884 if Self = gPlayer1 then
3885 c := RESPAWNPOINT_PLAYER2
3886 else
3887 c := RESPAWNPOINT_PLAYER1;
3888 if g_Map_GetPointCount(c) > 0 then
3889 begin
3890 Result := c;
3891 Exit;
3892 end;
3893 end else
3894 begin
3895 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3896 if Random(2) = 0 then
3897 c := RESPAWNPOINT_PLAYER1
3898 else
3899 c := RESPAWNPOINT_PLAYER2;
3900 if g_Map_GetPointCount(c) > 0 then
3901 begin
3902 Result := c;
3903 Exit;
3904 end;
3905 end;
3907 // Òî÷êà ëþáîé èç êîìàíä
3908 if Random(2) = 0 then
3909 c := RESPAWNPOINT_RED
3910 else
3911 c := RESPAWNPOINT_BLUE;
3912 if g_Map_GetPointCount(c) > 0 then
3913 begin
3914 Result := c;
3915 Exit;
3916 end;
3918 // Òî÷êà DM
3919 c := RESPAWNPOINT_DM;
3920 if g_Map_GetPointCount(c) > 0 then
3921 begin
3922 Result := c;
3923 Exit;
3924 end;
3925 end;
3927 // Ìÿñîïîâàë
3928 if gGameSettings.GameMode = GM_DM then
3929 begin
3930 // Òî÷êà DM
3931 c := RESPAWNPOINT_DM;
3932 if g_Map_GetPointCount(c) > 0 then
3933 begin
3934 Result := c;
3935 Exit;
3936 end;
3938 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3939 if Random(2) = 0 then
3940 c := RESPAWNPOINT_PLAYER1
3941 else
3942 c := RESPAWNPOINT_PLAYER2;
3943 if g_Map_GetPointCount(c) > 0 then
3944 begin
3945 Result := c;
3946 Exit;
3947 end;
3949 // Òî÷êà ëþáîé èç êîìàíä
3950 if Random(2) = 0 then
3951 c := RESPAWNPOINT_RED
3952 else
3953 c := RESPAWNPOINT_BLUE;
3954 if g_Map_GetPointCount(c) > 0 then
3955 begin
3956 Result := c;
3957 Exit;
3958 end;
3959 end;
3961 // Êîìàíäíûå
3962 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
3963 begin
3964 // Òî÷êà ñâîåé êîìàíäû
3965 c := RESPAWNPOINT_DM;
3966 if FTeam = TEAM_RED then
3967 c := RESPAWNPOINT_RED;
3968 if FTeam = TEAM_BLUE then
3969 c := RESPAWNPOINT_BLUE;
3970 if g_Map_GetPointCount(c) > 0 then
3971 begin
3972 Result := c;
3973 Exit;
3974 end;
3976 // Òî÷êà DM
3977 c := RESPAWNPOINT_DM;
3978 if g_Map_GetPointCount(c) > 0 then
3979 begin
3980 Result := c;
3981 Exit;
3982 end;
3984 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3985 if Random(2) = 0 then
3986 c := RESPAWNPOINT_PLAYER1
3987 else
3988 c := RESPAWNPOINT_PLAYER2;
3989 if g_Map_GetPointCount(c) > 0 then
3990 begin
3991 Result := c;
3992 Exit;
3993 end;
3995 // Òî÷êà äðóãîé êîìàíäû
3996 c := RESPAWNPOINT_DM;
3997 if FTeam = TEAM_RED then
3998 c := RESPAWNPOINT_BLUE;
3999 if FTeam = TEAM_BLUE then
4000 c := RESPAWNPOINT_RED;
4001 if g_Map_GetPointCount(c) > 0 then
4002 begin
4003 Result := c;
4004 Exit;
4005 end;
4006 end;
4007 end;
4009 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4010 var
4011 RespawnPoint: TRespawnPoint;
4012 a, b, c: Byte;
4013 Anim: TAnimation;
4014 ID: DWORD;
4015 begin
4016 if not g_Game_IsServer then
4017 Exit;
4018 if FDummy then
4019 Exit;
4020 FWantsInGame := True;
4021 FJustTeleported := True;
4022 if Force then
4023 begin
4024 FTime[T_RESPAWN] := 0;
4025 FLive := False;
4026 end;
4027 FNetTime := 0;
4028 // if server changes MaxLives we gotta be ready
4029 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4031 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4032 if FTime[T_RESPAWN] > gTime then
4033 Exit;
4035 // Ïðîñðàë âñå æèçíè:
4036 if FNoRespawn then
4037 begin
4038 if not FSpectator then Spectate(True);
4039 FWantsInGame := True;
4040 Exit;
4041 end;
4043 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4044 begin // "Ñâîÿ èãðà"
4045 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4046 FRulez := FRulez-[R_BERSERK];
4047 end
4048 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4049 begin
4050 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4051 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4052 end;
4054 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4055 c := GetRespawnPoint();
4057 ReleaseKeys();
4058 SetFlag(FLAG_NONE);
4060 // Âîñêðåøåíèå áåç îðóæèÿ:
4061 if not FLive then
4062 begin
4063 FHealth := PLAYER_HP_SOFT;
4064 FArmor := 0;
4065 FLive := True;
4066 FAir := AIR_DEF;
4067 FJetFuel := 0;
4069 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4070 begin
4071 FWeapon[a] := False;
4072 FReloading[a] := 0;
4073 end;
4075 FWeapon[WEAPON_PISTOL] := True;
4076 FWeapon[WEAPON_KASTET] := True;
4077 FCurrWeap := WEAPON_PISTOL;
4078 resetWeaponQueue();
4080 FModel.SetWeapon(FCurrWeap);
4082 for b := A_BULLETS to A_CELLS do
4083 FAmmo[b] := 0;
4085 FAmmo[A_BULLETS] := 50;
4087 FMaxAmmo[A_BULLETS] := 200;
4088 FMaxAmmo[A_SHELLS] := 50;
4089 FMaxAmmo[A_ROCKETS] := 50;
4090 FMaxAmmo[A_CELLS] := 300;
4092 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4093 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4094 else
4095 FRulez := [];
4096 end;
4098 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4099 if not g_Map_GetPoint(c, RespawnPoint) then
4100 begin
4101 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4102 Exit;
4103 end;
4105 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4106 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4107 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4108 FObj.Vel.X := 0;
4109 FObj.Vel.Y := 0;
4110 FObj.Accel.X := 0;
4111 FObj.Accel.Y := 0;
4113 FDirection := RespawnPoint.Direction;
4114 if FDirection = D_LEFT then
4115 FAngle := 180
4116 else
4117 FAngle := 0;
4119 FIncCam := 0;
4120 FBFGFireCounter := -1;
4121 FShellTimer := -1;
4122 FPain := 0;
4123 FLastHit := 0;
4125 SetAction(A_STAND, True);
4126 FModel.Direction := FDirection;
4128 for a := Low(FTime) to High(FTime) do
4129 FTime[a] := 0;
4131 for a := Low(FMegaRulez) to High(FMegaRulez) do
4132 FMegaRulez[a] := 0;
4134 FDamageBuffer := 0;
4135 FJetpack := False;
4136 FCanJetpack := False;
4138 // Àíèìàöèÿ âîçðîæäåíèÿ:
4139 if (not gLoadGameMode) and (not Silent) then
4140 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4141 begin
4142 Anim := TAnimation.Create(ID, False, 3);
4143 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4144 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4145 Anim.Free();
4146 end;
4148 FSpectator := False;
4149 FGhost := False;
4150 FPhysics := True;
4151 FSpectatePlayer := -1;
4152 FSpawned := True;
4154 if g_Game_IsNet then
4155 begin
4156 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4157 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4158 if not Silent then
4159 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4160 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4161 0, NET_GFX_TELE);
4162 end;
4163 end;
4165 procedure TPlayer.Spectate(NoMove: Boolean = False);
4166 begin
4167 if FLive then
4168 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4169 else if (not NoMove) then
4170 begin
4171 GameX := gMapInfo.Width div 2;
4172 GameY := gMapInfo.Height div 2;
4173 end;
4174 FXTo := GameX;
4175 FYTo := GameY;
4177 FLive := False;
4178 FSpectator := True;
4179 FGhost := True;
4180 FPhysics := False;
4181 FWantsInGame := False;
4182 FSpawned := False;
4184 if FNoRespawn then
4185 begin
4186 if Self = gPlayer1 then
4187 begin
4188 gLMSPID1 := FUID;
4189 gPlayer1 := nil;
4190 end;
4191 if Self = gPlayer2 then
4192 begin
4193 gLMSPID2 := FUID;
4194 gPlayer2 := nil;
4195 end;
4196 end;
4198 if g_Game_IsNet then
4199 MH_SEND_PlayerStats(FUID);
4200 end;
4202 procedure TPlayer.SwitchNoClip;
4203 begin
4204 if not FLive then
4205 Exit;
4206 FGhost := not FGhost;
4207 FPhysics := not FGhost;
4208 if FGhost then
4209 begin
4210 FXTo := FObj.X;
4211 FYTo := FObj.Y;
4212 end else
4213 begin
4214 FObj.Accel.X := 0;
4215 FObj.Accel.Y := 0;
4216 end;
4217 end;
4219 procedure TPlayer.Run(Direction: TDirection);
4220 var
4221 a, b: Integer;
4222 begin
4223 if MAX_RUNVEL > 8 then
4224 FlySmoke();
4226 // Áåæèì:
4227 if Direction = D_LEFT then
4228 begin
4229 if FObj.Vel.X > -MAX_RUNVEL then
4230 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4231 end
4232 else
4233 if FObj.Vel.X < MAX_RUNVEL then
4234 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4236 // Âîçìîæíî, ïèíàåì êóñêè:
4237 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4238 begin
4239 b := Abs(FObj.Vel.X);
4240 if b > 1 then b := b * (Random(8 div b) + 1);
4241 for a := 0 to High(gGibs) do
4242 if gGibs[a].Live and
4243 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4244 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4245 // Ïèíàåì êóñêè
4246 if FObj.Vel.X < 0 then
4247 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4248 else
4249 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4250 end;
4252 SetAction(A_WALK);
4253 end;
4255 procedure TPlayer.SeeDown();
4256 begin
4257 SetAction(A_SEEDOWN);
4259 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4261 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4262 end;
4264 procedure TPlayer.SeeUp();
4265 begin
4266 SetAction(A_SEEUP);
4268 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4270 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4271 end;
4273 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4274 var
4275 Prior: Byte;
4276 begin
4277 case Action of
4278 A_WALK: Prior := 3;
4279 A_DIE1: Prior := 5;
4280 A_DIE2: Prior := 5;
4281 A_ATTACK: Prior := 2;
4282 A_SEEUP: Prior := 1;
4283 A_SEEDOWN: Prior := 1;
4284 A_ATTACKUP: Prior := 2;
4285 A_ATTACKDOWN: Prior := 2;
4286 A_PAIN: Prior := 4;
4287 else Prior := 0;
4288 end;
4290 if (Prior > FActionPrior) or Force then
4291 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4292 begin
4293 FActionPrior := Prior;
4294 FActionAnim := Action;
4295 FActionForce := Force;
4296 FActionChanged := True;
4297 end;
4299 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4300 end;
4302 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4303 begin
4304 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4305 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4306 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4307 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4308 end;
4310 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4311 var
4312 Anim: TAnimation;
4313 ID: DWORD;
4314 begin
4315 Result := False;
4317 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4318 begin
4319 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4320 if g_Game_IsServer and g_Game_IsNet then
4321 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4322 Exit;
4323 end;
4325 FJustTeleported := True;
4327 Anim := nil;
4328 if not silent then
4329 begin
4330 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4331 begin
4332 Anim := TAnimation.Create(ID, False, 3);
4333 end;
4335 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4336 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4337 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4338 if g_Game_IsServer and g_Game_IsNet then
4339 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4340 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4341 NET_GFX_TELE);
4342 end;
4344 FObj.X := X-PLAYER_RECT.X;
4345 FObj.Y := Y-PLAYER_RECT.Y;
4346 if FLive and FGhost then
4347 begin
4348 FXTo := FObj.X;
4349 FYTo := FObj.Y;
4350 end;
4352 if not g_Game_IsNet then
4353 begin
4354 if dir = 1 then
4355 begin
4356 SetDirection(D_LEFT);
4357 FAngle := 180;
4358 end
4359 else
4360 if dir = 2 then
4361 begin
4362 SetDirection(D_RIGHT);
4363 FAngle := 0;
4364 end
4365 else
4366 if dir = 3 then
4367 begin // îáðàòíîå
4368 if FDirection = D_RIGHT then
4369 begin
4370 SetDirection(D_LEFT);
4371 FAngle := 180;
4372 end
4373 else
4374 begin
4375 SetDirection(D_RIGHT);
4376 FAngle := 0;
4377 end;
4378 end;
4379 end;
4381 if not silent and (Anim <> nil) then
4382 begin
4383 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4384 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4385 Anim.Free();
4387 if g_Game_IsServer and g_Game_IsNet then
4388 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4389 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4390 NET_GFX_TELE);
4391 end;
4393 Result := True;
4394 end;
4396 function nonz(a: Single): Single;
4397 begin
4398 if a <> 0 then
4399 Result := a
4400 else
4401 Result := 1;
4402 end;
4404 procedure TPlayer.Update();
4405 var
4406 b: Byte;
4407 i, ii, wx, wy, xd, yd, k: Integer;
4408 blockmon, headwater, dospawn: Boolean;
4409 NetServer: Boolean;
4410 AnyServer: Boolean;
4411 SetSpect: Boolean;
4412 begin
4413 NetServer := g_Game_IsNet and g_Game_IsServer;
4414 AnyServer := g_Game_IsServer;
4416 if g_Game_IsClient and (NetInterpLevel > 0) then
4417 DoLerp(NetInterpLevel + 1)
4418 else
4419 if FGhost then
4420 DoLerp(4);
4422 if NetServer then
4423 if FClientID >= 0 then
4424 begin
4425 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4426 if NetClients[FClientID].Peer^.packetsSent > 0 then
4427 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4428 else
4429 FLoss := 0;
4430 end else
4431 begin
4432 FPing := 0;
4433 FLoss := 0;
4434 end;
4436 if FLive and (gFly or FJetpack) then
4437 FlySmoke();
4439 if FDirection = D_LEFT then
4440 FAngle := 180
4441 else
4442 FAngle := 0;
4444 if FLive and (not FGhost) then
4445 begin
4446 if FKeys[KEY_UP].Pressed then
4447 SeeUp();
4448 if FKeys[KEY_DOWN].Pressed then
4449 SeeDown();
4450 end;
4452 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4453 (FIncCam <> 0) then
4454 begin
4455 i := g_basic.Sign(FIncCam);
4456 FIncCam := Abs(FIncCam);
4457 DecMin(FIncCam, 5, 0);
4458 FIncCam := FIncCam*i;
4459 end;
4461 if gTime mod (GAME_TICK*2) <> 0 then
4462 begin
4463 if (FObj.Vel.X = 0) and FLive then
4464 begin
4465 if FKeys[KEY_LEFT].Pressed then
4466 Run(D_LEFT);
4467 if FKeys[KEY_RIGHT].Pressed then
4468 Run(D_RIGHT);
4469 end;
4471 if FPhysics then
4472 g_Obj_Move(@FObj, True, True, True);
4474 Exit;
4475 end;
4477 FActionChanged := False;
4479 if FLive then
4480 begin
4481 // Let alive player do some actions
4482 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4483 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4484 if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4485 if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4486 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4487 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4488 if FKeys[KEY_JUMP].Pressed then Jump()
4489 else
4490 begin
4491 if AnyServer and FJetpack then
4492 begin
4493 FJetpack := False;
4494 JetpackOff;
4495 if NetServer then MH_SEND_PlayerStats(FUID);
4496 end;
4497 FCanJetpack := True;
4498 end;
4499 end
4500 else // Dead
4501 begin
4502 dospawn := False;
4503 if not FGhost then
4504 for k := Low(FKeys) to KEY_CHAT-1 do
4505 begin
4506 if FKeys[k].Pressed then
4507 begin
4508 dospawn := True;
4509 break;
4510 end;
4511 end;
4512 if dospawn then
4513 begin
4514 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4515 Respawn(False)
4516 else // Single
4517 if (FTime[T_RESPAWN] <= gTime) and
4518 gGameOn and (not FLive) then
4519 begin
4520 if (g_Player_GetCount() > 1) then
4521 Respawn(False)
4522 else
4523 begin
4524 gExit := EXIT_RESTART;
4525 Exit;
4526 end;
4527 end;
4528 end;
4529 // Dead spectator actions
4530 if FGhost then
4531 begin
4532 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4533 if FKeys[KEY_FIRE].Pressed and AnyServer then
4534 begin
4535 if FSpectator then
4536 begin
4537 if (FSpectatePlayer >= High(gPlayers)) then
4538 FSpectatePlayer := -1
4539 else
4540 begin
4541 SetSpect := False;
4542 for I := FSpectatePlayer + 1 to High(gPlayers) do
4543 if gPlayers[I] <> nil then
4544 if gPlayers[I].Live then
4545 if gPlayers[I].UID <> FUID then
4546 begin
4547 FSpectatePlayer := I;
4548 SetSpect := True;
4549 break;
4550 end;
4552 if not SetSpect then FSpectatePlayer := -1;
4553 end;
4555 ReleaseKeys;
4556 end;
4557 end;
4558 end;
4559 end;
4560 // No clipping
4561 if FGhost then
4562 begin
4563 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4564 begin
4565 FYTo := FObj.Y - 32;
4566 FSpectatePlayer := -1;
4567 end;
4568 if FKeys[KEY_DOWN].Pressed then
4569 begin
4570 FYTo := FObj.Y + 32;
4571 FSpectatePlayer := -1;
4572 end;
4573 if FKeys[KEY_LEFT].Pressed then
4574 begin
4575 FXTo := FObj.X - 32;
4576 FSpectatePlayer := -1;
4577 end;
4578 if FKeys[KEY_RIGHT].Pressed then
4579 begin
4580 FXTo := FObj.X + 32;
4581 FSpectatePlayer := -1;
4582 end;
4584 if (FXTo < -64) then
4585 FXTo := -64
4586 else if (FXTo > gMapInfo.Width + 32) then
4587 FXTo := gMapInfo.Width + 32;
4588 if (FYTo < -72) then
4589 FYTo := -72
4590 else if (FYTo > gMapInfo.Height + 32) then
4591 FYTo := gMapInfo.Height + 32;
4592 end;
4594 if FPhysics then
4595 g_Obj_Move(@FObj, True, True, True)
4596 else
4597 begin
4598 FObj.Vel.X := 0;
4599 FObj.Vel.Y := 0;
4600 if FSpectator then
4601 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4602 if gPlayers[FSpectatePlayer] <> nil then
4603 if gPlayers[FSpectatePlayer].Live then
4604 begin
4605 FXTo := gPlayers[FSpectatePlayer].GameX;
4606 FYTo := gPlayers[FSpectatePlayer].GameY;
4607 end;
4608 end;
4610 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4611 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4612 PANEL_BLOCKMON, True);
4613 headwater := HeadInLiquid(0, 0);
4615 // Ñîïðîòèâëåíèå âîçäóõà:
4616 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4617 if FObj.Vel.X <> 0 then
4618 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4620 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4621 DecMin(FPain, 5, 0);
4622 DecMin(FPickup, 1, 0);
4624 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4625 begin
4626 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4627 FMegaRulez[MR_SUIT] := 0;
4628 FMegaRulez[MR_INVUL] := 0;
4629 FMegaRulez[MR_INVIS] := 0;
4630 Kill(K_FALLKILL, 0, HIT_FALL);
4631 end;
4633 i := 9;
4635 if FLive then
4636 begin
4637 if FCurrWeap = WEAPON_SAW then
4638 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4639 FSawSoundSelect.IsPlaying()) then
4640 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4642 if FJetpack then
4643 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4644 (not FJetSoundOff.IsPlaying()) then
4645 begin
4646 FJetSoundFly.SetPosition(0);
4647 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4648 end;
4650 for b := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4651 if FReloading[b] > 0 then
4652 if FNoReload then
4653 FReloading[b] := 0
4654 else
4655 Dec(FReloading[b]);
4657 if FShellTimer > -1 then
4658 if FShellTimer = 0 then
4659 begin
4660 if FShellType = SHELL_SHELL then
4661 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4662 GameVelX, GameVelY-2, SHELL_SHELL)
4663 else if FShellType = SHELL_DBLSHELL then
4664 begin
4665 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4666 GameVelX+1, GameVelY-2, SHELL_SHELL);
4667 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4668 GameVelX-1, GameVelY-2, SHELL_SHELL);
4669 end;
4670 FShellTimer := -1;
4671 end else Dec(FShellTimer);
4673 if (FBFGFireCounter > -1) then
4674 if FBFGFireCounter = 0 then
4675 begin
4676 if AnyServer then
4677 begin
4678 wx := FObj.X+WEAPONPOINT[FDirection].X;
4679 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4680 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4681 yd := wy+firediry();
4682 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4683 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4684 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4685 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4686 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4687 end;
4689 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4690 FBFGFireCounter := -1;
4691 end else
4692 if FNoReload then
4693 FBFGFireCounter := 0
4694 else
4695 Dec(FBFGFireCounter);
4697 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4698 begin
4699 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4701 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4702 end;
4704 if (headwater or blockmon) then
4705 begin
4706 Dec(FAir);
4708 if FAir < -9 then
4709 begin
4710 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4711 FAir := 0;
4712 end
4713 else if (FAir mod 31 = 0) and not blockmon then
4714 begin
4715 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4716 if Random(2) = 0 then
4717 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4718 else
4719 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4720 end;
4721 end else if FAir < AIR_DEF then
4722 FAir := AIR_DEF;
4724 if FDamageBuffer > 0 then
4725 begin
4726 if FDamageBuffer >= 9 then
4727 begin
4728 SetAction(A_PAIN);
4730 if FDamageBuffer < 30 then i := 9
4731 else if FDamageBuffer < 100 then i := 18
4732 else i := 27;
4733 end;
4735 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4736 FArmor := FArmor-(FDamageBuffer-ii);
4737 FHealth := FHealth-ii;
4738 if FArmor < 0 then
4739 begin
4740 FHealth := FHealth+FArmor;
4741 FArmor := 0;
4742 end;
4744 if AnyServer then
4745 if FHealth <= 0 then
4746 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4747 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4748 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4750 if FLive then
4751 begin
4752 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4753 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4754 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4755 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4756 end;
4758 FDamageBuffer := 0;
4759 end;
4761 {CollideItem();}
4762 end; // if FLive then ...
4764 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4765 begin
4766 FModel.ChangeAnimation(FActionAnim, FActionForce);
4767 FModel.GetCurrentAnimation.MinLength := i;
4768 FModel.GetCurrentAnimationMask.MinLength := i;
4769 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4771 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4772 then SetAction(A_STAND, True);
4774 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4776 for b := Low(FKeys) to High(FKeys) do
4777 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4778 end;
4780 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4781 begin
4782 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4783 FObj.Y+PLAYER_RECT.Y,
4784 PLAYER_RECT.Width,
4785 PLAYER_RECT.Height,
4786 X, Y,
4787 Width, Height);
4788 end;
4790 function TPlayer.Collide(Panel: TPanel): Boolean;
4791 begin
4792 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4793 FObj.Y+PLAYER_RECT.Y,
4794 PLAYER_RECT.Width,
4795 PLAYER_RECT.Height,
4796 Panel.X, Panel.Y,
4797 Panel.Width, Panel.Height);
4798 end;
4800 function TPlayer.Collide(X, Y: Integer): Boolean;
4801 begin
4802 X := X-FObj.X-PLAYER_RECT.X;
4803 Y := Y-FObj.Y-PLAYER_RECT.Y;
4804 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4805 (y >= 0) and (y <= PLAYER_RECT.Height);
4806 end;
4808 function g_Player_ValidName(Name: string): Boolean;
4809 var
4810 a: Integer;
4811 begin
4812 Result := True;
4814 if gPlayers = nil then Exit;
4816 for a := 0 to High(gPlayers) do
4817 if gPlayers[a] <> nil then
4818 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4819 begin
4820 Result := False;
4821 Exit;
4822 end;
4823 end;
4825 procedure TPlayer.SetDirection(Direction: TDirection);
4826 var
4827 d: TDirection;
4828 begin
4829 d := FModel.Direction;
4831 FModel.Direction := Direction;
4832 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4834 FDirection := Direction;
4835 end;
4837 function TPlayer.GetKeys(): Byte;
4838 begin
4839 Result := 0;
4841 if R_KEY_RED in FRulez then Result := KEY_RED;
4842 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4843 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4845 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4846 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4847 end;
4849 procedure TPlayer.Use();
4850 var
4851 a: Integer;
4852 begin
4853 if FTime[T_USE] > gTime then Exit;
4855 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
4856 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
4858 for a := 0 to High(gPlayers) do
4859 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
4860 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
4861 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4862 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
4863 begin
4864 gPlayers[a].Touch();
4865 if g_Game_IsNet and g_Game_IsServer then
4866 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
4867 end;
4869 FTime[T_USE] := gTime+120;
4870 end;
4872 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
4873 var
4874 Obj: TObj;
4875 F: Boolean;
4876 WX, WY, XD, YD: Integer;
4877 begin
4878 F := False;
4879 WX := X;
4880 WY := Y;
4881 XD := AX;
4882 YD := AY;
4884 case FCurrWeap of
4885 WEAPON_KASTET:
4886 begin
4887 if R_BERSERK in FRulez then
4888 begin
4889 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4890 obj.X := FObj.X+FObj.Rect.X;
4891 obj.Y := FObj.Y+FObj.Rect.Y;
4892 obj.rect.X := 0;
4893 obj.rect.Y := 0;
4894 obj.rect.Width := 39;
4895 obj.rect.Height := 52;
4896 obj.Vel.X := (xd-wx) div 2;
4897 obj.Vel.Y := (yd-wy) div 2;
4898 obj.Accel.X := xd-wx;
4899 obj.Accel.y := yd-wy;
4901 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
4902 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
4903 else
4904 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
4906 if gFlash = 1 then
4907 if FPain < 50 then
4908 FPain := min(FPain + 25, 50);
4909 end else
4910 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
4911 end;
4913 WEAPON_SAW:
4914 begin
4915 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4916 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
4917 begin
4918 FSawSoundSelect.Stop();
4919 FSawSound.Stop();
4920 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
4921 end
4922 else if not FSawSoundHit.IsPlaying() then
4923 begin
4924 FSawSoundSelect.Stop();
4925 FSawSound.PlayAt(FObj.X, FObj.Y);
4926 end;
4927 f := True;
4928 end;
4930 WEAPON_PISTOL:
4931 begin
4932 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
4933 FFireAngle := FAngle;
4934 f := True;
4935 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4936 GameVelX, GameVelY-2, SHELL_BULLET);
4937 end;
4939 WEAPON_SHOTGUN1:
4940 begin
4941 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4942 FFireAngle := FAngle;
4943 f := True;
4944 FShellTimer := 10;
4945 FShellType := SHELL_SHELL;
4946 end;
4948 WEAPON_SHOTGUN2:
4949 begin
4950 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
4951 FFireAngle := FAngle;
4952 f := True;
4953 FShellTimer := 13;
4954 FShellType := SHELL_DBLSHELL;
4955 end;
4957 WEAPON_CHAINGUN:
4958 begin
4959 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
4960 FFireAngle := FAngle;
4961 f := True;
4962 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4963 GameVelX, GameVelY-2, SHELL_BULLET);
4964 end;
4966 WEAPON_ROCKETLAUNCHER:
4967 begin
4968 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
4969 FFireAngle := FAngle;
4970 f := True;
4971 end;
4973 WEAPON_PLASMA:
4974 begin
4975 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
4976 FFireAngle := FAngle;
4977 f := True;
4978 end;
4980 WEAPON_BFG:
4981 begin
4982 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
4983 FFireAngle := FAngle;
4984 f := True;
4985 end;
4987 WEAPON_SUPERPULEMET:
4988 begin
4989 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4990 FFireAngle := FAngle;
4991 f := True;
4992 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4993 GameVelX, GameVelY-2, SHELL_SHELL);
4994 end;
4995 end;
4997 if not f then Exit;
4999 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5000 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5001 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5002 end;
5004 procedure TPlayer.DoLerp(Level: Integer = 2);
5005 begin
5006 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5007 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5008 end;
5010 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5011 var
5012 AX, AY: Integer;
5013 begin
5014 if NetInterpLevel < 1 then
5015 begin
5016 FObj.X := XTo;
5017 FObj.Y := YTo;
5018 end
5019 else
5020 begin
5021 FXTo := XTo;
5022 FYTo := YTo;
5024 AX := Abs(FXTo - FObj.X);
5025 AY := Abs(FYTo - FObj.Y);
5026 if (AX > 32) or (AX <= NetInterpLevel) then
5027 FObj.X := FXTo;
5028 if (AY > 32) or (AY <= NetInterpLevel) then
5029 FObj.Y := FYTo;
5030 end;
5031 end;
5033 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5034 begin
5035 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5036 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5037 PANEL_LIFTUP, False) then Result := -1
5038 else
5039 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5040 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5041 PANEL_LIFTDOWN, False) then Result := 1
5042 else Result := 0;
5043 end;
5045 function TPlayer.GetFlag(Flag: Byte): Boolean;
5046 var
5047 s, ts: String;
5048 evtype: Byte;
5049 begin
5050 Result := False;
5052 if Flag = FLAG_NONE then
5053 Exit;
5055 if not g_Game_IsServer then Exit;
5057 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5058 if (Flag = FTeam) and
5059 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5060 (FFlag <> FLAG_NONE) then
5061 begin
5062 if FFlag = FLAG_RED then
5063 s := _lc[I_PLAYER_FLAG_RED]
5064 else
5065 s := _lc[I_PLAYER_FLAG_BLUE];
5067 evtype := FLAG_STATE_SCORED;
5069 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5070 Insert('.', ts, Length(ts) + 1 - 3);
5071 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5073 g_Map_ResetFlag(FFlag);
5074 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5076 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5078 Result := True;
5079 if g_Game_IsNet then
5080 begin
5081 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5082 MH_SEND_GameStats;
5083 end;
5085 gFlags[FFlag].CaptureTime := 0;
5086 SetFlag(FLAG_NONE);
5087 Exit;
5088 end;
5090 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5091 if (Flag = FTeam) and
5092 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5093 begin
5094 if Flag = FLAG_RED then
5095 s := _lc[I_PLAYER_FLAG_RED]
5096 else
5097 s := _lc[I_PLAYER_FLAG_BLUE];
5099 evtype := FLAG_STATE_RETURNED;
5100 gFlags[Flag].CaptureTime := 0;
5102 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5104 g_Map_ResetFlag(Flag);
5105 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5107 Result := True;
5108 if g_Game_IsNet then
5109 begin
5110 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5111 MH_SEND_GameStats;
5112 end;
5113 Exit;
5114 end;
5116 // Ïîäîáðàë ÷óæîé ôëàã:
5117 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5118 begin
5119 SetFlag(Flag);
5121 if Flag = FLAG_RED then
5122 s := _lc[I_PLAYER_FLAG_RED]
5123 else
5124 s := _lc[I_PLAYER_FLAG_BLUE];
5126 evtype := FLAG_STATE_CAPTURED;
5128 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5130 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5132 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5134 Result := True;
5135 if g_Game_IsNet then
5136 begin
5137 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5138 MH_SEND_GameStats;
5139 end;
5140 end;
5141 end;
5143 procedure TPlayer.SetFlag(Flag: Byte);
5144 begin
5145 FFlag := Flag;
5146 if FModel <> nil then
5147 FModel.SetFlag(FFlag);
5148 end;
5150 function TPlayer.DropFlag(): Boolean;
5151 var
5152 s: String;
5153 begin
5154 Result := False;
5155 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5156 Exit;
5157 FTime[T_FLAGCAP] := gTime + 2000;
5158 with gFlags[FFlag] do
5159 begin
5160 Obj.X := FObj.X;
5161 Obj.Y := FObj.Y;
5162 Direction := FDirection;
5163 State := FLAG_STATE_DROPPED;
5164 Count := FLAG_TIME;
5165 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5166 (FObj.Vel.Y div 2)-2+Random(5));
5168 if FFlag = FLAG_RED then
5169 s := _lc[I_PLAYER_FLAG_RED]
5170 else
5171 s := _lc[I_PLAYER_FLAG_BLUE];
5173 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5174 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5176 if g_Game_IsNet then
5177 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5178 end;
5179 SetFlag(FLAG_NONE);
5180 Result := True;
5181 end;
5183 procedure TPlayer.GetSecret();
5184 begin
5185 Inc(FSecrets);
5186 end;
5188 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5189 begin
5190 Assert(Key <= High(FKeys));
5192 FKeys[Key].Pressed := True;
5193 FKeys[Key].Time := Time;
5194 end;
5196 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5197 begin
5198 Result := FKeys[K].Pressed;
5199 end;
5201 procedure TPlayer.ReleaseKeys();
5202 var
5203 a: Integer;
5204 begin
5205 for a := Low(FKeys) to High(FKeys) do
5206 begin
5207 FKeys[a].Pressed := False;
5208 FKeys[a].Time := 0;
5209 end;
5210 end;
5212 procedure TPlayer.OnDamage(Angle: SmallInt);
5213 begin
5214 end;
5216 function TPlayer.firediry(): Integer;
5217 begin
5218 if FKeys[KEY_UP].Pressed then Result := -42
5219 else if FKeys[KEY_DOWN].Pressed then Result := 19
5220 else Result := 0;
5221 end;
5223 procedure TPlayer.RememberState();
5224 var
5225 i: Integer;
5226 begin
5227 FSavedState.Health := FHealth;
5228 FSavedState.Armor := FArmor;
5229 FSavedState.Air := FAir;
5230 FSavedState.JetFuel := FJetFuel;
5231 FSavedState.CurrWeap := FCurrWeap;
5232 FSavedState.NextWeap := FNextWeap;
5233 FSavedState.NextWeapDelay := FNextWeapDelay;
5235 for i := 0 to 3 do
5236 FSavedState.Ammo[i] := FAmmo[i];
5237 for i := 0 to 3 do
5238 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5240 FSavedState.Rulez := FRulez;
5241 FSavedState.WaitRecall := True;
5242 end;
5244 procedure TPlayer.RecallState();
5245 var
5246 i: Integer;
5247 begin
5248 if not FSavedState.WaitRecall then Exit;
5250 FHealth := FSavedState.Health;
5251 FArmor := FSavedState.Armor;
5252 FAir := FSavedState.Air;
5253 FJetFuel := FSavedState.JetFuel;
5254 FCurrWeap := FSavedState.CurrWeap;
5255 FNextWeap := FSavedState.NextWeap;
5256 FNextWeapDelay := FSavedState.NextWeapDelay;
5258 for i := 0 to 3 do
5259 FAmmo[i] := FSavedState.Ammo[i];
5260 for i := 0 to 3 do
5261 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5263 FRulez := FSavedState.Rulez;
5264 FSavedState.WaitRecall := False;
5266 if gGameSettings.GameType = GT_SERVER then
5267 MH_SEND_PlayerStats(FUID);
5268 end;
5270 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5271 var
5272 i: Integer;
5273 sig: DWORD;
5274 str: String;
5275 b: Byte;
5276 begin
5277 if FIamBot then
5278 i := 512
5279 else
5280 i := 256;
5282 Mem := TBinMemoryWriter.Create(i);
5284 // Ñèãíàòóðà èãðîêà:
5285 sig := PLAYER_SIGNATURE; // 'PLYR'
5286 Mem.WriteDWORD(sig);
5287 // Áîò èëè ÷åëîâåê:
5288 Mem.WriteBoolean(FIamBot);
5289 // UID èãðîêà:
5290 Mem.WriteWord(FUID);
5291 // Èìÿ èãðîêà:
5292 Mem.WriteString(FName, 32);
5293 // Êîìàíäà:
5294 Mem.WriteByte(FTeam);
5295 // Æèâ ëè:
5296 Mem.WriteBoolean(FLive);
5297 // Èçðàñõîäîâàë ëè âñå æèçíè:
5298 Mem.WriteBoolean(FNoRespawn);
5299 // Íàïðàâëåíèå:
5300 if FDirection = D_LEFT then
5301 b := 1
5302 else // D_RIGHT
5303 b := 2;
5304 Mem.WriteByte(b);
5305 // Çäîðîâüå:
5306 Mem.WriteInt(FHealth);
5307 // Æèçíè:
5308 Mem.WriteByte(FLives);
5309 // Áðîíÿ:
5310 Mem.WriteInt(FArmor);
5311 // Çàïàñ âîçäóõà:
5312 Mem.WriteInt(FAir);
5313 // Çàïàñ ãîðþ÷åãî:
5314 Mem.WriteInt(FJetFuel);
5315 // Áîëü:
5316 Mem.WriteInt(FPain);
5317 // Óáèë:
5318 Mem.WriteInt(FKills);
5319 // Óáèë ìîíñòðîâ:
5320 Mem.WriteInt(FMonsterKills);
5321 // Ôðàãîâ:
5322 Mem.WriteInt(FFrags);
5323 // Ôðàãîâ ïîäðÿä:
5324 Mem.WriteByte(FFragCombo);
5325 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5326 Mem.WriteDWORD(FLastFrag);
5327 // Ñìåðòåé:
5328 Mem.WriteInt(FDeath);
5329 // Êàêîé ôëàã íåñåò:
5330 Mem.WriteByte(FFlag);
5331 // Íàøåë ñåêðåòîâ:
5332 Mem.WriteInt(FSecrets);
5333 // Òåêóùåå îðóæèå:
5334 Mem.WriteByte(FCurrWeap);
5335 // Æåëàåìîå îðóæèå:
5336 Mem.WriteWord(FNextWeap);
5337 // ...è ïàóçà
5338 Mem.WriteByte(FNextWeapDelay);
5339 // Âðåìÿ çàðÿäêè BFG:
5340 Mem.WriteSmallInt(FBFGFireCounter);
5341 // Áóôåð óðîíà:
5342 Mem.WriteInt(FDamageBuffer);
5343 // Ïîñëåäíèé óäàðèâøèé:
5344 Mem.WriteWord(FLastSpawnerUID);
5345 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5346 Mem.WriteByte(FLastHit);
5347 // Îáúåêò èãðîêà:
5348 Obj_SaveState(@FObj, Mem);
5349 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5350 for i := A_BULLETS to A_CELLS do
5351 Mem.WriteWord(FAmmo[i]);
5352 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5353 for i := A_BULLETS to A_CELLS do
5354 Mem.WriteWord(FMaxAmmo[i]);
5355 // Íàëè÷èå îðóæèÿ:
5356 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5357 Mem.WriteBoolean(FWeapon[i]);
5358 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5359 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5360 Mem.WriteWord(FReloading[i]);
5361 // Íàëè÷èå ðþêçàêà:
5362 if R_ITEM_BACKPACK in FRulez then
5363 b := 1
5364 else
5365 b := 0;
5366 Mem.WriteByte(b);
5367 // Íàëè÷èå êðàñíîãî êëþ÷à:
5368 if R_KEY_RED in FRulez then
5369 b := 1
5370 else
5371 b := 0;
5372 Mem.WriteByte(b);
5373 // Íàëè÷èå çåëåíîãî êëþ÷à:
5374 if R_KEY_GREEN in FRulez then
5375 b := 1
5376 else
5377 b := 0;
5378 Mem.WriteByte(b);
5379 // Íàëè÷èå ñèíåãî êëþ÷à:
5380 if R_KEY_BLUE in FRulez then
5381 b := 1
5382 else
5383 b := 0;
5384 Mem.WriteByte(b);
5385 // Íàëè÷èå áåðñåðêà:
5386 if R_BERSERK in FRulez then
5387 b := 1
5388 else
5389 b := 0;
5390 Mem.WriteByte(b);
5391 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5392 for i := MR_SUIT to MR_MAX do
5393 Mem.WriteDWORD(FMegaRulez[i]);
5394 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5395 for i := T_RESPAWN to T_FLAGCAP do
5396 Mem.WriteDWORD(FTime[i]);
5397 // Íàçâàíèå ìîäåëè:
5398 str := FModel.Name;
5399 Mem.WriteString(str);
5400 // Öâåò ìîäåëè:
5401 b := FColor.R;
5402 Mem.WriteByte(b);
5403 b := FColor.G;
5404 Mem.WriteByte(b);
5405 b := FColor.B;
5406 Mem.WriteByte(b);
5407 end;
5409 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5410 var
5411 i: Integer;
5412 sig: DWORD;
5413 str: String;
5414 b: Byte;
5415 begin
5416 if Mem = nil then
5417 Exit;
5419 // Ñèãíàòóðà èãðîêà:
5420 Mem.ReadDWORD(sig);
5421 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5422 begin
5423 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5424 end;
5425 // Áîò èëè ÷åëîâåê:
5426 Mem.ReadBoolean(FIamBot);
5427 // UID èãðîêà:
5428 Mem.ReadWord(FUID);
5429 // Èìÿ èãðîêà:
5430 Mem.ReadString(str);
5431 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5432 FName := str;
5433 // Êîìàíäà:
5434 Mem.ReadByte(FTeam);
5435 // Æèâ ëè:
5436 Mem.ReadBoolean(FLive);
5437 // Èçðàñõîäîâàë ëè âñå æèçíè:
5438 Mem.ReadBoolean(FNoRespawn);
5439 // Íàïðàâëåíèå:
5440 Mem.ReadByte(b);
5441 if b = 1 then
5442 FDirection := D_LEFT
5443 else // b = 2
5444 FDirection := D_RIGHT;
5445 // Çäîðîâüå:
5446 Mem.ReadInt(FHealth);
5447 // Æèçíè:
5448 Mem.ReadByte(FLives);
5449 // Áðîíÿ:
5450 Mem.ReadInt(FArmor);
5451 // Çàïàñ âîçäóõà:
5452 Mem.ReadInt(FAir);
5453 // Çàïàñ ãîðþ÷åãî:
5454 Mem.ReadInt(FJetFuel);
5455 // Áîëü:
5456 Mem.ReadInt(FPain);
5457 // Óáèë:
5458 Mem.ReadInt(FKills);
5459 // Óáèë ìîíñòðîâ:
5460 Mem.ReadInt(FMonsterKills);
5461 // Ôðàãîâ:
5462 Mem.ReadInt(FFrags);
5463 // Ôðàãîâ ïîäðÿä:
5464 Mem.ReadByte(FFragCombo);
5465 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5466 Mem.ReadDWORD(FLastFrag);
5467 // Ñìåðòåé:
5468 Mem.ReadInt(FDeath);
5469 // Êàêîé ôëàã íåñåò:
5470 Mem.ReadByte(FFlag);
5471 // Íàøåë ñåêðåòîâ:
5472 Mem.ReadInt(FSecrets);
5473 // Òåêóùåå îðóæèå:
5474 Mem.ReadByte(FCurrWeap);
5475 // Æåëàåìîå îðóæèå:
5476 Mem.ReadWord(FNextWeap);
5477 // ...è ïàóçà
5478 Mem.ReadByte(FNextWeapDelay);
5479 // Âðåìÿ çàðÿäêè BFG:
5480 Mem.ReadSmallInt(FBFGFireCounter);
5481 // Áóôåð óðîíà:
5482 Mem.ReadInt(FDamageBuffer);
5483 // Ïîñëåäíèé óäàðèâøèé:
5484 Mem.ReadWord(FLastSpawnerUID);
5485 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5486 Mem.ReadByte(FLastHit);
5487 // Îáúåêò èãðîêà:
5488 Obj_LoadState(@FObj, Mem);
5489 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5490 for i := A_BULLETS to A_CELLS do
5491 Mem.ReadWord(FAmmo[i]);
5492 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5493 for i := A_BULLETS to A_CELLS do
5494 Mem.ReadWord(FMaxAmmo[i]);
5495 // Íàëè÷èå îðóæèÿ:
5496 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5497 Mem.ReadBoolean(FWeapon[i]);
5498 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5499 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5500 Mem.ReadWord(FReloading[i]);
5501 // Íàëè÷èå ðþêçàêà:
5502 Mem.ReadByte(b);
5503 if b = 1 then
5504 Include(FRulez, R_ITEM_BACKPACK);
5505 // Íàëè÷èå êðàñíîãî êëþ÷à:
5506 Mem.ReadByte(b);
5507 if b = 1 then
5508 Include(FRulez, R_KEY_RED);
5509 // Íàëè÷èå çåëåíîãî êëþ÷à:
5510 Mem.ReadByte(b);
5511 if b = 1 then
5512 Include(FRulez, R_KEY_GREEN);
5513 // Íàëè÷èå ñèíåãî êëþ÷à:
5514 Mem.ReadByte(b);
5515 if b = 1 then
5516 Include(FRulez, R_KEY_BLUE);
5517 // Íàëè÷èå áåðñåðêà:
5518 Mem.ReadByte(b);
5519 if b = 1 then
5520 Include(FRulez, R_BERSERK);
5521 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5522 for i := MR_SUIT to MR_MAX do
5523 Mem.ReadDWORD(FMegaRulez[i]);
5524 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5525 for i := T_RESPAWN to T_FLAGCAP do
5526 Mem.ReadDWORD(FTime[i]);
5527 // Íàçâàíèå ìîäåëè:
5528 Mem.ReadString(str);
5529 // Öâåò ìîäåëè:
5530 Mem.ReadByte(FColor.R);
5531 Mem.ReadByte(FColor.G);
5532 Mem.ReadByte(FColor.B);
5533 if Self = gPlayer1 then
5534 begin
5535 str := gPlayer1Settings.Model;
5536 FColor := gPlayer1Settings.Color;
5537 end;
5538 if Self = gPlayer2 then
5539 begin
5540 str := gPlayer2Settings.Model;
5541 FColor := gPlayer2Settings.Color;
5542 end;
5543 // Îáíîâëÿåì ìîäåëü èãðîêà:
5544 SetModel(str);
5545 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5546 FModel.Color := TEAMCOLOR[FTeam]
5547 else
5548 FModel.Color := FColor;
5549 end;
5551 procedure TPlayer.AllRulez(Health: Boolean);
5552 var
5553 a: Integer;
5554 begin
5555 if Health then
5556 begin
5557 FHealth := PLAYER_HP_LIMIT;
5558 FArmor := PLAYER_AP_LIMIT;
5559 Exit;
5560 end;
5562 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do FWeapon[a] := True;
5563 for a := A_BULLETS to A_CELLS do FAmmo[a] := 30000;
5564 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5565 end;
5567 procedure TPlayer.RestoreHealthArmor();
5568 begin
5569 FHealth := PLAYER_HP_LIMIT;
5570 FArmor := PLAYER_AP_LIMIT;
5571 end;
5573 procedure TPlayer.FragCombo();
5574 var
5575 Param: Integer;
5576 begin
5577 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5578 Exit;
5579 if gTime - FLastFrag < FRAG_COMBO_TIME then
5580 begin
5581 if FFragCombo < 5 then
5582 Inc(FFragCombo);
5583 Param := FUID or (FFragCombo shl 16);
5584 if (FComboEvnt >= Low(gDelayedEvents)) and
5585 (FComboEvnt <= High(gDelayedEvents)) and
5586 gDelayedEvents[FComboEvnt].Pending and
5587 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5588 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5589 begin
5590 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5591 gDelayedEvents[FComboEvnt].DENum := Param;
5592 end
5593 else
5594 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5595 end
5596 else
5597 FFragCombo := 1;
5599 FLastFrag := gTime;
5600 end;
5602 procedure TPlayer.GiveItem(ItemType: Byte);
5603 begin
5604 case ItemType of
5605 ITEM_SUIT:
5606 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5607 begin
5608 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5609 end;
5611 ITEM_OXYGEN:
5612 if FAir < AIR_MAX then
5613 begin
5614 FAir := AIR_MAX;
5615 end;
5617 ITEM_MEDKIT_BLACK:
5618 begin
5619 if not (R_BERSERK in FRulez) then
5620 begin
5621 Include(FRulez, R_BERSERK);
5622 if FBFGFireCounter < 1 then
5623 begin
5624 FCurrWeap := WEAPON_KASTET;
5625 resetWeaponQueue();
5626 FModel.SetWeapon(WEAPON_KASTET);
5627 end;
5628 if gFlash <> 0 then
5629 Inc(FPain, 100);
5630 FBerserk := gTime+30000;
5631 end;
5632 if FHealth < PLAYER_HP_SOFT then
5633 begin
5634 FHealth := PLAYER_HP_SOFT;
5635 FBerserk := gTime+30000;
5636 end;
5637 end;
5639 ITEM_INVUL:
5640 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5641 begin
5642 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5643 end;
5645 ITEM_INVIS:
5646 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5647 begin
5648 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5649 end;
5651 ITEM_JETPACK:
5652 if FJetFuel < JET_MAX then
5653 begin
5654 FJetFuel := JET_MAX;
5655 end;
5657 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5658 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5659 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5660 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5661 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5662 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5663 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5664 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5666 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5667 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5668 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5669 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5670 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5671 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5672 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5673 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5675 ITEM_AMMO_BACKPACK:
5676 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5677 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5678 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5679 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
5680 begin
5681 FMaxAmmo[A_BULLETS] := 400;
5682 FMaxAmmo[A_SHELLS] := 100;
5683 FMaxAmmo[A_ROCKETS] := 100;
5684 FMaxAmmo[A_CELLS] := 600;
5686 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5687 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5688 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5689 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5691 FRulez := FRulez + [R_ITEM_BACKPACK];
5692 end;
5694 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5695 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5696 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5698 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5699 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5701 else
5702 Exit;
5703 end;
5704 if g_Game_IsNet and g_Game_IsServer then
5705 MH_SEND_PlayerStats(FUID);
5706 end;
5708 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5709 var
5710 id, i: DWORD;
5711 Anim: TAnimation;
5712 begin
5713 if (Random(5) = 1) and (Times = 1) then
5714 Exit;
5716 if BodyInLiquid(0, 0) then
5717 begin
5718 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5719 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5720 if Random(2) = 0 then
5721 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5722 else
5723 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5724 Exit;
5725 end;
5727 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5728 begin
5729 for i := 1 to Times do
5730 begin
5731 Anim := TAnimation.Create(id, False, 3);
5732 Anim.Alpha := 150;
5733 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5734 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5735 Anim.Free();
5736 end;
5737 end;
5738 end;
5740 procedure TPlayer.PauseSounds(Enable: Boolean);
5741 begin
5742 FSawSound.Pause(Enable);
5743 FSawSoundIdle.Pause(Enable);
5744 FSawSoundHit.Pause(Enable);
5745 FSawSoundSelect.Pause(Enable);
5746 end;
5748 { T C o r p s e : }
5750 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5751 begin
5752 g_Obj_Init(@FObj);
5753 FObj.X := X;
5754 FObj.Y := Y;
5755 FObj.Rect := PLAYER_CORPSERECT;
5756 FModelName := ModelName;
5757 FMess := aMess;
5759 if FMess then
5760 begin
5761 FState := CORPSE_STATE_MESS;
5762 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5763 end
5764 else
5765 begin
5766 FState := CORPSE_STATE_NORMAL;
5767 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5768 end;
5769 end;
5771 destructor TCorpse.Destroy();
5772 begin
5773 FAnimation.Free();
5775 inherited;
5776 end;
5778 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5779 var
5780 pm: TPlayerModel;
5781 begin
5782 if FState = CORPSE_STATE_REMOVEME then
5783 Exit;
5785 FDamage := FDamage + Value;
5787 if FDamage > 150 then
5788 begin
5789 if FAnimation <> nil then
5790 begin
5791 FAnimation.Free();
5792 FAnimation := nil;
5794 FState := CORPSE_STATE_REMOVEME;
5796 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5797 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5798 FModelName, FColor);
5799 // Çâóê ìÿñà îò òðóïà:
5800 pm := g_PlayerModel_Get(FModelName);
5801 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
5802 pm.Free;
5803 end;
5804 end
5805 else
5806 begin
5807 FObj.Vel.X := FObj.Vel.X + vx;
5808 FObj.Vel.Y := FObj.Vel.Y + vy;
5809 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
5810 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
5811 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
5812 150, 0, 0);
5813 end;
5814 end;
5816 procedure TCorpse.Draw();
5817 begin
5818 if FState = CORPSE_STATE_REMOVEME then
5819 Exit;
5821 if FAnimation <> nil then
5822 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
5824 if FAnimationMask <> nil then
5825 begin
5826 e_Colors := FColor;
5827 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
5828 e_Colors.R := 255;
5829 e_Colors.G := 255;
5830 e_Colors.B := 255;
5831 end;
5832 end;
5834 procedure TCorpse.Update();
5835 var
5836 st: Word;
5837 begin
5838 if FState = CORPSE_STATE_REMOVEME then
5839 Exit;
5841 if gTime mod (GAME_TICK*2) <> 0 then
5842 begin
5843 g_Obj_Move(@FObj, True, True, True);
5845 Exit;
5846 end;
5848 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
5849 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5851 st := g_Obj_Move(@FObj, True, True, True);
5853 if WordBool(st and MOVE_FALLOUT) then
5854 begin
5855 FState := CORPSE_STATE_REMOVEME;
5856 Exit;
5857 end;
5859 if FAnimation <> nil then
5860 FAnimation.Update();
5861 if FAnimationMask <> nil then
5862 FAnimationMask.Update();
5863 end;
5865 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
5866 var
5867 sig: DWORD;
5868 anim: Boolean;
5869 begin
5870 if Mem = nil then
5871 Exit;
5873 // Ñèãíàòóðà òðóïà:
5874 sig := CORPSE_SIGNATURE; // 'CORP'
5875 Mem.WriteDWORD(sig);
5876 // Ñîñòîÿíèå:
5877 Mem.WriteByte(FState);
5878 // Íàêîïëåííûé óðîí:
5879 Mem.WriteByte(FDamage);
5880 // Öâåò:
5881 Mem.WriteByte(FColor.R);
5882 Mem.WriteByte(FColor.G);
5883 Mem.WriteByte(FColor.B);
5884 // Îáúåêò òðóïà:
5885 Obj_SaveState(@FObj, Mem);
5886 // Åñòü ëè àíèìàöèÿ:
5887 anim := FAnimation <> nil;
5888 Mem.WriteBoolean(anim);
5889 // Åñëè åñòü - ñîõðàíÿåì:
5890 if anim then
5891 FAnimation.SaveState(Mem);
5892 // Åñòü ëè ìàñêà àíèìàöèè:
5893 anim := FAnimationMask <> nil;
5894 Mem.WriteBoolean(anim);
5895 // Åñëè åñòü - ñîõðàíÿåì:
5896 if anim then
5897 FAnimationMask.SaveState(Mem);
5898 end;
5900 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
5901 var
5902 sig: DWORD;
5903 anim: Boolean;
5904 begin
5905 if Mem = nil then
5906 Exit;
5908 // Ñèãíàòóðà òðóïà:
5909 Mem.ReadDWORD(sig);
5910 if sig <> CORPSE_SIGNATURE then // 'CORP'
5911 begin
5912 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
5913 end;
5914 // Ñîñòîÿíèå:
5915 Mem.ReadByte(FState);
5916 // Íàêîïëåííûé óðîí:
5917 Mem.ReadByte(FDamage);
5918 // Öâåò:
5919 Mem.ReadByte(FColor.R);
5920 Mem.ReadByte(FColor.G);
5921 Mem.ReadByte(FColor.B);
5922 // Îáúåêò òðóïà:
5923 Obj_LoadState(@FObj, Mem);
5924 // Åñòü ëè àíèìàöèÿ:
5925 Mem.ReadBoolean(anim);
5926 // Åñëè åñòü - çàãðóæàåì:
5927 if anim then
5928 begin
5929 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
5930 FAnimation.LoadState(Mem);
5931 end;
5932 // Åñòü ëè ìàñêà àíèìàöèè:
5933 Mem.ReadBoolean(anim);
5934 // Åñëè åñòü - çàãðóæàåì:
5935 if anim then
5936 begin
5937 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
5938 FAnimationMask.LoadState(Mem);
5939 end;
5940 end;
5942 { T B o t : }
5944 constructor TBot.Create();
5945 var
5946 a: Integer;
5947 begin
5948 inherited Create();
5950 FPhysics := True;
5951 FSpectator := False;
5952 FGhost := False;
5954 FIamBot := True;
5956 Inc(gNumBots);
5958 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5959 begin
5960 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
5961 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
5962 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
5963 end;
5964 end;
5966 destructor TBot.Destroy();
5967 begin
5968 Dec(gNumBots);
5969 inherited Destroy();
5970 end;
5972 procedure TBot.Draw();
5973 begin
5974 inherited Draw();
5976 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
5977 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
5978 end;
5980 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
5981 begin
5982 inherited Respawn(Silent, Force);
5984 FAIFlags := nil;
5985 FSelectedWeapon := FCurrWeap;
5986 resetWeaponQueue();
5987 FTargetUID := 0;
5988 end;
5990 procedure TBot.UpdateCombat();
5991 type
5992 TTarget = record
5993 UID: Word;
5994 X, Y: Integer;
5995 Rect: TRectWH;
5996 cX, cY: Integer;
5997 Dist: Word;
5998 Line: Boolean;
5999 Visible: Boolean;
6000 IsPlayer: Boolean;
6001 end;
6003 TTargetRecord = array of TTarget;
6005 function Compare(a, b: TTarget): Integer;
6006 begin
6007 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6008 Result := -1
6009 else
6010 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6011 Result := 1
6012 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6013 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6014 begin
6015 if a.Dist > b.Dist then // B áëèæå
6016 Result := 1
6017 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6018 Result := -1;
6019 end
6020 else // Ñòðàííî -> A
6021 Result := -1;
6022 end;
6024 var
6025 a, x1, y1, x2, y2: Integer;
6026 targets: TTargetRecord;
6027 ammo: Word;
6028 Target, BestTarget: TTarget;
6029 firew, fireh: Integer;
6030 angle: SmallInt;
6031 mon: TMonster;
6032 pla: TPlayer;
6033 vsPlayer, vsMonster, ok: Boolean;
6034 begin
6035 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6036 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6038 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6039 if FCurrWeap <> FSelectedWeapon then
6040 NextWeapon();
6042 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6043 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6044 begin
6045 RemoveAIFlag('NEEDFIRE');
6047 case FCurrWeap of
6048 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6049 WEAPON_SAW, WEAPON_KASTET, WEAPON_MEGAKASTET: PressKey(KEY_FIRE, 40);
6050 else PressKey(KEY_FIRE);
6051 end;
6052 end;
6054 // Êîîðäèíàòû ñòâîëà:
6055 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6056 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6058 Target.UID := FTargetUID;
6060 ok := False;
6061 if Target.UID <> 0 then
6062 begin // Öåëü åñòü - íàñòðàèâàåì
6063 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6064 vsPlayer then
6065 begin // Èãðîê
6066 with g_Player_Get(Target.UID) do
6067 begin
6068 if (@FObj) <> nil then
6069 begin
6070 Target.X := FObj.X;
6071 Target.Y := FObj.Y;
6072 end;
6073 end;
6075 Target.cX := Target.X + PLAYER_RECT_CX;
6076 Target.cY := Target.Y + PLAYER_RECT_CY;
6077 Target.Rect := PLAYER_RECT;
6078 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6079 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6080 (y1-4 > Target.Y+PLAYER_RECT.Y);
6081 Target.IsPlayer := True;
6082 ok := True;
6083 end
6084 else
6085 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6086 vsMonster then
6087 begin // Ìîíñòð
6088 mon := g_Monsters_Get(Target.UID);
6089 if mon <> nil then
6090 begin
6091 Target.X := mon.Obj.X;
6092 Target.Y := mon.Obj.Y;
6094 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6095 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6096 Target.Rect := mon.Obj.Rect;
6097 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6098 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6099 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6100 Target.IsPlayer := False;
6101 ok := True;
6102 end;
6103 end;
6104 end;
6106 if not ok then
6107 begin // Öåëè íåò - îáíóëÿåì
6108 Target.X := 0;
6109 Target.Y := 0;
6110 Target.cX := 0;
6111 Target.cY := 0;
6112 Target.Visible := False;
6113 Target.Line := False;
6114 Target.IsPlayer := False;
6115 end;
6117 targets := nil;
6119 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6120 if (not Target.Line) or (not Target.Visible) then
6121 begin
6122 // Èãðîêè:
6123 if vsPlayer then
6124 for a := 0 to High(gPlayers) do
6125 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6126 (gPlayers[a].FUID <> FUID) and
6127 (not SameTeam(FUID, gPlayers[a].FUID)) and
6128 (not gPlayers[a].NoTarget) and
6129 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6130 begin
6131 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6132 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6133 Continue;
6135 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6136 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6138 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6139 if g_TraceVector(x1, y1, x2, y2) then
6140 begin
6141 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6142 SetLength(targets, Length(targets)+1);
6143 with targets[High(targets)] do
6144 begin
6145 UID := gPlayers[a].FUID;
6146 X := gPlayers[a].FObj.X;
6147 Y := gPlayers[a].FObj.Y;
6148 cX := x2;
6149 cY := y2;
6150 Rect := PLAYER_RECT;
6151 Dist := g_PatchLength(x1, y1, x2, y2);
6152 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6153 (y1-4 > Target.Y+PLAYER_RECT.Y);
6154 Visible := True;
6155 IsPlayer := True;
6156 end;
6157 end;
6158 end;
6160 // Ìîíñòðû:
6161 if vsMonster and (gMonsters <> nil) then
6162 for a := 0 to High(gMonsters) do
6163 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6164 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6165 begin
6166 mon := gMonsters[a];
6168 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6169 mon.Obj.Y + mon.Obj.Rect.Y) then
6170 Continue;
6172 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6173 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6175 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6176 if g_TraceVector(x1, y1, x2, y2) then
6177 begin
6178 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6179 SetLength(targets, Length(targets)+1);
6180 with targets[High(targets)] do
6181 begin
6182 UID := mon.UID;
6183 X := mon.Obj.X;
6184 Y := mon.Obj.Y;
6185 cX := x2;
6186 cY := y2;
6187 Rect := mon.Obj.Rect;
6188 Dist := g_PatchLength(x1, y1, x2, y2);
6189 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6190 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6191 Visible := True;
6192 IsPlayer := False;
6193 end;
6194 end;
6195 end;
6196 end;
6198 // Åñëè åñòü âîçìîæíûå öåëè:
6199 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6200 if targets <> nil then
6201 begin
6202 // Âûáèðàåì íàèëó÷øóþ öåëü:
6203 BestTarget := targets[0];
6204 if Length(targets) > 1 then
6205 for a := 1 to High(targets) do
6206 if Compare(BestTarget, targets[a]) = 1 then
6207 BestTarget := targets[a];
6209 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6210 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6211 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6212 begin
6213 Target := BestTarget;
6215 if (Healthy() = 3) or ((Healthy() = 2)) then
6216 begin // Åñëè çäîðîâû - äîãîíÿåì
6217 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6218 SetAIFlag('GORIGHT', '1');
6219 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6220 SetAIFlag('GOLEFT', '1');
6221 end
6222 else
6223 begin // Åñëè ïîáèòû - óáåãàåì
6224 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6225 SetAIFlag('GORIGHT', '1');
6226 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6227 SetAIFlag('GOLEFT', '1');
6228 end;
6230 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6231 SelectWeapon(Abs(x1-Target.cX));
6232 end;
6233 end;
6235 // Åñëè åñòü öåëü:
6236 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6237 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6238 if Target.UID <> 0 then
6239 begin
6240 if not TargetOnScreen(Target.X + Target.Rect.X,
6241 Target.Y + Target.Rect.Y) then
6242 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6243 if (Healthy() = 3) or ((Healthy() = 2)) then
6244 begin // Åñëè çäîðîâû - äîãîíÿåì
6245 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6246 SetAIFlag('GORIGHT', '1');
6247 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6248 SetAIFlag('GOLEFT', '1');
6249 end
6250 else
6251 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6252 Target.UID := 0;
6253 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6254 SetAIFlag('GORIGHT', '1');
6255 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6256 SetAIFlag('GOLEFT', '1');
6257 end;
6258 end
6259 else
6260 begin // Öåëü ïîêà íà "ýêðàíå"
6261 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6262 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6263 FLastVisible := gTime;
6264 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6265 if (Abs(FObj.Y-Target.Y) <= 128) then
6266 begin
6267 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6268 SetAIFlag('GORIGHT', '1');
6269 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6270 SetAIFlag('GOLEFT', '1');
6271 end;
6272 end;
6274 // Âûáèðàåì óãîë ââåðõ:
6275 if FDirection = D_LEFT then
6276 angle := ANGLE_LEFTUP
6277 else
6278 angle := ANGLE_RIGHTUP;
6280 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6281 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6283 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6284 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6285 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6286 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6287 Target.Rect.Width, Target.Rect.Height) and
6288 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6289 begin // òî íóæíî ñòðåëÿòü ââåðõ
6290 SetAIFlag('NEEDFIRE', '1');
6291 SetAIFlag('NEEDSEEUP', '1');
6292 end;
6294 // Âûáèðàåì óãîë âíèç:
6295 if FDirection = D_LEFT then
6296 angle := ANGLE_LEFTDOWN
6297 else
6298 angle := ANGLE_RIGHTDOWN;
6300 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6301 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6303 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6304 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6305 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6306 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6307 Target.Rect.Width, Target.Rect.Height) and
6308 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6309 begin // òî íóæíî ñòðåëÿòü âíèç
6310 SetAIFlag('NEEDFIRE', '1');
6311 SetAIFlag('NEEDSEEDOWN', '1');
6312 end;
6314 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6315 if Target.Visible and
6316 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6317 (y1-4 > Target.Y+Target.Rect.Y) then
6318 begin
6319 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6320 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6321 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6322 begin // òî íóæíî ñòðåëÿòü âïåðåä
6323 SetAIFlag('NEEDFIRE', '1');
6324 SetAIFlag('NEEDSEEDOWN', '');
6325 SetAIFlag('NEEDSEEUP', '');
6326 end;
6327 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6328 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6329 if GetRnd(FDifficult.CloseJump) then
6330 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6331 if Abs(FObj.X-Target.X) < 128 then
6332 a := 4
6333 else
6334 a := 30;
6335 if Random(a) = 0 then
6336 SetAIFlag('NEEDJUMP', '1');
6337 end;
6338 end;
6340 // Åñëè öåëü âñå åùå åñòü:
6341 if Target.UID <> 0 then
6342 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6343 Target.UID := 0 // òî çàáûòü öåëü
6344 else // Åñëè âèäåëè íåäàâíî
6345 begin // íî öåëü óáèëè
6346 if Target.IsPlayer then
6347 begin // Öåëü - èãðîê
6348 pla := g_Player_Get(Target.UID);
6349 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6350 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6351 Target.UID := 0; // òî çàáûòü öåëü
6352 end
6353 else
6354 begin // Öåëü - ìîíñòð
6355 mon := g_Monsters_Get(Target.UID);
6356 if (mon = nil) or (not mon.Live) then
6357 Target.UID := 0; // òî çàáûòü öåëü
6358 end;
6359 end;
6360 end; // if Target.UID <> 0
6362 FTargetUID := Target.UID;
6364 // Åñëè âîçìîæíûõ öåëåé íåò:
6365 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6366 if targets = nil then
6367 if GetAIFlag('ATTACKLEFT') <> '' then
6368 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6369 RemoveAIFlag('ATTACKLEFT');
6371 SetAIFlag('NEEDJUMP', '1');
6373 if RunDirection() = D_RIGHT then
6374 begin // Èäåì íå â òó ñòîðîíó
6375 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6376 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6377 SetAIFlag('NEEDFIRE', '1');
6378 SetAIFlag('GOLEFT', '1');
6379 end;
6380 end
6381 else
6382 begin // Èäåì â íóæíóþ ñòîðîíó
6383 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6384 SetAIFlag('NEEDFIRE', '1');
6385 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6386 SetAIFlag('GORIGHT', '1');
6387 end;
6388 end
6389 else
6390 if GetAIFlag('ATTACKRIGHT') <> '' then
6391 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6392 RemoveAIFlag('ATTACKRIGHT');
6394 SetAIFlag('NEEDJUMP', '1');
6396 if RunDirection() = D_LEFT then
6397 begin // Èäåì íå â òó ñòîðîíó
6398 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6399 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6400 SetAIFlag('NEEDFIRE', '1');
6401 SetAIFlag('GORIGHT', '1');
6402 end;
6403 end
6404 else
6405 begin
6406 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6407 SetAIFlag('NEEDFIRE', '1');
6408 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6409 SetAIFlag('GOLEFT', '1');
6410 end;
6411 end;
6413 //HACK! (does it belongs there?)
6414 RealizeCurrentWeapon();
6416 // Åñëè åñòü âîçìîæíûå öåëè:
6417 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6418 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6419 for a := 0 to High(targets) do
6420 begin
6421 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6422 if GetRnd(FDifficult.DiagFire) then
6423 begin
6424 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6425 if FDirection = D_LEFT then
6426 angle := ANGLE_LEFTUP
6427 else
6428 angle := ANGLE_RIGHTUP;
6430 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6431 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6433 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6434 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6435 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6436 targets[a].Rect.Width, targets[a].Rect.Height) and
6437 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6438 begin
6439 SetAIFlag('NEEDFIRE', '1');
6440 SetAIFlag('NEEDSEEUP', '1');
6441 end;
6443 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6444 if FDirection = D_LEFT then
6445 angle := ANGLE_LEFTDOWN
6446 else
6447 angle := ANGLE_RIGHTDOWN;
6449 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6450 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6452 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6453 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6454 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6455 targets[a].Rect.Width, targets[a].Rect.Height) and
6456 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6457 begin
6458 SetAIFlag('NEEDFIRE', '1');
6459 SetAIFlag('NEEDSEEDOWN', '1');
6460 end;
6461 end;
6463 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6464 if targets[a].Line and targets[a].Visible and
6465 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6466 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6467 begin
6468 SetAIFlag('NEEDFIRE', '1');
6469 Break;
6470 end;
6471 end;
6473 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6474 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6475 PLAYER_RECT.Width, PLAYER_RECT.Height,
6476 40+GetInterval(FDifficult.Cover, 40)) then
6477 SetAIFlag('NEEDJUMP', '1');
6479 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6480 ammo := GetAmmoByWeapon(FCurrWeap);
6481 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6482 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6483 (ammo = 0) then
6484 SetAIFlag('SELECTWEAPON', '1');
6486 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6487 if GetAIFlag('SELECTWEAPON') = '1' then
6488 begin
6489 SelectWeapon(-1);
6490 RemoveAIFlag('SELECTWEAPON');
6491 end;
6492 end;
6494 procedure TBot.Update();
6495 var
6496 EnableAI: Boolean;
6497 begin
6498 if not FLive then
6499 begin // Respawn
6500 ReleaseKeys();
6501 PressKey(KEY_UP);
6502 end
6503 else
6504 begin
6505 EnableAI := True;
6507 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6508 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6509 EnableAI := False;
6510 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6511 EnableAI := False;
6512 if g_debug_BotAIOff = 3 then
6513 EnableAI := False;
6515 if EnableAI then
6516 begin
6517 UpdateMove();
6518 UpdateCombat();
6519 end;
6520 end;
6522 inherited Update();
6523 end;
6525 procedure TBot.ReleaseKey(Key: Byte);
6526 begin
6527 with FKeys[Key] do
6528 begin
6529 Pressed := False;
6530 Time := 0;
6531 end;
6532 end;
6534 function TBot.KeyPressed(Key: Word): Boolean;
6535 begin
6536 Result := FKeys[Key].Pressed;
6537 end;
6539 function TBot.GetAIFlag(fName: String20): String20;
6540 var
6541 a: Integer;
6542 begin
6543 Result := '';
6545 fName := LowerCase(fName);
6547 if FAIFlags <> nil then
6548 for a := 0 to High(FAIFlags) do
6549 if LowerCase(FAIFlags[a].Name) = fName then
6550 begin
6551 Result := FAIFlags[a].Value;
6552 Break;
6553 end;
6554 end;
6556 procedure TBot.RemoveAIFlag(fName: String20);
6557 var
6558 a, b: Integer;
6559 begin
6560 if FAIFlags = nil then Exit;
6562 fName := LowerCase(fName);
6564 for a := 0 to High(FAIFlags) do
6565 if LowerCase(FAIFlags[a].Name) = fName then
6566 begin
6567 if a <> High(FAIFlags) then
6568 for b := a to High(FAIFlags)-1 do
6569 FAIFlags[b] := FAIFlags[b+1];
6571 SetLength(FAIFlags, Length(FAIFlags)-1);
6572 Break;
6573 end;
6574 end;
6576 procedure TBot.SetAIFlag(fName, fValue: String20);
6577 var
6578 a: Integer;
6579 ok: Boolean;
6580 begin
6581 a := 0;
6582 ok := False;
6584 fName := LowerCase(fName);
6586 if FAIFlags <> nil then
6587 for a := 0 to High(FAIFlags) do
6588 if LowerCase(FAIFlags[a].Name) = fName then
6589 begin
6590 ok := True;
6591 Break;
6592 end;
6594 if ok then FAIFlags[a].Value := fValue
6595 else
6596 begin
6597 SetLength(FAIFlags, Length(FAIFlags)+1);
6598 with FAIFlags[High(FAIFlags)] do
6599 begin
6600 Name := fName;
6601 Value := fValue;
6602 end;
6603 end;
6604 end;
6606 procedure TBot.UpdateMove;
6608 procedure GoLeft(Time: Word = 1);
6609 begin
6610 ReleaseKey(KEY_LEFT);
6611 ReleaseKey(KEY_RIGHT);
6612 PressKey(KEY_LEFT, Time);
6613 SetDirection(D_LEFT);
6614 end;
6616 procedure GoRight(Time: Word = 1);
6617 begin
6618 ReleaseKey(KEY_LEFT);
6619 ReleaseKey(KEY_RIGHT);
6620 PressKey(KEY_RIGHT, Time);
6621 SetDirection(D_RIGHT);
6622 end;
6624 function Rnd(a: Word): Boolean;
6625 begin
6626 Result := Random(a) = 0;
6627 end;
6629 procedure Turn(Time: Word = 1200);
6630 begin
6631 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6632 end;
6634 procedure Stop();
6635 begin
6636 ReleaseKey(KEY_LEFT);
6637 ReleaseKey(KEY_RIGHT);
6638 end;
6640 function CanRunLeft(): Boolean;
6641 begin
6642 Result := not CollideLevel(-1, 0);
6643 end;
6645 function CanRunRight(): Boolean;
6646 begin
6647 Result := not CollideLevel(1, 0);
6648 end;
6650 function CanRun(): Boolean;
6651 begin
6652 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6653 end;
6655 procedure Jump(Time: Word = 30);
6656 begin
6657 PressKey(KEY_JUMP, Time);
6658 end;
6660 function NearHole(): Boolean;
6661 var
6662 x, sx: Integer;
6663 begin
6664 { TODO 5 : Ëåñòíèöû }
6665 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6666 for x := 1 to PLAYER_RECT.Width do
6667 if (not StayOnStep(x*sx, 0)) and
6668 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6669 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6670 begin
6671 Result := True;
6672 Exit;
6673 end;
6675 Result := False;
6676 end;
6678 function BorderHole(): Boolean;
6679 var
6680 x, sx, xx: Integer;
6681 begin
6682 { TODO 5 : Ëåñòíèöû }
6683 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6684 for x := 1 to PLAYER_RECT.Width do
6685 if (not StayOnStep(x*sx, 0)) and
6686 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6687 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6688 begin
6689 for xx := x to x+32 do
6690 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6691 begin
6692 Result := True;
6693 Exit;
6694 end;
6695 end;
6697 Result := False;
6698 end;
6700 function NearDeepHole(): Boolean;
6701 var
6702 x, sx, y: Integer;
6703 begin
6704 Result := False;
6706 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6707 y := 3;
6709 for x := 1 to PLAYER_RECT.Width do
6710 if (not StayOnStep(x*sx, 0)) and
6711 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6712 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6713 begin
6714 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6715 begin
6716 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6717 y := y+1;
6718 end;
6720 Result := True;
6721 end else Result := False;
6722 end;
6724 function OverDeepHole(): Boolean;
6725 var
6726 y: Integer;
6727 begin
6728 Result := False;
6730 y := 1;
6731 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6732 begin
6733 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6734 y := y+1;
6735 end;
6737 Result := True;
6738 end;
6740 function OnGround(): Boolean;
6741 begin
6742 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6743 end;
6745 function OnLadder(): Boolean;
6746 begin
6747 Result := FullInStep(0, 0);
6748 end;
6750 function BelowLadder(): Boolean;
6751 begin
6752 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6753 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6754 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6755 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6756 end;
6758 function BelowLiftUp(): Boolean;
6759 begin
6760 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6761 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6762 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6763 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6764 end;
6766 function OnTopLift(): Boolean;
6767 begin
6768 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6769 end;
6771 function CanJumpOver(): Boolean;
6772 var
6773 sx, y: Integer;
6774 begin
6775 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6777 Result := False;
6779 if not CollideLevel(sx, 0) then Exit;
6781 for y := 1 to BOT_MAXJUMP do
6782 if CollideLevel(0, -y) then Exit else
6783 if not CollideLevel(sx, -y) then
6784 begin
6785 Result := True;
6786 Exit;
6787 end;
6788 end;
6790 function CanJumpUp(Dist: ShortInt): Boolean;
6791 var
6792 y, yy: Integer;
6793 c: Boolean;
6794 begin
6795 Result := False;
6797 if CollideLevel(Dist, 0) then Exit;
6799 c := False;
6800 for y := 0 to BOT_MAXJUMP do
6801 if CollideLevel(Dist, -y) then
6802 begin
6803 c := True;
6804 Break;
6805 end;
6807 if not c then Exit;
6809 c := False;
6810 for yy := y+1 to BOT_MAXJUMP do
6811 if not CollideLevel(Dist, -yy) then
6812 begin
6813 c := True;
6814 Break;
6815 end;
6817 if not c then Exit;
6819 c := False;
6820 for y := 0 to BOT_MAXJUMP do
6821 if CollideLevel(0, -y) then
6822 begin
6823 c := True;
6824 Break;
6825 end;
6827 if c then Exit;
6829 if y < yy then Exit;
6831 Result := True;
6832 end;
6834 function IsSafeTrigger(): Boolean;
6835 var
6836 a: Integer;
6837 begin
6838 Result := True;
6839 if gTriggers = nil then
6840 Exit;
6841 for a := 0 to High(gTriggers) do
6842 if Collide(gTriggers[a].X,
6843 gTriggers[a].Y,
6844 gTriggers[a].Width,
6845 gTriggers[a].Height) and
6846 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
6847 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
6848 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
6849 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
6850 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
6851 Result := False;
6852 end;
6854 begin
6855 // Âîçìîæíî, íàæèìàåì êíîïêó:
6856 if Rnd(16) and IsSafeTrigger() then
6857 PressKey(KEY_OPEN);
6859 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
6860 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6861 begin
6862 ReleaseKey(KEY_LEFT);
6863 ReleaseKey(KEY_RIGHT);
6864 Jump();
6865 end;
6867 // Èäåì âëåâî, åñëè íàäî áûëî:
6868 if GetAIFlag('GOLEFT') <> '' then
6869 begin
6870 RemoveAIFlag('GOLEFT');
6871 if CanRunLeft() then
6872 GoLeft(360);
6873 end;
6875 // Èäåì âïðàâî, åñëè íàäî áûëî:
6876 if GetAIFlag('GORIGHT') <> '' then
6877 begin
6878 RemoveAIFlag('GORIGHT');
6879 if CanRunRight() then
6880 GoRight(360);
6881 end;
6883 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
6884 if FObj.X < -32 then
6885 GoRight(360)
6886 else
6887 if FObj.X+32 > gMapInfo.Width then
6888 GoLeft(360);
6890 // Ïðûãàåì, åñëè íàäî áûëî:
6891 if GetAIFlag('NEEDJUMP') <> '' then
6892 begin
6893 Jump(0);
6894 RemoveAIFlag('NEEDJUMP');
6895 end;
6897 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
6898 if GetAIFlag('NEEDSEEUP') <> '' then
6899 begin
6900 ReleaseKey(KEY_UP);
6901 ReleaseKey(KEY_DOWN);
6902 PressKey(KEY_UP, 20);
6903 RemoveAIFlag('NEEDSEEUP');
6904 end;
6906 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
6907 if GetAIFlag('NEEDSEEDOWN') <> '' then
6908 begin
6909 ReleaseKey(KEY_UP);
6910 ReleaseKey(KEY_DOWN);
6911 PressKey(KEY_DOWN, 20);
6912 RemoveAIFlag('NEEDSEEDOWN');
6913 end;
6915 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
6916 if GetAIFlag('GOINHOLE') <> '' then
6917 if not OnGround() then
6918 begin
6919 ReleaseKey(KEY_LEFT);
6920 ReleaseKey(KEY_RIGHT);
6921 RemoveAIFlag('GOINHOLE');
6922 SetAIFlag('FALLINHOLE', '1');
6923 end;
6925 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
6926 if GetAIFlag('FALLINHOLE') <> '' then
6927 if OnGround() then
6928 RemoveAIFlag('FALLINHOLE');
6930 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
6931 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
6932 if GetAIFlag('FALLINHOLE') = '' then
6933 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
6934 if Rnd(2) then
6935 GoLeft(360)
6936 else
6937 GoRight(360);
6939 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
6940 if OnGround() and
6941 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
6942 Rnd(8) then
6943 Jump();
6945 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
6946 if OnGround() and NearHole() then
6947 if NearDeepHole() then // Åñëè ýòî áåçäíà
6948 case Random(6) of
6949 0..3: Turn(); // Áåæèì îáðàòíî
6950 4: Jump(); // Ïðûãàåì
6951 5: begin // Ïðûãàåì îáðàòíî
6952 Turn();
6953 Jump();
6954 end;
6955 end
6956 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
6957 if GetAIFlag('GOINHOLE') = '' then
6958 case Random(6) of
6959 0: Turn(); // Íå íóæíî òóäà
6960 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
6961 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
6962 if BorderHole() then
6963 SetAIFlag('GOINHOLE', '1');
6964 end;
6966 // Åñëè íà çåìëå, íî íåêóäà èäòè:
6967 if (not CanRun()) and OnGround() then
6968 begin
6969 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
6970 if CanJumpOver() or OnLadder() then
6971 Jump()
6972 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
6973 if Random(2) = 0 then
6974 begin
6975 if IsSafeTrigger() then
6976 PressKey(KEY_OPEN);
6977 end else
6978 Turn();
6979 end;
6981 // Îñòàëîñü ìàëî âîçäóõà:
6982 if FAir < 36 * 2 then
6983 Jump(20);
6985 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
6986 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
6987 if BodyInAcid(0, 0) then
6988 Jump();
6989 end;
6991 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
6992 begin
6993 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
6994 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
6995 end;
6997 {function TBot.NeedItem(Item: Byte): Byte;
6998 begin
6999 Result := 4;
7000 end;}
7002 procedure TBot.SelectWeapon(Dist: Integer);
7003 var
7004 a: Integer;
7006 function HaveAmmo(weapon: Byte): Boolean;
7007 begin
7008 case weapon of
7009 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7010 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7011 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7012 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7013 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7014 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7015 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7016 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7017 else Result := True;
7018 end;
7019 end;
7021 begin
7022 if Dist = -1 then Dist := BOT_LONGDIST;
7024 if Dist > BOT_LONGDIST then
7025 begin // Äàëüíèé áîé
7026 for a := 0 to 9 do
7027 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7028 begin
7029 FSelectedWeapon := FDifficult.WeaponPrior[a];
7030 Break;
7031 end;
7032 end
7033 else //if Dist > BOT_UNSAFEDIST then
7034 begin // Áëèæíèé áîé
7035 for a := 0 to 9 do
7036 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7037 begin
7038 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7039 Break;
7040 end;
7041 end;
7042 { else
7043 begin
7044 for a := 0 to 9 do
7045 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7046 begin
7047 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7048 Break;
7049 end;
7050 end;}
7051 end;
7053 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7054 begin
7055 Result := inherited PickItem(ItemType, force, remove);
7057 if Result then SetAIFlag('SELECTWEAPON', '1');
7058 end;
7060 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7061 begin
7062 Result := inherited Heal(value, Soft);
7063 end;
7065 function TBot.Healthy(): Byte;
7066 begin
7067 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7068 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7069 else if (FHealth > 50) then Result := 2
7070 else if (FHealth > 20) then Result := 1
7071 else Result := 0;
7072 end;
7074 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7075 begin
7076 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7077 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7078 end;
7080 procedure TBot.OnDamage(Angle: SmallInt);
7081 var
7082 pla: TPlayer;
7083 mon: TMonster;
7084 ok: Boolean;
7085 begin
7086 inherited;
7088 if (Angle = 0) or (Angle = 180) then
7089 begin
7090 ok := False;
7091 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7092 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7093 begin // Èãðîê
7094 pla := g_Player_Get(FLastSpawnerUID);
7095 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7096 pla.FObj.Y + PLAYER_RECT.Y);
7097 end
7098 else
7099 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7100 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7101 begin // Ìîíñòð
7102 mon := g_Monsters_Get(FLastSpawnerUID);
7103 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7104 mon.Obj.Y + mon.Obj.Rect.Y);
7105 end;
7107 if ok then
7108 if Angle = 0 then
7109 SetAIFlag('ATTACKLEFT', '1')
7110 else
7111 SetAIFlag('ATTACKRIGHT', '1');
7112 end;
7113 end;
7115 function TBot.RunDirection(): TDirection;
7116 begin
7117 if Abs(Vel.X) >= 1 then
7118 begin
7119 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7120 end else
7121 Result := FDirection;
7122 end;
7124 function TBot.GetRnd(a: Byte): Boolean;
7125 begin
7126 if a = 0 then Result := False
7127 else if a = 255 then Result := True
7128 else Result := Random(256) > 255-a;
7129 end;
7131 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7132 begin
7133 Result := Round((255-a)/255*radius*(Random(2)-1));
7134 end;
7136 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7137 var
7138 i: Integer;
7139 dw: DWORD;
7140 p: Pointer;
7141 begin
7142 inherited SaveState(Mem);
7144 // Âûáðàííîå îðóæèå:
7145 Mem.WriteByte(FSelectedWeapon);
7146 // UID öåëè:
7147 Mem.WriteWord(FTargetUID);
7148 // Âðåìÿ ïîòåðè öåëè:
7149 Mem.WriteDWORD(FLastVisible);
7150 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7151 dw := Length(FAIFlags);
7152 Mem.WriteDWORD(dw);
7153 // Ôëàãè ÈÈ:
7154 for i := 0 to Integer(dw)-1 do
7155 begin
7156 Mem.WriteString(FAIFlags[i].Name, 20);
7157 Mem.WriteString(FAIFlags[i].Value, 20);
7158 end;
7159 // Íàñòðîéêè ñëîæíîñòè:
7160 p := @FDifficult;
7161 Mem.WriteMemory(p, SizeOf(TDifficult));
7162 end;
7164 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7165 var
7166 i: Integer;
7167 dw: DWORD;
7168 p: Pointer;
7169 begin
7170 inherited LoadState(Mem);
7172 // Âûáðàííîå îðóæèå:
7173 Mem.ReadByte(FSelectedWeapon);
7174 // UID öåëè:
7175 Mem.ReadWord(FTargetUID);
7176 // Âðåìÿ ïîòåðè öåëè:
7177 Mem.ReadDWORD(FLastVisible);
7178 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7179 Mem.ReadDWORD(dw);
7180 SetLength(FAIFlags, dw);
7181 // Ôëàãè ÈÈ:
7182 for i := 0 to Integer(dw)-1 do
7183 begin
7184 Mem.ReadString(FAIFlags[i].Name);
7185 Mem.ReadString(FAIFlags[i].Value);
7186 end;
7187 // Íàñòðîéêè ñëîæíîñòè:
7188 Mem.ReadMemory(p, dw);
7189 if dw <> SizeOf(TDifficult) then
7190 begin
7191 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7192 end;
7193 FDifficult := TDifficult(p^);
7194 end;
7196 end.