DEADSOFTWARE

Revert "reset weapon switch timer in various places; just in case"
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 //FNetForceWeap: Byte; // spam server with this -- this is new weapon we want to use
166 FNetForceWeapFIdx: LongWord; // frame index; ignore weapon change if it is lesser than this
167 //FCurrFrameIdx: LongWord; // increased in each `Update()`
168 FNextWeap: WORD;
169 FNextWeapDelay: Byte; // frames (unused)
170 FBFGFireCounter: SmallInt;
171 FLastSpawnerUID: Word;
172 FLastHit: Byte;
173 FObj: TObj;
174 FXTo, FYTo: Integer;
175 FSpectatePlayer: Integer;
176 FFirePainTime: Integer;
177 FFireAttacker: Word;
179 FSavedState: TPlayerSavedState;
181 FModel: TPlayerModel;
182 FPunchAnim: TAnimation;
183 FActionPrior: Byte;
184 FActionAnim: Byte;
185 FActionForce: Boolean;
186 FActionChanged: Boolean;
187 FAngle: SmallInt;
188 FFireAngle: SmallInt;
189 FIncCam: Integer;
190 FShellTimer: Integer;
191 FShellType: Byte;
192 FSawSound: TPlayableSound;
193 FSawSoundIdle: TPlayableSound;
194 FSawSoundHit: TPlayableSound;
195 FSawSoundSelect: TPlayableSound;
196 FJetSoundOn: TPlayableSound;
197 FJetSoundOff: TPlayableSound;
198 FJetSoundFly: TPlayableSound;
199 FGodMode: Boolean;
200 FNoTarget: Boolean;
201 FNoReload: Boolean;
202 FJustTeleported: Boolean;
203 FNetTime: LongWord;
204 mEDamageType: Integer;
206 // client-side only
207 weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
210 function CollideLevel(XInc, YInc: Integer): Boolean;
211 function StayOnStep(XInc, YInc: Integer): Boolean;
212 function HeadInLiquid(XInc, YInc: Integer): Boolean;
213 function BodyInLiquid(XInc, YInc: Integer): Boolean;
214 function BodyInAcid(XInc, YInc: Integer): Boolean;
215 function FullInLift(XInc, YInc: Integer): Integer;
216 {procedure CollideItem();}
217 procedure FlySmoke(Times: DWORD = 1);
218 procedure OnFireFlame(Times: DWORD = 1);
219 function GetAmmoByWeapon(Weapon: Byte): Word;
220 procedure SetAction(Action: Byte; Force: Boolean = False);
221 procedure OnDamage(Angle: SmallInt); virtual;
222 function firediry(): Integer;
223 procedure DoPunch();
225 procedure Run(Direction: TDirection);
226 procedure NextWeapon();
227 procedure PrevWeapon();
228 procedure SeeUp();
229 procedure SeeDown();
230 procedure Fire();
231 procedure Jump();
232 procedure Use();
234 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
235 procedure resetWeaponQueue ();
236 function hasAmmoForWeapon (weapon: Byte): Boolean;
238 procedure doDamage (v: Integer);
240 function followCorpse(): Boolean;
242 public
243 FDamageBuffer: Integer;
245 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
246 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
247 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
248 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
249 FBerserk: Integer;
250 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
251 FReloading: Array [WP_FIRST..WP_LAST] of Word;
252 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
253 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
254 FColor: TRGB;
255 FPreferredTeam: Byte;
256 FSpectator: Boolean;
257 FNoRespawn: Boolean;
258 FWantsInGame: Boolean;
259 FGhost: Boolean;
260 FPhysics: Boolean;
261 FJetpack: Boolean;
262 FActualModelName: string;
263 FClientID: SmallInt;
264 FPing: Word;
265 FLoss: Byte;
266 FDummy: Boolean;
267 FFireTime: Integer;
269 // debug: viewport offset
270 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
272 function isValidViewPort (): Boolean; inline;
274 constructor Create(); virtual;
275 destructor Destroy(); override;
276 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
277 function GetRespawnPoint(): Byte;
278 procedure PressKey(Key: Byte; Time: Word = 1);
279 procedure ReleaseKeys();
280 procedure ReleaseKeysNoWeapon();
281 procedure SetModel(ModelName: String);
282 procedure SetColor(Color: TRGB);
283 procedure SetWeapon(W: Byte);
284 function IsKeyPressed(K: Byte): Boolean;
285 function GetKeys(): Byte;
286 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
287 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
288 function Collide(Panel: TPanel): Boolean; overload;
289 function Collide(X, Y: Integer): Boolean; overload;
290 procedure SetDirection(Direction: TDirection);
291 procedure GetSecret();
292 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
293 procedure Touch();
294 procedure Push(vx, vy: Integer);
295 procedure ChangeModel(ModelName: String);
296 procedure SwitchTeam;
297 procedure ChangeTeam(Team: Byte);
298 procedure BFGHit();
299 function GetFlag(Flag: Byte): Boolean;
300 procedure SetFlag(Flag: Byte);
301 function DropFlag(): Boolean;
302 procedure AllRulez(Health: Boolean);
303 procedure RestoreHealthArmor();
304 procedure FragCombo();
305 procedure GiveItem(ItemType: Byte);
306 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
307 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
308 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
309 procedure MakeBloodSimple(Count: Word);
310 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
311 procedure Reset(Force: Boolean);
312 procedure Spectate(NoMove: Boolean = False);
313 procedure SwitchNoClip;
314 procedure SoftReset();
315 procedure Draw(); virtual;
316 procedure DrawPain();
317 procedure DrawPickup();
318 procedure DrawRulez();
319 procedure DrawAim();
320 procedure DrawIndicator();
321 procedure DrawBubble();
322 procedure DrawGUI();
323 procedure Update(); virtual;
324 procedure RememberState();
325 procedure RecallState();
326 procedure SaveState (st: TStream); virtual;
327 procedure LoadState (st: TStream); virtual;
328 procedure PauseSounds(Enable: Boolean);
329 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
330 procedure DoLerp(Level: Integer = 2);
331 procedure SetLerp(XTo, YTo: Integer);
332 procedure QueueWeaponSwitch(Weapon: Byte);
333 procedure RealizeCurrentWeapon();
334 procedure JetpackOn;
335 procedure JetpackOff;
336 procedure CatchFire(Attacker: Word);
338 //WARNING! this does nothing for now, but still call it!
339 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
341 procedure getMapBox (out x, y, w, h: Integer); inline;
342 procedure moveBy (dx, dy: Integer); inline;
344 procedure releaseAllWeaponSwitchKeys ();
345 procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
346 function isWeaponSwitchKeyReleased (index: Integer): Boolean;
347 procedure weaponSwitchKeysShiftNewStates ();
349 public
350 property Vel: TPoint2i read FObj.Vel;
351 property Obj: TObj read FObj;
353 property Name: String read FName write FName;
354 property Model: TPlayerModel read FModel;
355 property Health: Integer read FHealth write FHealth;
356 property Lives: Byte read FLives write FLives;
357 property Armor: Integer read FArmor write FArmor;
358 property Air: Integer read FAir write FAir;
359 property JetFuel: Integer read FJetFuel write FJetFuel;
360 property Frags: Integer read FFrags write FFrags;
361 property Death: Integer read FDeath write FDeath;
362 property Kills: Integer read FKills write FKills;
363 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
364 //property NetForceWeap: Byte read FNetForceWeap write FNetForceWeap;
365 property NetForceWeapFIdx: LongWord read FNetForceWeapFIdx write FNetForceWeapFIdx;
366 //property CurrFrameIdx: LongWord read FCurrFrameIdx write FCurrFrameIdx;
367 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
368 property Secrets: Integer read FSecrets;
369 property GodMode: Boolean read FGodMode write FGodMode;
370 property NoTarget: Boolean read FNoTarget write FNoTarget;
371 property NoReload: Boolean read FNoReload write FNoReload;
372 property alive: Boolean read FAlive write FAlive;
373 property Flag: Byte read FFlag;
374 property Team: Byte read FTeam write FTeam;
375 property Direction: TDirection read FDirection;
376 property GameX: Integer read FObj.X write FObj.X;
377 property GameY: Integer read FObj.Y write FObj.Y;
378 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
379 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
380 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
381 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
382 property IncCam: Integer read FIncCam write FIncCam;
383 property UID: Word read FUID write FUID;
384 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
385 property NetTime: LongWord read FNetTime write FNetTime;
387 published
388 property eName: String read FName write FName;
389 property eHealth: Integer read FHealth write FHealth;
390 property eLives: Byte read FLives write FLives;
391 property eArmor: Integer read FArmor write FArmor;
392 property eAir: Integer read FAir write FAir;
393 property eJetFuel: Integer read FJetFuel write FJetFuel;
394 property eFrags: Integer read FFrags write FFrags;
395 property eDeath: Integer read FDeath write FDeath;
396 property eKills: Integer read FKills write FKills;
397 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
398 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
399 property eSecrets: Integer read FSecrets write FSecrets;
400 property eGodMode: Boolean read FGodMode write FGodMode;
401 property eNoTarget: Boolean read FNoTarget write FNoTarget;
402 property eNoReload: Boolean read FNoReload write FNoReload;
403 property eAlive: Boolean read FAlive write FAlive;
404 property eFlag: Byte read FFlag;
405 property eTeam: Byte read FTeam write FTeam;
406 property eDirection: TDirection read FDirection;
407 property eGameX: Integer read FObj.X write FObj.X;
408 property eGameY: Integer read FObj.Y write FObj.Y;
409 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
410 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
411 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
412 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
413 property eIncCam: Integer read FIncCam write FIncCam;
414 property eUID: Word read FUID;
415 property eJustTeleported: Boolean read FJustTeleported;
416 property eNetTime: LongWord read FNetTime;
418 // set this before assigning something to `eDamage`
419 property eDamageType: Integer read mEDamageType write mEDamageType;
420 property eDamage: Integer write doDamage;
421 end;
423 TDifficult = record
424 public
425 DiagFire: Byte;
426 InvisFire: Byte;
427 DiagPrecision: Byte;
428 FlyPrecision: Byte;
429 Cover: Byte;
430 CloseJump: Byte;
431 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
432 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
433 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
435 public
436 procedure save (st: TStream);
437 procedure load (st: TStream);
438 end;
440 TAIFlag = record
441 Name: String;
442 Value: String;
443 end;
445 TBot = class(TPlayer)
446 private
447 FSelectedWeapon: Byte;
448 FTargetUID: Word;
449 FLastVisible: DWORD;
450 FAIFlags: Array of TAIFlag;
451 FDifficult: TDifficult;
453 function GetRnd(a: Byte): Boolean;
454 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
455 function RunDirection(): TDirection;
456 function FullInStep(XInc, YInc: Integer): Boolean;
457 //function NeedItem(Item: Byte): Byte;
458 procedure SelectWeapon(Dist: Integer);
459 procedure SetAIFlag(aName, fValue: String20);
460 function GetAIFlag(aName: String20): String20;
461 procedure RemoveAIFlag(aName: String20);
462 function Healthy(): Byte;
463 procedure UpdateMove();
464 procedure UpdateCombat();
465 function KeyPressed(Key: Word): Boolean;
466 procedure ReleaseKey(Key: Byte);
467 function TargetOnScreen(TX, TY: Integer): Boolean;
468 procedure OnDamage(Angle: SmallInt); override;
470 public
471 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
472 constructor Create(); override;
473 destructor Destroy(); override;
474 procedure Draw(); override;
475 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
476 function Heal(value: Word; Soft: Boolean): Boolean; override;
477 procedure Update(); override;
478 procedure SaveState (st: TStream); override;
479 procedure LoadState (st: TStream); override;
480 end;
482 PGib = ^TGib;
483 TGib = record
484 alive: Boolean;
485 ID: DWORD;
486 MaskID: DWORD;
487 RAngle: Integer;
488 Color: TRGB;
489 Obj: TObj;
491 procedure getMapBox (out x, y, w, h: Integer); inline;
492 procedure moveBy (dx, dy: Integer); inline;
494 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
495 end;
498 PShell = ^TShell;
499 TShell = record
500 SpriteID: DWORD;
501 alive: Boolean;
502 SType: Byte;
503 RAngle: Integer;
504 Timeout: Cardinal;
505 CX, CY: Integer;
506 Obj: TObj;
508 procedure getMapBox (out x, y, w, h: Integer); inline;
509 procedure moveBy (dx, dy: Integer); inline;
511 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
512 end;
514 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
515 private
516 FModelName: String;
517 FMess: Boolean;
518 FState: Byte;
519 FDamage: Byte;
520 FColor: TRGB;
521 FObj: TObj;
522 FPlayerUID: Word;
523 FAnimation: TAnimation;
524 FAnimationMask: TAnimation;
526 public
527 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
528 destructor Destroy(); override;
529 procedure Damage(Value: Word; vx, vy: Integer);
530 procedure Update();
531 procedure Draw();
532 procedure SaveState (st: TStream);
533 procedure LoadState (st: TStream);
535 procedure getMapBox (out x, y, w, h: Integer); inline;
536 procedure moveBy (dx, dy: Integer); inline;
538 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
540 function ObjPtr (): PObj; inline;
542 property Obj: TObj read FObj; // copies object
543 property State: Byte read FState;
544 property Mess: Boolean read FMess;
545 end;
547 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
548 record
549 Goals: SmallInt;
550 end;
552 var
553 gPlayers: Array of TPlayer;
554 gCorpses: Array of TCorpse;
555 gGibs: Array of TGib;
556 gShells: Array of TShell;
557 gTeamStat: TTeamStat;
558 gFly: Boolean = False;
559 gAimLine: Boolean = False;
560 gChatBubble: Byte = 0;
561 gPlayerIndicator: Boolean = True;
562 gNumBots: Word = 0;
563 gLMSPID1: Word = 0;
564 gLMSPID2: Word = 0;
565 MAX_RUNVEL: Integer = 8;
566 VEL_JUMP: Integer = 10;
567 SHELL_TIMEOUT: Cardinal = 60000;
569 function Lerp(X, Y, Factor: Integer): Integer;
571 procedure g_Gibs_SetMax(Count: Word);
572 function g_Gibs_GetMax(): Word;
573 procedure g_Corpses_SetMax(Count: Word);
574 function g_Corpses_GetMax(): Word;
575 procedure g_Shells_SetMax(Count: Word);
576 function g_Shells_GetMax(): Word;
578 procedure g_Player_Init();
579 procedure g_Player_Free();
580 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
581 function g_Player_CreateFromState (st: TStream): Word;
582 procedure g_Player_Remove(UID: Word);
583 procedure g_Player_ResetTeams();
584 procedure g_Player_UpdateAll();
585 procedure g_Player_DrawAll();
586 procedure g_Player_DrawDebug(p: TPlayer);
587 procedure g_Player_DrawHealth();
588 procedure g_Player_RememberAll();
589 procedure g_Player_ResetAll(Force, Silent: Boolean);
590 function g_Player_Get(UID: Word): TPlayer;
591 function g_Player_GetCount(): Byte;
592 function g_Player_GetStats(): TPlayerStatArray;
593 function g_Player_ValidName(Name: String): Boolean;
594 procedure g_Player_CreateCorpse(Player: TPlayer);
595 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
596 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
597 procedure g_Player_UpdatePhysicalObjects();
598 procedure g_Player_DrawCorpses();
599 procedure g_Player_DrawShells();
600 procedure g_Player_RemoveAllCorpses();
601 procedure g_Player_Corpses_SaveState (st: TStream);
602 procedure g_Player_Corpses_LoadState (st: TStream);
603 procedure g_Bot_Add(Team, Difficult: Byte);
604 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
605 procedure g_Bot_MixNames();
606 procedure g_Bot_RemoveAll();
608 implementation
610 uses
611 {$INCLUDE ../nogl/noGLuses.inc}
612 {$IFDEF ENABLE_HOLMES}
613 g_holmes,
614 {$ENDIF}
615 e_log, g_map, g_items, g_console, g_gfx, Math,
616 g_options, g_triggers, g_menu, g_game, g_grid,
617 wadreader, g_main, g_monsters, CONFIG, g_language,
618 g_net, g_netmsg, g_window,
619 utils, xstreams;
621 const PLR_SAVE_VERSION = 0;
623 type
624 TBotProfile = record
625 name: ShortString;
626 model: ShortString;
627 team: Byte;
628 color: TRGB;
629 diag_fire: Byte;
630 invis_fire: Byte;
631 diag_precision: Byte;
632 fly_precision: Byte;
633 cover: Byte;
634 close_jump: Byte;
635 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
636 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
637 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
638 end;
640 const
641 TIME_RESPAWN1 = 1500;
642 TIME_RESPAWN2 = 2000;
643 TIME_RESPAWN3 = 3000;
644 AIR_DEF = 360;
645 AIR_MAX = 1091;
646 JET_MAX = 540; // ~30 sec
647 PLAYER_SUIT_TIME = 30000;
648 PLAYER_INVUL_TIME = 30000;
649 PLAYER_INVIS_TIME = 35000;
650 FRAG_COMBO_TIME = 3000;
651 VEL_SW = 4;
652 VEL_FLY = 6;
653 ANGLE_RIGHTUP = 55;
654 ANGLE_RIGHTDOWN = -35;
655 ANGLE_LEFTUP = 125;
656 ANGLE_LEFTDOWN = -145;
657 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
658 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
659 BOT_MAXJUMP = 84;
660 BOT_LONGDIST = 300;
661 BOT_UNSAFEDIST = 128;
662 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
663 (R:0; G:0; B:255));
664 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
665 FlyPrecision: 32; Cover: 32; CloseJump: 32;
666 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
667 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
668 FlyPrecision: 127; Cover: 127; CloseJump: 127;
669 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
670 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
671 FlyPrecision: 255; Cover: 255; CloseJump: 255;
672 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
673 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
674 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
675 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
676 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
677 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
678 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
679 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
680 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
681 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
682 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
683 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
684 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
685 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
686 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
687 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
688 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
689 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
691 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
692 CORPSE_SIGNATURE = $50524F43; // 'CORP'
694 BOTNAMES_FILENAME = 'botnames.txt';
695 BOTLIST_FILENAME = 'botlist.txt';
697 var
698 MaxGibs: Word = 150;
699 MaxCorpses: Word = 20;
700 MaxShells: Word = 300;
701 CurrentGib: Integer = 0;
702 CurrentShell: Integer = 0;
703 BotNames: Array of String;
704 BotList: Array of TBotProfile;
707 function Lerp(X, Y, Factor: Integer): Integer;
708 begin
709 Result := X + ((Y - X) div Factor);
710 end;
712 function SameTeam(UID1, UID2: Word): Boolean;
713 begin
714 Result := False;
716 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
717 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
719 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
721 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
722 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
724 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
725 end;
727 procedure g_Gibs_SetMax(Count: Word);
728 begin
729 MaxGibs := Count;
730 SetLength(gGibs, Count);
732 if CurrentGib >= Count then
733 CurrentGib := 0;
734 end;
736 function g_Gibs_GetMax(): Word;
737 begin
738 Result := MaxGibs;
739 end;
741 procedure g_Shells_SetMax(Count: Word);
742 begin
743 MaxShells := Count;
744 SetLength(gShells, Count);
746 if CurrentShell >= Count then
747 CurrentShell := 0;
748 end;
750 function g_Shells_GetMax(): Word;
751 begin
752 Result := MaxShells;
753 end;
756 procedure g_Corpses_SetMax(Count: Word);
757 begin
758 MaxCorpses := Count;
759 SetLength(gCorpses, Count);
760 end;
762 function g_Corpses_GetMax(): Word;
763 begin
764 Result := MaxCorpses;
765 end;
767 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
768 var
769 a: Integer;
770 ok: Boolean;
771 begin
772 Result := 0;
774 ok := False;
775 a := 0;
777 // Åñòü ëè ìåñòî â gPlayers:
778 if gPlayers <> nil then
779 for a := 0 to High(gPlayers) do
780 if gPlayers[a] = nil then
781 begin
782 ok := True;
783 Break;
784 end;
786 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
787 if not ok then
788 begin
789 SetLength(gPlayers, Length(gPlayers)+1);
790 a := High(gPlayers);
791 end;
793 // Ñîçäàåì îáúåêò èãðîêà:
794 if Bot then
795 gPlayers[a] := TBot.Create()
796 else
797 gPlayers[a] := TPlayer.Create();
800 gPlayers[a].FActualModelName := ModelName;
801 gPlayers[a].SetModel(ModelName);
803 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
804 if gPlayers[a].FModel = nil then
805 begin
806 gPlayers[a].Free();
807 gPlayers[a] := nil;
808 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
809 Exit;
810 end;
812 if not (Team in [TEAM_RED, TEAM_BLUE]) then
813 if Random(2) = 0 then
814 Team := TEAM_RED
815 else
816 Team := TEAM_BLUE;
817 gPlayers[a].FPreferredTeam := Team;
819 case gGameSettings.GameMode of
820 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
821 GM_TDM,
822 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
823 GM_SINGLE,
824 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
825 end;
827 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
828 gPlayers[a].FColor := Color;
829 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
830 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
831 else
832 gPlayers[a].FModel.Color := Color;
834 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
835 gPlayers[a].FAlive := False;
837 Result := gPlayers[a].FUID;
838 end;
840 function g_Player_CreateFromState (st: TStream): Word;
841 var
842 a, i: Integer;
843 ok, Bot: Boolean;
844 b: Byte;
845 begin
846 result := 0;
847 if (st = nil) then exit; //???
849 // Ñèãíàòóðà èãðîêà
850 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
851 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
853 // Áîò èëè ÷åëîâåê:
854 Bot := utils.readBool(st);
856 ok := false;
857 a := 0;
859 // Åñòü ëè ìåñòî â gPlayers:
860 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
862 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
863 if not ok then
864 begin
865 SetLength(gPlayers, Length(gPlayers)+1);
866 a := High(gPlayers);
867 end;
869 // Ñîçäàåì îáúåêò èãðîêà
870 if Bot then
871 gPlayers[a] := TBot.Create()
872 else
873 gPlayers[a] := TPlayer.Create();
874 gPlayers[a].FIamBot := Bot;
875 gPlayers[a].FPhysics := True;
877 // UID èãðîêà
878 gPlayers[a].FUID := utils.readWord(st);
879 // Èìÿ èãðîêà
880 gPlayers[a].FName := utils.readStr(st);
881 // Êîìàíäà
882 gPlayers[a].FTeam := utils.readByte(st);
883 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
884 // Æèâ ëè
885 gPlayers[a].FAlive := utils.readBool(st);
886 // Èçðàñõîäîâàë ëè âñå æèçíè
887 gPlayers[a].FNoRespawn := utils.readBool(st);
888 // Íàïðàâëåíèå
889 b := utils.readByte(st);
890 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
891 // Çäîðîâüå
892 gPlayers[a].FHealth := utils.readLongInt(st);
893 // Æèçíè
894 gPlayers[a].FLives := utils.readByte(st);
895 // Áðîíÿ
896 gPlayers[a].FArmor := utils.readLongInt(st);
897 // Çàïàñ âîçäóõà
898 gPlayers[a].FAir := utils.readLongInt(st);
899 // Çàïàñ ãîðþ÷åãî
900 gPlayers[a].FJetFuel := utils.readLongInt(st);
901 // Áîëü
902 gPlayers[a].FPain := utils.readLongInt(st);
903 // Óáèë
904 gPlayers[a].FKills := utils.readLongInt(st);
905 // Óáèë ìîíñòðîâ
906 gPlayers[a].FMonsterKills := utils.readLongInt(st);
907 // Ôðàãîâ
908 gPlayers[a].FFrags := utils.readLongInt(st);
909 // Ôðàãîâ ïîäðÿä
910 gPlayers[a].FFragCombo := utils.readByte(st);
911 // Âðåìÿ ïîñëåäíåãî ôðàãà
912 gPlayers[a].FLastFrag := utils.readLongWord(st);
913 // Ñìåðòåé
914 gPlayers[a].FDeath := utils.readLongInt(st);
915 // Êàêîé ôëàã íåñåò
916 gPlayers[a].FFlag := utils.readByte(st);
917 // Íàøåë ñåêðåòîâ
918 gPlayers[a].FSecrets := utils.readLongInt(st);
919 // Òåêóùåå îðóæèå
920 gPlayers[a].FCurrWeap := utils.readByte(st);
921 //gPlayers[a].FNetForceWeap := gPlayers[a].FCurrWeap;
922 // Ñëåäóþùåå æåëàåìîå îðóæèå
923 gPlayers[a].FNextWeap := utils.readWord(st);
924 // ...è ïàóçà
925 gPlayers[a].FNextWeapDelay := utils.readByte(st);
926 // Âðåìÿ çàðÿäêè BFG
927 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
928 // Áóôåð óðîíà
929 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
930 // Ïîñëåäíèé óäàðèâøèé
931 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
932 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
933 gPlayers[a].FLastHit := utils.readByte(st);
934 // Îáúåêò èãðîêà:
935 Obj_LoadState(@gPlayers[a].FObj, st);
936 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
937 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
938 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
939 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
940 // Íàëè÷èå îðóæèÿ
941 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
942 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
943 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
944 // Íàëè÷èå ðþêçàêà
945 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
946 // Íàëè÷èå êðàñíîãî êëþ÷à
947 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
948 // Íàëè÷èå çåëåíîãî êëþ÷à
949 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
950 // Íàëè÷èå ñèíåãî êëþ÷à
951 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
952 // Íàëè÷èå áåðñåðêà
953 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
954 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
955 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
956 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
957 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
959 // Íàçâàíèå ìîäåëè:
960 gPlayers[a].FActualModelName := utils.readStr(st);
961 // Öâåò ìîäåëè
962 gPlayers[a].FColor.R := utils.readByte(st);
963 gPlayers[a].FColor.G := utils.readByte(st);
964 gPlayers[a].FColor.B := utils.readByte(st);
965 // Îáíîâëÿåì ìîäåëü èãðîêà
966 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
968 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
969 if (gPlayers[a].FModel = nil) then
970 begin
971 gPlayers[a].Free();
972 gPlayers[a] := nil;
973 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
974 exit;
975 end;
977 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
978 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
979 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
980 else
981 gPlayers[a].FModel.Color := gPlayers[a].FColor;
983 result := gPlayers[a].FUID;
984 end;
987 procedure g_Player_ResetTeams();
988 var
989 a: Integer;
990 begin
991 if g_Game_IsClient then
992 Exit;
993 if gPlayers = nil then
994 Exit;
995 for a := Low(gPlayers) to High(gPlayers) do
996 if gPlayers[a] <> nil then
997 case gGameSettings.GameMode of
998 GM_DM:
999 gPlayers[a].ChangeTeam(TEAM_NONE);
1000 GM_TDM, GM_CTF:
1001 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1002 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1003 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1004 else
1005 if a mod 2 = 0 then
1006 gPlayers[a].ChangeTeam(TEAM_RED)
1007 else
1008 gPlayers[a].ChangeTeam(TEAM_BLUE);
1009 GM_SINGLE,
1010 GM_COOP:
1011 gPlayers[a].ChangeTeam(TEAM_COOP);
1012 end;
1013 end;
1015 procedure g_Bot_Add(Team, Difficult: Byte);
1016 var
1017 m: SSArray;
1018 _name, _model: String;
1019 a, tr, tb: Integer;
1020 begin
1021 if not g_Game_IsServer then Exit;
1023 // Ñïèñîê íàçâàíèé ìîäåëåé:
1024 m := g_PlayerModel_GetNames();
1025 if m = nil then
1026 Exit;
1028 // Êîìàíäà:
1029 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1030 Team := TEAM_COOP // COOP
1031 else
1032 if gGameSettings.GameMode = GM_DM then
1033 Team := TEAM_NONE // DM
1034 else
1035 if Team = TEAM_NONE then // CTF / TDM
1036 begin
1037 // Àâòîáàëàíñ êîìàíä:
1038 tr := 0;
1039 tb := 0;
1041 for a := 0 to High(gPlayers) do
1042 if gPlayers[a] <> nil then
1043 begin
1044 if gPlayers[a].Team = TEAM_RED then
1045 Inc(tr)
1046 else
1047 if gPlayers[a].Team = TEAM_BLUE then
1048 Inc(tb);
1049 end;
1051 if tr > tb then
1052 Team := TEAM_BLUE
1053 else
1054 if tb > tr then
1055 Team := TEAM_RED
1056 else // tr = tb
1057 if Random(2) = 0 then
1058 Team := TEAM_RED
1059 else
1060 Team := TEAM_BLUE;
1061 end;
1063 // Âûáèðàåì áîòó èìÿ:
1064 _name := '';
1065 if BotNames <> nil then
1066 for a := 0 to High(BotNames) do
1067 if g_Player_ValidName(BotNames[a]) then
1068 begin
1069 _name := BotNames[a];
1070 Break;
1071 end;
1073 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1074 if _name = '' then
1075 repeat
1076 _name := Format('DFBOT%.2d', [Random(100)]);
1077 until g_Player_ValidName(_name);
1079 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1080 _model := m[Random(Length(m))];
1082 // Ñîçäàåì áîòà:
1083 with g_Player_Get(g_Player_Create(_model,
1084 _RGB(Min(Random(9)*32, 255),
1085 Min(Random(9)*32, 255),
1086 Min(Random(9)*32, 255)),
1087 Team, True)) as TBot do
1088 begin
1089 Name := _name;
1091 case Difficult of
1092 1: FDifficult := DIFFICULT_EASY;
1093 2: FDifficult := DIFFICULT_MEDIUM;
1094 else FDifficult := DIFFICULT_HARD;
1095 end;
1097 for a := WP_FIRST to WP_LAST do
1098 begin
1099 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1100 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1101 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1102 end;
1104 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1106 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1107 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1108 Spectate();
1109 end;
1110 end;
1112 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1113 var
1114 m: SSArray;
1115 _name, _model: String;
1116 a: Integer;
1117 begin
1118 if not g_Game_IsServer then Exit;
1120 // Ñïèñîê íàçâàíèé ìîäåëåé:
1121 m := g_PlayerModel_GetNames();
1122 if m = nil then
1123 Exit;
1125 // Êîìàíäà:
1126 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1127 Team := TEAM_COOP // COOP
1128 else
1129 if gGameSettings.GameMode = GM_DM then
1130 Team := TEAM_NONE // DM
1131 else
1132 if Team = TEAM_NONE then
1133 Team := BotList[num].team; // CTF / TDM
1135 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1136 lName := AnsiLowerCase(lName);
1137 if (num < 0) or (num > Length(BotList)-1) then
1138 num := -1;
1139 if (num = -1) and (lName <> '') and (BotList <> nil) then
1140 for a := 0 to High(BotList) do
1141 if AnsiLowerCase(BotList[a].name) = lName then
1142 begin
1143 num := a;
1144 Break;
1145 end;
1146 if num = -1 then
1147 Exit;
1149 // Èìÿ áîòà:
1150 _name := BotList[num].name;
1151 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1152 if not g_Player_ValidName(_name) then
1153 repeat
1154 _name := Format('DFBOT%.2d', [Random(100)]);
1155 until g_Player_ValidName(_name);
1157 // Ìîäåëü:
1158 _model := BotList[num].model;
1159 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1160 if not InSArray(_model, m) then
1161 _model := m[Random(Length(m))];
1163 // Ñîçäàåì áîòà:
1164 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1165 begin
1166 Name := _name;
1168 FDifficult.DiagFire := BotList[num].diag_fire;
1169 FDifficult.InvisFire := BotList[num].invis_fire;
1170 FDifficult.DiagPrecision := BotList[num].diag_precision;
1171 FDifficult.FlyPrecision := BotList[num].fly_precision;
1172 FDifficult.Cover := BotList[num].cover;
1173 FDifficult.CloseJump := BotList[num].close_jump;
1175 for a := WP_FIRST to WP_LAST do
1176 begin
1177 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1178 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1179 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1180 end;
1182 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1184 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1185 end;
1186 end;
1188 procedure g_Bot_RemoveAll();
1189 var
1190 a: Integer;
1191 begin
1192 if not g_Game_IsServer then Exit;
1193 if gPlayers = nil then Exit;
1195 for a := 0 to High(gPlayers) do
1196 if gPlayers[a] <> nil then
1197 if gPlayers[a] is TBot then
1198 begin
1199 gPlayers[a].Lives := 0;
1200 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1201 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1202 g_Player_Remove(gPlayers[a].FUID);
1203 end;
1205 g_Bot_MixNames();
1206 end;
1208 procedure g_Bot_MixNames();
1209 var
1210 s: String;
1211 a, b: Integer;
1212 begin
1213 if BotNames <> nil then
1214 for a := 0 to High(BotNames) do
1215 begin
1216 b := Random(Length(BotNames));
1217 s := BotNames[a];
1218 Botnames[a] := BotNames[b];
1219 BotNames[b] := s;
1220 end;
1221 end;
1223 procedure g_Player_Remove(UID: Word);
1224 var
1225 i: Integer;
1226 begin
1227 if gPlayers = nil then Exit;
1229 if g_Game_IsServer and g_Game_IsNet then
1230 MH_SEND_PlayerDelete(UID);
1232 for i := 0 to High(gPlayers) do
1233 if gPlayers[i] <> nil then
1234 if gPlayers[i].FUID = UID then
1235 begin
1236 if gPlayers[i] is TPlayer then
1237 TPlayer(gPlayers[i]).Free()
1238 else
1239 TBot(gPlayers[i]).Free();
1240 gPlayers[i] := nil;
1241 Exit;
1242 end;
1243 end;
1245 procedure g_Player_Init();
1246 var
1247 F: TextFile;
1248 s: String;
1249 a, b: Integer;
1250 config: TConfig;
1251 sa: SSArray;
1252 begin
1253 BotNames := nil;
1255 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1256 Exit;
1258 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1259 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1260 Reset(F);
1262 while not EOF(F) do
1263 begin
1264 ReadLn(F, s);
1266 s := Trim(s);
1267 if s = '' then
1268 Continue;
1270 SetLength(BotNames, Length(BotNames)+1);
1271 BotNames[High(BotNames)] := s;
1272 end;
1274 CloseFile(F);
1276 // Ïåðåìåøèâàåì èõ:
1277 g_Bot_MixNames();
1279 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1280 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1281 BotList := nil;
1282 a := 0;
1284 while config.SectionExists(IntToStr(a)) do
1285 begin
1286 SetLength(BotList, Length(BotList)+1);
1288 with BotList[High(BotList)] do
1289 begin
1290 // Èìÿ áîòà:
1291 name := config.ReadStr(IntToStr(a), 'name', '');
1292 // Ìîäåëü:
1293 model := config.ReadStr(IntToStr(a), 'model', '');
1294 // Êîìàíäà:
1295 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1296 team := TEAM_RED
1297 else
1298 team := TEAM_BLUE;
1299 // Öâåò ìîäåëè:
1300 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1301 color.R := StrToIntDef(sa[0], 0);
1302 color.G := StrToIntDef(sa[1], 0);
1303 color.B := StrToIntDef(sa[2], 0);
1304 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1305 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1306 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1307 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1308 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1309 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1310 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1311 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1312 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1313 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1314 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1315 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1316 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1317 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1318 if Length(sa) = 10 then
1319 for b := 0 to 9 do
1320 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1321 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1322 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1323 if Length(sa) = 10 then
1324 for b := 0 to 9 do
1325 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1327 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1328 if Length(sa) = 10 then
1329 for b := 0 to 9 do
1330 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1331 end;
1333 a := a + 1;
1334 end;
1336 config.Free();
1337 end;
1339 procedure g_Player_Free();
1340 var
1341 i: Integer;
1342 begin
1343 if gPlayers <> nil then
1344 begin
1345 for i := 0 to High(gPlayers) do
1346 if gPlayers[i] <> nil then
1347 begin
1348 if gPlayers[i] is TPlayer then
1349 TPlayer(gPlayers[i]).Free()
1350 else
1351 TBot(gPlayers[i]).Free();
1352 gPlayers[i] := nil;
1353 end;
1355 gPlayers := nil;
1356 end;
1358 gPlayer1 := nil;
1359 gPlayer2 := nil;
1360 end;
1362 procedure g_Player_UpdateAll();
1363 var
1364 i: Integer;
1365 begin
1366 if gPlayers = nil then Exit;
1368 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1369 for i := 0 to High(gPlayers) do
1370 begin
1371 if gPlayers[i] <> nil then
1372 begin
1373 if gPlayers[i] is TPlayer then
1374 begin
1375 gPlayers[i].Update();
1376 //if g_Game_IsClient or not g_Game_IsNet then
1377 begin
1378 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1379 end;
1380 end
1381 else
1382 begin
1383 // bot updates weapons in `UpdateCombat()`
1384 TBot(gPlayers[i]).Update();
1385 end;
1386 end;
1387 end;
1388 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1389 end;
1391 procedure g_Player_DrawAll();
1392 var
1393 i: Integer;
1394 begin
1395 if gPlayers = nil then Exit;
1397 for i := 0 to High(gPlayers) do
1398 if gPlayers[i] <> nil then
1399 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1400 else TBot(gPlayers[i]).Draw();
1401 end;
1403 procedure g_Player_DrawDebug(p: TPlayer);
1404 var
1405 fW, fH: Byte;
1406 begin
1407 if p = nil then Exit;
1408 if (@p.FObj) = nil then Exit;
1410 e_TextureFontGetSize(gStdFont, fW, fH);
1412 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1413 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1414 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1415 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1416 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1417 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1418 end;
1420 procedure g_Player_DrawHealth();
1421 var
1422 i: Integer;
1423 fW, fH: Byte;
1424 begin
1425 if gPlayers = nil then Exit;
1426 e_TextureFontGetSize(gStdFont, fW, fH);
1428 for i := 0 to High(gPlayers) do
1429 if gPlayers[i] <> nil then
1430 begin
1431 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1432 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1433 IntToStr(gPlayers[i].FHealth), gStdFont);
1434 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1435 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1436 IntToStr(gPlayers[i].FArmor), gStdFont);
1437 end;
1438 end;
1440 function g_Player_Get(UID: Word): TPlayer;
1441 var
1442 a: Integer;
1443 begin
1444 Result := nil;
1446 if gPlayers = nil then
1447 Exit;
1449 for a := 0 to High(gPlayers) do
1450 if gPlayers[a] <> nil then
1451 if gPlayers[a].FUID = UID then
1452 begin
1453 Result := gPlayers[a];
1454 Exit;
1455 end;
1456 end;
1458 function g_Player_GetCount(): Byte;
1459 var
1460 a: Integer;
1461 begin
1462 Result := 0;
1464 if gPlayers = nil then
1465 Exit;
1467 for a := 0 to High(gPlayers) do
1468 if gPlayers[a] <> nil then
1469 Result := Result + 1;
1470 end;
1472 function g_Player_GetStats(): TPlayerStatArray;
1473 var
1474 a: Integer;
1475 begin
1476 Result := nil;
1478 if gPlayers = nil then Exit;
1480 for a := 0 to High(gPlayers) do
1481 if gPlayers[a] <> nil then
1482 begin
1483 SetLength(Result, Length(Result)+1);
1484 with Result[High(Result)] do
1485 begin
1486 Ping := gPlayers[a].FPing;
1487 Loss := gPlayers[a].FLoss;
1488 Name := gPlayers[a].FName;
1489 Team := gPlayers[a].FTeam;
1490 Frags := gPlayers[a].FFrags;
1491 Deaths := gPlayers[a].FDeath;
1492 Kills := gPlayers[a].FKills;
1493 Color := gPlayers[a].FModel.Color;
1494 Lives := gPlayers[a].FLives;
1495 Spectator := gPlayers[a].FSpectator;
1496 end;
1497 end;
1498 end;
1500 procedure g_Player_RememberAll;
1501 var
1502 i: Integer;
1503 begin
1504 for i := Low(gPlayers) to High(gPlayers) do
1505 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1506 gPlayers[i].RememberState;
1507 end;
1509 procedure g_Player_ResetAll(Force, Silent: Boolean);
1510 var
1511 i: Integer;
1512 begin
1513 gTeamStat[TEAM_RED].Goals := 0;
1514 gTeamStat[TEAM_BLUE].Goals := 0;
1516 if gPlayers <> nil then
1517 for i := 0 to High(gPlayers) do
1518 if gPlayers[i] <> nil then
1519 begin
1520 gPlayers[i].Reset(Force);
1522 if gPlayers[i] is TPlayer then
1523 begin
1524 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1525 gPlayers[i].Respawn(Silent)
1526 else
1527 gPlayers[i].Spectate();
1528 end
1529 else
1530 TBot(gPlayers[i]).Respawn(Silent);
1531 end;
1532 end;
1534 procedure g_Player_CreateCorpse(Player: TPlayer);
1535 var
1536 i: Integer;
1537 find_id: DWORD;
1538 ok: Boolean;
1539 begin
1540 if Player.alive then
1541 Exit;
1543 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1544 if gCorpses <> nil then
1545 for i := 0 to High(gCorpses) do
1546 if gCorpses[i] <> nil then
1547 if gCorpses[i].FPlayerUID = Player.FUID then
1548 gCorpses[i].FPlayerUID := 0;
1550 if Player.FObj.Y >= gMapInfo.Height+128 then
1551 Exit;
1553 with Player do
1554 begin
1555 if (FHealth >= -50) or (gGibsCount = 0) then
1556 begin
1557 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1558 Exit;
1560 ok := False;
1561 for find_id := 0 to High(gCorpses) do
1562 if gCorpses[find_id] = nil then
1563 begin
1564 ok := True;
1565 Break;
1566 end;
1568 if not ok then
1569 find_id := Random(Length(gCorpses));
1571 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1572 gCorpses[find_id].FColor := FModel.Color;
1573 gCorpses[find_id].FObj.Vel := FObj.Vel;
1574 gCorpses[find_id].FObj.Accel := FObj.Accel;
1575 gCorpses[find_id].FPlayerUID := FUID;
1576 end
1577 else
1578 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1579 FObj.Y + PLAYER_RECT_CY,
1580 FModel.Name, FModel.Color);
1581 end;
1582 end;
1584 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1585 var
1586 SID: DWORD;
1587 begin
1588 if (gShells = nil) or (Length(gShells) = 0) then
1589 Exit;
1591 with gShells[CurrentShell] do
1592 begin
1593 SpriteID := 0;
1594 g_Obj_Init(@Obj);
1595 Obj.Rect.X := 0;
1596 Obj.Rect.Y := 0;
1597 if T = SHELL_BULLET then
1598 begin
1599 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1600 SpriteID := SID;
1601 CX := 2;
1602 CY := 1;
1603 Obj.Rect.Width := 4;
1604 Obj.Rect.Height := 2;
1605 end
1606 else
1607 begin
1608 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1609 SpriteID := SID;
1610 CX := 4;
1611 CY := 2;
1612 Obj.Rect.Width := 7;
1613 Obj.Rect.Height := 3;
1614 end;
1615 SType := T;
1616 alive := True;
1617 Obj.X := fX;
1618 Obj.Y := fY;
1619 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1620 positionChanged(); // this updates spatial accelerators
1621 RAngle := Random(360);
1622 Timeout := gTime + SHELL_TIMEOUT;
1624 if CurrentShell >= High(gShells) then
1625 CurrentShell := 0
1626 else
1627 Inc(CurrentShell);
1628 end;
1629 end;
1631 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1632 var
1633 a: Integer;
1634 GibsArray: TGibsArray;
1635 Blood: TModelBlood;
1636 begin
1637 if (gGibs = nil) or (Length(gGibs) = 0) then
1638 Exit;
1639 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1640 Exit;
1641 Blood := g_PlayerModel_GetBlood(ModelName);
1643 for a := 0 to High(GibsArray) do
1644 with gGibs[CurrentGib] do
1645 begin
1646 Color := fColor;
1647 ID := GibsArray[a].ID;
1648 MaskID := GibsArray[a].MaskID;
1649 alive := True;
1650 g_Obj_Init(@Obj);
1651 Obj.Rect := GibsArray[a].Rect;
1652 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1653 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1654 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1655 positionChanged(); // this updates spatial accelerators
1656 RAngle := Random(360);
1658 if gBloodCount > 0 then
1659 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1660 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1662 if CurrentGib >= High(gGibs) then
1663 CurrentGib := 0
1664 else
1665 Inc(CurrentGib);
1666 end;
1667 end;
1669 procedure g_Player_UpdatePhysicalObjects();
1670 var
1671 i: Integer;
1672 vel: TPoint2i;
1673 mr: Word;
1675 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1676 var
1677 k: Integer;
1678 begin
1679 k := 1 + Random(2);
1680 if T = SHELL_BULLET then
1681 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1682 else
1683 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1684 end;
1686 begin
1687 // Êóñêè ìÿñà:
1688 if gGibs <> nil then
1689 for i := 0 to High(gGibs) do
1690 if gGibs[i].alive then
1691 with gGibs[i] do
1692 begin
1693 vel := Obj.Vel;
1694 mr := g_Obj_Move(@Obj, True, False, True);
1695 positionChanged(); // this updates spatial accelerators
1697 if WordBool(mr and MOVE_FALLOUT) then
1698 begin
1699 alive := False;
1700 Continue;
1701 end;
1703 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1704 if WordBool(mr and MOVE_HITWALL) then
1705 Obj.Vel.X := -(vel.X div 2);
1706 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1707 Obj.Vel.Y := -(vel.Y div 2);
1709 if (Obj.Vel.X >= 0) then
1710 begin // Clockwise
1711 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1712 if RAngle >= 360 then
1713 RAngle := RAngle mod 360;
1714 end else begin // Counter-clockwise
1715 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1716 if RAngle < 0 then
1717 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1718 end;
1720 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1721 if gTime mod (GAME_TICK*3) = 0 then
1722 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1723 end;
1725 // Òðóïû:
1726 if gCorpses <> nil then
1727 for i := 0 to High(gCorpses) do
1728 if gCorpses[i] <> nil then
1729 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1730 begin
1731 gCorpses[i].Free();
1732 gCorpses[i] := nil;
1733 end
1734 else
1735 gCorpses[i].Update();
1737 // Ãèëüçû:
1738 if gShells <> nil then
1739 for i := 0 to High(gShells) do
1740 if gShells[i].alive then
1741 with gShells[i] do
1742 begin
1743 vel := Obj.Vel;
1744 mr := g_Obj_Move(@Obj, True, False, True);
1745 positionChanged(); // this updates spatial accelerators
1747 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1748 begin
1749 alive := False;
1750 Continue;
1751 end;
1753 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1754 if WordBool(mr and MOVE_HITWALL) then
1755 begin
1756 Obj.Vel.X := -(vel.X div 2);
1757 if not WordBool(mr and MOVE_INWATER) then
1758 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1759 end;
1760 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1761 begin
1762 Obj.Vel.Y := -(vel.Y div 2);
1763 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1764 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1765 begin
1766 if RAngle mod 90 <> 0 then
1767 RAngle := (RAngle div 90) * 90;
1768 end
1769 else if not WordBool(mr and MOVE_INWATER) then
1770 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1771 end;
1773 if (Obj.Vel.X >= 0) then
1774 begin // Clockwise
1775 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1776 if RAngle >= 360 then
1777 RAngle := RAngle mod 360;
1778 end else begin // Counter-clockwise
1779 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1780 if RAngle < 0 then
1781 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1782 end;
1783 end;
1784 end;
1787 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1788 begin
1789 x := Obj.X+Obj.Rect.X;
1790 y := Obj.Y+Obj.Rect.Y;
1791 w := Obj.Rect.Width;
1792 h := Obj.Rect.Height;
1793 end;
1795 procedure TGib.moveBy (dx, dy: Integer); inline;
1796 begin
1797 if (dx <> 0) or (dy <> 0) then
1798 begin
1799 Obj.X += dx;
1800 Obj.Y += dy;
1801 positionChanged();
1802 end;
1803 end;
1806 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1807 begin
1808 x := Obj.X;
1809 y := Obj.Y;
1810 w := Obj.Rect.Width;
1811 h := Obj.Rect.Height;
1812 end;
1814 procedure TShell.moveBy (dx, dy: Integer); inline;
1815 begin
1816 if (dx <> 0) or (dy <> 0) then
1817 begin
1818 Obj.X += dx;
1819 Obj.Y += dy;
1820 positionChanged();
1821 end;
1822 end;
1825 procedure TGib.positionChanged (); inline; begin end;
1826 procedure TShell.positionChanged (); inline; begin end;
1829 procedure g_Player_DrawCorpses();
1830 var
1831 i: Integer;
1832 a: TDFPoint;
1833 begin
1834 if gGibs <> nil then
1835 for i := 0 to High(gGibs) do
1836 if gGibs[i].alive then
1837 with gGibs[i] do
1838 begin
1839 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1840 Continue;
1842 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1843 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1845 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1847 e_Colors := Color;
1848 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1849 e_Colors.R := 255;
1850 e_Colors.G := 255;
1851 e_Colors.B := 255;
1852 end;
1854 if gCorpses <> nil then
1855 for i := 0 to High(gCorpses) do
1856 if gCorpses[i] <> nil then
1857 gCorpses[i].Draw();
1858 end;
1860 procedure g_Player_DrawShells();
1861 var
1862 i: Integer;
1863 a: TDFPoint;
1864 begin
1865 if gShells <> nil then
1866 for i := 0 to High(gShells) do
1867 if gShells[i].alive then
1868 with gShells[i] do
1869 begin
1870 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1871 Continue;
1873 a.X := CX;
1874 a.Y := CY;
1876 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1877 end;
1878 end;
1880 procedure g_Player_RemoveAllCorpses();
1881 var
1882 i: Integer;
1883 begin
1884 gGibs := nil;
1885 gShells := nil;
1886 SetLength(gGibs, MaxGibs);
1887 SetLength(gShells, MaxGibs);
1888 CurrentGib := 0;
1889 CurrentShell := 0;
1891 if gCorpses <> nil then
1892 for i := 0 to High(gCorpses) do
1893 gCorpses[i].Free();
1895 gCorpses := nil;
1896 SetLength(gCorpses, MaxCorpses);
1897 end;
1899 procedure g_Player_Corpses_SaveState (st: TStream);
1900 var
1901 count, i: Integer;
1902 begin
1903 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1904 count := 0;
1905 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1907 // Êîëè÷åñòâî òðóïîâ
1908 utils.writeInt(st, LongInt(count));
1910 if (count = 0) then exit;
1912 // Ñîõðàíÿåì òðóïû
1913 for i := 0 to High(gCorpses) do
1914 begin
1915 if gCorpses[i] <> nil then
1916 begin
1917 // Íàçâàíèå ìîäåëè
1918 utils.writeStr(st, gCorpses[i].FModelName);
1919 // Òèï ñìåðòè
1920 utils.writeBool(st, gCorpses[i].Mess);
1921 // Ñîõðàíÿåì äàííûå òðóïà:
1922 gCorpses[i].SaveState(st);
1923 end;
1924 end;
1925 end;
1928 procedure g_Player_Corpses_LoadState (st: TStream);
1929 var
1930 count, i: Integer;
1931 str: String;
1932 b: Boolean;
1933 begin
1934 assert(st <> nil);
1936 g_Player_RemoveAllCorpses();
1938 // Êîëè÷åñòâî òðóïîâ:
1939 count := utils.readLongInt(st);
1940 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1942 if (count = 0) then exit;
1944 // Çàãðóæàåì òðóïû
1945 for i := 0 to count-1 do
1946 begin
1947 // Íàçâàíèå ìîäåëè:
1948 str := utils.readStr(st);
1949 // Òèï ñìåðòè
1950 b := utils.readBool(st);
1951 // Ñîçäàåì òðóï
1952 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1953 // Çàãðóæàåì äàííûå òðóïà
1954 gCorpses[i].LoadState(st);
1955 end;
1956 end;
1959 { T P l a y e r : }
1961 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1963 procedure TPlayer.BFGHit();
1964 begin
1965 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1966 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1967 if g_Game_IsServer and g_Game_IsNet then
1968 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1969 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1970 0, NET_GFX_BFGHIT);
1971 end;
1973 procedure TPlayer.ChangeModel(ModelName: string);
1974 var
1975 locModel: TPlayerModel;
1976 begin
1977 locModel := g_PlayerModel_Get(ModelName);
1978 if locModel = nil then Exit;
1980 FModel.Free();
1981 FModel := locModel;
1982 end;
1984 procedure TPlayer.SetModel(ModelName: string);
1985 var
1986 m: TPlayerModel;
1987 begin
1988 m := g_PlayerModel_Get(ModelName);
1989 if m = nil then
1990 begin
1991 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1992 m := g_PlayerModel_Get('doomer');
1993 if m = nil then
1994 begin
1995 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1996 Exit;
1997 end;
1998 end;
2000 if FModel <> nil then
2001 FModel.Free();
2003 FModel := m;
2005 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2006 FModel.Color := FColor
2007 else
2008 FModel.Color := TEAMCOLOR[FTeam];
2009 FModel.SetWeapon(FCurrWeap);
2010 FModel.SetFlag(FFlag);
2011 SetDirection(FDirection);
2012 end;
2014 procedure TPlayer.SetColor(Color: TRGB);
2015 begin
2016 FColor := Color;
2017 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2018 if FModel <> nil then FModel.Color := Color;
2019 end;
2021 procedure TPlayer.SwitchTeam;
2022 begin
2023 if g_Game_IsClient then
2024 Exit;
2025 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2027 if gGameOn and FAlive then
2028 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2030 if FTeam = TEAM_RED then
2031 begin
2032 ChangeTeam(TEAM_BLUE);
2033 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2034 if g_Game_IsNet then
2035 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2036 end
2037 else
2038 begin
2039 ChangeTeam(TEAM_RED);
2040 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2041 if g_Game_IsNet then
2042 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2043 end;
2044 FPreferredTeam := FTeam;
2045 end;
2047 procedure TPlayer.ChangeTeam(Team: Byte);
2048 var
2049 OldTeam: Byte;
2050 begin
2051 OldTeam := FTeam;
2052 FTeam := Team;
2053 case Team of
2054 TEAM_RED, TEAM_BLUE:
2055 FModel.Color := TEAMCOLOR[Team];
2056 else
2057 FModel.Color := FColor;
2058 end;
2059 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2060 MH_SEND_PlayerStats(FUID);
2061 end;
2064 procedure TPlayer.CollideItem();
2065 var
2066 i: Integer;
2067 r: Boolean;
2068 begin
2069 if gItems = nil then Exit;
2070 if not FAlive then Exit;
2072 for i := 0 to High(gItems) do
2073 with gItems[i] do
2074 begin
2075 if (ItemType <> ITEM_NONE) and alive then
2076 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2077 PLAYER_RECT.Height, @Obj) then
2078 begin
2079 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2081 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2082 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2083 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2084 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2085 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2087 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2088 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2089 (gGameSettings.GameType = GT_SINGLE) and
2090 (g_Player_GetCount() > 1)) then
2091 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2092 end;
2093 end;
2094 end;
2097 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2098 begin
2099 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2100 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2101 False);
2102 end;
2104 constructor TPlayer.Create();
2105 begin
2106 viewPortX := 0;
2107 viewPortY := 0;
2108 viewPortW := 0;
2109 viewPortH := 0;
2110 mEDamageType := HIT_SOME;
2112 FIamBot := False;
2113 FDummy := False;
2114 FSpawned := False;
2116 FSawSound := TPlayableSound.Create();
2117 FSawSoundIdle := TPlayableSound.Create();
2118 FSawSoundHit := TPlayableSound.Create();
2119 FSawSoundSelect := TPlayableSound.Create();
2120 FJetSoundFly := TPlayableSound.Create();
2121 FJetSoundOn := TPlayableSound.Create();
2122 FJetSoundOff := TPlayableSound.Create();
2124 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2125 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2126 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2127 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2128 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2129 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2130 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2132 FSpectatePlayer := -1;
2133 FClientID := -1;
2134 FPing := 0;
2135 FLoss := 0;
2136 FSavedState.WaitRecall := False;
2137 FShellTimer := -1;
2138 FFireTime := 0;
2139 FFirePainTime := 0;
2140 FFireAttacker := 0;
2142 FActualModelName := 'doomer';
2144 g_Obj_Init(@FObj);
2145 FObj.Rect := PLAYER_RECT;
2147 FBFGFireCounter := -1;
2148 FJustTeleported := False;
2149 FNetTime := 0;
2151 //FNetForceWeap := FCurrWeap;
2152 FNetForceWeapFIdx := 0;
2153 //FCurrFrameIdx := 0;
2155 resetWeaponQueue();
2156 releaseAllWeaponSwitchKeys();
2157 end;
2160 procedure TPlayer.releaseAllWeaponSwitchKeys ();
2161 var
2162 f: Integer;
2163 begin
2164 for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
2165 end;
2167 procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
2168 begin
2169 Inc(index, 2); // -2: prev; -1: next
2170 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
2171 weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
2172 if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
2173 end;
2175 function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
2176 begin
2177 Inc(index, 2); // -2: prev; -1: next
2178 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
2179 begin
2180 result := true;
2181 end
2182 else
2183 begin
2184 result := (weaponSwitchKeyReleased[index] and $01) <> 0;
2185 end;
2186 end;
2188 procedure TPlayer.weaponSwitchKeysShiftNewStates ();
2189 var
2190 f: Integer;
2191 begin
2192 // copy bit 1 to bit 0
2193 for f := 0 to High(weaponSwitchKeyReleased) do
2194 begin
2195 weaponSwitchKeyReleased[f] :=
2196 (weaponSwitchKeyReleased[f] and $02) or
2197 ((weaponSwitchKeyReleased[f] shr 1) and $01);
2198 end;
2199 end;
2202 procedure TPlayer.positionChanged (); inline;
2203 begin
2204 end;
2206 procedure TPlayer.doDamage (v: Integer);
2207 begin
2208 if (v <= 0) then exit;
2209 if (v > 32767) then v := 32767;
2210 Damage(v, 0, 0, 0, mEDamageType);
2211 end;
2213 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2214 var
2215 c: Word;
2216 begin
2217 if (not g_Game_IsClient) and (not FAlive) then
2218 Exit;
2220 FLastHit := t;
2222 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2223 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2224 begin
2225 if not g_Game_IsClient then
2226 begin
2227 FArmor := 0;
2228 if t = HIT_TRAP then
2229 begin
2230 // Ëîâóøêà óáèâàåò ñðàçó:
2231 FHealth := -100;
2232 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2233 end;
2234 if t = HIT_SELF then
2235 begin
2236 // Ñàìîóáèéñòâî:
2237 FHealth := 0;
2238 Kill(K_SIMPLEKILL, SpawnerUID, t);
2239 end;
2240 end;
2241 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2242 FMegaRulez[MR_SUIT] := 0;
2243 FMegaRulez[MR_INVUL] := 0;
2244 FMegaRulez[MR_INVIS] := 0;
2245 FBerserk := 0;
2246 end;
2248 // Íî îò îñòàëüíîãî ñïàñàåò:
2249 if FMegaRulez[MR_INVUL] >= gTime then
2250 Exit;
2252 // ×èò-êîä "ÃÎÐÅÖ":
2253 if FGodMode then
2254 Exit;
2256 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2257 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2258 (SpawnerUID = FUID) or
2259 (not SameTeam(FUID, SpawnerUID)) then
2260 begin
2261 FLastSpawnerUID := SpawnerUID;
2263 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2264 if gBloodCount > 0 then
2265 begin
2266 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2267 if value div 4 <= c then
2268 c := c - (value div 4)
2269 else
2270 c := 0;
2272 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2273 MakeBloodSimple(c)
2274 else
2275 case t of
2276 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2277 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2278 end;
2280 if t = HIT_WATER then
2281 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2282 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2283 end;
2285 // Áóôåð óðîíà:
2286 if FAlive then
2287 Inc(FDamageBuffer, value);
2289 // Âñïûøêà áîëè:
2290 if gFlash <> 0 then
2291 FPain := FPain + value;
2292 end;
2294 if g_Game_IsServer and g_Game_IsNet then
2295 begin
2296 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2297 MH_SEND_PlayerStats(FUID);
2298 MH_SEND_PlayerPos(False, FUID);
2299 end;
2300 end;
2302 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2303 begin
2304 Result := False;
2305 if g_Game_IsClient then
2306 Exit;
2307 if not FAlive then
2308 Exit;
2310 if Soft and (FHealth < PLAYER_HP_SOFT) then
2311 begin
2312 IncMax(FHealth, value, PLAYER_HP_SOFT);
2313 Result := True;
2314 end;
2315 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2316 begin
2317 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2318 Result := True;
2319 end;
2321 if Result and g_Game_IsServer and g_Game_IsNet then
2322 MH_SEND_PlayerStats(FUID);
2323 end;
2325 destructor TPlayer.Destroy();
2326 begin
2327 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2328 gPlayer1 := nil;
2329 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2330 gPlayer2 := nil;
2332 FSawSound.Free();
2333 FSawSoundIdle.Free();
2334 FSawSoundHit.Free();
2335 FJetSoundFly.Free();
2336 FJetSoundOn.Free();
2337 FJetSoundOff.Free();
2338 FModel.Free();
2339 if FPunchAnim <> nil then
2340 FPunchAnim.Free();
2342 inherited;
2343 end;
2345 procedure TPlayer.DrawIndicator();
2346 var
2347 indX, indY: Integer;
2348 indW, indH: Word;
2349 ID: DWORD;
2350 begin
2351 if FAlive then
2352 begin
2353 indX := FObj.X+FObj.Rect.X;
2354 indY := FObj.Y - 12;
2355 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2356 begin
2357 e_GetTextureSize(ID, @indW, @indH);
2358 e_Draw(ID, indX + indW div 2, indY, 0, True, False);
2359 end;
2360 end;
2361 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2362 end;
2364 procedure TPlayer.DrawBubble();
2365 var
2366 bubX, bubY: Integer;
2367 ID: LongWord;
2368 Rb, Gb, Bb,
2369 Rw, Gw, Bw: SmallInt;
2370 Dot: Byte;
2371 begin
2372 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2373 bubY := FObj.Y+FObj.Rect.Y - 18;
2374 Rb := 64;
2375 Gb := 64;
2376 Bb := 64;
2377 Rw := 240;
2378 Gw := 240;
2379 Bw := 240;
2380 case gChatBubble of
2381 1: // simple textual non-bubble
2382 begin
2383 bubX := FObj.X+FObj.Rect.X - 11;
2384 bubY := FObj.Y+FObj.Rect.Y - 17;
2385 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2386 Exit;
2387 end;
2388 2: // advanced pixel-perfect bubble
2389 begin
2390 if FTeam = TEAM_RED then
2391 Rb := 255
2392 else
2393 if FTeam = TEAM_BLUE then
2394 Bb := 255;
2395 end;
2396 3: // colored bubble
2397 begin
2398 Rb := FModel.Color.R;
2399 Gb := FModel.Color.G;
2400 Bb := FModel.Color.B;
2401 Rw := Min(Rb * 2 + 64, 255);
2402 Gw := Min(Gb * 2 + 64, 255);
2403 Bw := Min(Bb * 2 + 64, 255);
2404 if (Abs(Rw - Rb) < 32)
2405 or (Abs(Gw - Gb) < 32)
2406 or (Abs(Bw - Bb) < 32) then
2407 begin
2408 Rb := Max(Rw div 2 - 16, 0);
2409 Gb := Max(Gw div 2 - 16, 0);
2410 Bb := Max(Bw div 2 - 16, 0);
2411 end;
2412 end;
2413 4: // custom textured bubble
2414 begin
2415 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2416 if FDirection = TDirection.D_RIGHT then
2417 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2418 else
2419 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2420 Exit;
2421 end;
2422 end;
2424 // Outer borders
2425 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2426 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2427 // Inner box
2428 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2430 // Tail
2431 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2432 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2433 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2434 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2435 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2436 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2438 // Dots
2439 Dot := 6;
2440 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2441 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2442 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2443 end;
2445 procedure TPlayer.Draw();
2446 var
2447 ID: DWORD;
2448 w, h: Word;
2449 dr: Boolean;
2450 Mirror: TMirrorType;
2451 begin
2452 if FAlive then
2453 begin
2454 if Direction = TDirection.D_RIGHT then
2455 Mirror := TMirrorType.None
2456 else
2457 Mirror := TMirrorType.Horizontal;
2459 if FPunchAnim <> nil then
2460 begin
2461 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2462 FObj.Y+FObj.Rect.Y-11, Mirror);
2463 if FPunchAnim.played then
2464 begin
2465 FPunchAnim.Free;
2466 FPunchAnim := nil;
2467 end;
2468 end;
2470 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2471 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2472 begin
2473 e_GetTextureSize(ID, @w, @h);
2474 if FDirection = TDirection.D_LEFT then
2475 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2476 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2477 else
2478 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2479 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2480 end;
2482 if FMegaRulez[MR_INVIS] > gTime then
2483 begin
2484 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2485 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2486 begin
2487 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2488 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2489 else
2490 dr := True;
2491 if dr then
2492 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2493 else
2494 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2495 end
2496 else
2497 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2498 end
2499 else
2500 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2501 end;
2503 if g_debug_Frames then
2504 begin
2505 e_DrawQuad(FObj.X+FObj.Rect.X,
2506 FObj.Y+FObj.Rect.Y,
2507 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2508 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2509 0, 255, 0);
2510 end;
2512 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2513 DrawBubble();
2514 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2515 if gAimLine and alive and
2516 ((Self = gPlayer1) or (Self = gPlayer2)) then
2517 DrawAim();
2518 end;
2521 procedure TPlayer.DrawAim();
2522 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2523 var
2524 ex, ey: Integer;
2525 begin
2527 {$IFDEF ENABLE_HOLMES}
2528 if isValidViewPort and (self = gPlayer1) then
2529 begin
2530 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2531 end;
2532 {$ENDIF}
2534 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2535 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2536 begin
2537 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2538 end
2539 else
2540 begin
2541 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2542 end;
2543 end;
2545 var
2546 wx, wy, xx, yy: Integer;
2547 angle: SmallInt;
2548 sz, len: Word;
2549 begin
2550 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2551 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2552 angle := FAngle;
2553 len := 1024;
2554 sz := 2;
2555 case FCurrWeap of
2556 0: begin // Punch
2557 len := 12;
2558 sz := 4;
2559 end;
2560 1: begin // Chainsaw
2561 len := 24;
2562 sz := 6;
2563 end;
2564 2: begin // Pistol
2565 len := 1024;
2566 sz := 2;
2567 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2568 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2569 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2570 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2571 end;
2572 3: begin // Shotgun
2573 len := 1024;
2574 sz := 3;
2575 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2576 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2577 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2578 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2579 end;
2580 4: begin // Double Shotgun
2581 len := 1024;
2582 sz := 4;
2583 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2584 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2585 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2586 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2587 end;
2588 5: begin // Chaingun
2589 len := 1024;
2590 sz := 3;
2591 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2592 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2593 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2594 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2595 end;
2596 6: begin // Rocket Launcher
2597 len := 1024;
2598 sz := 7;
2599 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2600 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2601 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2602 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2603 end;
2604 7: begin // Plasmagun
2605 len := 1024;
2606 sz := 5;
2607 if angle = ANGLE_RIGHTUP then Inc(angle);
2608 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2609 if angle = ANGLE_LEFTUP then Dec(angle);
2610 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2611 end;
2612 8: begin // BFG
2613 len := 1024;
2614 sz := 12;
2615 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2616 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2617 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2618 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2619 end;
2620 9: begin // Super Chaingun
2621 len := 1024;
2622 sz := 4;
2623 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2624 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2625 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2626 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2627 end;
2628 end;
2629 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2630 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2631 {$IF DEFINED(D2F_DEBUG)}
2632 drawCast(sz, wx, wy, xx, yy);
2633 {$ELSE}
2634 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2635 {$ENDIF}
2636 end;
2638 procedure TPlayer.DrawGUI();
2639 var
2640 ID: DWORD;
2641 X, Y, SY, a, p, m: Integer;
2642 tw, th: Word;
2643 cw, ch: Byte;
2644 s: string;
2645 stat: TPlayerStatArray;
2646 begin
2647 X := gPlayerScreenSize.X;
2648 SY := gPlayerScreenSize.Y;
2649 Y := 0;
2651 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2652 begin
2653 if gGameSettings.GameMode = GM_CTF then
2654 a := 32 + 8
2655 else
2656 a := 0;
2657 if gGameSettings.GameMode = GM_CTF then
2658 begin
2659 s := 'TEXTURE_PLAYER_REDFLAG';
2660 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2661 s := 'TEXTURE_PLAYER_REDFLAG_S';
2662 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2663 s := 'TEXTURE_PLAYER_REDFLAG_D';
2664 if g_Texture_Get(s, ID) then
2665 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2666 end;
2668 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2669 e_CharFont_GetSize(gMenuFont, s, tw, th);
2670 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2672 if gGameSettings.GameMode = GM_CTF then
2673 begin
2674 s := 'TEXTURE_PLAYER_BLUEFLAG';
2675 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2676 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2677 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2678 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2679 if g_Texture_Get(s, ID) then
2680 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2681 end;
2683 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2684 e_CharFont_GetSize(gMenuFont, s, tw, th);
2685 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2686 end;
2688 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2689 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2690 0, False, False);
2692 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2693 e_Draw(ID, X+2, Y, 0, True, False);
2695 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2696 begin
2697 if gShowStat then
2698 begin
2699 s := IntToStr(Frags);
2700 e_CharFont_GetSize(gMenuFont, s, tw, th);
2701 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2703 s := '';
2704 p := 1;
2705 m := 0;
2706 stat := g_Player_GetStats();
2707 if stat <> nil then
2708 begin
2709 p := 1;
2711 for a := 0 to High(stat) do
2712 if stat[a].Name <> Name then
2713 begin
2714 if stat[a].Frags > m then m := stat[a].Frags;
2715 if stat[a].Frags > Frags then p := p+1;
2716 end;
2717 end;
2719 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2720 if Frags >= m then s := s+'+' else s := s+'-';
2721 s := s+IntToStr(Abs(Frags-m));
2723 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2724 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2725 end;
2727 if gShowLives and (gGameSettings.MaxLives > 0) then
2728 begin
2729 s := IntToStr(Lives);
2730 e_CharFont_GetSize(gMenuFont, s, tw, th);
2731 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2732 end;
2733 end;
2735 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2736 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2738 if R_BERSERK in FRulez then
2739 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2740 else
2741 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2743 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2744 e_Draw(ID, X+36, Y+77, 0, True, False);
2746 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2747 e_CharFont_GetSize(gMenuFont, s, tw, th);
2748 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2750 s := IntToStr(FArmor);
2751 e_CharFont_GetSize(gMenuFont, s, tw, th);
2752 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2754 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2756 case FCurrWeap of
2757 WEAPON_KASTET:
2758 begin
2759 s := '--';
2760 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2761 end;
2762 WEAPON_SAW:
2763 begin
2764 s := '--';
2765 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2766 end;
2767 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2768 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2769 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2770 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2771 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2772 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2773 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2774 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2775 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2776 end;
2778 e_CharFont_GetSize(gMenuFont, s, tw, th);
2779 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2780 e_Draw(ID, X+20, Y+160, 0, True, False);
2782 if R_KEY_RED in FRulez then
2783 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2785 if R_KEY_GREEN in FRulez then
2786 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2788 if R_KEY_BLUE in FRulez then
2789 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2791 if FJetFuel > 0 then
2792 begin
2793 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2794 e_Draw(ID, X+2, Y+116, 0, True, False);
2795 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2796 e_Draw(ID, X+2, Y+126, 0, True, False);
2797 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2798 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2799 end
2800 else
2801 begin
2802 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2803 e_Draw(ID, X+2, Y+124, 0, True, False);
2804 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2805 end;
2807 if gShowPing and g_Game_IsClient then
2808 begin
2809 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2810 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2811 Y := Y + 16;
2812 end;
2814 if FSpectator then
2815 begin
2816 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2817 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2818 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2819 if FNoRespawn then
2820 begin
2821 e_TextureFontGetSize(gStdFont, cw, ch);
2822 s := _lc[I_PLAYER_SPECT4];
2823 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2824 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2825 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2826 end;
2828 end;
2829 end;
2831 procedure TPlayer.DrawRulez();
2832 var
2833 dr: Boolean;
2834 begin
2835 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2836 if FMegaRulez[MR_INVUL] >= gTime then
2837 begin
2838 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2839 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2840 else
2841 dr := True;
2843 if dr then
2844 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2845 191, 191, 191, 0, TBlending.Invert);
2846 end;
2848 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2849 if FMegaRulez[MR_SUIT] >= gTime then
2850 begin
2851 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2852 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2853 else
2854 dr := True;
2856 if dr then
2857 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2858 0, 96, 0, 200, TBlending.None);
2859 end;
2861 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2862 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2863 begin
2864 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2865 255, 0, 0, 200, TBlending.None);
2866 end;
2867 end;
2869 procedure TPlayer.DrawPain();
2870 var
2871 a, h: Integer;
2872 begin
2873 if FPain = 0 then Exit;
2875 a := FPain;
2877 if a < 15 then h := 0
2878 else if a < 35 then h := 1
2879 else if a < 55 then h := 2
2880 else if a < 75 then h := 3
2881 else if a < 95 then h := 4
2882 else h := 5;
2884 //if a > 255 then a := 255;
2886 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2887 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2888 end;
2890 procedure TPlayer.DrawPickup();
2891 var
2892 a, h: Integer;
2893 begin
2894 if FPickup = 0 then Exit;
2896 a := FPickup;
2898 if a < 15 then h := 1
2899 else if a < 35 then h := 2
2900 else if a < 55 then h := 3
2901 else if a < 75 then h := 4
2902 else h := 5;
2904 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2905 end;
2907 procedure TPlayer.DoPunch();
2908 var
2909 id: DWORD;
2910 st: String;
2911 begin
2912 if FPunchAnim <> nil then begin
2913 FPunchAnim.reset();
2914 FPunchAnim.Free;
2915 FPunchAnim := nil;
2916 end;
2917 st := 'FRAMES_PUNCH';
2918 if R_BERSERK in FRulez then
2919 st := st + '_BERSERK';
2920 if FKeys[KEY_UP].Pressed then
2921 st := st + '_UP'
2922 else if FKeys[KEY_DOWN].Pressed then
2923 st := st + '_DN';
2924 g_Frames_Get(id, st);
2925 FPunchAnim := TAnimation.Create(id, False, 1);
2926 end;
2928 procedure TPlayer.Fire();
2929 var
2930 f, DidFire: Boolean;
2931 wx, wy, xd, yd: Integer;
2932 locobj: TObj;
2933 begin
2934 if g_Game_IsClient then Exit;
2935 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2936 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2938 if FSpectator then
2939 begin
2940 Respawn(False);
2941 Exit;
2942 end;
2944 if FReloading[FCurrWeap] <> 0 then Exit;
2946 DidFire := False;
2948 f := False;
2949 wx := FObj.X+WEAPONPOINT[FDirection].X;
2950 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2951 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2952 yd := wy+firediry();
2954 case FCurrWeap of
2955 WEAPON_KASTET:
2956 begin
2957 DoPunch();
2958 if R_BERSERK in FRulez then
2959 begin
2960 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2961 locobj.X := FObj.X+FObj.Rect.X;
2962 locobj.Y := FObj.Y+FObj.Rect.Y;
2963 locobj.rect.X := 0;
2964 locobj.rect.Y := 0;
2965 locobj.rect.Width := 39;
2966 locobj.rect.Height := 52;
2967 locobj.Vel.X := (xd-wx) div 2;
2968 locobj.Vel.Y := (yd-wy) div 2;
2969 locobj.Accel.X := xd-wx;
2970 locobj.Accel.y := yd-wy;
2972 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2973 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2974 else
2975 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2977 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2978 end
2979 else
2980 begin
2981 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2982 end;
2984 DidFire := True;
2985 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2986 end;
2988 WEAPON_SAW:
2989 begin
2990 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2991 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2992 begin
2993 FSawSoundSelect.Stop();
2994 FSawSound.Stop();
2995 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2996 end
2997 else if not FSawSoundHit.IsPlaying() then
2998 begin
2999 FSawSoundSelect.Stop();
3000 FSawSound.PlayAt(FObj.X, FObj.Y);
3001 end;
3003 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3004 DidFire := True;
3005 f := True;
3006 end;
3008 WEAPON_PISTOL:
3009 if FAmmo[A_BULLETS] > 0 then
3010 begin
3011 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3012 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3013 Dec(FAmmo[A_BULLETS]);
3014 FFireAngle := FAngle;
3015 f := True;
3016 DidFire := True;
3017 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3018 GameVelX, GameVelY-2, SHELL_BULLET);
3019 end;
3021 WEAPON_SHOTGUN1:
3022 if FAmmo[A_SHELLS] > 0 then
3023 begin
3024 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3025 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3026 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3027 Dec(FAmmo[A_SHELLS]);
3028 FFireAngle := FAngle;
3029 f := True;
3030 DidFire := True;
3031 FShellTimer := 10;
3032 FShellType := SHELL_SHELL;
3033 end;
3035 WEAPON_SHOTGUN2:
3036 if FAmmo[A_SHELLS] >= 2 then
3037 begin
3038 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3039 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3040 Dec(FAmmo[A_SHELLS], 2);
3041 FFireAngle := FAngle;
3042 f := True;
3043 DidFire := True;
3044 FShellTimer := 13;
3045 FShellType := SHELL_DBLSHELL;
3046 end;
3048 WEAPON_CHAINGUN:
3049 if FAmmo[A_BULLETS] > 0 then
3050 begin
3051 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3052 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3053 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3054 Dec(FAmmo[A_BULLETS]);
3055 FFireAngle := FAngle;
3056 f := True;
3057 DidFire := True;
3058 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3059 GameVelX, GameVelY-2, SHELL_BULLET);
3060 end;
3062 WEAPON_ROCKETLAUNCHER:
3063 if FAmmo[A_ROCKETS] > 0 then
3064 begin
3065 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3066 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3067 Dec(FAmmo[A_ROCKETS]);
3068 FFireAngle := FAngle;
3069 f := True;
3070 DidFire := True;
3071 end;
3073 WEAPON_PLASMA:
3074 if FAmmo[A_CELLS] > 0 then
3075 begin
3076 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3077 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3078 Dec(FAmmo[A_CELLS]);
3079 FFireAngle := FAngle;
3080 f := True;
3081 DidFire := True;
3082 end;
3084 WEAPON_BFG:
3085 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3086 begin
3087 FBFGFireCounter := 17;
3088 if not FNoReload then
3089 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3090 Dec(FAmmo[A_CELLS], 40);
3091 DidFire := True;
3092 end;
3094 WEAPON_SUPERPULEMET:
3095 if FAmmo[A_SHELLS] > 0 then
3096 begin
3097 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3098 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3099 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3100 Dec(FAmmo[A_SHELLS]);
3101 FFireAngle := FAngle;
3102 f := True;
3103 DidFire := True;
3104 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3105 GameVelX, GameVelY-2, SHELL_SHELL);
3106 end;
3108 WEAPON_FLAMETHROWER:
3109 if FAmmo[A_FUEL] > 0 then
3110 begin
3111 g_Weapon_flame(wx, wy, xd, yd, FUID);
3112 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3113 Dec(FAmmo[A_FUEL]);
3114 FFireAngle := FAngle;
3115 f := True;
3116 DidFire := True;
3117 end;
3118 end;
3120 if g_Game_IsNet then
3121 begin
3122 if DidFire then
3123 begin
3124 if FCurrWeap <> WEAPON_BFG then
3125 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3126 else
3127 if not FNoReload then
3128 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3129 end;
3131 MH_SEND_PlayerStats(FUID);
3132 end;
3134 if not f then Exit;
3136 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3137 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3138 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3139 end;
3141 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3142 begin
3143 case Weapon of
3144 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3145 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3146 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3147 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3148 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3149 else Result := 0;
3150 end;
3151 end;
3153 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3154 begin
3155 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3156 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3157 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3158 end;
3160 procedure TPlayer.JetpackOn;
3161 begin
3162 FJetSoundFly.Stop;
3163 FJetSoundOff.Stop;
3164 FJetSoundOn.SetPosition(0);
3165 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3166 FlySmoke(8);
3167 end;
3169 procedure TPlayer.JetpackOff;
3170 begin
3171 FJetSoundFly.Stop;
3172 FJetSoundOn.Stop;
3173 FJetSoundOff.SetPosition(0);
3174 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3175 end;
3177 procedure TPlayer.CatchFire(Attacker: Word);
3178 begin
3179 FFireTime := 100;
3180 FFireAttacker := Attacker;
3181 if g_Game_IsNet and g_Game_IsServer then
3182 MH_SEND_PlayerStats(FUID);
3183 end;
3185 procedure TPlayer.Jump();
3186 begin
3187 if gFly or FJetpack then
3188 begin
3189 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3190 if FObj.Vel.Y > -VEL_FLY then
3191 FObj.Vel.Y := FObj.Vel.Y - 3;
3192 if FJetpack then
3193 begin
3194 if FJetFuel > 0 then
3195 Dec(FJetFuel);
3196 if (FJetFuel < 1) and g_Game_IsServer then
3197 begin
3198 FJetpack := False;
3199 JetpackOff;
3200 if g_Game_IsNet then
3201 MH_SEND_PlayerStats(FUID);
3202 end;
3203 end;
3204 Exit;
3205 end;
3207 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3208 if FGhost then
3209 FCanJetpack := False;
3211 // Ïðûãàåì èëè âñïëûâàåì:
3212 if (CollideLevel(0, 1) or
3213 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3214 PLAYER_RECT.Height-33, PANEL_STEP, False)
3215 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3216 begin
3217 FObj.Vel.Y := -VEL_JUMP;
3218 FCanJetpack := False;
3219 end
3220 else
3221 begin
3222 if BodyInLiquid(0, 0) then
3223 FObj.Vel.Y := -VEL_SW
3224 else if (FJetFuel > 0) and FCanJetpack and
3225 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3226 begin
3227 FJetpack := True;
3228 JetpackOn;
3229 if g_Game_IsNet then
3230 MH_SEND_PlayerStats(FUID);
3231 end;
3232 end;
3233 end;
3235 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3236 var
3237 a, i, k, ab, ar: Byte;
3238 s: String;
3239 mon: TMonster;
3240 plr: TPlayer;
3241 srv, netsrv: Boolean;
3242 DoFrags: Boolean;
3243 OldLR: Byte;
3244 KP: TPlayer;
3245 it: PItem;
3247 procedure PushItem(t: Byte);
3248 var
3249 id: DWORD;
3250 begin
3251 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3252 it := g_Items_ByIdx(id);
3253 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3254 begin
3255 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3256 (FObj.Vel.Y div 2)-Random(9));
3257 it.positionChanged(); // this updates spatial accelerators
3258 end
3259 else
3260 begin
3261 if KillType = K_HARDKILL then // -5..+5; -5..0
3262 begin
3263 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3264 (FObj.Vel.Y div 2)-Random(6));
3265 end
3266 else // -3..+3; -3..0
3267 begin
3268 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3269 (FObj.Vel.Y div 2)-Random(4));
3270 end;
3271 it.positionChanged(); // this updates spatial accelerators
3272 end;
3274 if g_Game_IsNet and g_Game_IsServer then
3275 MH_SEND_ItemSpawn(True, id);
3276 end;
3278 begin
3279 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3280 Srv := g_Game_IsServer;
3281 Netsrv := g_Game_IsServer and g_Game_IsNet;
3282 if Srv then FDeath := FDeath + 1;
3283 if FAlive then
3284 begin
3285 if FGhost then
3286 FGhost := False;
3287 if not FPhysics then
3288 FPhysics := True;
3289 FAlive := False;
3290 end;
3291 FShellTimer := -1;
3293 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3294 begin
3295 if FLives > 0 then FLives := FLives - 1;
3296 if FLives = 0 then FNoRespawn := True;
3297 end;
3299 // Íîìåð òèïà ñìåðòè:
3300 a := 1;
3301 case KillType of
3302 K_SIMPLEKILL: a := 1;
3303 K_HARDKILL: a := 2;
3304 K_EXTRAHARDKILL: a := 3;
3305 K_FALLKILL: a := 4;
3306 end;
3308 // Çâóê ñìåðòè:
3309 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3310 for i := 1 to 3 do
3311 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3312 Break;
3314 // Âðåìÿ ðåñïàóíà:
3315 if Srv then
3316 case KillType of
3317 K_SIMPLEKILL:
3318 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3319 K_HARDKILL:
3320 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3321 K_EXTRAHARDKILL, K_FALLKILL:
3322 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3323 end;
3325 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3326 case KillType of
3327 K_SIMPLEKILL:
3328 SetAction(A_DIE1);
3329 K_HARDKILL, K_EXTRAHARDKILL:
3330 SetAction(A_DIE2);
3331 end;
3333 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3334 if (KillType <> K_FALLKILL) and (Srv) then
3335 g_Monsters_killedp();
3337 if SpawnerUID = FUID then
3338 begin // Ñàìîóáèëñÿ
3339 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3340 begin
3341 Dec(FFrags);
3342 FLastFrag := 0;
3343 end;
3344 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3345 end
3346 else
3347 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3348 begin // Óáèò äðóãèì èãðîêîì
3349 KP := g_Player_Get(SpawnerUID);
3350 if (KP <> nil) and Srv then
3351 begin
3352 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3353 if SameTeam(FUID, SpawnerUID) then
3354 begin
3355 Dec(KP.FFrags);
3356 KP.FLastFrag := 0;
3357 end else
3358 begin
3359 Inc(KP.FFrags);
3360 KP.FragCombo();
3361 end;
3363 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3364 Inc(gTeamStat[KP.Team].Goals,
3365 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3367 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3368 end;
3370 plr := g_Player_Get(SpawnerUID);
3371 if plr = nil then
3372 s := '?'
3373 else
3374 s := plr.FName;
3376 case KillType of
3377 K_HARDKILL:
3378 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3379 [FName, s]),
3380 gShowKillMsg);
3381 K_EXTRAHARDKILL:
3382 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3383 [FName, s]),
3384 gShowKillMsg);
3385 else
3386 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3387 [FName, s]),
3388 gShowKillMsg);
3389 end;
3390 end
3391 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3392 begin // Óáèò ìîíñòðîì
3393 mon := g_Monsters_ByUID(SpawnerUID);
3394 if mon = nil then
3395 s := '?'
3396 else
3397 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3399 case KillType of
3400 K_HARDKILL:
3401 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3402 [FName, s]),
3403 gShowKillMsg);
3404 K_EXTRAHARDKILL:
3405 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3406 [FName, s]),
3407 gShowKillMsg);
3408 else
3409 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3410 [FName, s]),
3411 gShowKillMsg);
3412 end;
3413 end
3414 else // Îñîáûå òèïû ñìåðòè
3415 case t of
3416 HIT_DISCON: ;
3417 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3418 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3419 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3420 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3421 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3422 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3423 end;
3425 if Srv then
3426 begin
3427 // Âûáðîñ îðóæèÿ:
3428 for a := WP_FIRST to WP_LAST do
3429 if FWeapon[a] then
3430 begin
3431 case a of
3432 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3433 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3434 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3435 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3436 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3437 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3438 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3439 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3440 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3441 else i := 0;
3442 end;
3444 if i <> 0 then
3445 PushItem(i);
3446 end;
3448 // Âûáðîñ ðþêçàêà:
3449 if R_ITEM_BACKPACK in FRulez then
3450 PushItem(ITEM_AMMO_BACKPACK);
3452 // Âûáðîñ ðàêåòíîãî ðàíöà:
3453 if FJetFuel > 0 then
3454 PushItem(ITEM_JETPACK);
3456 // Âûáðîñ êëþ÷åé:
3457 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3458 begin
3459 if R_KEY_RED in FRulez then
3460 PushItem(ITEM_KEY_RED);
3462 if R_KEY_GREEN in FRulez then
3463 PushItem(ITEM_KEY_GREEN);
3465 if R_KEY_BLUE in FRulez then
3466 PushItem(ITEM_KEY_BLUE);
3467 end;
3469 // Âûáðîñ ôëàãà:
3470 DropFlag();
3471 end;
3473 g_Player_CreateCorpse(Self);
3475 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3476 (gLMSRespawn = LMS_RESPAWN_NONE) then
3477 begin
3478 a := 0;
3479 k := 0;
3480 ar := 0;
3481 ab := 0;
3482 for i := Low(gPlayers) to High(gPlayers) do
3483 begin
3484 if gPlayers[i] = nil then continue;
3485 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3486 begin
3487 Inc(a);
3488 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3489 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3490 k := i;
3491 end;
3492 end;
3494 OldLR := gLMSRespawn;
3495 if (gGameSettings.GameMode = GM_COOP) then
3496 begin
3497 if (a = 0) then
3498 begin
3499 // everyone is dead, restart the map
3500 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3501 if Netsrv then
3502 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3503 gLMSRespawn := LMS_RESPAWN_FINAL;
3504 gLMSRespawnTime := gTime + 5000;
3505 end
3506 else if (a = 1) then
3507 begin
3508 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3509 if (gPlayers[k] = gPlayer1) or
3510 (gPlayers[k] = gPlayer2) then
3511 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3512 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3513 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3514 end;
3515 end
3516 else if (gGameSettings.GameMode = GM_TDM) then
3517 begin
3518 if (ab = 0) and (ar <> 0) then
3519 begin
3520 // blu team ded
3521 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3522 if Netsrv then
3523 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3524 Inc(gTeamStat[TEAM_RED].Goals);
3525 gLMSRespawn := LMS_RESPAWN_FINAL;
3526 gLMSRespawnTime := gTime + 5000;
3527 end
3528 else if (ar = 0) and (ab <> 0) then
3529 begin
3530 // red team ded
3531 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3532 if Netsrv then
3533 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3534 Inc(gTeamStat[TEAM_BLUE].Goals);
3535 gLMSRespawn := LMS_RESPAWN_FINAL;
3536 gLMSRespawnTime := gTime + 5000;
3537 end
3538 else if (ar = 0) and (ab = 0) then
3539 begin
3540 // everyone ded
3541 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3542 if Netsrv then
3543 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3544 gLMSRespawn := LMS_RESPAWN_FINAL;
3545 gLMSRespawnTime := gTime + 5000;
3546 end;
3547 end
3548 else if (gGameSettings.GameMode = GM_DM) then
3549 begin
3550 if (a = 1) then
3551 begin
3552 if gPlayers[k] <> nil then
3553 with gPlayers[k] do
3554 begin
3555 // survivor is the winner
3556 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3557 if Netsrv then
3558 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3559 Inc(FFrags);
3560 end;
3561 gLMSRespawn := LMS_RESPAWN_FINAL;
3562 gLMSRespawnTime := gTime + 5000;
3563 end
3564 else if (a = 0) then
3565 begin
3566 // everyone is dead, restart the map
3567 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3568 if Netsrv then
3569 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3570 gLMSRespawn := LMS_RESPAWN_FINAL;
3571 gLMSRespawnTime := gTime + 5000;
3572 end;
3573 end;
3574 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3575 begin
3576 if NetMode = NET_SERVER then
3577 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3578 else
3579 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3580 end;
3581 end;
3583 if Netsrv then
3584 begin
3585 MH_SEND_PlayerStats(FUID);
3586 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3587 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3588 end;
3590 if srv and FNoRespawn then Spectate(True);
3591 FWantsInGame := True;
3592 end;
3594 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3595 begin
3596 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3597 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3598 end;
3600 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3601 begin
3602 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3603 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3604 end;
3606 procedure TPlayer.MakeBloodSimple(Count: Word);
3607 begin
3608 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3609 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3610 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3611 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3612 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3613 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3614 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3615 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3616 end;
3618 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3619 begin
3620 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3621 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3622 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3623 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3624 end;
3626 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3627 begin
3628 //if g_Game_IsClient then Exit;
3629 if Weapon > High(FWeapon) then Exit;
3630 FNextWeap := FNextWeap or (1 shl Weapon);
3631 end;
3633 procedure TPlayer.resetWeaponQueue ();
3634 begin
3635 FNextWeap := 0;
3636 FNextWeapDelay := 0;
3637 end;
3639 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3640 begin
3641 result := false;
3642 case weapon of
3643 WEAPON_KASTET, WEAPON_SAW: result := true;
3644 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3645 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3646 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3647 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3648 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3649 else result := (weapon < length(FWeapon));
3650 end;
3651 end;
3653 // return 255 for "no switch"
3654 function TPlayer.getNextWeaponIndex (): Byte;
3655 var
3656 i: Word;
3657 wantThisWeapon: array[0..64] of Boolean;
3658 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3659 wwc: Integer;
3660 f, dir, cwi, rwidx, curlidx: Integer;
3662 function real2log (ridx: Integer): Integer;
3663 var
3664 f: Integer;
3665 begin
3666 if (ridx >= 0) then
3667 begin
3668 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3669 end;
3670 result := -1;
3671 end;
3673 begin
3674 result := 255; // default result: "no switch"
3676 // had weapon cycling on previous frame? remove that flag
3677 if (FNextWeap and $2000) <> 0 then
3678 begin
3679 FNextWeap := FNextWeap and $1FFF;
3680 FNextWeapDelay := 0;
3681 end;
3683 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3685 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3686 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3687 // priorities:
3688 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3689 weaponOrder[0] := WEAPON_SUPERPULEMET;
3690 weaponOrder[1] := WEAPON_BFG;
3691 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3692 weaponOrder[3] := WEAPON_PLASMA;
3693 weaponOrder[4] := WEAPON_FLAMETHROWER;
3694 weaponOrder[5] := WEAPON_SHOTGUN2;
3695 weaponOrder[6] := WEAPON_CHAINGUN;
3696 weaponOrder[7] := WEAPON_SHOTGUN1;
3697 weaponOrder[8] := WEAPON_PISTOL;
3698 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3699 weaponOrder[10] := WEAPON_SAW;
3700 weaponOrder[11] := WEAPON_KASTET; // normal fist
3702 for f := 0 to High(weaponOrder) do
3703 begin
3704 if (weaponOrder[f] = WEAPON_KASTET) then
3705 begin
3706 // normal fist: remove if we have a berserk pack
3707 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3708 end
3709 else
3710 if (weaponOrder[f] = WEAPON_KASTET+666) then
3711 begin
3712 // berserk fist: remove if we don't have a berserk pack
3713 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3714 end;
3715 end;
3717 (*
3718 WEAPON_KASTET = 0;
3719 WEAPON_SAW = 1;
3720 WEAPON_PISTOL = 2;
3721 WEAPON_SHOTGUN1 = 3;
3722 WEAPON_SHOTGUN2 = 4;
3723 WEAPON_CHAINGUN = 5;
3724 WEAPON_ROCKETLAUNCHER = 6;
3725 WEAPON_PLASMA = 7;
3726 WEAPON_BFG = 8;
3727 WEAPON_SUPERPULEMET = 9;
3728 WEAPON_FLAMETHROWER = 10;
3729 *)
3731 // cycling has priority
3732 if (FNextWeap and $C000) <> 0 then
3733 begin
3734 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3735 FNextWeap := FNextWeap or $2000; // we need this
3736 if FNextWeapDelay > 0 then exit; // cooldown time
3737 //cwi := real2log(FCurrWeap);
3738 //if (cwi < 0) then cwi := 0;
3739 cwi := FCurrWeap;
3740 for i := 0 to High(FWeapon) do
3741 begin
3742 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3743 //rwidx := weaponOrder[cwi];
3744 rwidx := cwi; // sorry
3745 if (rwidx < 0) then continue;
3746 if FWeapon[rwidx] then
3747 begin
3748 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3749 result := Byte(rwidx);
3750 //FNextWeapDelay := 10; //k8: not needed anymore
3751 exit;
3752 end;
3753 end;
3754 resetWeaponQueue();
3755 exit;
3756 end;
3758 // no cycling
3759 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3760 wwc := 0;
3762 curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3764 for i := 0 to High(FWeapon) do
3765 begin
3766 if (FNextWeap and (1 shl i)) <> 0 then
3767 begin
3768 cwi := real2log(i);
3769 if (cwi >= 0) then
3770 begin
3771 wantThisWeapon[cwi] := true;
3772 Inc(wwc);
3773 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3774 if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
3775 end;
3776 end;
3777 end;
3779 // slow down alterations a little
3780 if (wwc > 1) then
3781 begin
3782 // more than one weapon requested, assume "alteration", and check alteration delay
3783 if FNextWeapDelay > 0 then
3784 begin
3785 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3786 FNextWeap := 0;
3787 exit;
3788 end; // yeah
3789 end;
3791 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3792 // but clear all counters if no weapon should be switched
3793 if (wwc < 1) then
3794 begin
3795 resetWeaponQueue();
3796 exit;
3797 end;
3799 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3801 // find next weapon to switch onto
3802 cwi := curlidx;
3803 for i := 0 to High(weaponOrder) do
3804 begin
3805 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3806 if (cwi = curlidx) then continue; // skip current weapon
3807 if not wantThisWeapon[cwi] then continue;
3808 rwidx := weaponOrder[cwi];
3809 if (rwidx < 0) then continue;
3810 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3811 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3812 begin
3813 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3814 // i found her!
3815 result := Byte(rwidx);
3816 resetWeaponQueue();
3817 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3818 exit;
3819 end;
3820 end;
3822 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3823 resetWeaponQueue();
3824 end;
3826 procedure TPlayer.RealizeCurrentWeapon();
3827 function switchAllowed (): Boolean;
3828 var
3829 i: Byte;
3830 begin
3831 result := false;
3832 if FBFGFireCounter <> -1 then
3833 exit;
3834 if FTime[T_SWITCH] > gTime then
3835 exit;
3836 for i := WP_FIRST to WP_LAST do
3837 if FReloading[i] > 0 then
3838 exit;
3839 result := true;
3840 end;
3842 var
3843 nw: Byte;
3844 begin
3845 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3846 //FNextWeap := FNextWeap and $1FFF;
3847 //HACK: alteration delay will be reset when player released any weapon switch key
3848 FNextWeapDelay := 0; //k8: just in case
3849 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3851 if not switchAllowed then
3852 begin
3853 //HACK for weapon cycling
3854 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3855 exit;
3856 end;
3858 nw := getNextWeaponIndex();
3859 if nw = 255 then exit; // don't reset anything here
3860 if nw > High(FWeapon) then
3861 begin
3862 // don't forget to reset queue here!
3863 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3864 resetWeaponQueue();
3865 exit;
3866 end;
3868 if FWeapon[nw] then
3869 begin
3870 //k8: emulate this on client immediately, or wait for server confirmation?
3872 if g_Game_IsClient then
3873 begin
3874 FNetForceWeap := nw;
3875 //FNetForceWeapFIdx := FCurrFrameIdx+5; // force for ~5 frames
3876 FNetForceWeapFIdx := gTime+5; // force for ~5 frames
3877 writeln('NETWEAPONSWITCH: fw=', NetForceWeap, '; fwfidx=', NetForceWeapFIdx, '; cfrm=', gTime);
3878 end;
3880 FNetForceWeapFIdx := gTime+5; // force for ~5 frames
3881 FCurrWeap := nw;
3882 if nw = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3883 FModel.SetWeapon(nw);
3884 FTime[T_SWITCH] := gTime+156;
3885 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3886 //if g_Game_IsNet and g_Game_IsClient then
3887 end;
3888 end;
3890 procedure TPlayer.NextWeapon();
3891 begin
3892 //if g_Game_IsClient then Exit;
3893 FNextWeap := $8000;
3894 end;
3896 procedure TPlayer.PrevWeapon();
3897 begin
3898 //if g_Game_IsClient then Exit;
3899 FNextWeap := $4000;
3900 end;
3902 // used by network layer
3903 procedure TPlayer.SetWeapon(W: Byte);
3904 begin
3905 if FCurrWeap <> W then
3906 if (W = WEAPON_SAW) then
3907 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3909 FCurrWeap := W;
3910 FModel.SetWeapon(CurrWeap);
3911 //if g_Game_IsClient then resetWeaponQueue();
3912 end;
3914 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3916 function allowBerserkSwitching (): Boolean;
3917 begin
3918 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3919 result := true;
3920 if gBerserkAutoswitch then exit;
3921 if not conIsCheatsEnabled then exit;
3922 result := false;
3923 end;
3925 var
3926 a: Boolean;
3927 begin
3928 Result := False;
3929 if g_Game_IsClient then Exit;
3931 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3932 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3933 remove := not a;
3935 case ItemType of
3936 ITEM_MEDKIT_SMALL:
3937 if FHealth < PLAYER_HP_SOFT then
3938 begin
3939 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3940 Result := True;
3941 remove := True;
3942 FFireTime := 0;
3943 if gFlash = 2 then Inc(FPickup, 5);
3944 end;
3946 ITEM_MEDKIT_LARGE:
3947 if FHealth < PLAYER_HP_SOFT then
3948 begin
3949 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3950 Result := True;
3951 remove := True;
3952 FFireTime := 0;
3953 if gFlash = 2 then Inc(FPickup, 5);
3954 end;
3956 ITEM_ARMOR_GREEN:
3957 if FArmor < PLAYER_AP_SOFT then
3958 begin
3959 FArmor := PLAYER_AP_SOFT;
3960 Result := True;
3961 remove := True;
3962 if gFlash = 2 then Inc(FPickup, 5);
3963 end;
3965 ITEM_ARMOR_BLUE:
3966 if FArmor < PLAYER_AP_LIMIT then
3967 begin
3968 FArmor := PLAYER_AP_LIMIT;
3969 Result := True;
3970 remove := True;
3971 if gFlash = 2 then Inc(FPickup, 5);
3972 end;
3974 ITEM_SPHERE_BLUE:
3975 if FHealth < PLAYER_HP_LIMIT then
3976 begin
3977 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3978 Result := True;
3979 remove := True;
3980 FFireTime := 0;
3981 if gFlash = 2 then Inc(FPickup, 5);
3982 end;
3984 ITEM_SPHERE_WHITE:
3985 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3986 begin
3987 if FHealth < PLAYER_HP_LIMIT then
3988 FHealth := PLAYER_HP_LIMIT;
3989 if FArmor < PLAYER_AP_LIMIT then
3990 FArmor := PLAYER_AP_LIMIT;
3991 Result := True;
3992 remove := True;
3993 FFireTime := 0;
3994 if gFlash = 2 then Inc(FPickup, 5);
3995 end;
3997 ITEM_WEAPON_SAW:
3998 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3999 begin
4000 FWeapon[WEAPON_SAW] := True;
4001 Result := True;
4002 if gFlash = 2 then Inc(FPickup, 5);
4003 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4004 end;
4006 ITEM_WEAPON_SHOTGUN1:
4007 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
4008 begin
4009 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4010 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4012 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4013 FWeapon[WEAPON_SHOTGUN1] := True;
4014 Result := True;
4015 if gFlash = 2 then Inc(FPickup, 5);
4016 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4017 end;
4019 ITEM_WEAPON_SHOTGUN2:
4020 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4021 begin
4022 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4024 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4025 FWeapon[WEAPON_SHOTGUN2] := True;
4026 Result := True;
4027 if gFlash = 2 then Inc(FPickup, 5);
4028 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4029 end;
4031 ITEM_WEAPON_CHAINGUN:
4032 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4033 begin
4034 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4036 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4037 FWeapon[WEAPON_CHAINGUN] := True;
4038 Result := True;
4039 if gFlash = 2 then Inc(FPickup, 5);
4040 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4041 end;
4043 ITEM_WEAPON_ROCKETLAUNCHER:
4044 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4045 begin
4046 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4048 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4049 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4050 Result := True;
4051 if gFlash = 2 then Inc(FPickup, 5);
4052 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4053 end;
4055 ITEM_WEAPON_PLASMA:
4056 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4057 begin
4058 if a and FWeapon[WEAPON_PLASMA] then Exit;
4060 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4061 FWeapon[WEAPON_PLASMA] := True;
4062 Result := True;
4063 if gFlash = 2 then Inc(FPickup, 5);
4064 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4065 end;
4067 ITEM_WEAPON_BFG:
4068 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4069 begin
4070 if a and FWeapon[WEAPON_BFG] then Exit;
4072 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4073 FWeapon[WEAPON_BFG] := True;
4074 Result := True;
4075 if gFlash = 2 then Inc(FPickup, 5);
4076 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4077 end;
4079 ITEM_WEAPON_SUPERPULEMET:
4080 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4081 begin
4082 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4084 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4085 FWeapon[WEAPON_SUPERPULEMET] := True;
4086 Result := True;
4087 if gFlash = 2 then Inc(FPickup, 5);
4088 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4089 end;
4091 ITEM_WEAPON_FLAMETHROWER:
4092 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4093 begin
4094 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4096 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4097 FWeapon[WEAPON_FLAMETHROWER] := True;
4098 Result := True;
4099 if gFlash = 2 then Inc(FPickup, 5);
4100 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4101 end;
4103 ITEM_AMMO_BULLETS:
4104 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4105 begin
4106 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4107 Result := True;
4108 remove := True;
4109 if gFlash = 2 then Inc(FPickup, 5);
4110 end;
4112 ITEM_AMMO_BULLETS_BOX:
4113 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4114 begin
4115 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4116 Result := True;
4117 remove := True;
4118 if gFlash = 2 then Inc(FPickup, 5);
4119 end;
4121 ITEM_AMMO_SHELLS:
4122 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4123 begin
4124 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4125 Result := True;
4126 remove := True;
4127 if gFlash = 2 then Inc(FPickup, 5);
4128 end;
4130 ITEM_AMMO_SHELLS_BOX:
4131 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4132 begin
4133 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4134 Result := True;
4135 remove := True;
4136 if gFlash = 2 then Inc(FPickup, 5);
4137 end;
4139 ITEM_AMMO_ROCKET:
4140 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4141 begin
4142 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4143 Result := True;
4144 remove := True;
4145 if gFlash = 2 then Inc(FPickup, 5);
4146 end;
4148 ITEM_AMMO_ROCKET_BOX:
4149 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4150 begin
4151 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4152 Result := True;
4153 remove := True;
4154 if gFlash = 2 then Inc(FPickup, 5);
4155 end;
4157 ITEM_AMMO_CELL:
4158 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4159 begin
4160 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4161 Result := True;
4162 remove := True;
4163 if gFlash = 2 then Inc(FPickup, 5);
4164 end;
4166 ITEM_AMMO_CELL_BIG:
4167 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4168 begin
4169 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4170 Result := True;
4171 remove := True;
4172 if gFlash = 2 then Inc(FPickup, 5);
4173 end;
4175 ITEM_AMMO_FUELCAN:
4176 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4177 begin
4178 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4179 Result := True;
4180 remove := True;
4181 if gFlash = 2 then Inc(FPickup, 5);
4182 end;
4184 ITEM_AMMO_BACKPACK:
4185 if not(R_ITEM_BACKPACK in FRulez) or
4186 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4187 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4188 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4189 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4190 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4191 begin
4192 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4193 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4194 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4195 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4196 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4198 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4199 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4200 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4201 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4202 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4203 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4204 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4205 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4207 FRulez := FRulez + [R_ITEM_BACKPACK];
4208 Result := True;
4209 remove := True;
4210 if gFlash = 2 then Inc(FPickup, 5);
4211 end;
4213 ITEM_KEY_RED:
4214 if not(R_KEY_RED in FRulez) then
4215 begin
4216 Include(FRulez, R_KEY_RED);
4217 Result := True;
4218 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4219 if gFlash = 2 then Inc(FPickup, 5);
4220 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4221 end;
4223 ITEM_KEY_GREEN:
4224 if not(R_KEY_GREEN in FRulez) then
4225 begin
4226 Include(FRulez, R_KEY_GREEN);
4227 Result := True;
4228 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4229 if gFlash = 2 then Inc(FPickup, 5);
4230 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4231 end;
4233 ITEM_KEY_BLUE:
4234 if not(R_KEY_BLUE in FRulez) then
4235 begin
4236 Include(FRulez, R_KEY_BLUE);
4237 Result := True;
4238 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4239 if gFlash = 2 then Inc(FPickup, 5);
4240 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4241 end;
4243 ITEM_SUIT:
4244 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4245 begin
4246 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4247 Result := True;
4248 remove := True;
4249 FFireTime := 0;
4250 if gFlash = 2 then Inc(FPickup, 5);
4251 end;
4253 ITEM_OXYGEN:
4254 if FAir < AIR_MAX then
4255 begin
4256 FAir := AIR_MAX;
4257 Result := True;
4258 remove := True;
4259 if gFlash = 2 then Inc(FPickup, 5);
4260 end;
4262 ITEM_MEDKIT_BLACK:
4263 begin
4264 if not (R_BERSERK in FRulez) then
4265 begin
4266 Include(FRulez, R_BERSERK);
4267 if allowBerserkSwitching then
4268 begin
4269 FCurrWeap := WEAPON_KASTET;
4270 //FNetForceWeap := FCurrWeap;
4271 resetWeaponQueue();
4272 FModel.SetWeapon(WEAPON_KASTET);
4273 end;
4274 if gFlash <> 0 then
4275 begin
4276 Inc(FPain, 100);
4277 if gFlash = 2 then Inc(FPickup, 5);
4278 end;
4279 FBerserk := gTime+30000;
4280 Result := True;
4281 remove := True;
4282 FFireTime := 0;
4283 //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
4284 end;
4285 if FHealth < PLAYER_HP_SOFT then
4286 begin
4287 FHealth := PLAYER_HP_SOFT;
4288 FBerserk := gTime+30000;
4289 Result := True;
4290 remove := True;
4291 FFireTime := 0;
4292 end;
4293 end;
4295 ITEM_INVUL:
4296 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4297 begin
4298 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4299 Result := True;
4300 remove := True;
4301 if gFlash = 2 then Inc(FPickup, 5);
4302 end;
4304 ITEM_BOTTLE:
4305 if FHealth < PLAYER_HP_LIMIT then
4306 begin
4307 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4308 Result := True;
4309 remove := True;
4310 FFireTime := 0;
4311 if gFlash = 2 then Inc(FPickup, 5);
4312 end;
4314 ITEM_HELMET:
4315 if FArmor < PLAYER_AP_LIMIT then
4316 begin
4317 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4318 Result := True;
4319 remove := True;
4320 if gFlash = 2 then Inc(FPickup, 5);
4321 end;
4323 ITEM_JETPACK:
4324 if FJetFuel < JET_MAX then
4325 begin
4326 FJetFuel := JET_MAX;
4327 Result := True;
4328 remove := True;
4329 if gFlash = 2 then Inc(FPickup, 5);
4330 end;
4332 ITEM_INVIS:
4333 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4334 begin
4335 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4336 Result := True;
4337 remove := True;
4338 if gFlash = 2 then Inc(FPickup, 5);
4339 end;
4340 end;
4341 end;
4343 procedure TPlayer.Touch();
4344 begin
4345 if not FAlive then
4346 Exit;
4347 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4348 if FIamBot then
4349 begin
4350 // Áðîñèòü ôëàã òîâàðèùó:
4351 if gGameSettings.GameMode = GM_CTF then
4352 DropFlag();
4353 end;
4354 end;
4356 procedure TPlayer.Push(vx, vy: Integer);
4357 begin
4358 if (not FPhysics) and FGhost then
4359 Exit;
4360 FObj.Accel.X := FObj.Accel.X + vx;
4361 FObj.Accel.Y := FObj.Accel.Y + vy;
4362 if g_Game_IsNet and g_Game_IsServer then
4363 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4364 end;
4366 procedure TPlayer.Reset(Force: Boolean);
4367 begin
4368 if Force then
4369 FAlive := False;
4371 FSpawned := False;
4372 FTime[T_RESPAWN] := 0;
4373 FTime[T_FLAGCAP] := 0;
4374 FGodMode := False;
4375 FNoTarget := False;
4376 FNoReload := False;
4377 FFrags := 0;
4378 FLastFrag := 0;
4379 FComboEvnt := -1;
4380 FKills := 0;
4381 FMonsterKills := 0;
4382 FDeath := 0;
4383 FSecrets := 0;
4384 //FCurrFrameIdx := 0;
4385 //FNetForceWeap := FCurrWeap;
4386 //FNetForceWeapFIdx := 0;
4387 if FNoRespawn then
4388 begin
4389 FSpectator := False;
4390 FGhost := False;
4391 FPhysics := True;
4392 FSpectatePlayer := -1;
4393 FNoRespawn := False;
4394 end;
4395 FLives := gGameSettings.MaxLives;
4397 SetFlag(FLAG_NONE);
4398 end;
4400 procedure TPlayer.SoftReset();
4401 begin
4402 ReleaseKeys();
4404 FDamageBuffer := 0;
4405 FIncCam := 0;
4406 FBFGFireCounter := -1;
4407 FShellTimer := -1;
4408 FPain := 0;
4409 FLastHit := 0;
4410 FLastFrag := 0;
4411 FComboEvnt := -1;
4413 SetFlag(FLAG_NONE);
4414 SetAction(A_STAND, True);
4415 end;
4417 function TPlayer.GetRespawnPoint(): Byte;
4418 var
4419 c: Byte;
4420 begin
4421 Result := 255;
4422 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4424 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4425 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4426 begin
4427 if (Self = gPlayer1) or (Self = gPlayer2) then
4428 begin
4429 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4430 if Self = gPlayer1 then
4431 c := RESPAWNPOINT_PLAYER1
4432 else
4433 c := RESPAWNPOINT_PLAYER2;
4434 if g_Map_GetPointCount(c) > 0 then
4435 begin
4436 Result := c;
4437 Exit;
4438 end;
4440 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4441 if Self = gPlayer1 then
4442 c := RESPAWNPOINT_PLAYER2
4443 else
4444 c := RESPAWNPOINT_PLAYER1;
4445 if g_Map_GetPointCount(c) > 0 then
4446 begin
4447 Result := c;
4448 Exit;
4449 end;
4450 end else
4451 begin
4452 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4453 if Random(2) = 0 then
4454 c := RESPAWNPOINT_PLAYER1
4455 else
4456 c := RESPAWNPOINT_PLAYER2;
4457 if g_Map_GetPointCount(c) > 0 then
4458 begin
4459 Result := c;
4460 Exit;
4461 end;
4462 end;
4464 // Òî÷êà ëþáîé èç êîìàíä
4465 if Random(2) = 0 then
4466 c := RESPAWNPOINT_RED
4467 else
4468 c := RESPAWNPOINT_BLUE;
4469 if g_Map_GetPointCount(c) > 0 then
4470 begin
4471 Result := c;
4472 Exit;
4473 end;
4475 // Òî÷êà DM
4476 c := RESPAWNPOINT_DM;
4477 if g_Map_GetPointCount(c) > 0 then
4478 begin
4479 Result := c;
4480 Exit;
4481 end;
4482 end;
4484 // Ìÿñîïîâàë
4485 if gGameSettings.GameMode = GM_DM then
4486 begin
4487 // Òî÷êà DM
4488 c := RESPAWNPOINT_DM;
4489 if g_Map_GetPointCount(c) > 0 then
4490 begin
4491 Result := c;
4492 Exit;
4493 end;
4495 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4496 if Random(2) = 0 then
4497 c := RESPAWNPOINT_PLAYER1
4498 else
4499 c := RESPAWNPOINT_PLAYER2;
4500 if g_Map_GetPointCount(c) > 0 then
4501 begin
4502 Result := c;
4503 Exit;
4504 end;
4506 // Òî÷êà ëþáîé èç êîìàíä
4507 if Random(2) = 0 then
4508 c := RESPAWNPOINT_RED
4509 else
4510 c := RESPAWNPOINT_BLUE;
4511 if g_Map_GetPointCount(c) > 0 then
4512 begin
4513 Result := c;
4514 Exit;
4515 end;
4516 end;
4518 // Êîìàíäíûå
4519 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4520 begin
4521 // Òî÷êà ñâîåé êîìàíäû
4522 c := RESPAWNPOINT_DM;
4523 if FTeam = TEAM_RED then
4524 c := RESPAWNPOINT_RED;
4525 if FTeam = TEAM_BLUE then
4526 c := RESPAWNPOINT_BLUE;
4527 if g_Map_GetPointCount(c) > 0 then
4528 begin
4529 Result := c;
4530 Exit;
4531 end;
4533 // Òî÷êà DM
4534 c := RESPAWNPOINT_DM;
4535 if g_Map_GetPointCount(c) > 0 then
4536 begin
4537 Result := c;
4538 Exit;
4539 end;
4541 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4542 if Random(2) = 0 then
4543 c := RESPAWNPOINT_PLAYER1
4544 else
4545 c := RESPAWNPOINT_PLAYER2;
4546 if g_Map_GetPointCount(c) > 0 then
4547 begin
4548 Result := c;
4549 Exit;
4550 end;
4552 // Òî÷êà äðóãîé êîìàíäû
4553 c := RESPAWNPOINT_DM;
4554 if FTeam = TEAM_RED then
4555 c := RESPAWNPOINT_BLUE;
4556 if FTeam = TEAM_BLUE then
4557 c := RESPAWNPOINT_RED;
4558 if g_Map_GetPointCount(c) > 0 then
4559 begin
4560 Result := c;
4561 Exit;
4562 end;
4563 end;
4564 end;
4566 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4567 var
4568 RespawnPoint: TRespawnPoint;
4569 a, b, c: Byte;
4570 Anim: TAnimation;
4571 ID: DWORD;
4572 begin
4573 FIncCam := 0;
4574 FBFGFireCounter := -1;
4575 FShellTimer := -1;
4576 FPain := 0;
4577 FLastHit := 0;
4578 //FNetForceWeap := FCurrWeap;
4580 if not g_Game_IsServer then
4581 Exit;
4582 if FDummy then
4583 Exit;
4584 FWantsInGame := True;
4585 FJustTeleported := True;
4586 if Force then
4587 begin
4588 FTime[T_RESPAWN] := 0;
4589 FAlive := False;
4590 end;
4591 FNetTime := 0;
4592 // if server changes MaxLives we gotta be ready
4593 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4595 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4596 if FTime[T_RESPAWN] > gTime then
4597 Exit;
4599 // Ïðîñðàë âñå æèçíè:
4600 if FNoRespawn then
4601 begin
4602 if not FSpectator then Spectate(True);
4603 FWantsInGame := True;
4604 Exit;
4605 end;
4607 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4608 begin // "Ñâîÿ èãðà"
4609 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4610 FRulez := FRulez-[R_BERSERK];
4611 end
4612 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4613 begin
4614 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4615 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4616 end;
4618 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4619 c := GetRespawnPoint();
4621 ReleaseKeys();
4622 SetFlag(FLAG_NONE);
4624 // Âîñêðåøåíèå áåç îðóæèÿ:
4625 if not FAlive then
4626 begin
4627 FHealth := PLAYER_HP_SOFT;
4628 FArmor := 0;
4629 FAlive := True;
4630 FAir := AIR_DEF;
4631 FJetFuel := 0;
4633 for a := WP_FIRST to WP_LAST do
4634 begin
4635 FWeapon[a] := False;
4636 FReloading[a] := 0;
4637 end;
4639 FWeapon[WEAPON_PISTOL] := True;
4640 FWeapon[WEAPON_KASTET] := True;
4641 FCurrWeap := WEAPON_PISTOL;
4642 //FNetForceWeap := FCurrWeap;
4643 resetWeaponQueue();
4645 FModel.SetWeapon(FCurrWeap);
4647 for b := A_BULLETS to A_HIGH do
4648 FAmmo[b] := 0;
4650 FAmmo[A_BULLETS] := 50;
4652 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4653 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4654 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4655 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4656 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4658 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4659 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4660 else
4661 FRulez := [];
4662 end;
4664 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4665 if not g_Map_GetPoint(c, RespawnPoint) then
4666 begin
4667 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4668 Exit;
4669 end;
4671 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4672 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4673 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4674 FObj.Vel.X := 0;
4675 FObj.Vel.Y := 0;
4676 FObj.Accel.X := 0;
4677 FObj.Accel.Y := 0;
4679 FDirection := RespawnPoint.Direction;
4680 if FDirection = TDirection.D_LEFT then
4681 FAngle := 180
4682 else
4683 FAngle := 0;
4685 SetAction(A_STAND, True);
4686 FModel.Direction := FDirection;
4688 for a := Low(FTime) to High(FTime) do
4689 FTime[a] := 0;
4691 for a := Low(FMegaRulez) to High(FMegaRulez) do
4692 FMegaRulez[a] := 0;
4694 FDamageBuffer := 0;
4695 FJetpack := False;
4696 FCanJetpack := False;
4697 FFireTime := 0;
4698 FFirePainTime := 0;
4699 FFireAttacker := 0;
4701 // Àíèìàöèÿ âîçðîæäåíèÿ:
4702 if (not gLoadGameMode) and (not Silent) then
4703 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4704 begin
4705 Anim := TAnimation.Create(ID, False, 3);
4706 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4707 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4708 Anim.Free();
4709 end;
4711 FSpectator := False;
4712 FGhost := False;
4713 FPhysics := True;
4714 FSpectatePlayer := -1;
4715 FSpawned := True;
4717 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4718 gPlayer1 := self;
4719 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4720 gPlayer2 := self;
4722 //FNetForceWeap := FCurrWeap;
4724 if g_Game_IsNet then
4725 begin
4726 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4727 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4728 if not Silent then
4729 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4730 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4731 0, NET_GFX_TELE);
4732 end;
4733 end;
4735 procedure TPlayer.Spectate(NoMove: Boolean = False);
4736 begin
4737 if FAlive then
4738 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4739 else if (not NoMove) then
4740 begin
4741 GameX := gMapInfo.Width div 2;
4742 GameY := gMapInfo.Height div 2;
4743 end;
4744 FXTo := GameX;
4745 FYTo := GameY;
4747 FAlive := False;
4748 FSpectator := True;
4749 FGhost := True;
4750 FPhysics := False;
4751 FWantsInGame := False;
4752 FSpawned := False;
4754 if FNoRespawn then
4755 begin
4756 if Self = gPlayer1 then
4757 begin
4758 gLMSPID1 := FUID;
4759 gPlayer1 := nil;
4760 end;
4761 if Self = gPlayer2 then
4762 begin
4763 gLMSPID2 := FUID;
4764 gPlayer2 := nil;
4765 end;
4766 end;
4768 if g_Game_IsNet then
4769 MH_SEND_PlayerStats(FUID);
4770 end;
4772 procedure TPlayer.SwitchNoClip;
4773 begin
4774 if not FAlive then
4775 Exit;
4776 FGhost := not FGhost;
4777 FPhysics := not FGhost;
4778 if FGhost then
4779 begin
4780 FXTo := FObj.X;
4781 FYTo := FObj.Y;
4782 end else
4783 begin
4784 FObj.Accel.X := 0;
4785 FObj.Accel.Y := 0;
4786 end;
4787 end;
4789 procedure TPlayer.Run(Direction: TDirection);
4790 var
4791 a, b: Integer;
4792 begin
4793 if MAX_RUNVEL > 8 then
4794 FlySmoke();
4796 // Áåæèì:
4797 if Direction = TDirection.D_LEFT then
4798 begin
4799 if FObj.Vel.X > -MAX_RUNVEL then
4800 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4801 end
4802 else
4803 if FObj.Vel.X < MAX_RUNVEL then
4804 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4806 // Âîçìîæíî, ïèíàåì êóñêè:
4807 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4808 begin
4809 b := Abs(FObj.Vel.X);
4810 if b > 1 then b := b * (Random(8 div b) + 1);
4811 for a := 0 to High(gGibs) do
4812 begin
4813 if gGibs[a].alive and
4814 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4815 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4816 begin
4817 // Ïèíàåì êóñêè
4818 if FObj.Vel.X < 0 then
4819 begin
4820 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4821 end
4822 else
4823 begin
4824 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4825 end;
4826 gGibs[a].positionChanged(); // this updates spatial accelerators
4827 end;
4828 end;
4829 end;
4831 SetAction(A_WALK);
4832 end;
4834 procedure TPlayer.SeeDown();
4835 begin
4836 SetAction(A_SEEDOWN);
4838 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4840 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4841 end;
4843 procedure TPlayer.SeeUp();
4844 begin
4845 SetAction(A_SEEUP);
4847 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4849 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4850 end;
4852 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4853 var
4854 Prior: Byte;
4855 begin
4856 case Action of
4857 A_WALK: Prior := 3;
4858 A_DIE1: Prior := 5;
4859 A_DIE2: Prior := 5;
4860 A_ATTACK: Prior := 2;
4861 A_SEEUP: Prior := 1;
4862 A_SEEDOWN: Prior := 1;
4863 A_ATTACKUP: Prior := 2;
4864 A_ATTACKDOWN: Prior := 2;
4865 A_PAIN: Prior := 4;
4866 else Prior := 0;
4867 end;
4869 if (Prior > FActionPrior) or Force then
4870 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4871 begin
4872 FActionPrior := Prior;
4873 FActionAnim := Action;
4874 FActionForce := Force;
4875 FActionChanged := True;
4876 end;
4878 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4879 end;
4881 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4882 begin
4883 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4884 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4885 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4886 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4887 end;
4889 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4890 var
4891 Anim: TAnimation;
4892 ID: DWORD;
4893 begin
4894 Result := False;
4896 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4897 begin
4898 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4899 if g_Game_IsServer and g_Game_IsNet then
4900 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4901 Exit;
4902 end;
4904 FJustTeleported := True;
4906 Anim := nil;
4907 if not silent then
4908 begin
4909 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4910 begin
4911 Anim := TAnimation.Create(ID, False, 3);
4912 end;
4914 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4915 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4916 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4917 if g_Game_IsServer and g_Game_IsNet then
4918 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4919 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4920 NET_GFX_TELE);
4921 end;
4923 FObj.X := X-PLAYER_RECT.X;
4924 FObj.Y := Y-PLAYER_RECT.Y;
4925 if FAlive and FGhost then
4926 begin
4927 FXTo := FObj.X;
4928 FYTo := FObj.Y;
4929 end;
4931 if not g_Game_IsNet then
4932 begin
4933 if dir = 1 then
4934 begin
4935 SetDirection(TDirection.D_LEFT);
4936 FAngle := 180;
4937 end
4938 else
4939 if dir = 2 then
4940 begin
4941 SetDirection(TDirection.D_RIGHT);
4942 FAngle := 0;
4943 end
4944 else
4945 if dir = 3 then
4946 begin // îáðàòíîå
4947 if FDirection = TDirection.D_RIGHT then
4948 begin
4949 SetDirection(TDirection.D_LEFT);
4950 FAngle := 180;
4951 end
4952 else
4953 begin
4954 SetDirection(TDirection.D_RIGHT);
4955 FAngle := 0;
4956 end;
4957 end;
4958 end;
4960 if not silent and (Anim <> nil) then
4961 begin
4962 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4963 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4964 Anim.Free();
4966 if g_Game_IsServer and g_Game_IsNet then
4967 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4968 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4969 NET_GFX_TELE);
4970 end;
4972 Result := True;
4973 end;
4975 function nonz(a: Single): Single;
4976 begin
4977 if a <> 0 then
4978 Result := a
4979 else
4980 Result := 1;
4981 end;
4983 function TPlayer.followCorpse(): Boolean;
4984 var
4985 i: Integer;
4986 begin
4987 Result := False;
4988 if FAlive or FSpectator then
4989 Exit;
4990 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4991 Exit;
4992 for i := 0 to High(gCorpses) do
4993 if gCorpses[i] <> nil then
4994 if gCorpses[i].FPlayerUID = FUID then
4995 begin
4996 Result := True;
4997 FObj.X := gCorpses[i].FObj.X;
4998 FObj.Y := gCorpses[i].FObj.Y;
4999 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
5000 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
5001 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
5002 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
5003 break;
5004 end;
5005 end;
5007 procedure TPlayer.Update();
5008 var
5009 b: Byte;
5010 i, ii, wx, wy, xd, yd, k: Integer;
5011 blockmon, headwater, dospawn: Boolean;
5012 NetServer: Boolean;
5013 AnyServer: Boolean;
5014 SetSpect: Boolean;
5015 begin
5016 //Inc(FCurrFrameIdx);
5018 NetServer := g_Game_IsNet and g_Game_IsServer;
5019 AnyServer := g_Game_IsServer;
5021 if g_Game_IsClient and (NetInterpLevel > 0) then
5022 DoLerp(NetInterpLevel + 1)
5023 else
5024 if FGhost then
5025 DoLerp(4);
5027 if NetServer then
5028 begin
5029 if FClientID >= 0 then
5030 begin
5031 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5032 if NetClients[FClientID].Peer^.packetsSent > 0 then
5033 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5034 else
5035 FLoss := 0;
5036 end else
5037 begin
5038 FPing := 0;
5039 FLoss := 0;
5040 end;
5041 end;
5043 if FAlive and (FPunchAnim <> nil) then
5044 FPunchAnim.Update();
5046 if FAlive and (gFly or FJetpack) then
5047 FlySmoke();
5049 if FDirection = TDirection.D_LEFT then
5050 FAngle := 180
5051 else
5052 FAngle := 0;
5054 if FAlive and (not FGhost) then
5055 begin
5056 if FKeys[KEY_UP].Pressed then
5057 SeeUp();
5058 if FKeys[KEY_DOWN].Pressed then
5059 SeeDown();
5060 end;
5062 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5063 (FIncCam <> 0) then
5064 begin
5065 i := g_basic.Sign(FIncCam);
5066 FIncCam := Abs(FIncCam);
5067 DecMin(FIncCam, 5, 0);
5068 FIncCam := FIncCam*i;
5069 end;
5071 // no need to do that each second frame, weapon queue will take care of it
5072 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed {and AnyServer} then NextWeapon();
5073 if FAlive and FKeys[KEY_PREVWEAPON].Pressed {and AnyServer} then PrevWeapon();
5075 if gTime mod (GAME_TICK*2) <> 0 then
5076 begin
5077 if (FObj.Vel.X = 0) and FAlive then
5078 begin
5079 if FKeys[KEY_LEFT].Pressed then
5080 Run(TDirection.D_LEFT);
5081 if FKeys[KEY_RIGHT].Pressed then
5082 Run(TDirection.D_RIGHT);
5083 end;
5085 if FPhysics then
5086 begin
5087 if not followCorpse() then
5088 g_Obj_Move(@FObj, True, True, True);
5089 positionChanged(); // this updates spatial accelerators
5090 end;
5092 Exit;
5093 end;
5095 FActionChanged := False;
5097 if FAlive then
5098 begin
5099 // Let alive player do some actions
5100 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5101 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5102 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5103 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5104 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5105 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5106 if FKeys[KEY_JUMP].Pressed then Jump()
5107 else
5108 begin
5109 if AnyServer and FJetpack then
5110 begin
5111 FJetpack := False;
5112 JetpackOff;
5113 if NetServer then MH_SEND_PlayerStats(FUID);
5114 end;
5115 FCanJetpack := True;
5116 end;
5117 end
5118 else // Dead
5119 begin
5120 dospawn := False;
5121 if not FGhost then
5122 for k := Low(FKeys) to KEY_CHAT-1 do
5123 begin
5124 if FKeys[k].Pressed then
5125 begin
5126 dospawn := True;
5127 break;
5128 end;
5129 end;
5130 if dospawn then
5131 begin
5132 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5133 Respawn(False)
5134 else // Single
5135 if (FTime[T_RESPAWN] <= gTime) and
5136 gGameOn and (not FAlive) then
5137 begin
5138 if (g_Player_GetCount() > 1) then
5139 Respawn(False)
5140 else
5141 begin
5142 gExit := EXIT_RESTART;
5143 Exit;
5144 end;
5145 end;
5146 end;
5147 // Dead spectator actions
5148 if FGhost then
5149 begin
5150 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5151 if FKeys[KEY_FIRE].Pressed and AnyServer then
5152 begin
5153 if FSpectator then
5154 begin
5155 if (FSpectatePlayer >= High(gPlayers)) then
5156 FSpectatePlayer := -1
5157 else
5158 begin
5159 SetSpect := False;
5160 for I := FSpectatePlayer + 1 to High(gPlayers) do
5161 if gPlayers[I] <> nil then
5162 if gPlayers[I].alive then
5163 if gPlayers[I].UID <> FUID then
5164 begin
5165 FSpectatePlayer := I;
5166 SetSpect := True;
5167 break;
5168 end;
5170 if not SetSpect then FSpectatePlayer := -1;
5171 end;
5173 ReleaseKeys;
5174 end;
5175 end;
5176 end;
5177 end;
5178 // No clipping
5179 if FGhost then
5180 begin
5181 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5182 begin
5183 FYTo := FObj.Y - 32;
5184 FSpectatePlayer := -1;
5185 end;
5186 if FKeys[KEY_DOWN].Pressed then
5187 begin
5188 FYTo := FObj.Y + 32;
5189 FSpectatePlayer := -1;
5190 end;
5191 if FKeys[KEY_LEFT].Pressed then
5192 begin
5193 FXTo := FObj.X - 32;
5194 FSpectatePlayer := -1;
5195 end;
5196 if FKeys[KEY_RIGHT].Pressed then
5197 begin
5198 FXTo := FObj.X + 32;
5199 FSpectatePlayer := -1;
5200 end;
5202 if (FXTo < -64) then
5203 FXTo := -64
5204 else if (FXTo > gMapInfo.Width + 32) then
5205 FXTo := gMapInfo.Width + 32;
5206 if (FYTo < -72) then
5207 FYTo := -72
5208 else if (FYTo > gMapInfo.Height + 32) then
5209 FYTo := gMapInfo.Height + 32;
5210 end;
5212 if FPhysics then
5213 begin
5214 if not followCorpse() then
5215 g_Obj_Move(@FObj, True, True, True);
5216 positionChanged(); // this updates spatial accelerators
5217 end
5218 else
5219 begin
5220 FObj.Vel.X := 0;
5221 FObj.Vel.Y := 0;
5222 if FSpectator then
5223 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5224 if gPlayers[FSpectatePlayer] <> nil then
5225 if gPlayers[FSpectatePlayer].alive then
5226 begin
5227 FXTo := gPlayers[FSpectatePlayer].GameX;
5228 FYTo := gPlayers[FSpectatePlayer].GameY;
5229 end;
5230 end;
5232 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5233 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5234 PANEL_BLOCKMON, True);
5235 headwater := HeadInLiquid(0, 0);
5237 // Ñîïðîòèâëåíèå âîçäóõà:
5238 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5239 if FObj.Vel.X <> 0 then
5240 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5242 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5243 DecMin(FPain, 5, 0);
5244 DecMin(FPickup, 1, 0);
5246 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5247 begin
5248 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5249 FMegaRulez[MR_SUIT] := 0;
5250 FMegaRulez[MR_INVUL] := 0;
5251 FMegaRulez[MR_INVIS] := 0;
5252 Kill(K_FALLKILL, 0, HIT_FALL);
5253 end;
5255 i := 9;
5257 if FAlive then
5258 begin
5259 if FCurrWeap = WEAPON_SAW then
5260 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5261 FSawSoundSelect.IsPlaying()) then
5262 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5264 if FJetpack then
5265 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5266 (not FJetSoundOff.IsPlaying()) then
5267 begin
5268 FJetSoundFly.SetPosition(0);
5269 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5270 end;
5272 for b := WP_FIRST to WP_LAST do
5273 if FReloading[b] > 0 then
5274 if FNoReload then
5275 FReloading[b] := 0
5276 else
5277 Dec(FReloading[b]);
5279 if FShellTimer > -1 then
5280 if FShellTimer = 0 then
5281 begin
5282 if FShellType = SHELL_SHELL then
5283 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5284 GameVelX, GameVelY-2, SHELL_SHELL)
5285 else if FShellType = SHELL_DBLSHELL then
5286 begin
5287 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5288 GameVelX+1, GameVelY-2, SHELL_SHELL);
5289 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5290 GameVelX-1, GameVelY-2, SHELL_SHELL);
5291 end;
5292 FShellTimer := -1;
5293 end else Dec(FShellTimer);
5295 if (FBFGFireCounter > -1) then
5296 if FBFGFireCounter = 0 then
5297 begin
5298 if AnyServer then
5299 begin
5300 wx := FObj.X+WEAPONPOINT[FDirection].X;
5301 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5302 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5303 yd := wy+firediry();
5304 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5305 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5306 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5307 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5308 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5309 end;
5311 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5312 FBFGFireCounter := -1;
5313 end else
5314 if FNoReload then
5315 FBFGFireCounter := 0
5316 else
5317 Dec(FBFGFireCounter);
5319 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5320 begin
5321 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5323 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5324 end;
5326 if (headwater or blockmon) then
5327 begin
5328 Dec(FAir);
5330 if FAir < -9 then
5331 begin
5332 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5333 FAir := 0;
5334 end
5335 else if (FAir mod 31 = 0) and not blockmon then
5336 begin
5337 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5338 if Random(2) = 0 then
5339 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5340 else
5341 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5342 end;
5343 end else if FAir < AIR_DEF then
5344 FAir := AIR_DEF;
5346 if FFireTime > 0 then
5347 begin
5348 if BodyInLiquid(0, 0) then
5349 begin
5350 FFireTime := 0;
5351 FFirePainTime := 0;
5352 end
5353 else if FMegaRulez[MR_SUIT] >= gTime then
5354 begin
5355 if FMegaRulez[MR_SUIT] = gTime then
5356 FFireTime := 1;
5357 FFirePainTime := 0;
5358 end
5359 else
5360 begin
5361 OnFireFlame(1);
5362 if FFirePainTime <= 0 then
5363 begin
5364 if g_Game_IsServer then
5365 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5366 FFirePainTime := 18;
5367 end;
5368 FFirePainTime := FFirePainTime - 1;
5369 FFireTime := FFireTime - 1;
5370 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5371 MH_SEND_PlayerStats(FUID);
5372 end;
5373 end;
5375 if FDamageBuffer > 0 then
5376 begin
5377 if FDamageBuffer >= 9 then
5378 begin
5379 SetAction(A_PAIN);
5381 if FDamageBuffer < 30 then i := 9
5382 else if FDamageBuffer < 100 then i := 18
5383 else i := 27;
5384 end;
5386 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5387 FArmor := FArmor-(FDamageBuffer-ii);
5388 FHealth := FHealth-ii;
5389 if FArmor < 0 then
5390 begin
5391 FHealth := FHealth+FArmor;
5392 FArmor := 0;
5393 end;
5395 if AnyServer then
5396 if FHealth <= 0 then
5397 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5398 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5399 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5401 if FAlive then
5402 begin
5403 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5404 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5405 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5406 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5407 end;
5409 FDamageBuffer := 0;
5410 end;
5412 {CollideItem();}
5413 end; // if FAlive then ...
5415 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5416 begin
5417 FModel.ChangeAnimation(FActionAnim, FActionForce);
5418 FModel.GetCurrentAnimation.MinLength := i;
5419 FModel.GetCurrentAnimationMask.MinLength := i;
5420 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5422 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5423 then SetAction(A_STAND, True);
5425 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5427 for b := Low(FKeys) to High(FKeys) do
5428 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5429 end;
5432 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5433 begin
5434 x := FObj.X+PLAYER_RECT.X;
5435 y := FObj.Y+PLAYER_RECT.Y;
5436 w := PLAYER_RECT.Width;
5437 h := PLAYER_RECT.Height;
5438 end;
5441 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5442 begin
5443 if (dx <> 0) or (dy <> 0) then
5444 begin
5445 FObj.X += dx;
5446 FObj.Y += dy;
5447 positionChanged();
5448 end;
5449 end;
5452 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5453 begin
5454 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5455 FObj.Y+PLAYER_RECT.Y,
5456 PLAYER_RECT.Width,
5457 PLAYER_RECT.Height,
5458 X, Y,
5459 Width, Height);
5460 end;
5462 function TPlayer.Collide(Panel: TPanel): Boolean;
5463 begin
5464 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5465 FObj.Y+PLAYER_RECT.Y,
5466 PLAYER_RECT.Width,
5467 PLAYER_RECT.Height,
5468 Panel.X, Panel.Y,
5469 Panel.Width, Panel.Height);
5470 end;
5472 function TPlayer.Collide(X, Y: Integer): Boolean;
5473 begin
5474 X := X-FObj.X-PLAYER_RECT.X;
5475 Y := Y-FObj.Y-PLAYER_RECT.Y;
5476 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5477 (y >= 0) and (y <= PLAYER_RECT.Height);
5478 end;
5480 function g_Player_ValidName(Name: string): Boolean;
5481 var
5482 a: Integer;
5483 begin
5484 Result := True;
5486 if gPlayers = nil then Exit;
5488 for a := 0 to High(gPlayers) do
5489 if gPlayers[a] <> nil then
5490 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5491 begin
5492 Result := False;
5493 Exit;
5494 end;
5495 end;
5497 procedure TPlayer.SetDirection(Direction: TDirection);
5498 var
5499 d: TDirection;
5500 begin
5501 d := FModel.Direction;
5503 FModel.Direction := Direction;
5504 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5506 FDirection := Direction;
5507 end;
5509 function TPlayer.GetKeys(): Byte;
5510 begin
5511 Result := 0;
5513 if R_KEY_RED in FRulez then Result := KEY_RED;
5514 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5515 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5517 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5518 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5519 end;
5521 procedure TPlayer.Use();
5522 var
5523 a: Integer;
5524 begin
5525 if FTime[T_USE] > gTime then Exit;
5527 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5528 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5530 for a := 0 to High(gPlayers) do
5531 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5532 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5533 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5534 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5535 begin
5536 gPlayers[a].Touch();
5537 if g_Game_IsNet and g_Game_IsServer then
5538 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5539 end;
5541 FTime[T_USE] := gTime+120;
5542 end;
5544 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5545 var
5546 locObj: TObj;
5547 F: Boolean;
5548 WX, WY, XD, YD: Integer;
5549 begin
5550 F := False;
5551 WX := X;
5552 WY := Y;
5553 XD := AX;
5554 YD := AY;
5556 case FCurrWeap of
5557 WEAPON_KASTET:
5558 begin
5559 DoPunch();
5560 if R_BERSERK in FRulez then
5561 begin
5562 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5563 locobj.X := FObj.X+FObj.Rect.X;
5564 locobj.Y := FObj.Y+FObj.Rect.Y;
5565 locobj.rect.X := 0;
5566 locobj.rect.Y := 0;
5567 locobj.rect.Width := 39;
5568 locobj.rect.Height := 52;
5569 locobj.Vel.X := (xd-wx) div 2;
5570 locobj.Vel.Y := (yd-wy) div 2;
5571 locobj.Accel.X := xd-wx;
5572 locobj.Accel.y := yd-wy;
5574 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5575 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5576 else
5577 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5579 if gFlash = 1 then
5580 if FPain < 50 then
5581 FPain := min(FPain + 25, 50);
5582 end else
5583 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5584 end;
5586 WEAPON_SAW:
5587 begin
5588 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5589 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5590 begin
5591 FSawSoundSelect.Stop();
5592 FSawSound.Stop();
5593 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5594 end
5595 else if not FSawSoundHit.IsPlaying() then
5596 begin
5597 FSawSoundSelect.Stop();
5598 FSawSound.PlayAt(FObj.X, FObj.Y);
5599 end;
5600 f := True;
5601 end;
5603 WEAPON_PISTOL:
5604 begin
5605 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5606 FFireAngle := FAngle;
5607 f := True;
5608 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5609 GameVelX, GameVelY-2, SHELL_BULLET);
5610 end;
5612 WEAPON_SHOTGUN1:
5613 begin
5614 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5615 FFireAngle := FAngle;
5616 f := True;
5617 FShellTimer := 10;
5618 FShellType := SHELL_SHELL;
5619 end;
5621 WEAPON_SHOTGUN2:
5622 begin
5623 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5624 FFireAngle := FAngle;
5625 f := True;
5626 FShellTimer := 13;
5627 FShellType := SHELL_DBLSHELL;
5628 end;
5630 WEAPON_CHAINGUN:
5631 begin
5632 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5633 FFireAngle := FAngle;
5634 f := True;
5635 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5636 GameVelX, GameVelY-2, SHELL_BULLET);
5637 end;
5639 WEAPON_ROCKETLAUNCHER:
5640 begin
5641 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5642 FFireAngle := FAngle;
5643 f := True;
5644 end;
5646 WEAPON_PLASMA:
5647 begin
5648 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5649 FFireAngle := FAngle;
5650 f := True;
5651 end;
5653 WEAPON_BFG:
5654 begin
5655 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5656 FFireAngle := FAngle;
5657 f := True;
5658 end;
5660 WEAPON_SUPERPULEMET:
5661 begin
5662 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5663 FFireAngle := FAngle;
5664 f := True;
5665 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5666 GameVelX, GameVelY-2, SHELL_SHELL);
5667 end;
5669 WEAPON_FLAMETHROWER:
5670 begin
5671 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5672 FFireAngle := FAngle;
5673 f := True;
5674 end;
5675 end;
5677 if not f then Exit;
5679 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5680 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5681 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5682 end;
5684 procedure TPlayer.DoLerp(Level: Integer = 2);
5685 begin
5686 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5687 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5688 end;
5690 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5691 var
5692 AX, AY: Integer;
5693 begin
5694 if NetInterpLevel < 1 then
5695 begin
5696 FObj.X := XTo;
5697 FObj.Y := YTo;
5698 end
5699 else
5700 begin
5701 FXTo := XTo;
5702 FYTo := YTo;
5704 AX := Abs(FXTo - FObj.X);
5705 AY := Abs(FYTo - FObj.Y);
5706 if (AX > 32) or (AX <= NetInterpLevel) then
5707 FObj.X := FXTo;
5708 if (AY > 32) or (AY <= NetInterpLevel) then
5709 FObj.Y := FYTo;
5710 end;
5711 end;
5713 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5714 begin
5715 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5716 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5717 PANEL_LIFTUP, False) then Result := -1
5718 else
5719 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5720 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5721 PANEL_LIFTDOWN, False) then Result := 1
5722 else Result := 0;
5723 end;
5725 function TPlayer.GetFlag(Flag: Byte): Boolean;
5726 var
5727 s, ts: String;
5728 evtype: Byte;
5729 begin
5730 Result := False;
5732 if Flag = FLAG_NONE then
5733 Exit;
5735 if not g_Game_IsServer then Exit;
5737 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5738 if (Flag = FTeam) and
5739 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5740 (FFlag <> FLAG_NONE) then
5741 begin
5742 if FFlag = FLAG_RED then
5743 s := _lc[I_PLAYER_FLAG_RED]
5744 else
5745 s := _lc[I_PLAYER_FLAG_BLUE];
5747 evtype := FLAG_STATE_SCORED;
5749 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5750 Insert('.', ts, Length(ts) + 1 - 3);
5751 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5753 g_Map_ResetFlag(FFlag);
5754 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5756 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5758 Result := True;
5759 if g_Game_IsNet then
5760 begin
5761 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5762 MH_SEND_GameStats;
5763 end;
5765 gFlags[FFlag].CaptureTime := 0;
5766 SetFlag(FLAG_NONE);
5767 Exit;
5768 end;
5770 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5771 if (Flag = FTeam) and
5772 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5773 begin
5774 if Flag = FLAG_RED then
5775 s := _lc[I_PLAYER_FLAG_RED]
5776 else
5777 s := _lc[I_PLAYER_FLAG_BLUE];
5779 evtype := FLAG_STATE_RETURNED;
5780 gFlags[Flag].CaptureTime := 0;
5782 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5784 g_Map_ResetFlag(Flag);
5785 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5787 Result := True;
5788 if g_Game_IsNet then
5789 begin
5790 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5791 MH_SEND_GameStats;
5792 end;
5793 Exit;
5794 end;
5796 // Ïîäîáðàë ÷óæîé ôëàã:
5797 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5798 begin
5799 SetFlag(Flag);
5801 if Flag = FLAG_RED then
5802 s := _lc[I_PLAYER_FLAG_RED]
5803 else
5804 s := _lc[I_PLAYER_FLAG_BLUE];
5806 evtype := FLAG_STATE_CAPTURED;
5808 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5810 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5812 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5814 Result := True;
5815 if g_Game_IsNet then
5816 begin
5817 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5818 MH_SEND_GameStats;
5819 end;
5820 end;
5821 end;
5823 procedure TPlayer.SetFlag(Flag: Byte);
5824 begin
5825 FFlag := Flag;
5826 if FModel <> nil then
5827 FModel.SetFlag(FFlag);
5828 end;
5830 function TPlayer.DropFlag(): Boolean;
5831 var
5832 s: String;
5833 begin
5834 Result := False;
5835 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5836 Exit;
5837 FTime[T_FLAGCAP] := gTime + 2000;
5838 with gFlags[FFlag] do
5839 begin
5840 Obj.X := FObj.X;
5841 Obj.Y := FObj.Y;
5842 Direction := FDirection;
5843 State := FLAG_STATE_DROPPED;
5844 Count := FLAG_TIME;
5845 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5846 (FObj.Vel.Y div 2)-2+Random(5));
5847 positionChanged(); // this updates spatial accelerators
5849 if FFlag = FLAG_RED then
5850 s := _lc[I_PLAYER_FLAG_RED]
5851 else
5852 s := _lc[I_PLAYER_FLAG_BLUE];
5854 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5855 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5857 if g_Game_IsNet then
5858 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5859 end;
5860 SetFlag(FLAG_NONE);
5861 Result := True;
5862 end;
5864 procedure TPlayer.GetSecret();
5865 begin
5866 Inc(FSecrets);
5867 end;
5869 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5870 begin
5871 Assert(Key <= High(FKeys));
5873 FKeys[Key].Pressed := True;
5874 FKeys[Key].Time := Time;
5875 end;
5877 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5878 begin
5879 Result := FKeys[K].Pressed;
5880 end;
5882 procedure TPlayer.ReleaseKeys();
5883 var
5884 a: Integer;
5885 begin
5886 for a := Low(FKeys) to High(FKeys) do
5887 begin
5888 FKeys[a].Pressed := False;
5889 FKeys[a].Time := 0;
5890 end;
5891 end;
5893 procedure TPlayer.ReleaseKeysNoWeapon();
5894 var
5895 a: Integer;
5896 begin
5897 for a := Low(FKeys) to High(FKeys) do
5898 begin
5899 if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue;
5900 FKeys[a].Pressed := False;
5901 FKeys[a].Time := 0;
5902 end;
5903 end;
5905 procedure TPlayer.OnDamage(Angle: SmallInt);
5906 begin
5907 end;
5909 function TPlayer.firediry(): Integer;
5910 begin
5911 if FKeys[KEY_UP].Pressed then Result := -42
5912 else if FKeys[KEY_DOWN].Pressed then Result := 19
5913 else Result := 0;
5914 end;
5916 procedure TPlayer.RememberState();
5917 var
5918 i: Integer;
5919 begin
5920 FSavedState.Health := FHealth;
5921 FSavedState.Armor := FArmor;
5922 FSavedState.Air := FAir;
5923 FSavedState.JetFuel := FJetFuel;
5924 FSavedState.CurrWeap := FCurrWeap;
5925 FSavedState.NextWeap := FNextWeap;
5926 FSavedState.NextWeapDelay := FNextWeapDelay;
5928 for i := 0 to 3 do
5929 FSavedState.Ammo[i] := FAmmo[i];
5930 for i := 0 to 3 do
5931 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5933 FSavedState.Rulez := FRulez;
5934 FSavedState.WaitRecall := True;
5935 end;
5937 procedure TPlayer.RecallState();
5938 var
5939 i: Integer;
5940 begin
5941 if not FSavedState.WaitRecall then Exit;
5943 FHealth := FSavedState.Health;
5944 FArmor := FSavedState.Armor;
5945 FAir := FSavedState.Air;
5946 FJetFuel := FSavedState.JetFuel;
5947 FCurrWeap := FSavedState.CurrWeap;
5948 //FNetForceWeap := FCurrWeap;
5949 FNextWeap := FSavedState.NextWeap;
5950 FNextWeapDelay := FSavedState.NextWeapDelay;
5952 for i := 0 to 3 do
5953 FAmmo[i] := FSavedState.Ammo[i];
5954 for i := 0 to 3 do
5955 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5957 FRulez := FSavedState.Rulez;
5958 FSavedState.WaitRecall := False;
5960 if gGameSettings.GameType = GT_SERVER then
5961 MH_SEND_PlayerStats(FUID);
5962 end;
5964 procedure TPlayer.SaveState (st: TStream);
5965 var
5966 i: Integer;
5967 b: Byte;
5968 begin
5969 // Ñèãíàòóðà èãðîêà
5970 utils.writeSign(st, 'PLYR');
5971 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5972 // Áîò èëè ÷åëîâåê
5973 utils.writeBool(st, FIamBot);
5974 // UID èãðîêà
5975 utils.writeInt(st, Word(FUID));
5976 // Èìÿ èãðîêà
5977 utils.writeStr(st, FName);
5978 // Êîìàíäà
5979 utils.writeInt(st, Byte(FTeam));
5980 // Æèâ ëè
5981 utils.writeBool(st, FAlive);
5982 // Èçðàñõîäîâàë ëè âñå æèçíè
5983 utils.writeBool(st, FNoRespawn);
5984 // Íàïðàâëåíèå
5985 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5986 utils.writeInt(st, Byte(b));
5987 // Çäîðîâüå
5988 utils.writeInt(st, LongInt(FHealth));
5989 // Æèçíè
5990 utils.writeInt(st, Byte(FLives));
5991 // Áðîíÿ
5992 utils.writeInt(st, LongInt(FArmor));
5993 // Çàïàñ âîçäóõà
5994 utils.writeInt(st, LongInt(FAir));
5995 // Çàïàñ ãîðþ÷åãî
5996 utils.writeInt(st, LongInt(FJetFuel));
5997 // Áîëü
5998 utils.writeInt(st, LongInt(FPain));
5999 // Óáèë
6000 utils.writeInt(st, LongInt(FKills));
6001 // Óáèë ìîíñòðîâ
6002 utils.writeInt(st, LongInt(FMonsterKills));
6003 // Ôðàãîâ
6004 utils.writeInt(st, LongInt(FFrags));
6005 // Ôðàãîâ ïîäðÿä
6006 utils.writeInt(st, Byte(FFragCombo));
6007 // Âðåìÿ ïîñëåäíåãî ôðàãà
6008 utils.writeInt(st, LongWord(FLastFrag));
6009 // Ñìåðòåé
6010 utils.writeInt(st, LongInt(FDeath));
6011 // Êàêîé ôëàã íåñåò
6012 utils.writeInt(st, Byte(FFlag));
6013 // Íàøåë ñåêðåòîâ
6014 utils.writeInt(st, LongInt(FSecrets));
6015 // Òåêóùåå îðóæèå
6016 utils.writeInt(st, Byte(FCurrWeap));
6017 // Æåëàåìîå îðóæèå
6018 utils.writeInt(st, Word(FNextWeap));
6019 // ...è ïàóçà
6020 utils.writeInt(st, Byte(FNextWeapDelay));
6021 // Âðåìÿ çàðÿäêè BFG
6022 utils.writeInt(st, SmallInt(FBFGFireCounter));
6023 // Áóôåð óðîíà
6024 utils.writeInt(st, LongInt(FDamageBuffer));
6025 // Ïîñëåäíèé óäàðèâøèé
6026 utils.writeInt(st, Word(FLastSpawnerUID));
6027 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6028 utils.writeInt(st, Byte(FLastHit));
6029 // Îáúåêò èãðîêà
6030 Obj_SaveState(st, @FObj);
6031 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6032 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6033 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6034 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6035 // Íàëè÷èå îðóæèÿ
6036 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6037 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6038 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6039 // Íàëè÷èå ðþêçàêà
6040 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6041 // Íàëè÷èå êðàñíîãî êëþ÷à
6042 utils.writeBool(st, (R_KEY_RED in FRulez));
6043 // Íàëè÷èå çåëåíîãî êëþ÷à
6044 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6045 // Íàëè÷èå ñèíåãî êëþ÷à
6046 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6047 // Íàëè÷èå áåðñåðêà
6048 utils.writeBool(st, (R_BERSERK in FRulez));
6049 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6050 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6051 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6052 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6053 // Íàçâàíèå ìîäåëè
6054 utils.writeStr(st, FModel.Name);
6055 // Öâåò ìîäåëè
6056 utils.writeInt(st, Byte(FColor.R));
6057 utils.writeInt(st, Byte(FColor.G));
6058 utils.writeInt(st, Byte(FColor.B));
6059 end;
6062 procedure TPlayer.LoadState (st: TStream);
6063 var
6064 i: Integer;
6065 str: String;
6066 b: Byte;
6067 begin
6068 assert(st <> nil);
6070 // Ñèãíàòóðà èãðîêà
6071 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6072 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6073 // Áîò èëè ÷åëîâåê:
6074 FIamBot := utils.readBool(st);
6075 // UID èãðîêà
6076 FUID := utils.readWord(st);
6077 // Èìÿ èãðîêà
6078 str := utils.readStr(st);
6079 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6080 // Êîìàíäà
6081 FTeam := utils.readByte(st);
6082 // Æèâ ëè
6083 FAlive := utils.readBool(st);
6084 // Èçðàñõîäîâàë ëè âñå æèçíè
6085 FNoRespawn := utils.readBool(st);
6086 // Íàïðàâëåíèå
6087 b := utils.readByte(st);
6088 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6089 // Çäîðîâüå
6090 FHealth := utils.readLongInt(st);
6091 // Æèçíè
6092 FLives := utils.readByte(st);
6093 // Áðîíÿ
6094 FArmor := utils.readLongInt(st);
6095 // Çàïàñ âîçäóõà
6096 FAir := utils.readLongInt(st);
6097 // Çàïàñ ãîðþ÷åãî
6098 FJetFuel := utils.readLongInt(st);
6099 // Áîëü
6100 FPain := utils.readLongInt(st);
6101 // Óáèë
6102 FKills := utils.readLongInt(st);
6103 // Óáèë ìîíñòðîâ
6104 FMonsterKills := utils.readLongInt(st);
6105 // Ôðàãîâ
6106 FFrags := utils.readLongInt(st);
6107 // Ôðàãîâ ïîäðÿä
6108 FFragCombo := utils.readByte(st);
6109 // Âðåìÿ ïîñëåäíåãî ôðàãà
6110 FLastFrag := utils.readLongWord(st);
6111 // Ñìåðòåé
6112 FDeath := utils.readLongInt(st);
6113 // Êàêîé ôëàã íåñåò
6114 FFlag := utils.readByte(st);
6115 // Íàøåë ñåêðåòîâ
6116 FSecrets := utils.readLongInt(st);
6117 // Òåêóùåå îðóæèå
6118 FCurrWeap := utils.readByte(st);
6119 //FNetForceWeap := FCurrWeap;
6120 // Æåëàåìîå îðóæèå
6121 FNextWeap := utils.readWord(st);
6122 // ...è ïàóçà
6123 FNextWeapDelay := utils.readByte(st);
6124 // Âðåìÿ çàðÿäêè BFG
6125 FBFGFireCounter := utils.readSmallInt(st);
6126 // Áóôåð óðîíà
6127 FDamageBuffer := utils.readLongInt(st);
6128 // Ïîñëåäíèé óäàðèâøèé
6129 FLastSpawnerUID := utils.readWord(st);
6130 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6131 FLastHit := utils.readByte(st);
6132 // Îáúåêò èãðîêà
6133 Obj_LoadState(@FObj, st);
6134 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6135 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6136 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6137 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6138 // Íàëè÷èå îðóæèÿ
6139 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6140 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6141 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6142 // Íàëè÷èå ðþêçàêà
6143 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6144 // Íàëè÷èå êðàñíîãî êëþ÷à
6145 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6146 // Íàëè÷èå çåëåíîãî êëþ÷à
6147 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6148 // Íàëè÷èå ñèíåãî êëþ÷à
6149 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6150 // Íàëè÷èå áåðñåðêà
6151 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6152 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6153 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6154 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6155 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6156 // Íàçâàíèå ìîäåëè
6157 str := utils.readStr(st);
6158 // Öâåò ìîäåëè
6159 FColor.R := utils.readByte(st);
6160 FColor.G := utils.readByte(st);
6161 FColor.B := utils.readByte(st);
6162 if (self = gPlayer1) then
6163 begin
6164 str := gPlayer1Settings.Model;
6165 FColor := gPlayer1Settings.Color;
6166 end
6167 else if (self = gPlayer2) then
6168 begin
6169 str := gPlayer2Settings.Model;
6170 FColor := gPlayer2Settings.Color;
6171 end;
6172 // Îáíîâëÿåì ìîäåëü èãðîêà
6173 SetModel(str);
6174 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6175 FModel.Color := TEAMCOLOR[FTeam]
6176 else
6177 FModel.Color := FColor;
6178 end;
6181 procedure TPlayer.AllRulez(Health: Boolean);
6182 var
6183 a: Integer;
6184 begin
6185 if Health then
6186 begin
6187 FHealth := PLAYER_HP_LIMIT;
6188 FArmor := PLAYER_AP_LIMIT;
6189 Exit;
6190 end;
6192 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6193 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6194 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6195 end;
6197 procedure TPlayer.RestoreHealthArmor();
6198 begin
6199 FHealth := PLAYER_HP_LIMIT;
6200 FArmor := PLAYER_AP_LIMIT;
6201 end;
6203 procedure TPlayer.FragCombo();
6204 var
6205 Param: Integer;
6206 begin
6207 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6208 Exit;
6209 if gTime - FLastFrag < FRAG_COMBO_TIME then
6210 begin
6211 if FFragCombo < 5 then
6212 Inc(FFragCombo);
6213 Param := FUID or (FFragCombo shl 16);
6214 if (FComboEvnt >= Low(gDelayedEvents)) and
6215 (FComboEvnt <= High(gDelayedEvents)) and
6216 gDelayedEvents[FComboEvnt].Pending and
6217 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6218 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6219 begin
6220 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6221 gDelayedEvents[FComboEvnt].DENum := Param;
6222 end
6223 else
6224 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6225 end
6226 else
6227 FFragCombo := 1;
6229 FLastFrag := gTime;
6230 end;
6232 procedure TPlayer.GiveItem(ItemType: Byte);
6233 begin
6234 case ItemType of
6235 ITEM_SUIT:
6236 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6237 begin
6238 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6239 end;
6241 ITEM_OXYGEN:
6242 if FAir < AIR_MAX then
6243 begin
6244 FAir := AIR_MAX;
6245 end;
6247 ITEM_MEDKIT_BLACK:
6248 begin
6249 if not (R_BERSERK in FRulez) then
6250 begin
6251 Include(FRulez, R_BERSERK);
6252 if FBFGFireCounter < 1 then
6253 begin
6254 FCurrWeap := WEAPON_KASTET;
6255 //FNetForceWeap := FCurrWeap;
6256 resetWeaponQueue();
6257 FModel.SetWeapon(WEAPON_KASTET);
6258 end;
6259 if gFlash <> 0 then
6260 Inc(FPain, 100);
6261 FBerserk := gTime+30000;
6262 end;
6263 if FHealth < PLAYER_HP_SOFT then
6264 begin
6265 FHealth := PLAYER_HP_SOFT;
6266 FBerserk := gTime+30000;
6267 end;
6268 end;
6270 ITEM_INVUL:
6271 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6272 begin
6273 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6274 end;
6276 ITEM_INVIS:
6277 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6278 begin
6279 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6280 end;
6282 ITEM_JETPACK:
6283 if FJetFuel < JET_MAX then
6284 begin
6285 FJetFuel := JET_MAX;
6286 end;
6288 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6289 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6291 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6292 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6294 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6295 ITEM_SPHERE_WHITE:
6296 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6297 begin
6298 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6299 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6300 end;
6302 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6303 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6304 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6305 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6306 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6307 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6308 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6309 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6310 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6312 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6313 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6314 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6315 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6316 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6317 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6318 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6319 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6320 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6322 ITEM_AMMO_BACKPACK:
6323 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6324 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6325 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6326 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6327 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6328 begin
6329 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6330 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6331 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6332 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6333 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6335 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6336 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6337 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6338 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6340 FRulez := FRulez + [R_ITEM_BACKPACK];
6341 end;
6343 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6344 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6345 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6347 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6348 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6350 else
6351 Exit;
6352 end;
6353 if g_Game_IsNet and g_Game_IsServer then
6354 MH_SEND_PlayerStats(FUID);
6355 end;
6357 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6358 var
6359 id, i: DWORD;
6360 Anim: TAnimation;
6361 begin
6362 if (Random(5) = 1) and (Times = 1) then
6363 Exit;
6365 if BodyInLiquid(0, 0) then
6366 begin
6367 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6368 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6369 if Random(2) = 0 then
6370 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6371 else
6372 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6373 Exit;
6374 end;
6376 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6377 begin
6378 for i := 1 to Times do
6379 begin
6380 Anim := TAnimation.Create(id, False, 3);
6381 Anim.Alpha := 150;
6382 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6383 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6384 Anim.Free();
6385 end;
6386 end;
6387 end;
6389 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6390 var
6391 id, i: DWORD;
6392 Anim: TAnimation;
6393 begin
6394 if (Random(10) = 1) and (Times = 1) then
6395 Exit;
6397 if g_Frames_Get(id, 'FRAMES_FLAME') then
6398 begin
6399 for i := 1 to Times do
6400 begin
6401 Anim := TAnimation.Create(id, False, 3);
6402 Anim.Alpha := 0;
6403 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6404 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6405 Anim.Free();
6406 end;
6407 end;
6408 end;
6410 procedure TPlayer.PauseSounds(Enable: Boolean);
6411 begin
6412 FSawSound.Pause(Enable);
6413 FSawSoundIdle.Pause(Enable);
6414 FSawSoundHit.Pause(Enable);
6415 FSawSoundSelect.Pause(Enable);
6416 end;
6418 { T C o r p s e : }
6420 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6421 begin
6422 g_Obj_Init(@FObj);
6423 FObj.X := X;
6424 FObj.Y := Y;
6425 FObj.Rect := PLAYER_CORPSERECT;
6426 FModelName := ModelName;
6427 FMess := aMess;
6429 if FMess then
6430 begin
6431 FState := CORPSE_STATE_MESS;
6432 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6433 end
6434 else
6435 begin
6436 FState := CORPSE_STATE_NORMAL;
6437 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6438 end;
6439 end;
6441 destructor TCorpse.Destroy();
6442 begin
6443 FAnimation.Free();
6445 inherited;
6446 end;
6448 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6450 procedure TCorpse.positionChanged (); inline; begin end;
6452 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6453 begin
6454 if (dx <> 0) or (dy <> 0) then
6455 begin
6456 FObj.X += dx;
6457 FObj.Y += dy;
6458 positionChanged();
6459 end;
6460 end;
6463 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6464 begin
6465 x := FObj.X+PLAYER_CORPSERECT.X;
6466 y := FObj.Y+PLAYER_CORPSERECT.Y;
6467 w := PLAYER_CORPSERECT.Width;
6468 h := PLAYER_CORPSERECT.Height;
6469 end;
6472 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6473 var
6474 pm: TPlayerModel;
6475 Blood: TModelBlood;
6476 begin
6477 if FState = CORPSE_STATE_REMOVEME then
6478 Exit;
6480 FDamage := FDamage + Value;
6482 if FDamage > 150 then
6483 begin
6484 if FAnimation <> nil then
6485 begin
6486 FAnimation.Free();
6487 FAnimation := nil;
6489 FState := CORPSE_STATE_REMOVEME;
6491 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6492 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6493 FModelName, FColor);
6494 // Çâóê ìÿñà îò òðóïà:
6495 pm := g_PlayerModel_Get(FModelName);
6496 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6497 pm.Free;
6499 // Çëîâåùèé ñìåõ:
6500 if (gBodyKillEvent <> -1)
6501 and gDelayedEvents[gBodyKillEvent].Pending then
6502 gDelayedEvents[gBodyKillEvent].Pending := False;
6503 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6504 end;
6505 end
6506 else
6507 begin
6508 Blood := g_PlayerModel_GetBlood(FModelName);
6509 FObj.Vel.X := FObj.Vel.X + vx;
6510 FObj.Vel.Y := FObj.Vel.Y + vy;
6511 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6512 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6513 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6514 Blood.R, Blood.G, Blood.B, Blood.Kind);
6515 end;
6516 end;
6518 procedure TCorpse.Draw();
6519 begin
6520 if FState = CORPSE_STATE_REMOVEME then
6521 Exit;
6523 if FAnimation <> nil then
6524 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6526 if FAnimationMask <> nil then
6527 begin
6528 e_Colors := FColor;
6529 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6530 e_Colors.R := 255;
6531 e_Colors.G := 255;
6532 e_Colors.B := 255;
6533 end;
6534 end;
6536 procedure TCorpse.Update();
6537 var
6538 st: Word;
6539 begin
6540 if FState = CORPSE_STATE_REMOVEME then
6541 Exit;
6543 if gTime mod (GAME_TICK*2) <> 0 then
6544 begin
6545 g_Obj_Move(@FObj, True, True, True);
6546 positionChanged(); // this updates spatial accelerators
6547 Exit;
6548 end;
6550 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6551 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6553 st := g_Obj_Move(@FObj, True, True, True);
6554 positionChanged(); // this updates spatial accelerators
6556 if WordBool(st and MOVE_FALLOUT) then
6557 begin
6558 FState := CORPSE_STATE_REMOVEME;
6559 Exit;
6560 end;
6562 if FAnimation <> nil then
6563 FAnimation.Update();
6564 if FAnimationMask <> nil then
6565 FAnimationMask.Update();
6566 end;
6569 procedure TCorpse.SaveState (st: TStream);
6570 var
6571 anim: Boolean;
6572 begin
6573 assert(st <> nil);
6575 // Ñèãíàòóðà òðóïà
6576 utils.writeSign(st, 'CORP');
6577 utils.writeInt(st, Byte(0));
6578 // Ñîñòîÿíèå
6579 utils.writeInt(st, Byte(FState));
6580 // Íàêîïëåííûé óðîí
6581 utils.writeInt(st, Byte(FDamage));
6582 // Öâåò
6583 utils.writeInt(st, Byte(FColor.R));
6584 utils.writeInt(st, Byte(FColor.G));
6585 utils.writeInt(st, Byte(FColor.B));
6586 // Îáúåêò òðóïà
6587 Obj_SaveState(st, @FObj);
6588 utils.writeInt(st, Word(FPlayerUID));
6589 // Åñòü ëè àíèìàöèÿ
6590 anim := (FAnimation <> nil);
6591 utils.writeBool(st, anim);
6592 // Åñëè åñòü - ñîõðàíÿåì
6593 if anim then FAnimation.SaveState(st);
6594 // Åñòü ëè ìàñêà àíèìàöèè
6595 anim := (FAnimationMask <> nil);
6596 utils.writeBool(st, anim);
6597 // Åñëè åñòü - ñîõðàíÿåì
6598 if anim then FAnimationMask.SaveState(st);
6599 end;
6602 procedure TCorpse.LoadState (st: TStream);
6603 var
6604 anim: Boolean;
6605 begin
6606 assert(st <> nil);
6608 // Ñèãíàòóðà òðóïà
6609 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6610 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6611 // Ñîñòîÿíèå
6612 FState := utils.readByte(st);
6613 // Íàêîïëåííûé óðîí
6614 FDamage := utils.readByte(st);
6615 // Öâåò
6616 FColor.R := utils.readByte(st);
6617 FColor.G := utils.readByte(st);
6618 FColor.B := utils.readByte(st);
6619 // Îáúåêò òðóïà
6620 Obj_LoadState(@FObj, st);
6621 FPlayerUID := utils.readWord(st);
6622 // Åñòü ëè àíèìàöèÿ
6623 anim := utils.readBool(st);
6624 // Åñëè åñòü - çàãðóæàåì
6625 if anim then
6626 begin
6627 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6628 FAnimation.LoadState(st);
6629 end;
6630 // Åñòü ëè ìàñêà àíèìàöèè
6631 anim := utils.readBool(st);
6632 // Åñëè åñòü - çàãðóæàåì
6633 if anim then
6634 begin
6635 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6636 FAnimationMask.LoadState(st);
6637 end;
6638 end;
6640 { T B o t : }
6642 constructor TBot.Create();
6643 var
6644 a: Integer;
6645 begin
6646 inherited Create();
6648 FPhysics := True;
6649 FSpectator := False;
6650 FGhost := False;
6652 FIamBot := True;
6654 Inc(gNumBots);
6656 for a := WP_FIRST to WP_LAST do
6657 begin
6658 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6659 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6660 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6661 end;
6662 end;
6664 destructor TBot.Destroy();
6665 begin
6666 Dec(gNumBots);
6667 inherited Destroy();
6668 end;
6670 procedure TBot.Draw();
6671 begin
6672 inherited Draw();
6674 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6675 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6676 end;
6678 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6679 begin
6680 inherited Respawn(Silent, Force);
6682 FAIFlags := nil;
6683 FSelectedWeapon := FCurrWeap;
6684 resetWeaponQueue();
6685 FTargetUID := 0;
6686 end;
6688 procedure TBot.UpdateCombat();
6689 type
6690 TTarget = record
6691 UID: Word;
6692 X, Y: Integer;
6693 Rect: TRectWH;
6694 cX, cY: Integer;
6695 Dist: Word;
6696 Line: Boolean;
6697 Visible: Boolean;
6698 IsPlayer: Boolean;
6699 end;
6701 TTargetRecord = array of TTarget;
6703 function Compare(a, b: TTarget): Integer;
6704 begin
6705 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6706 Result := -1
6707 else
6708 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6709 Result := 1
6710 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6711 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6712 begin
6713 if a.Dist > b.Dist then // B áëèæå
6714 Result := 1
6715 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6716 Result := -1;
6717 end
6718 else // Ñòðàííî -> A
6719 Result := -1;
6720 end;
6722 var
6723 a, x1, y1, x2, y2: Integer;
6724 targets: TTargetRecord;
6725 ammo: Word;
6726 Target, BestTarget: TTarget;
6727 firew, fireh: Integer;
6728 angle: SmallInt;
6729 mon: TMonster;
6730 pla, tpla: TPlayer;
6731 vsPlayer, vsMonster, ok: Boolean;
6734 function monsUpdate (mon: TMonster): Boolean;
6735 begin
6736 result := false; // don't stop
6737 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6738 begin
6739 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6741 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6742 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6744 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6745 if g_TraceVector(x1, y1, x2, y2) then
6746 begin
6747 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6748 SetLength(targets, Length(targets)+1);
6749 with targets[High(targets)] do
6750 begin
6751 UID := mon.UID;
6752 X := mon.Obj.X;
6753 Y := mon.Obj.Y;
6754 cX := x2;
6755 cY := y2;
6756 Rect := mon.Obj.Rect;
6757 Dist := g_PatchLength(x1, y1, x2, y2);
6758 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6759 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6760 Visible := True;
6761 IsPlayer := False;
6762 end;
6763 end;
6764 end;
6765 end;
6767 begin
6768 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6769 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6771 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6772 if FCurrWeap <> FSelectedWeapon then
6773 NextWeapon();
6775 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6776 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6777 begin
6778 RemoveAIFlag('NEEDFIRE');
6780 case FCurrWeap of
6781 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6782 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6783 else PressKey(KEY_FIRE);
6784 end;
6785 end;
6787 // Êîîðäèíàòû ñòâîëà:
6788 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6789 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6791 Target.UID := FTargetUID;
6793 ok := False;
6794 if Target.UID <> 0 then
6795 begin // Öåëü åñòü - íàñòðàèâàåì
6796 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6797 vsPlayer then
6798 begin // Èãðîê
6799 tpla := g_Player_Get(Target.UID);
6800 if tpla <> nil then
6801 with tpla do
6802 begin
6803 if (@FObj) <> nil then
6804 begin
6805 Target.X := FObj.X;
6806 Target.Y := FObj.Y;
6807 end;
6808 end;
6810 Target.cX := Target.X + PLAYER_RECT_CX;
6811 Target.cY := Target.Y + PLAYER_RECT_CY;
6812 Target.Rect := PLAYER_RECT;
6813 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6814 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6815 (y1-4 > Target.Y+PLAYER_RECT.Y);
6816 Target.IsPlayer := True;
6817 ok := True;
6818 end
6819 else
6820 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6821 vsMonster then
6822 begin // Ìîíñòð
6823 mon := g_Monsters_ByUID(Target.UID);
6824 if mon <> nil then
6825 begin
6826 Target.X := mon.Obj.X;
6827 Target.Y := mon.Obj.Y;
6829 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6830 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6831 Target.Rect := mon.Obj.Rect;
6832 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6833 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6834 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6835 Target.IsPlayer := False;
6836 ok := True;
6837 end;
6838 end;
6839 end;
6841 if not ok then
6842 begin // Öåëè íåò - îáíóëÿåì
6843 Target.X := 0;
6844 Target.Y := 0;
6845 Target.cX := 0;
6846 Target.cY := 0;
6847 Target.Visible := False;
6848 Target.Line := False;
6849 Target.IsPlayer := False;
6850 end;
6852 targets := nil;
6854 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6855 if (not Target.Line) or (not Target.Visible) then
6856 begin
6857 // Èãðîêè:
6858 if vsPlayer then
6859 for a := 0 to High(gPlayers) do
6860 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6861 (gPlayers[a].FUID <> FUID) and
6862 (not SameTeam(FUID, gPlayers[a].FUID)) and
6863 (not gPlayers[a].NoTarget) and
6864 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6865 begin
6866 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6867 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6868 Continue;
6870 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6871 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6873 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6874 if g_TraceVector(x1, y1, x2, y2) then
6875 begin
6876 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6877 SetLength(targets, Length(targets)+1);
6878 with targets[High(targets)] do
6879 begin
6880 UID := gPlayers[a].FUID;
6881 X := gPlayers[a].FObj.X;
6882 Y := gPlayers[a].FObj.Y;
6883 cX := x2;
6884 cY := y2;
6885 Rect := PLAYER_RECT;
6886 Dist := g_PatchLength(x1, y1, x2, y2);
6887 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6888 (y1-4 > Target.Y+PLAYER_RECT.Y);
6889 Visible := True;
6890 IsPlayer := True;
6891 end;
6892 end;
6893 end;
6895 // Ìîíñòðû:
6896 if vsMonster then g_Mons_ForEach(monsUpdate);
6897 end;
6899 // Åñëè åñòü âîçìîæíûå öåëè:
6900 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6901 if targets <> nil then
6902 begin
6903 // Âûáèðàåì íàèëó÷øóþ öåëü:
6904 BestTarget := targets[0];
6905 if Length(targets) > 1 then
6906 for a := 1 to High(targets) do
6907 if Compare(BestTarget, targets[a]) = 1 then
6908 BestTarget := targets[a];
6910 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6911 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6912 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6913 begin
6914 Target := BestTarget;
6916 if (Healthy() = 3) or ((Healthy() = 2)) then
6917 begin // Åñëè çäîðîâû - äîãîíÿåì
6918 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6919 SetAIFlag('GORIGHT', '1');
6920 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6921 SetAIFlag('GOLEFT', '1');
6922 end
6923 else
6924 begin // Åñëè ïîáèòû - óáåãàåì
6925 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6926 SetAIFlag('GORIGHT', '1');
6927 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6928 SetAIFlag('GOLEFT', '1');
6929 end;
6931 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6932 SelectWeapon(Abs(x1-Target.cX));
6933 end;
6934 end;
6936 // Åñëè åñòü öåëü:
6937 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6938 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6939 if Target.UID <> 0 then
6940 begin
6941 if not TargetOnScreen(Target.X + Target.Rect.X,
6942 Target.Y + Target.Rect.Y) then
6943 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6944 if (Healthy() = 3) or ((Healthy() = 2)) then
6945 begin // Åñëè çäîðîâû - äîãîíÿåì
6946 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6947 SetAIFlag('GORIGHT', '1');
6948 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6949 SetAIFlag('GOLEFT', '1');
6950 end
6951 else
6952 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6953 Target.UID := 0;
6954 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6955 SetAIFlag('GORIGHT', '1');
6956 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6957 SetAIFlag('GOLEFT', '1');
6958 end;
6959 end
6960 else
6961 begin // Öåëü ïîêà íà "ýêðàíå"
6962 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6963 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6964 FLastVisible := gTime;
6965 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6966 if (Abs(FObj.Y-Target.Y) <= 128) then
6967 begin
6968 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6969 SetAIFlag('GORIGHT', '1');
6970 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6971 SetAIFlag('GOLEFT', '1');
6972 end;
6973 end;
6975 // Âûáèðàåì óãîë ââåðõ:
6976 if FDirection = TDirection.D_LEFT then
6977 angle := ANGLE_LEFTUP
6978 else
6979 angle := ANGLE_RIGHTUP;
6981 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6982 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6984 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6985 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6986 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6987 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6988 Target.Rect.Width, Target.Rect.Height) and
6989 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6990 begin // òî íóæíî ñòðåëÿòü ââåðõ
6991 SetAIFlag('NEEDFIRE', '1');
6992 SetAIFlag('NEEDSEEUP', '1');
6993 end;
6995 // Âûáèðàåì óãîë âíèç:
6996 if FDirection = TDirection.D_LEFT then
6997 angle := ANGLE_LEFTDOWN
6998 else
6999 angle := ANGLE_RIGHTDOWN;
7001 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7002 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7004 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7005 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7006 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7007 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7008 Target.Rect.Width, Target.Rect.Height) and
7009 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7010 begin // òî íóæíî ñòðåëÿòü âíèç
7011 SetAIFlag('NEEDFIRE', '1');
7012 SetAIFlag('NEEDSEEDOWN', '1');
7013 end;
7015 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7016 if Target.Visible and
7017 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7018 (y1-4 > Target.Y+Target.Rect.Y) then
7019 begin
7020 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7021 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7022 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7023 begin // òî íóæíî ñòðåëÿòü âïåðåä
7024 SetAIFlag('NEEDFIRE', '1');
7025 SetAIFlag('NEEDSEEDOWN', '');
7026 SetAIFlag('NEEDSEEUP', '');
7027 end;
7028 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7029 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7030 if GetRnd(FDifficult.CloseJump) then
7031 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7032 if Abs(FObj.X-Target.X) < 128 then
7033 a := 4
7034 else
7035 a := 30;
7036 if Random(a) = 0 then
7037 SetAIFlag('NEEDJUMP', '1');
7038 end;
7039 end;
7041 // Åñëè öåëü âñå åùå åñòü:
7042 if Target.UID <> 0 then
7043 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7044 Target.UID := 0 // òî çàáûòü öåëü
7045 else // Åñëè âèäåëè íåäàâíî
7046 begin // íî öåëü óáèëè
7047 if Target.IsPlayer then
7048 begin // Öåëü - èãðîê
7049 pla := g_Player_Get(Target.UID);
7050 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7051 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7052 Target.UID := 0; // òî çàáûòü öåëü
7053 end
7054 else
7055 begin // Öåëü - ìîíñòð
7056 mon := g_Monsters_ByUID(Target.UID);
7057 if (mon = nil) or (not mon.alive) then
7058 Target.UID := 0; // òî çàáûòü öåëü
7059 end;
7060 end;
7061 end; // if Target.UID <> 0
7063 FTargetUID := Target.UID;
7065 // Åñëè âîçìîæíûõ öåëåé íåò:
7066 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7067 if targets = nil then
7068 if GetAIFlag('ATTACKLEFT') <> '' then
7069 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7070 RemoveAIFlag('ATTACKLEFT');
7072 SetAIFlag('NEEDJUMP', '1');
7074 if RunDirection() = TDirection.D_RIGHT then
7075 begin // Èäåì íå â òó ñòîðîíó
7076 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7077 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7078 SetAIFlag('NEEDFIRE', '1');
7079 SetAIFlag('GOLEFT', '1');
7080 end;
7081 end
7082 else
7083 begin // Èäåì â íóæíóþ ñòîðîíó
7084 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7085 SetAIFlag('NEEDFIRE', '1');
7086 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7087 SetAIFlag('GORIGHT', '1');
7088 end;
7089 end
7090 else
7091 if GetAIFlag('ATTACKRIGHT') <> '' then
7092 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7093 RemoveAIFlag('ATTACKRIGHT');
7095 SetAIFlag('NEEDJUMP', '1');
7097 if RunDirection() = TDirection.D_LEFT then
7098 begin // Èäåì íå â òó ñòîðîíó
7099 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7100 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7101 SetAIFlag('NEEDFIRE', '1');
7102 SetAIFlag('GORIGHT', '1');
7103 end;
7104 end
7105 else
7106 begin
7107 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7108 SetAIFlag('NEEDFIRE', '1');
7109 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7110 SetAIFlag('GOLEFT', '1');
7111 end;
7112 end;
7114 //HACK! (does it belong there?)
7115 RealizeCurrentWeapon();
7117 // Åñëè åñòü âîçìîæíûå öåëè:
7118 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7119 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7120 for a := 0 to High(targets) do
7121 begin
7122 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7123 if GetRnd(FDifficult.DiagFire) then
7124 begin
7125 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7126 if FDirection = TDirection.D_LEFT then
7127 angle := ANGLE_LEFTUP
7128 else
7129 angle := ANGLE_RIGHTUP;
7131 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7132 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7134 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7135 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7136 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7137 targets[a].Rect.Width, targets[a].Rect.Height) and
7138 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7139 begin
7140 SetAIFlag('NEEDFIRE', '1');
7141 SetAIFlag('NEEDSEEUP', '1');
7142 end;
7144 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7145 if FDirection = TDirection.D_LEFT then
7146 angle := ANGLE_LEFTDOWN
7147 else
7148 angle := ANGLE_RIGHTDOWN;
7150 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7151 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7153 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7154 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7155 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7156 targets[a].Rect.Width, targets[a].Rect.Height) and
7157 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7158 begin
7159 SetAIFlag('NEEDFIRE', '1');
7160 SetAIFlag('NEEDSEEDOWN', '1');
7161 end;
7162 end;
7164 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7165 if targets[a].Line and targets[a].Visible and
7166 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7167 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7168 begin
7169 SetAIFlag('NEEDFIRE', '1');
7170 Break;
7171 end;
7172 end;
7174 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7175 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7176 PLAYER_RECT.Width, PLAYER_RECT.Height,
7177 40+GetInterval(FDifficult.Cover, 40)) then
7178 SetAIFlag('NEEDJUMP', '1');
7180 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7181 ammo := GetAmmoByWeapon(FCurrWeap);
7182 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7183 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7184 (ammo = 0) then
7185 SetAIFlag('SELECTWEAPON', '1');
7187 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7188 if GetAIFlag('SELECTWEAPON') = '1' then
7189 begin
7190 SelectWeapon(-1);
7191 RemoveAIFlag('SELECTWEAPON');
7192 end;
7193 end;
7195 procedure TBot.Update();
7196 var
7197 EnableAI: Boolean;
7198 begin
7199 if not FAlive then
7200 begin // Respawn
7201 ReleaseKeys();
7202 PressKey(KEY_UP);
7203 end
7204 else
7205 begin
7206 EnableAI := True;
7208 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7209 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7210 EnableAI := False;
7211 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7212 EnableAI := False;
7213 if g_debug_BotAIOff = 3 then
7214 EnableAI := False;
7216 if EnableAI then
7217 begin
7218 UpdateMove();
7219 UpdateCombat();
7220 end
7221 else
7222 begin
7223 RealizeCurrentWeapon();
7224 end;
7225 end;
7227 inherited Update();
7228 end;
7230 procedure TBot.ReleaseKey(Key: Byte);
7231 begin
7232 with FKeys[Key] do
7233 begin
7234 Pressed := False;
7235 Time := 0;
7236 end;
7237 end;
7239 function TBot.KeyPressed(Key: Word): Boolean;
7240 begin
7241 Result := FKeys[Key].Pressed;
7242 end;
7244 function TBot.GetAIFlag(aName: String20): String20;
7245 var
7246 a: Integer;
7247 begin
7248 Result := '';
7250 aName := LowerCase(aName);
7252 if FAIFlags <> nil then
7253 for a := 0 to High(FAIFlags) do
7254 if LowerCase(FAIFlags[a].Name) = aName then
7255 begin
7256 Result := FAIFlags[a].Value;
7257 Break;
7258 end;
7259 end;
7261 procedure TBot.RemoveAIFlag(aName: String20);
7262 var
7263 a, b: Integer;
7264 begin
7265 if FAIFlags = nil then Exit;
7267 aName := LowerCase(aName);
7269 for a := 0 to High(FAIFlags) do
7270 if LowerCase(FAIFlags[a].Name) = aName then
7271 begin
7272 if a <> High(FAIFlags) then
7273 for b := a to High(FAIFlags)-1 do
7274 FAIFlags[b] := FAIFlags[b+1];
7276 SetLength(FAIFlags, Length(FAIFlags)-1);
7277 Break;
7278 end;
7279 end;
7281 procedure TBot.SetAIFlag(aName, fValue: String20);
7282 var
7283 a: Integer;
7284 ok: Boolean;
7285 begin
7286 a := 0;
7287 ok := False;
7289 aName := LowerCase(aName);
7291 if FAIFlags <> nil then
7292 for a := 0 to High(FAIFlags) do
7293 if LowerCase(FAIFlags[a].Name) = aName then
7294 begin
7295 ok := True;
7296 Break;
7297 end;
7299 if ok then FAIFlags[a].Value := fValue
7300 else
7301 begin
7302 SetLength(FAIFlags, Length(FAIFlags)+1);
7303 with FAIFlags[High(FAIFlags)] do
7304 begin
7305 Name := aName;
7306 Value := fValue;
7307 end;
7308 end;
7309 end;
7311 procedure TBot.UpdateMove;
7313 procedure GoLeft(Time: Word = 1);
7314 begin
7315 ReleaseKey(KEY_LEFT);
7316 ReleaseKey(KEY_RIGHT);
7317 PressKey(KEY_LEFT, Time);
7318 SetDirection(TDirection.D_LEFT);
7319 end;
7321 procedure GoRight(Time: Word = 1);
7322 begin
7323 ReleaseKey(KEY_LEFT);
7324 ReleaseKey(KEY_RIGHT);
7325 PressKey(KEY_RIGHT, Time);
7326 SetDirection(TDirection.D_RIGHT);
7327 end;
7329 function Rnd(a: Word): Boolean;
7330 begin
7331 Result := Random(a) = 0;
7332 end;
7334 procedure Turn(Time: Word = 1200);
7335 begin
7336 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7337 end;
7339 procedure Stop();
7340 begin
7341 ReleaseKey(KEY_LEFT);
7342 ReleaseKey(KEY_RIGHT);
7343 end;
7345 function CanRunLeft(): Boolean;
7346 begin
7347 Result := not CollideLevel(-1, 0);
7348 end;
7350 function CanRunRight(): Boolean;
7351 begin
7352 Result := not CollideLevel(1, 0);
7353 end;
7355 function CanRun(): Boolean;
7356 begin
7357 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7358 end;
7360 procedure Jump(Time: Word = 30);
7361 begin
7362 PressKey(KEY_JUMP, Time);
7363 end;
7365 function NearHole(): Boolean;
7366 var
7367 x, sx: Integer;
7368 begin
7369 { TODO 5 : Ëåñòíèöû }
7370 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7371 for x := 1 to PLAYER_RECT.Width do
7372 if (not StayOnStep(x*sx, 0)) and
7373 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7374 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7375 begin
7376 Result := True;
7377 Exit;
7378 end;
7380 Result := False;
7381 end;
7383 function BorderHole(): Boolean;
7384 var
7385 x, sx, xx: Integer;
7386 begin
7387 { TODO 5 : Ëåñòíèöû }
7388 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7389 for x := 1 to PLAYER_RECT.Width do
7390 if (not StayOnStep(x*sx, 0)) and
7391 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7392 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7393 begin
7394 for xx := x to x+32 do
7395 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7396 begin
7397 Result := True;
7398 Exit;
7399 end;
7400 end;
7402 Result := False;
7403 end;
7405 function NearDeepHole(): Boolean;
7406 var
7407 x, sx, y: Integer;
7408 begin
7409 Result := False;
7411 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7412 y := 3;
7414 for x := 1 to PLAYER_RECT.Width do
7415 if (not StayOnStep(x*sx, 0)) and
7416 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7417 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7418 begin
7419 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7420 begin
7421 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7422 y := y+1;
7423 end;
7425 Result := True;
7426 end else Result := False;
7427 end;
7429 function OverDeepHole(): Boolean;
7430 var
7431 y: Integer;
7432 begin
7433 Result := False;
7435 y := 1;
7436 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7437 begin
7438 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7439 y := y+1;
7440 end;
7442 Result := True;
7443 end;
7445 function OnGround(): Boolean;
7446 begin
7447 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7448 end;
7450 function OnLadder(): Boolean;
7451 begin
7452 Result := FullInStep(0, 0);
7453 end;
7455 function BelowLadder(): Boolean;
7456 begin
7457 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7458 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7459 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7460 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7461 end;
7463 function BelowLiftUp(): Boolean;
7464 begin
7465 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7466 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7467 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7468 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7469 end;
7471 function OnTopLift(): Boolean;
7472 begin
7473 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7474 end;
7476 function CanJumpOver(): Boolean;
7477 var
7478 sx, y: Integer;
7479 begin
7480 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7482 Result := False;
7484 if not CollideLevel(sx, 0) then Exit;
7486 for y := 1 to BOT_MAXJUMP do
7487 if CollideLevel(0, -y) then Exit else
7488 if not CollideLevel(sx, -y) then
7489 begin
7490 Result := True;
7491 Exit;
7492 end;
7493 end;
7495 function CanJumpUp(Dist: ShortInt): Boolean;
7496 var
7497 y, yy: Integer;
7498 c: Boolean;
7499 begin
7500 Result := False;
7502 if CollideLevel(Dist, 0) then Exit;
7504 c := False;
7505 for y := 0 to BOT_MAXJUMP do
7506 if CollideLevel(Dist, -y) then
7507 begin
7508 c := True;
7509 Break;
7510 end;
7512 if not c then Exit;
7514 c := False;
7515 for yy := y+1 to BOT_MAXJUMP do
7516 if not CollideLevel(Dist, -yy) then
7517 begin
7518 c := True;
7519 Break;
7520 end;
7522 if not c then Exit;
7524 c := False;
7525 for y := 0 to BOT_MAXJUMP do
7526 if CollideLevel(0, -y) then
7527 begin
7528 c := True;
7529 Break;
7530 end;
7532 if c then Exit;
7534 if y < yy then Exit;
7536 Result := True;
7537 end;
7539 function IsSafeTrigger(): Boolean;
7540 var
7541 a: Integer;
7542 begin
7543 Result := True;
7544 if gTriggers = nil then
7545 Exit;
7546 for a := 0 to High(gTriggers) do
7547 if Collide(gTriggers[a].X,
7548 gTriggers[a].Y,
7549 gTriggers[a].Width,
7550 gTriggers[a].Height) and
7551 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7552 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7553 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7554 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7555 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7556 Result := False;
7557 end;
7559 begin
7560 // Âîçìîæíî, íàæèìàåì êíîïêó:
7561 if Rnd(16) and IsSafeTrigger() then
7562 PressKey(KEY_OPEN);
7564 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7565 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7566 begin
7567 ReleaseKey(KEY_LEFT);
7568 ReleaseKey(KEY_RIGHT);
7569 Jump();
7570 end;
7572 // Èäåì âëåâî, åñëè íàäî áûëî:
7573 if GetAIFlag('GOLEFT') <> '' then
7574 begin
7575 RemoveAIFlag('GOLEFT');
7576 if CanRunLeft() then
7577 GoLeft(360);
7578 end;
7580 // Èäåì âïðàâî, åñëè íàäî áûëî:
7581 if GetAIFlag('GORIGHT') <> '' then
7582 begin
7583 RemoveAIFlag('GORIGHT');
7584 if CanRunRight() then
7585 GoRight(360);
7586 end;
7588 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7589 if FObj.X < -32 then
7590 GoRight(360)
7591 else
7592 if FObj.X+32 > gMapInfo.Width then
7593 GoLeft(360);
7595 // Ïðûãàåì, åñëè íàäî áûëî:
7596 if GetAIFlag('NEEDJUMP') <> '' then
7597 begin
7598 Jump(0);
7599 RemoveAIFlag('NEEDJUMP');
7600 end;
7602 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7603 if GetAIFlag('NEEDSEEUP') <> '' then
7604 begin
7605 ReleaseKey(KEY_UP);
7606 ReleaseKey(KEY_DOWN);
7607 PressKey(KEY_UP, 20);
7608 RemoveAIFlag('NEEDSEEUP');
7609 end;
7611 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7612 if GetAIFlag('NEEDSEEDOWN') <> '' then
7613 begin
7614 ReleaseKey(KEY_UP);
7615 ReleaseKey(KEY_DOWN);
7616 PressKey(KEY_DOWN, 20);
7617 RemoveAIFlag('NEEDSEEDOWN');
7618 end;
7620 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7621 if GetAIFlag('GOINHOLE') <> '' then
7622 if not OnGround() then
7623 begin
7624 ReleaseKey(KEY_LEFT);
7625 ReleaseKey(KEY_RIGHT);
7626 RemoveAIFlag('GOINHOLE');
7627 SetAIFlag('FALLINHOLE', '1');
7628 end;
7630 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7631 if GetAIFlag('FALLINHOLE') <> '' then
7632 if OnGround() then
7633 RemoveAIFlag('FALLINHOLE');
7635 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7636 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7637 if GetAIFlag('FALLINHOLE') = '' then
7638 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7639 if Rnd(2) then
7640 GoLeft(360)
7641 else
7642 GoRight(360);
7644 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7645 if OnGround() and
7646 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7647 Rnd(8) then
7648 Jump();
7650 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7651 if OnGround() and NearHole() then
7652 if NearDeepHole() then // Åñëè ýòî áåçäíà
7653 case Random(6) of
7654 0..3: Turn(); // Áåæèì îáðàòíî
7655 4: Jump(); // Ïðûãàåì
7656 5: begin // Ïðûãàåì îáðàòíî
7657 Turn();
7658 Jump();
7659 end;
7660 end
7661 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7662 if GetAIFlag('GOINHOLE') = '' then
7663 case Random(6) of
7664 0: Turn(); // Íå íóæíî òóäà
7665 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7666 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7667 if BorderHole() then
7668 SetAIFlag('GOINHOLE', '1');
7669 end;
7671 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7672 if (not CanRun()) and OnGround() then
7673 begin
7674 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7675 if CanJumpOver() or OnLadder() then
7676 Jump()
7677 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7678 if Random(2) = 0 then
7679 begin
7680 if IsSafeTrigger() then
7681 PressKey(KEY_OPEN);
7682 end else
7683 Turn();
7684 end;
7686 // Îñòàëîñü ìàëî âîçäóõà:
7687 if FAir < 36 * 2 then
7688 Jump(20);
7690 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7691 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7692 if BodyInAcid(0, 0) then
7693 Jump();
7694 end;
7696 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7697 begin
7698 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7699 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7700 end;
7702 {function TBot.NeedItem(Item: Byte): Byte;
7703 begin
7704 Result := 4;
7705 end;}
7707 procedure TBot.SelectWeapon(Dist: Integer);
7708 var
7709 a: Integer;
7711 function HaveAmmo(weapon: Byte): Boolean;
7712 begin
7713 case weapon of
7714 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7715 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7716 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7717 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7718 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7719 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7720 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7721 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7722 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7723 else Result := True;
7724 end;
7725 end;
7727 begin
7728 if Dist = -1 then Dist := BOT_LONGDIST;
7730 if Dist > BOT_LONGDIST then
7731 begin // Äàëüíèé áîé
7732 for a := 0 to 9 do
7733 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7734 begin
7735 FSelectedWeapon := FDifficult.WeaponPrior[a];
7736 Break;
7737 end;
7738 end
7739 else //if Dist > BOT_UNSAFEDIST then
7740 begin // Áëèæíèé áîé
7741 for a := 0 to 9 do
7742 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7743 begin
7744 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7745 Break;
7746 end;
7747 end;
7748 { else
7749 begin
7750 for a := 0 to 9 do
7751 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7752 begin
7753 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7754 Break;
7755 end;
7756 end;}
7757 end;
7759 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7760 begin
7761 Result := inherited PickItem(ItemType, force, remove);
7763 if Result then SetAIFlag('SELECTWEAPON', '1');
7764 end;
7766 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7767 begin
7768 Result := inherited Heal(value, Soft);
7769 end;
7771 function TBot.Healthy(): Byte;
7772 begin
7773 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7774 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7775 else if (FHealth > 50) then Result := 2
7776 else if (FHealth > 20) then Result := 1
7777 else Result := 0;
7778 end;
7780 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7781 begin
7782 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7783 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7784 end;
7786 procedure TBot.OnDamage(Angle: SmallInt);
7787 var
7788 pla: TPlayer;
7789 mon: TMonster;
7790 ok: Boolean;
7791 begin
7792 inherited;
7794 if (Angle = 0) or (Angle = 180) then
7795 begin
7796 ok := False;
7797 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7798 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7799 begin // Èãðîê
7800 pla := g_Player_Get(FLastSpawnerUID);
7801 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7802 pla.FObj.Y + PLAYER_RECT.Y);
7803 end
7804 else
7805 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7806 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7807 begin // Ìîíñòð
7808 mon := g_Monsters_ByUID(FLastSpawnerUID);
7809 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7810 mon.Obj.Y + mon.Obj.Rect.Y);
7811 end;
7813 if ok then
7814 if Angle = 0 then
7815 SetAIFlag('ATTACKLEFT', '1')
7816 else
7817 SetAIFlag('ATTACKRIGHT', '1');
7818 end;
7819 end;
7821 function TBot.RunDirection(): TDirection;
7822 begin
7823 if Abs(Vel.X) >= 1 then
7824 begin
7825 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7826 end else
7827 Result := FDirection;
7828 end;
7830 function TBot.GetRnd(a: Byte): Boolean;
7831 begin
7832 if a = 0 then Result := False
7833 else if a = 255 then Result := True
7834 else Result := Random(256) > 255-a;
7835 end;
7837 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7838 begin
7839 Result := Round((255-a)/255*radius*(Random(2)-1));
7840 end;
7843 procedure TDifficult.save (st: TStream);
7844 begin
7845 utils.writeInt(st, Byte(DiagFire));
7846 utils.writeInt(st, Byte(InvisFire));
7847 utils.writeInt(st, Byte(DiagPrecision));
7848 utils.writeInt(st, Byte(FlyPrecision));
7849 utils.writeInt(st, Byte(Cover));
7850 utils.writeInt(st, Byte(CloseJump));
7851 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7852 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7853 end;
7855 procedure TDifficult.load (st: TStream);
7856 begin
7857 DiagFire := utils.readByte(st);
7858 InvisFire := utils.readByte(st);
7859 DiagPrecision := utils.readByte(st);
7860 FlyPrecision := utils.readByte(st);
7861 Cover := utils.readByte(st);
7862 CloseJump := utils.readByte(st);
7863 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7864 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7865 end;
7868 procedure TBot.SaveState (st: TStream);
7869 var
7870 i: Integer;
7871 dw: Integer;
7872 begin
7873 inherited SaveState(st);
7874 utils.writeSign(st, 'BOT0');
7875 // Âûáðàííîå îðóæèå
7876 utils.writeInt(st, Byte(FSelectedWeapon));
7877 // UID öåëè
7878 utils.writeInt(st, Word(FTargetUID));
7879 // Âðåìÿ ïîòåðè öåëè
7880 utils.writeInt(st, LongWord(FLastVisible));
7881 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7882 dw := Length(FAIFlags);
7883 utils.writeInt(st, LongInt(dw));
7884 // Ôëàãè ÈÈ
7885 for i := 0 to dw-1 do
7886 begin
7887 utils.writeStr(st, FAIFlags[i].Name, 20);
7888 utils.writeStr(st, FAIFlags[i].Value, 20);
7889 end;
7890 // Íàñòðîéêè ñëîæíîñòè
7891 FDifficult.save(st);
7892 end;
7895 procedure TBot.LoadState (st: TStream);
7896 var
7897 i: Integer;
7898 dw: Integer;
7899 begin
7900 inherited LoadState(st);
7901 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7902 // Âûáðàííîå îðóæèå
7903 FSelectedWeapon := utils.readByte(st);
7904 // UID öåëè
7905 FTargetUID := utils.readWord(st);
7906 // Âðåìÿ ïîòåðè öåëè
7907 FLastVisible := utils.readLongWord(st);
7908 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7909 dw := utils.readLongInt(st);
7910 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7911 SetLength(FAIFlags, dw);
7912 // Ôëàãè ÈÈ
7913 for i := 0 to dw-1 do
7914 begin
7915 FAIFlags[i].Name := utils.readStr(st, 20);
7916 FAIFlags[i].Value := utils.readStr(st, 20);
7917 end;
7918 // Íàñòðîéêè ñëîæíîñòè
7919 FDifficult.load(st);
7920 end;
7923 begin
7924 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7925 end.