DEADSOFTWARE

5dd29a6c4633bd97984551f7f9ae6f93665b5397
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
204 function CollideLevel(XInc, YInc: Integer): Boolean;
205 function StayOnStep(XInc, YInc: Integer): Boolean;
206 function HeadInLiquid(XInc, YInc: Integer): Boolean;
207 function BodyInLiquid(XInc, YInc: Integer): Boolean;
208 function BodyInAcid(XInc, YInc: Integer): Boolean;
209 function FullInLift(XInc, YInc: Integer): Integer;
210 {procedure CollideItem();}
211 procedure FlySmoke(Times: DWORD = 1);
212 procedure OnFireFlame(Times: DWORD = 1);
213 function GetAmmoByWeapon(Weapon: Byte): Word;
214 procedure SetAction(Action: Byte; Force: Boolean = False);
215 procedure OnDamage(Angle: SmallInt); virtual;
216 function firediry(): Integer;
217 procedure DoPunch();
219 procedure Run(Direction: TDirection);
220 procedure NextWeapon();
221 procedure PrevWeapon();
222 procedure SeeUp();
223 procedure SeeDown();
224 procedure Fire();
225 procedure Jump();
226 procedure Use();
228 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
229 procedure resetWeaponQueue ();
230 function hasAmmoForWeapon (weapon: Byte): Boolean;
232 procedure doDamage (v: Integer);
234 function followCorpse(): Boolean;
236 public
237 FDamageBuffer: Integer;
239 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
240 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
241 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
242 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
243 FBerserk: Integer;
244 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
245 FReloading: Array [WP_FIRST..WP_LAST] of Word;
246 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
247 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
248 FColor: TRGB;
249 FPreferredTeam: Byte;
250 FSpectator: Boolean;
251 FNoRespawn: Boolean;
252 FWantsInGame: Boolean;
253 FGhost: Boolean;
254 FPhysics: Boolean;
255 FJetpack: Boolean;
256 FActualModelName: string;
257 FClientID: SmallInt;
258 FPing: Word;
259 FLoss: Byte;
260 FDummy: Boolean;
261 FFireTime: Integer;
263 // debug: viewport offset
264 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
266 function isValidViewPort (): Boolean; inline;
268 constructor Create(); virtual;
269 destructor Destroy(); override;
270 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
271 function GetRespawnPoint(): Byte;
272 procedure PressKey(Key: Byte; Time: Word = 1);
273 procedure ReleaseKeys();
274 procedure SetModel(ModelName: String);
275 procedure SetColor(Color: TRGB);
276 procedure SetWeapon(W: Byte);
277 function IsKeyPressed(K: Byte): Boolean;
278 function GetKeys(): Byte;
279 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
280 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
281 function Collide(Panel: TPanel): Boolean; overload;
282 function Collide(X, Y: Integer): Boolean; overload;
283 procedure SetDirection(Direction: TDirection);
284 procedure GetSecret();
285 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
286 procedure Touch();
287 procedure Push(vx, vy: Integer);
288 procedure ChangeModel(ModelName: String);
289 procedure SwitchTeam;
290 procedure ChangeTeam(Team: Byte);
291 procedure BFGHit();
292 function GetFlag(Flag: Byte): Boolean;
293 procedure SetFlag(Flag: Byte);
294 function DropFlag(): Boolean;
295 procedure AllRulez(Health: Boolean);
296 procedure RestoreHealthArmor();
297 procedure FragCombo();
298 procedure GiveItem(ItemType: Byte);
299 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
300 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
301 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
302 procedure MakeBloodSimple(Count: Word);
303 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
304 procedure Reset(Force: Boolean);
305 procedure Spectate(NoMove: Boolean = False);
306 procedure SwitchNoClip;
307 procedure SoftReset();
308 procedure Draw(); virtual;
309 procedure DrawPain();
310 procedure DrawPickup();
311 procedure DrawRulez();
312 procedure DrawAim();
313 procedure DrawIndicator();
314 procedure DrawBubble();
315 procedure DrawGUI();
316 procedure Update(); virtual;
317 procedure RememberState();
318 procedure RecallState();
319 procedure SaveState (st: TStream); virtual;
320 procedure LoadState (st: TStream); virtual;
321 procedure PauseSounds(Enable: Boolean);
322 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
323 procedure DoLerp(Level: Integer = 2);
324 procedure SetLerp(XTo, YTo: Integer);
325 procedure QueueWeaponSwitch(Weapon: Byte);
326 procedure RealizeCurrentWeapon();
327 procedure JetpackOn;
328 procedure JetpackOff;
329 procedure CatchFire(Attacker: Word);
331 //WARNING! this does nothing for now, but still call it!
332 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
334 procedure getMapBox (out x, y, w, h: Integer); inline;
335 procedure moveBy (dx, dy: Integer); inline;
337 public
338 property Vel: TPoint2i read FObj.Vel;
339 property Obj: TObj read FObj;
341 property Name: String read FName write FName;
342 property Model: TPlayerModel read FModel;
343 property Health: Integer read FHealth write FHealth;
344 property Lives: Byte read FLives write FLives;
345 property Armor: Integer read FArmor write FArmor;
346 property Air: Integer read FAir write FAir;
347 property JetFuel: Integer read FJetFuel write FJetFuel;
348 property Frags: Integer read FFrags write FFrags;
349 property Death: Integer read FDeath write FDeath;
350 property Kills: Integer read FKills write FKills;
351 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
352 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
353 property Secrets: Integer read FSecrets;
354 property GodMode: Boolean read FGodMode write FGodMode;
355 property NoTarget: Boolean read FNoTarget write FNoTarget;
356 property NoReload: Boolean read FNoReload write FNoReload;
357 property alive: Boolean read FAlive write FAlive;
358 property Flag: Byte read FFlag;
359 property Team: Byte read FTeam write FTeam;
360 property Direction: TDirection read FDirection;
361 property GameX: Integer read FObj.X write FObj.X;
362 property GameY: Integer read FObj.Y write FObj.Y;
363 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
364 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
365 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
366 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
367 property IncCam: Integer read FIncCam write FIncCam;
368 property UID: Word read FUID write FUID;
369 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
370 property NetTime: LongWord read FNetTime write FNetTime;
372 published
373 property eName: String read FName write FName;
374 property eHealth: Integer read FHealth write FHealth;
375 property eLives: Byte read FLives write FLives;
376 property eArmor: Integer read FArmor write FArmor;
377 property eAir: Integer read FAir write FAir;
378 property eJetFuel: Integer read FJetFuel write FJetFuel;
379 property eFrags: Integer read FFrags write FFrags;
380 property eDeath: Integer read FDeath write FDeath;
381 property eKills: Integer read FKills write FKills;
382 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
383 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
384 property eSecrets: Integer read FSecrets write FSecrets;
385 property eGodMode: Boolean read FGodMode write FGodMode;
386 property eNoTarget: Boolean read FNoTarget write FNoTarget;
387 property eNoReload: Boolean read FNoReload write FNoReload;
388 property eAlive: Boolean read FAlive write FAlive;
389 property eFlag: Byte read FFlag;
390 property eTeam: Byte read FTeam write FTeam;
391 property eDirection: TDirection read FDirection;
392 property eGameX: Integer read FObj.X write FObj.X;
393 property eGameY: Integer read FObj.Y write FObj.Y;
394 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
395 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
396 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
397 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
398 property eIncCam: Integer read FIncCam write FIncCam;
399 property eUID: Word read FUID;
400 property eJustTeleported: Boolean read FJustTeleported;
401 property eNetTime: LongWord read FNetTime;
403 // set this before assigning something to `eDamage`
404 property eDamageType: Integer read mEDamageType write mEDamageType;
405 property eDamage: Integer write doDamage;
406 end;
408 TDifficult = record
409 public
410 DiagFire: Byte;
411 InvisFire: Byte;
412 DiagPrecision: Byte;
413 FlyPrecision: Byte;
414 Cover: Byte;
415 CloseJump: Byte;
416 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
417 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
418 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
420 public
421 procedure save (st: TStream);
422 procedure load (st: TStream);
423 end;
425 TAIFlag = record
426 Name: String;
427 Value: String;
428 end;
430 TBot = class(TPlayer)
431 private
432 FSelectedWeapon: Byte;
433 FTargetUID: Word;
434 FLastVisible: DWORD;
435 FAIFlags: Array of TAIFlag;
436 FDifficult: TDifficult;
438 function GetRnd(a: Byte): Boolean;
439 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
440 function RunDirection(): TDirection;
441 function FullInStep(XInc, YInc: Integer): Boolean;
442 //function NeedItem(Item: Byte): Byte;
443 procedure SelectWeapon(Dist: Integer);
444 procedure SetAIFlag(aName, fValue: String20);
445 function GetAIFlag(aName: String20): String20;
446 procedure RemoveAIFlag(aName: String20);
447 function Healthy(): Byte;
448 procedure UpdateMove();
449 procedure UpdateCombat();
450 function KeyPressed(Key: Word): Boolean;
451 procedure ReleaseKey(Key: Byte);
452 function TargetOnScreen(TX, TY: Integer): Boolean;
453 procedure OnDamage(Angle: SmallInt); override;
455 public
456 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
457 constructor Create(); override;
458 destructor Destroy(); override;
459 procedure Draw(); override;
460 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
461 function Heal(value: Word; Soft: Boolean): Boolean; override;
462 procedure Update(); override;
463 procedure SaveState (st: TStream); override;
464 procedure LoadState (st: TStream); override;
465 end;
467 PGib = ^TGib;
468 TGib = record
469 alive: Boolean;
470 ID: DWORD;
471 MaskID: DWORD;
472 RAngle: Integer;
473 Color: TRGB;
474 Obj: TObj;
476 procedure getMapBox (out x, y, w, h: Integer); inline;
477 procedure moveBy (dx, dy: Integer); inline;
479 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
480 end;
483 PShell = ^TShell;
484 TShell = record
485 SpriteID: DWORD;
486 alive: Boolean;
487 SType: Byte;
488 RAngle: Integer;
489 Timeout: Cardinal;
490 CX, CY: Integer;
491 Obj: TObj;
493 procedure getMapBox (out x, y, w, h: Integer); inline;
494 procedure moveBy (dx, dy: Integer); inline;
496 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
497 end;
499 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
500 private
501 FModelName: String;
502 FMess: Boolean;
503 FState: Byte;
504 FDamage: Byte;
505 FColor: TRGB;
506 FObj: TObj;
507 FPlayerUID: Word;
508 FAnimation: TAnimation;
509 FAnimationMask: TAnimation;
511 public
512 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
513 destructor Destroy(); override;
514 procedure Damage(Value: Word; vx, vy: Integer);
515 procedure Update();
516 procedure Draw();
517 procedure SaveState (st: TStream);
518 procedure LoadState (st: TStream);
520 procedure getMapBox (out x, y, w, h: Integer); inline;
521 procedure moveBy (dx, dy: Integer); inline;
523 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
525 function ObjPtr (): PObj; inline;
527 property Obj: TObj read FObj; // copies object
528 property State: Byte read FState;
529 property Mess: Boolean read FMess;
530 end;
532 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
533 record
534 Goals: SmallInt;
535 end;
537 var
538 gPlayers: Array of TPlayer;
539 gCorpses: Array of TCorpse;
540 gGibs: Array of TGib;
541 gShells: Array of TShell;
542 gTeamStat: TTeamStat;
543 gFly: Boolean = False;
544 gAimLine: Boolean = False;
545 gChatBubble: Byte = 0;
546 gPlayerIndicator: Boolean = True;
547 gNumBots: Word = 0;
548 gLMSPID1: Word = 0;
549 gLMSPID2: Word = 0;
550 MAX_RUNVEL: Integer = 8;
551 VEL_JUMP: Integer = 10;
552 SHELL_TIMEOUT: Cardinal = 60000;
554 function Lerp(X, Y, Factor: Integer): Integer;
556 procedure g_Gibs_SetMax(Count: Word);
557 function g_Gibs_GetMax(): Word;
558 procedure g_Corpses_SetMax(Count: Word);
559 function g_Corpses_GetMax(): Word;
560 procedure g_Shells_SetMax(Count: Word);
561 function g_Shells_GetMax(): Word;
563 procedure g_Player_Init();
564 procedure g_Player_Free();
565 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
566 function g_Player_CreateFromState (st: TStream): Word;
567 procedure g_Player_Remove(UID: Word);
568 procedure g_Player_ResetTeams();
569 procedure g_Player_UpdateAll();
570 procedure g_Player_DrawAll();
571 procedure g_Player_DrawDebug(p: TPlayer);
572 procedure g_Player_DrawHealth();
573 procedure g_Player_RememberAll();
574 procedure g_Player_ResetAll(Force, Silent: Boolean);
575 function g_Player_Get(UID: Word): TPlayer;
576 function g_Player_GetCount(): Byte;
577 function g_Player_GetStats(): TPlayerStatArray;
578 function g_Player_ValidName(Name: String): Boolean;
579 procedure g_Player_CreateCorpse(Player: TPlayer);
580 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
581 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
582 procedure g_Player_UpdatePhysicalObjects();
583 procedure g_Player_DrawCorpses();
584 procedure g_Player_DrawShells();
585 procedure g_Player_RemoveAllCorpses();
586 procedure g_Player_Corpses_SaveState (st: TStream);
587 procedure g_Player_Corpses_LoadState (st: TStream);
588 procedure g_Bot_Add(Team, Difficult: Byte);
589 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
590 procedure g_Bot_MixNames();
591 procedure g_Bot_RemoveAll();
593 implementation
595 uses
596 {$INCLUDE ../nogl/noGLuses.inc}
597 {$IFDEF ENABLE_HOLMES}
598 g_holmes,
599 {$ENDIF}
600 e_log, g_map, g_items, g_console, g_gfx, Math,
601 g_options, g_triggers, g_menu, g_game, g_grid,
602 wadreader, g_main, g_monsters, CONFIG, g_language,
603 g_net, g_netmsg, g_window,
604 utils, xstreams;
606 const PLR_SAVE_VERSION = 0;
608 type
609 TBotProfile = record
610 name: ShortString;
611 model: ShortString;
612 team: Byte;
613 color: TRGB;
614 diag_fire: Byte;
615 invis_fire: Byte;
616 diag_precision: Byte;
617 fly_precision: Byte;
618 cover: Byte;
619 close_jump: Byte;
620 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
621 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
622 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
623 end;
625 const
626 TIME_RESPAWN1 = 1500;
627 TIME_RESPAWN2 = 2000;
628 TIME_RESPAWN3 = 3000;
629 AIR_DEF = 360;
630 AIR_MAX = 1091;
631 JET_MAX = 540; // ~30 sec
632 PLAYER_SUIT_TIME = 30000;
633 PLAYER_INVUL_TIME = 30000;
634 PLAYER_INVIS_TIME = 35000;
635 FRAG_COMBO_TIME = 3000;
636 VEL_SW = 4;
637 VEL_FLY = 6;
638 ANGLE_RIGHTUP = 55;
639 ANGLE_RIGHTDOWN = -35;
640 ANGLE_LEFTUP = 125;
641 ANGLE_LEFTDOWN = -145;
642 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
643 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
644 BOT_MAXJUMP = 84;
645 BOT_LONGDIST = 300;
646 BOT_UNSAFEDIST = 128;
647 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
648 (R:0; G:0; B:255));
649 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
650 FlyPrecision: 32; Cover: 32; CloseJump: 32;
651 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
652 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
653 FlyPrecision: 127; Cover: 127; CloseJump: 127;
654 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
655 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
656 FlyPrecision: 255; Cover: 255; CloseJump: 255;
657 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
658 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
659 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
660 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
661 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
662 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
663 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
664 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
665 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
666 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
667 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
668 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
669 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
670 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
671 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
672 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
673 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
674 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
676 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
677 CORPSE_SIGNATURE = $50524F43; // 'CORP'
679 BOTNAMES_FILENAME = 'botnames.txt';
680 BOTLIST_FILENAME = 'botlist.txt';
682 var
683 MaxGibs: Word = 150;
684 MaxCorpses: Word = 20;
685 MaxShells: Word = 300;
686 CurrentGib: Integer = 0;
687 CurrentShell: Integer = 0;
688 BotNames: Array of String;
689 BotList: Array of TBotProfile;
692 function Lerp(X, Y, Factor: Integer): Integer;
693 begin
694 Result := X + ((Y - X) div Factor);
695 end;
697 function SameTeam(UID1, UID2: Word): Boolean;
698 begin
699 Result := False;
701 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
702 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
704 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
706 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
707 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
709 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
710 end;
712 procedure g_Gibs_SetMax(Count: Word);
713 begin
714 MaxGibs := Count;
715 SetLength(gGibs, Count);
717 if CurrentGib >= Count then
718 CurrentGib := 0;
719 end;
721 function g_Gibs_GetMax(): Word;
722 begin
723 Result := MaxGibs;
724 end;
726 procedure g_Shells_SetMax(Count: Word);
727 begin
728 MaxShells := Count;
729 SetLength(gShells, Count);
731 if CurrentShell >= Count then
732 CurrentShell := 0;
733 end;
735 function g_Shells_GetMax(): Word;
736 begin
737 Result := MaxShells;
738 end;
741 procedure g_Corpses_SetMax(Count: Word);
742 begin
743 MaxCorpses := Count;
744 SetLength(gCorpses, Count);
745 end;
747 function g_Corpses_GetMax(): Word;
748 begin
749 Result := MaxCorpses;
750 end;
752 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
753 var
754 a: Integer;
755 ok: Boolean;
756 begin
757 Result := 0;
759 ok := False;
760 a := 0;
762 // Åñòü ëè ìåñòî â gPlayers:
763 if gPlayers <> nil then
764 for a := 0 to High(gPlayers) do
765 if gPlayers[a] = nil then
766 begin
767 ok := True;
768 Break;
769 end;
771 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
772 if not ok then
773 begin
774 SetLength(gPlayers, Length(gPlayers)+1);
775 a := High(gPlayers);
776 end;
778 // Ñîçäàåì îáúåêò èãðîêà:
779 if Bot then
780 gPlayers[a] := TBot.Create()
781 else
782 gPlayers[a] := TPlayer.Create();
785 gPlayers[a].FActualModelName := ModelName;
786 gPlayers[a].SetModel(ModelName);
788 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
789 if gPlayers[a].FModel = nil then
790 begin
791 gPlayers[a].Free();
792 gPlayers[a] := nil;
793 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
794 Exit;
795 end;
797 if not (Team in [TEAM_RED, TEAM_BLUE]) then
798 if Random(2) = 0 then
799 Team := TEAM_RED
800 else
801 Team := TEAM_BLUE;
802 gPlayers[a].FPreferredTeam := Team;
804 case gGameSettings.GameMode of
805 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
806 GM_TDM,
807 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
808 GM_SINGLE,
809 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
810 end;
812 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
813 gPlayers[a].FColor := Color;
814 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
815 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
816 else
817 gPlayers[a].FModel.Color := Color;
819 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
820 gPlayers[a].FAlive := False;
822 Result := gPlayers[a].FUID;
823 end;
825 function g_Player_CreateFromState (st: TStream): Word;
826 var
827 a, i: Integer;
828 ok, Bot: Boolean;
829 b: Byte;
830 begin
831 result := 0;
832 if (st = nil) then exit; //???
834 // Ñèãíàòóðà èãðîêà
835 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
836 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
838 // Áîò èëè ÷åëîâåê:
839 Bot := utils.readBool(st);
841 ok := false;
842 a := 0;
844 // Åñòü ëè ìåñòî â gPlayers:
845 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
847 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
848 if not ok then
849 begin
850 SetLength(gPlayers, Length(gPlayers)+1);
851 a := High(gPlayers);
852 end;
854 // Ñîçäàåì îáúåêò èãðîêà
855 if Bot then
856 gPlayers[a] := TBot.Create()
857 else
858 gPlayers[a] := TPlayer.Create();
859 gPlayers[a].FIamBot := Bot;
860 gPlayers[a].FPhysics := True;
862 // UID èãðîêà
863 gPlayers[a].FUID := utils.readWord(st);
864 // Èìÿ èãðîêà
865 gPlayers[a].FName := utils.readStr(st);
866 // Êîìàíäà
867 gPlayers[a].FTeam := utils.readByte(st);
868 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
869 // Æèâ ëè
870 gPlayers[a].FAlive := utils.readBool(st);
871 // Èçðàñõîäîâàë ëè âñå æèçíè
872 gPlayers[a].FNoRespawn := utils.readBool(st);
873 // Íàïðàâëåíèå
874 b := utils.readByte(st);
875 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
876 // Çäîðîâüå
877 gPlayers[a].FHealth := utils.readLongInt(st);
878 // Æèçíè
879 gPlayers[a].FLives := utils.readByte(st);
880 // Áðîíÿ
881 gPlayers[a].FArmor := utils.readLongInt(st);
882 // Çàïàñ âîçäóõà
883 gPlayers[a].FAir := utils.readLongInt(st);
884 // Çàïàñ ãîðþ÷åãî
885 gPlayers[a].FJetFuel := utils.readLongInt(st);
886 // Áîëü
887 gPlayers[a].FPain := utils.readLongInt(st);
888 // Óáèë
889 gPlayers[a].FKills := utils.readLongInt(st);
890 // Óáèë ìîíñòðîâ
891 gPlayers[a].FMonsterKills := utils.readLongInt(st);
892 // Ôðàãîâ
893 gPlayers[a].FFrags := utils.readLongInt(st);
894 // Ôðàãîâ ïîäðÿä
895 gPlayers[a].FFragCombo := utils.readByte(st);
896 // Âðåìÿ ïîñëåäíåãî ôðàãà
897 gPlayers[a].FLastFrag := utils.readLongWord(st);
898 // Ñìåðòåé
899 gPlayers[a].FDeath := utils.readLongInt(st);
900 // Êàêîé ôëàã íåñåò
901 gPlayers[a].FFlag := utils.readByte(st);
902 // Íàøåë ñåêðåòîâ
903 gPlayers[a].FSecrets := utils.readLongInt(st);
904 // Òåêóùåå îðóæèå
905 gPlayers[a].FCurrWeap := utils.readByte(st);
906 // Ñëåäóþùåå æåëàåìîå îðóæèå
907 gPlayers[a].FNextWeap := utils.readWord(st);
908 // ...è ïàóçà
909 gPlayers[a].FNextWeapDelay := utils.readByte(st);
910 // Âðåìÿ çàðÿäêè BFG
911 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
912 // Áóôåð óðîíà
913 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
914 // Ïîñëåäíèé óäàðèâøèé
915 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
916 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
917 gPlayers[a].FLastHit := utils.readByte(st);
918 // Îáúåêò èãðîêà:
919 Obj_LoadState(@gPlayers[a].FObj, st);
920 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
921 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
922 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
923 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
924 // Íàëè÷èå îðóæèÿ
925 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
926 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
927 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
928 // Íàëè÷èå ðþêçàêà
929 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
930 // Íàëè÷èå êðàñíîãî êëþ÷à
931 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
932 // Íàëè÷èå çåëåíîãî êëþ÷à
933 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
934 // Íàëè÷èå ñèíåãî êëþ÷à
935 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
936 // Íàëè÷èå áåðñåðêà
937 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
938 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
939 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
940 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
941 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
943 // Íàçâàíèå ìîäåëè:
944 gPlayers[a].FActualModelName := utils.readStr(st);
945 // Öâåò ìîäåëè
946 gPlayers[a].FColor.R := utils.readByte(st);
947 gPlayers[a].FColor.G := utils.readByte(st);
948 gPlayers[a].FColor.B := utils.readByte(st);
949 // Îáíîâëÿåì ìîäåëü èãðîêà
950 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
952 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
953 if (gPlayers[a].FModel = nil) then
954 begin
955 gPlayers[a].Free();
956 gPlayers[a] := nil;
957 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
958 exit;
959 end;
961 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
962 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
963 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
964 else
965 gPlayers[a].FModel.Color := gPlayers[a].FColor;
967 result := gPlayers[a].FUID;
968 end;
971 procedure g_Player_ResetTeams();
972 var
973 a: Integer;
974 begin
975 if g_Game_IsClient then
976 Exit;
977 if gPlayers = nil then
978 Exit;
979 for a := Low(gPlayers) to High(gPlayers) do
980 if gPlayers[a] <> nil then
981 case gGameSettings.GameMode of
982 GM_DM:
983 gPlayers[a].ChangeTeam(TEAM_NONE);
984 GM_TDM, GM_CTF:
985 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
986 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
987 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
988 else
989 if a mod 2 = 0 then
990 gPlayers[a].ChangeTeam(TEAM_RED)
991 else
992 gPlayers[a].ChangeTeam(TEAM_BLUE);
993 GM_SINGLE,
994 GM_COOP:
995 gPlayers[a].ChangeTeam(TEAM_COOP);
996 end;
997 end;
999 procedure g_Bot_Add(Team, Difficult: Byte);
1000 var
1001 m: SSArray;
1002 _name, _model: String;
1003 a, tr, tb: Integer;
1004 begin
1005 if not g_Game_IsServer then Exit;
1007 // Ñïèñîê íàçâàíèé ìîäåëåé:
1008 m := g_PlayerModel_GetNames();
1009 if m = nil then
1010 Exit;
1012 // Êîìàíäà:
1013 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1014 Team := TEAM_COOP // COOP
1015 else
1016 if gGameSettings.GameMode = GM_DM then
1017 Team := TEAM_NONE // DM
1018 else
1019 if Team = TEAM_NONE then // CTF / TDM
1020 begin
1021 // Àâòîáàëàíñ êîìàíä:
1022 tr := 0;
1023 tb := 0;
1025 for a := 0 to High(gPlayers) do
1026 if gPlayers[a] <> nil then
1027 begin
1028 if gPlayers[a].Team = TEAM_RED then
1029 Inc(tr)
1030 else
1031 if gPlayers[a].Team = TEAM_BLUE then
1032 Inc(tb);
1033 end;
1035 if tr > tb then
1036 Team := TEAM_BLUE
1037 else
1038 if tb > tr then
1039 Team := TEAM_RED
1040 else // tr = tb
1041 if Random(2) = 0 then
1042 Team := TEAM_RED
1043 else
1044 Team := TEAM_BLUE;
1045 end;
1047 // Âûáèðàåì áîòó èìÿ:
1048 _name := '';
1049 if BotNames <> nil then
1050 for a := 0 to High(BotNames) do
1051 if g_Player_ValidName(BotNames[a]) then
1052 begin
1053 _name := BotNames[a];
1054 Break;
1055 end;
1057 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1058 if _name = '' then
1059 repeat
1060 _name := Format('DFBOT%.2d', [Random(100)]);
1061 until g_Player_ValidName(_name);
1063 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1064 _model := m[Random(Length(m))];
1066 // Ñîçäàåì áîòà:
1067 with g_Player_Get(g_Player_Create(_model,
1068 _RGB(Min(Random(9)*32, 255),
1069 Min(Random(9)*32, 255),
1070 Min(Random(9)*32, 255)),
1071 Team, True)) as TBot do
1072 begin
1073 Name := _name;
1075 case Difficult of
1076 1: FDifficult := DIFFICULT_EASY;
1077 2: FDifficult := DIFFICULT_MEDIUM;
1078 else FDifficult := DIFFICULT_HARD;
1079 end;
1081 for a := WP_FIRST to WP_LAST do
1082 begin
1083 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1084 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1085 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1086 end;
1088 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1090 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1091 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1092 Spectate();
1093 end;
1094 end;
1096 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1097 var
1098 m: SSArray;
1099 _name, _model: String;
1100 a: Integer;
1101 begin
1102 if not g_Game_IsServer then Exit;
1104 // Ñïèñîê íàçâàíèé ìîäåëåé:
1105 m := g_PlayerModel_GetNames();
1106 if m = nil then
1107 Exit;
1109 // Êîìàíäà:
1110 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1111 Team := TEAM_COOP // COOP
1112 else
1113 if gGameSettings.GameMode = GM_DM then
1114 Team := TEAM_NONE // DM
1115 else
1116 if Team = TEAM_NONE then
1117 Team := BotList[num].team; // CTF / TDM
1119 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1120 lName := AnsiLowerCase(lName);
1121 if (num < 0) or (num > Length(BotList)-1) then
1122 num := -1;
1123 if (num = -1) and (lName <> '') and (BotList <> nil) then
1124 for a := 0 to High(BotList) do
1125 if AnsiLowerCase(BotList[a].name) = lName then
1126 begin
1127 num := a;
1128 Break;
1129 end;
1130 if num = -1 then
1131 Exit;
1133 // Èìÿ áîòà:
1134 _name := BotList[num].name;
1135 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1136 if not g_Player_ValidName(_name) then
1137 repeat
1138 _name := Format('DFBOT%.2d', [Random(100)]);
1139 until g_Player_ValidName(_name);
1141 // Ìîäåëü:
1142 _model := BotList[num].model;
1143 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1144 if not InSArray(_model, m) then
1145 _model := m[Random(Length(m))];
1147 // Ñîçäàåì áîòà:
1148 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1149 begin
1150 Name := _name;
1152 FDifficult.DiagFire := BotList[num].diag_fire;
1153 FDifficult.InvisFire := BotList[num].invis_fire;
1154 FDifficult.DiagPrecision := BotList[num].diag_precision;
1155 FDifficult.FlyPrecision := BotList[num].fly_precision;
1156 FDifficult.Cover := BotList[num].cover;
1157 FDifficult.CloseJump := BotList[num].close_jump;
1159 for a := WP_FIRST to WP_LAST do
1160 begin
1161 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1162 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1163 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1164 end;
1166 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1168 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1169 end;
1170 end;
1172 procedure g_Bot_RemoveAll();
1173 var
1174 a: Integer;
1175 begin
1176 if not g_Game_IsServer then Exit;
1177 if gPlayers = nil then Exit;
1179 for a := 0 to High(gPlayers) do
1180 if gPlayers[a] <> nil then
1181 if gPlayers[a] is TBot then
1182 begin
1183 gPlayers[a].Lives := 0;
1184 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1185 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1186 g_Player_Remove(gPlayers[a].FUID);
1187 end;
1189 g_Bot_MixNames();
1190 end;
1192 procedure g_Bot_MixNames();
1193 var
1194 s: String;
1195 a, b: Integer;
1196 begin
1197 if BotNames <> nil then
1198 for a := 0 to High(BotNames) do
1199 begin
1200 b := Random(Length(BotNames));
1201 s := BotNames[a];
1202 Botnames[a] := BotNames[b];
1203 BotNames[b] := s;
1204 end;
1205 end;
1207 procedure g_Player_Remove(UID: Word);
1208 var
1209 i: Integer;
1210 begin
1211 if gPlayers = nil then Exit;
1213 if g_Game_IsServer and g_Game_IsNet then
1214 MH_SEND_PlayerDelete(UID);
1216 for i := 0 to High(gPlayers) do
1217 if gPlayers[i] <> nil then
1218 if gPlayers[i].FUID = UID then
1219 begin
1220 if gPlayers[i] is TPlayer then
1221 TPlayer(gPlayers[i]).Free()
1222 else
1223 TBot(gPlayers[i]).Free();
1224 gPlayers[i] := nil;
1225 Exit;
1226 end;
1227 end;
1229 procedure g_Player_Init();
1230 var
1231 F: TextFile;
1232 s: String;
1233 a, b: Integer;
1234 config: TConfig;
1235 sa: SSArray;
1236 begin
1237 BotNames := nil;
1239 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1240 Exit;
1242 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1243 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1244 Reset(F);
1246 while not EOF(F) do
1247 begin
1248 ReadLn(F, s);
1250 s := Trim(s);
1251 if s = '' then
1252 Continue;
1254 SetLength(BotNames, Length(BotNames)+1);
1255 BotNames[High(BotNames)] := s;
1256 end;
1258 CloseFile(F);
1260 // Ïåðåìåøèâàåì èõ:
1261 g_Bot_MixNames();
1263 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1264 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1265 BotList := nil;
1266 a := 0;
1268 while config.SectionExists(IntToStr(a)) do
1269 begin
1270 SetLength(BotList, Length(BotList)+1);
1272 with BotList[High(BotList)] do
1273 begin
1274 // Èìÿ áîòà:
1275 name := config.ReadStr(IntToStr(a), 'name', '');
1276 // Ìîäåëü:
1277 model := config.ReadStr(IntToStr(a), 'model', '');
1278 // Êîìàíäà:
1279 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1280 team := TEAM_RED
1281 else
1282 team := TEAM_BLUE;
1283 // Öâåò ìîäåëè:
1284 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1285 color.R := StrToIntDef(sa[0], 0);
1286 color.G := StrToIntDef(sa[1], 0);
1287 color.B := StrToIntDef(sa[2], 0);
1288 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1289 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1290 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1291 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1292 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1293 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1294 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1295 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1296 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1297 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1298 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1299 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1300 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1301 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1302 if Length(sa) = 10 then
1303 for b := 0 to 9 do
1304 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1305 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1306 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1307 if Length(sa) = 10 then
1308 for b := 0 to 9 do
1309 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1311 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1312 if Length(sa) = 10 then
1313 for b := 0 to 9 do
1314 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1315 end;
1317 a := a + 1;
1318 end;
1320 config.Free();
1321 end;
1323 procedure g_Player_Free();
1324 var
1325 i: Integer;
1326 begin
1327 if gPlayers <> nil then
1328 begin
1329 for i := 0 to High(gPlayers) do
1330 if gPlayers[i] <> nil then
1331 begin
1332 if gPlayers[i] is TPlayer then
1333 TPlayer(gPlayers[i]).Free()
1334 else
1335 TBot(gPlayers[i]).Free();
1336 gPlayers[i] := nil;
1337 end;
1339 gPlayers := nil;
1340 end;
1342 gPlayer1 := nil;
1343 gPlayer2 := nil;
1344 end;
1346 procedure g_Player_UpdateAll();
1347 var
1348 i: Integer;
1349 begin
1350 if gPlayers = nil then Exit;
1352 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1353 for i := 0 to High(gPlayers) do
1354 begin
1355 if gPlayers[i] <> nil then
1356 begin
1357 if gPlayers[i] is TPlayer then
1358 begin
1359 gPlayers[i].Update();
1360 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1361 end
1362 else
1363 begin
1364 // bot updates weapons in `UpdateCombat()`
1365 TBot(gPlayers[i]).Update();
1366 end;
1367 end;
1368 end;
1369 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1370 end;
1372 procedure g_Player_DrawAll();
1373 var
1374 i: Integer;
1375 begin
1376 if gPlayers = nil then Exit;
1378 for i := 0 to High(gPlayers) do
1379 if gPlayers[i] <> nil then
1380 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1381 else TBot(gPlayers[i]).Draw();
1382 end;
1384 procedure g_Player_DrawDebug(p: TPlayer);
1385 var
1386 fW, fH: Byte;
1387 begin
1388 if p = nil then Exit;
1389 if (@p.FObj) = nil then Exit;
1391 e_TextureFontGetSize(gStdFont, fW, fH);
1393 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1394 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1395 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1396 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1397 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1398 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1399 end;
1401 procedure g_Player_DrawHealth();
1402 var
1403 i: Integer;
1404 fW, fH: Byte;
1405 begin
1406 if gPlayers = nil then Exit;
1407 e_TextureFontGetSize(gStdFont, fW, fH);
1409 for i := 0 to High(gPlayers) do
1410 if gPlayers[i] <> nil then
1411 begin
1412 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1413 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1414 IntToStr(gPlayers[i].FHealth), gStdFont);
1415 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1416 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1417 IntToStr(gPlayers[i].FArmor), gStdFont);
1418 end;
1419 end;
1421 function g_Player_Get(UID: Word): TPlayer;
1422 var
1423 a: Integer;
1424 begin
1425 Result := nil;
1427 if gPlayers = nil then
1428 Exit;
1430 for a := 0 to High(gPlayers) do
1431 if gPlayers[a] <> nil then
1432 if gPlayers[a].FUID = UID then
1433 begin
1434 Result := gPlayers[a];
1435 Exit;
1436 end;
1437 end;
1439 function g_Player_GetCount(): Byte;
1440 var
1441 a: Integer;
1442 begin
1443 Result := 0;
1445 if gPlayers = nil then
1446 Exit;
1448 for a := 0 to High(gPlayers) do
1449 if gPlayers[a] <> nil then
1450 Result := Result + 1;
1451 end;
1453 function g_Player_GetStats(): TPlayerStatArray;
1454 var
1455 a: Integer;
1456 begin
1457 Result := nil;
1459 if gPlayers = nil then Exit;
1461 for a := 0 to High(gPlayers) do
1462 if gPlayers[a] <> nil then
1463 begin
1464 SetLength(Result, Length(Result)+1);
1465 with Result[High(Result)] do
1466 begin
1467 Ping := gPlayers[a].FPing;
1468 Loss := gPlayers[a].FLoss;
1469 Name := gPlayers[a].FName;
1470 Team := gPlayers[a].FTeam;
1471 Frags := gPlayers[a].FFrags;
1472 Deaths := gPlayers[a].FDeath;
1473 Kills := gPlayers[a].FKills;
1474 Color := gPlayers[a].FModel.Color;
1475 Lives := gPlayers[a].FLives;
1476 Spectator := gPlayers[a].FSpectator;
1477 end;
1478 end;
1479 end;
1481 procedure g_Player_RememberAll;
1482 var
1483 i: Integer;
1484 begin
1485 for i := Low(gPlayers) to High(gPlayers) do
1486 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1487 gPlayers[i].RememberState;
1488 end;
1490 procedure g_Player_ResetAll(Force, Silent: Boolean);
1491 var
1492 i: Integer;
1493 begin
1494 gTeamStat[TEAM_RED].Goals := 0;
1495 gTeamStat[TEAM_BLUE].Goals := 0;
1497 if gPlayers <> nil then
1498 for i := 0 to High(gPlayers) do
1499 if gPlayers[i] <> nil then
1500 begin
1501 gPlayers[i].Reset(Force);
1503 if gPlayers[i] is TPlayer then
1504 begin
1505 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1506 gPlayers[i].Respawn(Silent)
1507 else
1508 gPlayers[i].Spectate();
1509 end
1510 else
1511 TBot(gPlayers[i]).Respawn(Silent);
1512 end;
1513 end;
1515 procedure g_Player_CreateCorpse(Player: TPlayer);
1516 var
1517 i: Integer;
1518 find_id: DWORD;
1519 ok: Boolean;
1520 begin
1521 if Player.alive then
1522 Exit;
1524 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1525 if gCorpses <> nil then
1526 for i := 0 to High(gCorpses) do
1527 if gCorpses[i] <> nil then
1528 if gCorpses[i].FPlayerUID = Player.FUID then
1529 gCorpses[i].FPlayerUID := 0;
1531 if Player.FObj.Y >= gMapInfo.Height+128 then
1532 Exit;
1534 with Player do
1535 begin
1536 if (FHealth >= -50) or (gGibsCount = 0) then
1537 begin
1538 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1539 Exit;
1541 ok := False;
1542 for find_id := 0 to High(gCorpses) do
1543 if gCorpses[find_id] = nil then
1544 begin
1545 ok := True;
1546 Break;
1547 end;
1549 if not ok then
1550 find_id := Random(Length(gCorpses));
1552 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1553 gCorpses[find_id].FColor := FModel.Color;
1554 gCorpses[find_id].FObj.Vel := FObj.Vel;
1555 gCorpses[find_id].FObj.Accel := FObj.Accel;
1556 gCorpses[find_id].FPlayerUID := FUID;
1557 end
1558 else
1559 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1560 FObj.Y + PLAYER_RECT_CY,
1561 FModel.Name, FModel.Color);
1562 end;
1563 end;
1565 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1566 var
1567 SID: DWORD;
1568 begin
1569 if (gShells = nil) or (Length(gShells) = 0) then
1570 Exit;
1572 with gShells[CurrentShell] do
1573 begin
1574 SpriteID := 0;
1575 g_Obj_Init(@Obj);
1576 Obj.Rect.X := 0;
1577 Obj.Rect.Y := 0;
1578 if T = SHELL_BULLET then
1579 begin
1580 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1581 SpriteID := SID;
1582 CX := 2;
1583 CY := 1;
1584 Obj.Rect.Width := 4;
1585 Obj.Rect.Height := 2;
1586 end
1587 else
1588 begin
1589 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1590 SpriteID := SID;
1591 CX := 4;
1592 CY := 2;
1593 Obj.Rect.Width := 7;
1594 Obj.Rect.Height := 3;
1595 end;
1596 SType := T;
1597 alive := True;
1598 Obj.X := fX;
1599 Obj.Y := fY;
1600 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1601 positionChanged(); // this updates spatial accelerators
1602 RAngle := Random(360);
1603 Timeout := gTime + SHELL_TIMEOUT;
1605 if CurrentShell >= High(gShells) then
1606 CurrentShell := 0
1607 else
1608 Inc(CurrentShell);
1609 end;
1610 end;
1612 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1613 var
1614 a: Integer;
1615 GibsArray: TGibsArray;
1616 Blood: TModelBlood;
1617 begin
1618 if (gGibs = nil) or (Length(gGibs) = 0) then
1619 Exit;
1620 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1621 Exit;
1622 Blood := g_PlayerModel_GetBlood(ModelName);
1624 for a := 0 to High(GibsArray) do
1625 with gGibs[CurrentGib] do
1626 begin
1627 Color := fColor;
1628 ID := GibsArray[a].ID;
1629 MaskID := GibsArray[a].MaskID;
1630 alive := True;
1631 g_Obj_Init(@Obj);
1632 Obj.Rect := GibsArray[a].Rect;
1633 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1634 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1635 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1636 positionChanged(); // this updates spatial accelerators
1637 RAngle := Random(360);
1639 if gBloodCount > 0 then
1640 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1641 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1643 if CurrentGib >= High(gGibs) then
1644 CurrentGib := 0
1645 else
1646 Inc(CurrentGib);
1647 end;
1648 end;
1650 procedure g_Player_UpdatePhysicalObjects();
1651 var
1652 i: Integer;
1653 vel: TPoint2i;
1654 mr: Word;
1656 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1657 var
1658 k: Integer;
1659 begin
1660 k := 1 + Random(2);
1661 if T = SHELL_BULLET then
1662 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1663 else
1664 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1665 end;
1667 begin
1668 // Êóñêè ìÿñà:
1669 if gGibs <> nil then
1670 for i := 0 to High(gGibs) do
1671 if gGibs[i].alive then
1672 with gGibs[i] do
1673 begin
1674 vel := Obj.Vel;
1675 mr := g_Obj_Move(@Obj, True, False, True);
1676 positionChanged(); // this updates spatial accelerators
1678 if WordBool(mr and MOVE_FALLOUT) then
1679 begin
1680 alive := False;
1681 Continue;
1682 end;
1684 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1685 if WordBool(mr and MOVE_HITWALL) then
1686 Obj.Vel.X := -(vel.X div 2);
1687 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1688 Obj.Vel.Y := -(vel.Y div 2);
1690 if (Obj.Vel.X >= 0) then
1691 begin // Clockwise
1692 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1693 if RAngle >= 360 then
1694 RAngle := RAngle mod 360;
1695 end else begin // Counter-clockwise
1696 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1697 if RAngle < 0 then
1698 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1699 end;
1701 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1702 if gTime mod (GAME_TICK*3) = 0 then
1703 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1704 end;
1706 // Òðóïû:
1707 if gCorpses <> nil then
1708 for i := 0 to High(gCorpses) do
1709 if gCorpses[i] <> nil then
1710 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1711 begin
1712 gCorpses[i].Free();
1713 gCorpses[i] := nil;
1714 end
1715 else
1716 gCorpses[i].Update();
1718 // Ãèëüçû:
1719 if gShells <> nil then
1720 for i := 0 to High(gShells) do
1721 if gShells[i].alive then
1722 with gShells[i] do
1723 begin
1724 vel := Obj.Vel;
1725 mr := g_Obj_Move(@Obj, True, False, True);
1726 positionChanged(); // this updates spatial accelerators
1728 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1729 begin
1730 alive := False;
1731 Continue;
1732 end;
1734 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1735 if WordBool(mr and MOVE_HITWALL) then
1736 begin
1737 Obj.Vel.X := -(vel.X div 2);
1738 if not WordBool(mr and MOVE_INWATER) then
1739 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1740 end;
1741 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1742 begin
1743 Obj.Vel.Y := -(vel.Y div 2);
1744 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1745 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1746 begin
1747 if RAngle mod 90 <> 0 then
1748 RAngle := (RAngle div 90) * 90;
1749 end
1750 else if not WordBool(mr and MOVE_INWATER) then
1751 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1752 end;
1754 if (Obj.Vel.X >= 0) then
1755 begin // Clockwise
1756 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1757 if RAngle >= 360 then
1758 RAngle := RAngle mod 360;
1759 end else begin // Counter-clockwise
1760 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1761 if RAngle < 0 then
1762 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1763 end;
1764 end;
1765 end;
1768 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1769 begin
1770 x := Obj.X+Obj.Rect.X;
1771 y := Obj.Y+Obj.Rect.Y;
1772 w := Obj.Rect.Width;
1773 h := Obj.Rect.Height;
1774 end;
1776 procedure TGib.moveBy (dx, dy: Integer); inline;
1777 begin
1778 if (dx <> 0) or (dy <> 0) then
1779 begin
1780 Obj.X += dx;
1781 Obj.Y += dy;
1782 positionChanged();
1783 end;
1784 end;
1787 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1788 begin
1789 x := Obj.X;
1790 y := Obj.Y;
1791 w := Obj.Rect.Width;
1792 h := Obj.Rect.Height;
1793 end;
1795 procedure TShell.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 TGib.positionChanged (); inline; begin end;
1807 procedure TShell.positionChanged (); inline; begin end;
1810 procedure g_Player_DrawCorpses();
1811 var
1812 i: Integer;
1813 a: TDFPoint;
1814 begin
1815 if gGibs <> nil then
1816 for i := 0 to High(gGibs) do
1817 if gGibs[i].alive then
1818 with gGibs[i] do
1819 begin
1820 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1821 Continue;
1823 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1824 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1826 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1828 e_Colors := Color;
1829 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1830 e_Colors.R := 255;
1831 e_Colors.G := 255;
1832 e_Colors.B := 255;
1833 end;
1835 if gCorpses <> nil then
1836 for i := 0 to High(gCorpses) do
1837 if gCorpses[i] <> nil then
1838 gCorpses[i].Draw();
1839 end;
1841 procedure g_Player_DrawShells();
1842 var
1843 i: Integer;
1844 a: TDFPoint;
1845 begin
1846 if gShells <> nil then
1847 for i := 0 to High(gShells) do
1848 if gShells[i].alive then
1849 with gShells[i] do
1850 begin
1851 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1852 Continue;
1854 a.X := CX;
1855 a.Y := CY;
1857 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1858 end;
1859 end;
1861 procedure g_Player_RemoveAllCorpses();
1862 var
1863 i: Integer;
1864 begin
1865 gGibs := nil;
1866 gShells := nil;
1867 SetLength(gGibs, MaxGibs);
1868 SetLength(gShells, MaxGibs);
1869 CurrentGib := 0;
1870 CurrentShell := 0;
1872 if gCorpses <> nil then
1873 for i := 0 to High(gCorpses) do
1874 gCorpses[i].Free();
1876 gCorpses := nil;
1877 SetLength(gCorpses, MaxCorpses);
1878 end;
1880 procedure g_Player_Corpses_SaveState (st: TStream);
1881 var
1882 count, i: Integer;
1883 begin
1884 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1885 count := 0;
1886 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1888 // Êîëè÷åñòâî òðóïîâ
1889 utils.writeInt(st, LongInt(count));
1891 if (count = 0) then exit;
1893 // Ñîõðàíÿåì òðóïû
1894 for i := 0 to High(gCorpses) do
1895 begin
1896 if gCorpses[i] <> nil then
1897 begin
1898 // Íàçâàíèå ìîäåëè
1899 utils.writeStr(st, gCorpses[i].FModelName);
1900 // Òèï ñìåðòè
1901 utils.writeBool(st, gCorpses[i].Mess);
1902 // Ñîõðàíÿåì äàííûå òðóïà:
1903 gCorpses[i].SaveState(st);
1904 end;
1905 end;
1906 end;
1909 procedure g_Player_Corpses_LoadState (st: TStream);
1910 var
1911 count, i: Integer;
1912 str: String;
1913 b: Boolean;
1914 begin
1915 assert(st <> nil);
1917 g_Player_RemoveAllCorpses();
1919 // Êîëè÷åñòâî òðóïîâ:
1920 count := utils.readLongInt(st);
1921 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1923 if (count = 0) then exit;
1925 // Çàãðóæàåì òðóïû
1926 for i := 0 to count-1 do
1927 begin
1928 // Íàçâàíèå ìîäåëè:
1929 str := utils.readStr(st);
1930 // Òèï ñìåðòè
1931 b := utils.readBool(st);
1932 // Ñîçäàåì òðóï
1933 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1934 // Çàãðóæàåì äàííûå òðóïà
1935 gCorpses[i].LoadState(st);
1936 end;
1937 end;
1940 { T P l a y e r : }
1942 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1944 procedure TPlayer.BFGHit();
1945 begin
1946 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1947 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1948 if g_Game_IsServer and g_Game_IsNet then
1949 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1950 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1951 0, NET_GFX_BFGHIT);
1952 end;
1954 procedure TPlayer.ChangeModel(ModelName: string);
1955 var
1956 locModel: TPlayerModel;
1957 begin
1958 locModel := g_PlayerModel_Get(ModelName);
1959 if locModel = nil then Exit;
1961 FModel.Free();
1962 FModel := locModel;
1963 end;
1965 procedure TPlayer.SetModel(ModelName: string);
1966 var
1967 m: TPlayerModel;
1968 begin
1969 m := g_PlayerModel_Get(ModelName);
1970 if m = nil then
1971 begin
1972 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1973 m := g_PlayerModel_Get('doomer');
1974 if m = nil then
1975 begin
1976 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1977 Exit;
1978 end;
1979 end;
1981 if FModel <> nil then
1982 FModel.Free();
1984 FModel := m;
1986 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1987 FModel.Color := FColor
1988 else
1989 FModel.Color := TEAMCOLOR[FTeam];
1990 FModel.SetWeapon(FCurrWeap);
1991 FModel.SetFlag(FFlag);
1992 SetDirection(FDirection);
1993 end;
1995 procedure TPlayer.SetColor(Color: TRGB);
1996 begin
1997 FColor := Color;
1998 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1999 if FModel <> nil then FModel.Color := Color;
2000 end;
2002 procedure TPlayer.SwitchTeam;
2003 begin
2004 if g_Game_IsClient then
2005 Exit;
2006 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2008 if gGameOn and FAlive then
2009 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2011 if FTeam = TEAM_RED then
2012 begin
2013 ChangeTeam(TEAM_BLUE);
2014 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2015 if g_Game_IsNet then
2016 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2017 end
2018 else
2019 begin
2020 ChangeTeam(TEAM_RED);
2021 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2022 if g_Game_IsNet then
2023 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2024 end;
2025 FPreferredTeam := FTeam;
2026 end;
2028 procedure TPlayer.ChangeTeam(Team: Byte);
2029 var
2030 OldTeam: Byte;
2031 begin
2032 OldTeam := FTeam;
2033 FTeam := Team;
2034 case Team of
2035 TEAM_RED, TEAM_BLUE:
2036 FModel.Color := TEAMCOLOR[Team];
2037 else
2038 FModel.Color := FColor;
2039 end;
2040 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2041 MH_SEND_PlayerStats(FUID);
2042 end;
2045 procedure TPlayer.CollideItem();
2046 var
2047 i: Integer;
2048 r: Boolean;
2049 begin
2050 if gItems = nil then Exit;
2051 if not FAlive then Exit;
2053 for i := 0 to High(gItems) do
2054 with gItems[i] do
2055 begin
2056 if (ItemType <> ITEM_NONE) and alive then
2057 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2058 PLAYER_RECT.Height, @Obj) then
2059 begin
2060 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2062 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2063 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2064 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2065 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2066 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2068 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2069 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2070 (gGameSettings.GameType = GT_SINGLE) and
2071 (g_Player_GetCount() > 1)) then
2072 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2073 end;
2074 end;
2075 end;
2078 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2079 begin
2080 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2081 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2082 False);
2083 end;
2085 constructor TPlayer.Create();
2086 begin
2087 viewPortX := 0;
2088 viewPortY := 0;
2089 viewPortW := 0;
2090 viewPortH := 0;
2091 mEDamageType := HIT_SOME;
2093 FIamBot := False;
2094 FDummy := False;
2095 FSpawned := False;
2097 FSawSound := TPlayableSound.Create();
2098 FSawSoundIdle := TPlayableSound.Create();
2099 FSawSoundHit := TPlayableSound.Create();
2100 FSawSoundSelect := TPlayableSound.Create();
2101 FJetSoundFly := TPlayableSound.Create();
2102 FJetSoundOn := TPlayableSound.Create();
2103 FJetSoundOff := TPlayableSound.Create();
2105 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2106 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2107 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2108 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2109 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2110 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2111 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2113 FSpectatePlayer := -1;
2114 FClientID := -1;
2115 FPing := 0;
2116 FLoss := 0;
2117 FSavedState.WaitRecall := False;
2118 FShellTimer := -1;
2119 FFireTime := 0;
2120 FFirePainTime := 0;
2121 FFireAttacker := 0;
2123 FActualModelName := 'doomer';
2125 g_Obj_Init(@FObj);
2126 FObj.Rect := PLAYER_RECT;
2128 FBFGFireCounter := -1;
2129 FJustTeleported := False;
2130 FNetTime := 0;
2132 resetWeaponQueue();
2133 end;
2135 procedure TPlayer.positionChanged (); inline;
2136 begin
2137 end;
2139 procedure TPlayer.doDamage (v: Integer);
2140 begin
2141 if (v <= 0) then exit;
2142 if (v > 32767) then v := 32767;
2143 Damage(v, 0, 0, 0, mEDamageType);
2144 end;
2146 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2147 var
2148 c: Word;
2149 begin
2150 if (not g_Game_IsClient) and (not FAlive) then
2151 Exit;
2153 FLastHit := t;
2155 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2156 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2157 begin
2158 if not g_Game_IsClient then
2159 begin
2160 FArmor := 0;
2161 if t = HIT_TRAP then
2162 begin
2163 // Ëîâóøêà óáèâàåò ñðàçó:
2164 FHealth := -100;
2165 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2166 end;
2167 if t = HIT_SELF then
2168 begin
2169 // Ñàìîóáèéñòâî:
2170 FHealth := 0;
2171 Kill(K_SIMPLEKILL, SpawnerUID, t);
2172 end;
2173 end;
2174 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2175 FMegaRulez[MR_SUIT] := 0;
2176 FMegaRulez[MR_INVUL] := 0;
2177 FMegaRulez[MR_INVIS] := 0;
2178 FBerserk := 0;
2179 end;
2181 // Íî îò îñòàëüíîãî ñïàñàåò:
2182 if FMegaRulez[MR_INVUL] >= gTime then
2183 Exit;
2185 // ×èò-êîä "ÃÎÐÅÖ":
2186 if FGodMode then
2187 Exit;
2189 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2190 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2191 (SpawnerUID = FUID) or
2192 (not SameTeam(FUID, SpawnerUID)) then
2193 begin
2194 FLastSpawnerUID := SpawnerUID;
2196 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2197 if gBloodCount > 0 then
2198 begin
2199 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2200 if value div 4 <= c then
2201 c := c - (value div 4)
2202 else
2203 c := 0;
2205 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2206 MakeBloodSimple(c)
2207 else
2208 case t of
2209 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2210 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2211 end;
2213 if t = HIT_WATER then
2214 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2215 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2216 end;
2218 // Áóôåð óðîíà:
2219 if FAlive then
2220 Inc(FDamageBuffer, value);
2222 // Âñïûøêà áîëè:
2223 if gFlash <> 0 then
2224 FPain := FPain + value;
2225 end;
2227 if g_Game_IsServer and g_Game_IsNet then
2228 begin
2229 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2230 MH_SEND_PlayerStats(FUID);
2231 MH_SEND_PlayerPos(False, FUID);
2232 end;
2233 end;
2235 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2236 begin
2237 Result := False;
2238 if g_Game_IsClient then
2239 Exit;
2240 if not FAlive then
2241 Exit;
2243 if Soft and (FHealth < PLAYER_HP_SOFT) then
2244 begin
2245 IncMax(FHealth, value, PLAYER_HP_SOFT);
2246 Result := True;
2247 end;
2248 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2249 begin
2250 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2251 Result := True;
2252 end;
2254 if Result and g_Game_IsServer and g_Game_IsNet then
2255 MH_SEND_PlayerStats(FUID);
2256 end;
2258 destructor TPlayer.Destroy();
2259 begin
2260 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2261 gPlayer1 := nil;
2262 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2263 gPlayer2 := nil;
2265 FSawSound.Free();
2266 FSawSoundIdle.Free();
2267 FSawSoundHit.Free();
2268 FJetSoundFly.Free();
2269 FJetSoundOn.Free();
2270 FJetSoundOff.Free();
2271 FModel.Free();
2272 if FPunchAnim <> nil then
2273 FPunchAnim.Free();
2275 inherited;
2276 end;
2278 procedure TPlayer.DrawIndicator();
2279 var
2280 indX, indY: Integer;
2281 indW, indH: Word;
2282 ID: DWORD;
2283 begin
2284 if FAlive then
2285 begin
2286 indX := FObj.X+FObj.Rect.X;
2287 indY := FObj.Y - 12;
2288 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2289 begin
2290 e_GetTextureSize(ID, @indW, @indH);
2291 e_Draw(ID, indX + indW div 2, indY, 0, True, False);
2292 end;
2293 end;
2294 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2295 end;
2297 procedure TPlayer.DrawBubble();
2298 var
2299 bubX, bubY: Integer;
2300 ID: LongWord;
2301 Rb, Gb, Bb,
2302 Rw, Gw, Bw: SmallInt;
2303 Dot: Byte;
2304 begin
2305 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2306 bubY := FObj.Y+FObj.Rect.Y - 18;
2307 Rb := 64;
2308 Gb := 64;
2309 Bb := 64;
2310 Rw := 240;
2311 Gw := 240;
2312 Bw := 240;
2313 case gChatBubble of
2314 1: // simple textual non-bubble
2315 begin
2316 bubX := FObj.X+FObj.Rect.X - 11;
2317 bubY := FObj.Y+FObj.Rect.Y - 17;
2318 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2319 Exit;
2320 end;
2321 2: // advanced pixel-perfect bubble
2322 begin
2323 if FTeam = TEAM_RED then
2324 Rb := 255
2325 else
2326 if FTeam = TEAM_BLUE then
2327 Bb := 255;
2328 end;
2329 3: // colored bubble
2330 begin
2331 Rb := FModel.Color.R;
2332 Gb := FModel.Color.G;
2333 Bb := FModel.Color.B;
2334 Rw := Min(Rb * 2 + 64, 255);
2335 Gw := Min(Gb * 2 + 64, 255);
2336 Bw := Min(Bb * 2 + 64, 255);
2337 if (Abs(Rw - Rb) < 32)
2338 or (Abs(Gw - Gb) < 32)
2339 or (Abs(Bw - Bb) < 32) then
2340 begin
2341 Rb := Max(Rw div 2 - 16, 0);
2342 Gb := Max(Gw div 2 - 16, 0);
2343 Bb := Max(Bw div 2 - 16, 0);
2344 end;
2345 end;
2346 4: // custom textured bubble
2347 begin
2348 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2349 if FDirection = TDirection.D_RIGHT then
2350 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2351 else
2352 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2353 Exit;
2354 end;
2355 end;
2357 // Outer borders
2358 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2359 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2360 // Inner box
2361 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2363 // Tail
2364 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2365 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2366 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);
2367 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);
2368 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);
2369 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);
2371 // Dots
2372 Dot := 6;
2373 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2374 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2375 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2376 end;
2378 procedure TPlayer.Draw();
2379 var
2380 ID: DWORD;
2381 w, h: Word;
2382 dr: Boolean;
2383 Mirror: TMirrorType;
2384 begin
2385 if FAlive then
2386 begin
2387 if Direction = TDirection.D_RIGHT then
2388 Mirror := TMirrorType.None
2389 else
2390 Mirror := TMirrorType.Horizontal;
2392 if FPunchAnim <> nil then
2393 begin
2394 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2395 FObj.Y+FObj.Rect.Y-11, Mirror);
2396 if FPunchAnim.played then
2397 begin
2398 FPunchAnim.Free;
2399 FPunchAnim := nil;
2400 end;
2401 end;
2403 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2404 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2405 begin
2406 e_GetTextureSize(ID, @w, @h);
2407 if FDirection = TDirection.D_LEFT then
2408 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2409 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2410 else
2411 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2412 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2413 end;
2415 if FMegaRulez[MR_INVIS] > gTime then
2416 begin
2417 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2418 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2419 begin
2420 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2421 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2422 else
2423 dr := True;
2424 if dr then
2425 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2426 else
2427 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2428 end
2429 else
2430 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2431 end
2432 else
2433 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2434 end;
2436 if g_debug_Frames then
2437 begin
2438 e_DrawQuad(FObj.X+FObj.Rect.X,
2439 FObj.Y+FObj.Rect.Y,
2440 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2441 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2442 0, 255, 0);
2443 end;
2445 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2446 DrawBubble();
2447 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2448 if gAimLine and alive and
2449 ((Self = gPlayer1) or (Self = gPlayer2)) then
2450 DrawAim();
2451 end;
2454 procedure TPlayer.DrawAim();
2455 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2456 var
2457 ex, ey: Integer;
2458 begin
2460 {$IFDEF ENABLE_HOLMES}
2461 if isValidViewPort and (self = gPlayer1) then
2462 begin
2463 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2464 end;
2465 {$ENDIF}
2467 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2468 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2469 begin
2470 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2471 end
2472 else
2473 begin
2474 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2475 end;
2476 end;
2478 var
2479 wx, wy, xx, yy: Integer;
2480 angle: SmallInt;
2481 sz, len: Word;
2482 begin
2483 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2484 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2485 angle := FAngle;
2486 len := 1024;
2487 sz := 2;
2488 case FCurrWeap of
2489 0: begin // Punch
2490 len := 12;
2491 sz := 4;
2492 end;
2493 1: begin // Chainsaw
2494 len := 24;
2495 sz := 6;
2496 end;
2497 2: begin // Pistol
2498 len := 1024;
2499 sz := 2;
2500 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2501 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2502 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2503 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2504 end;
2505 3: begin // Shotgun
2506 len := 1024;
2507 sz := 3;
2508 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2509 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2510 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2511 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2512 end;
2513 4: begin // Double Shotgun
2514 len := 1024;
2515 sz := 4;
2516 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2517 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2518 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2519 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2520 end;
2521 5: begin // Chaingun
2522 len := 1024;
2523 sz := 3;
2524 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2525 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2526 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2527 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2528 end;
2529 6: begin // Rocket Launcher
2530 len := 1024;
2531 sz := 7;
2532 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2533 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2534 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2535 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2536 end;
2537 7: begin // Plasmagun
2538 len := 1024;
2539 sz := 5;
2540 if angle = ANGLE_RIGHTUP then Inc(angle);
2541 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2542 if angle = ANGLE_LEFTUP then Dec(angle);
2543 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2544 end;
2545 8: begin // BFG
2546 len := 1024;
2547 sz := 12;
2548 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2549 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2550 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2551 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2552 end;
2553 9: begin // Super Chaingun
2554 len := 1024;
2555 sz := 4;
2556 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2557 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2558 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2559 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2560 end;
2561 end;
2562 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2563 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2564 {$IF DEFINED(D2F_DEBUG)}
2565 drawCast(sz, wx, wy, xx, yy);
2566 {$ELSE}
2567 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2568 {$ENDIF}
2569 end;
2571 procedure TPlayer.DrawGUI();
2572 var
2573 ID: DWORD;
2574 X, Y, SY, a, p, m: Integer;
2575 tw, th: Word;
2576 cw, ch: Byte;
2577 s: string;
2578 stat: TPlayerStatArray;
2579 begin
2580 X := gPlayerScreenSize.X;
2581 SY := gPlayerScreenSize.Y;
2582 Y := 0;
2584 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2585 begin
2586 if gGameSettings.GameMode = GM_CTF then
2587 a := 32 + 8
2588 else
2589 a := 0;
2590 if gGameSettings.GameMode = GM_CTF then
2591 begin
2592 s := 'TEXTURE_PLAYER_REDFLAG';
2593 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2594 s := 'TEXTURE_PLAYER_REDFLAG_S';
2595 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2596 s := 'TEXTURE_PLAYER_REDFLAG_D';
2597 if g_Texture_Get(s, ID) then
2598 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2599 end;
2601 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2602 e_CharFont_GetSize(gMenuFont, s, tw, th);
2603 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2605 if gGameSettings.GameMode = GM_CTF then
2606 begin
2607 s := 'TEXTURE_PLAYER_BLUEFLAG';
2608 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2609 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2610 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2611 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2612 if g_Texture_Get(s, ID) then
2613 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2614 end;
2616 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2617 e_CharFont_GetSize(gMenuFont, s, tw, th);
2618 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2619 end;
2621 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2622 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2623 0, False, False);
2625 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2626 e_Draw(ID, X+2, Y, 0, True, False);
2628 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2629 begin
2630 if gShowStat then
2631 begin
2632 s := IntToStr(Frags);
2633 e_CharFont_GetSize(gMenuFont, s, tw, th);
2634 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2636 s := '';
2637 p := 1;
2638 m := 0;
2639 stat := g_Player_GetStats();
2640 if stat <> nil then
2641 begin
2642 p := 1;
2644 for a := 0 to High(stat) do
2645 if stat[a].Name <> Name then
2646 begin
2647 if stat[a].Frags > m then m := stat[a].Frags;
2648 if stat[a].Frags > Frags then p := p+1;
2649 end;
2650 end;
2652 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2653 if Frags >= m then s := s+'+' else s := s+'-';
2654 s := s+IntToStr(Abs(Frags-m));
2656 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2657 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2658 end;
2660 if gShowLives and (gGameSettings.MaxLives > 0) then
2661 begin
2662 s := IntToStr(Lives);
2663 e_CharFont_GetSize(gMenuFont, s, tw, th);
2664 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2665 end;
2666 end;
2668 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2669 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2671 if R_BERSERK in FRulez then
2672 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2673 else
2674 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2676 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2677 e_Draw(ID, X+36, Y+77, 0, True, False);
2679 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2680 e_CharFont_GetSize(gMenuFont, s, tw, th);
2681 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2683 s := IntToStr(FArmor);
2684 e_CharFont_GetSize(gMenuFont, s, tw, th);
2685 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2687 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2689 case FCurrWeap of
2690 WEAPON_KASTET:
2691 begin
2692 s := '--';
2693 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2694 end;
2695 WEAPON_SAW:
2696 begin
2697 s := '--';
2698 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2699 end;
2700 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2701 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2702 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2703 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2704 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2705 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2706 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2707 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2708 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2709 end;
2711 e_CharFont_GetSize(gMenuFont, s, tw, th);
2712 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2713 e_Draw(ID, X+20, Y+160, 0, True, False);
2715 if R_KEY_RED in FRulez then
2716 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2718 if R_KEY_GREEN in FRulez then
2719 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2721 if R_KEY_BLUE in FRulez then
2722 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2724 if FJetFuel > 0 then
2725 begin
2726 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2727 e_Draw(ID, X+2, Y+116, 0, True, False);
2728 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2729 e_Draw(ID, X+2, Y+126, 0, True, False);
2730 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2731 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2732 end
2733 else
2734 begin
2735 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2736 e_Draw(ID, X+2, Y+124, 0, True, False);
2737 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2738 end;
2740 if gShowPing and g_Game_IsClient then
2741 begin
2742 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2743 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2744 Y := Y + 16;
2745 end;
2747 if FSpectator then
2748 begin
2749 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2750 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2751 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2752 if FNoRespawn then
2753 begin
2754 e_TextureFontGetSize(gStdFont, cw, ch);
2755 s := _lc[I_PLAYER_SPECT4];
2756 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2757 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2758 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2759 end;
2761 end;
2762 end;
2764 procedure TPlayer.DrawRulez();
2765 var
2766 dr: Boolean;
2767 begin
2768 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2769 if FMegaRulez[MR_INVUL] >= gTime then
2770 begin
2771 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2772 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2773 else
2774 dr := True;
2776 if dr then
2777 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2778 191, 191, 191, 0, TBlending.Invert);
2779 end;
2781 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2782 if FMegaRulez[MR_SUIT] >= gTime then
2783 begin
2784 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2785 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2786 else
2787 dr := True;
2789 if dr then
2790 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2791 0, 96, 0, 200, TBlending.None);
2792 end;
2794 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2795 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2796 begin
2797 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2798 255, 0, 0, 200, TBlending.None);
2799 end;
2800 end;
2802 procedure TPlayer.DrawPain();
2803 var
2804 a, h: Integer;
2805 begin
2806 if FPain = 0 then Exit;
2808 a := FPain;
2810 if a < 15 then h := 0
2811 else if a < 35 then h := 1
2812 else if a < 55 then h := 2
2813 else if a < 75 then h := 3
2814 else if a < 95 then h := 4
2815 else h := 5;
2817 //if a > 255 then a := 255;
2819 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2820 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2821 end;
2823 procedure TPlayer.DrawPickup();
2824 var
2825 a, h: Integer;
2826 begin
2827 if FPickup = 0 then Exit;
2829 a := FPickup;
2831 if a < 15 then h := 1
2832 else if a < 35 then h := 2
2833 else if a < 55 then h := 3
2834 else if a < 75 then h := 4
2835 else h := 5;
2837 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2838 end;
2840 procedure TPlayer.DoPunch();
2841 var
2842 id: DWORD;
2843 st: String;
2844 begin
2845 if FPunchAnim <> nil then begin
2846 FPunchAnim.reset();
2847 FPunchAnim.Free;
2848 FPunchAnim := nil;
2849 end;
2850 st := 'FRAMES_PUNCH';
2851 if R_BERSERK in FRulez then
2852 st := st + '_BERSERK';
2853 if FKeys[KEY_UP].Pressed then
2854 st := st + '_UP'
2855 else if FKeys[KEY_DOWN].Pressed then
2856 st := st + '_DN';
2857 g_Frames_Get(id, st);
2858 FPunchAnim := TAnimation.Create(id, False, 1);
2859 end;
2861 procedure TPlayer.Fire();
2862 var
2863 f, DidFire: Boolean;
2864 wx, wy, xd, yd: Integer;
2865 locobj: TObj;
2866 begin
2867 if g_Game_IsClient then Exit;
2868 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2869 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2871 if FSpectator then
2872 begin
2873 Respawn(False);
2874 Exit;
2875 end;
2877 if FReloading[FCurrWeap] <> 0 then Exit;
2879 DidFire := False;
2881 f := False;
2882 wx := FObj.X+WEAPONPOINT[FDirection].X;
2883 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2884 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2885 yd := wy+firediry();
2887 case FCurrWeap of
2888 WEAPON_KASTET:
2889 begin
2890 DoPunch();
2891 if R_BERSERK in FRulez then
2892 begin
2893 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2894 locobj.X := FObj.X+FObj.Rect.X;
2895 locobj.Y := FObj.Y+FObj.Rect.Y;
2896 locobj.rect.X := 0;
2897 locobj.rect.Y := 0;
2898 locobj.rect.Width := 39;
2899 locobj.rect.Height := 52;
2900 locobj.Vel.X := (xd-wx) div 2;
2901 locobj.Vel.Y := (yd-wy) div 2;
2902 locobj.Accel.X := xd-wx;
2903 locobj.Accel.y := yd-wy;
2905 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2906 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2907 else
2908 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2910 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2911 end
2912 else
2913 begin
2914 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2915 end;
2917 DidFire := True;
2918 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2919 end;
2921 WEAPON_SAW:
2922 begin
2923 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2924 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2925 begin
2926 FSawSoundSelect.Stop();
2927 FSawSound.Stop();
2928 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2929 end
2930 else if not FSawSoundHit.IsPlaying() then
2931 begin
2932 FSawSoundSelect.Stop();
2933 FSawSound.PlayAt(FObj.X, FObj.Y);
2934 end;
2936 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2937 DidFire := True;
2938 f := True;
2939 end;
2941 WEAPON_PISTOL:
2942 if FAmmo[A_BULLETS] > 0 then
2943 begin
2944 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2945 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2946 Dec(FAmmo[A_BULLETS]);
2947 FFireAngle := FAngle;
2948 f := True;
2949 DidFire := True;
2950 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2951 GameVelX, GameVelY-2, SHELL_BULLET);
2952 end;
2954 WEAPON_SHOTGUN1:
2955 if FAmmo[A_SHELLS] > 0 then
2956 begin
2957 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2958 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2959 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2960 Dec(FAmmo[A_SHELLS]);
2961 FFireAngle := FAngle;
2962 f := True;
2963 DidFire := True;
2964 FShellTimer := 10;
2965 FShellType := SHELL_SHELL;
2966 end;
2968 WEAPON_SHOTGUN2:
2969 if FAmmo[A_SHELLS] >= 2 then
2970 begin
2971 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2972 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2973 Dec(FAmmo[A_SHELLS], 2);
2974 FFireAngle := FAngle;
2975 f := True;
2976 DidFire := True;
2977 FShellTimer := 13;
2978 FShellType := SHELL_DBLSHELL;
2979 end;
2981 WEAPON_CHAINGUN:
2982 if FAmmo[A_BULLETS] > 0 then
2983 begin
2984 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2985 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2986 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2987 Dec(FAmmo[A_BULLETS]);
2988 FFireAngle := FAngle;
2989 f := True;
2990 DidFire := True;
2991 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2992 GameVelX, GameVelY-2, SHELL_BULLET);
2993 end;
2995 WEAPON_ROCKETLAUNCHER:
2996 if FAmmo[A_ROCKETS] > 0 then
2997 begin
2998 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2999 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3000 Dec(FAmmo[A_ROCKETS]);
3001 FFireAngle := FAngle;
3002 f := True;
3003 DidFire := True;
3004 end;
3006 WEAPON_PLASMA:
3007 if FAmmo[A_CELLS] > 0 then
3008 begin
3009 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3010 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3011 Dec(FAmmo[A_CELLS]);
3012 FFireAngle := FAngle;
3013 f := True;
3014 DidFire := True;
3015 end;
3017 WEAPON_BFG:
3018 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3019 begin
3020 FBFGFireCounter := 17;
3021 if not FNoReload then
3022 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3023 Dec(FAmmo[A_CELLS], 40);
3024 DidFire := True;
3025 end;
3027 WEAPON_SUPERPULEMET:
3028 if FAmmo[A_SHELLS] > 0 then
3029 begin
3030 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3031 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3032 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3033 Dec(FAmmo[A_SHELLS]);
3034 FFireAngle := FAngle;
3035 f := True;
3036 DidFire := True;
3037 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3038 GameVelX, GameVelY-2, SHELL_SHELL);
3039 end;
3041 WEAPON_FLAMETHROWER:
3042 if FAmmo[A_FUEL] > 0 then
3043 begin
3044 g_Weapon_flame(wx, wy, xd, yd, FUID);
3045 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3046 Dec(FAmmo[A_FUEL]);
3047 FFireAngle := FAngle;
3048 f := True;
3049 DidFire := True;
3050 end;
3051 end;
3053 if g_Game_IsNet then
3054 begin
3055 if DidFire then
3056 begin
3057 if FCurrWeap <> WEAPON_BFG then
3058 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3059 else
3060 if not FNoReload then
3061 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3062 end;
3064 MH_SEND_PlayerStats(FUID);
3065 end;
3067 if not f then Exit;
3069 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3070 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3071 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3072 end;
3074 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3075 begin
3076 case Weapon of
3077 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3078 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3079 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3080 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3081 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3082 else Result := 0;
3083 end;
3084 end;
3086 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3087 begin
3088 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3089 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3090 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3091 end;
3093 procedure TPlayer.JetpackOn;
3094 begin
3095 FJetSoundFly.Stop;
3096 FJetSoundOff.Stop;
3097 FJetSoundOn.SetPosition(0);
3098 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3099 FlySmoke(8);
3100 end;
3102 procedure TPlayer.JetpackOff;
3103 begin
3104 FJetSoundFly.Stop;
3105 FJetSoundOn.Stop;
3106 FJetSoundOff.SetPosition(0);
3107 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3108 end;
3110 procedure TPlayer.CatchFire(Attacker: Word);
3111 begin
3112 FFireTime := 100;
3113 FFireAttacker := Attacker;
3114 if g_Game_IsNet and g_Game_IsServer then
3115 MH_SEND_PlayerStats(FUID);
3116 end;
3118 procedure TPlayer.Jump();
3119 begin
3120 if gFly or FJetpack then
3121 begin
3122 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3123 if FObj.Vel.Y > -VEL_FLY then
3124 FObj.Vel.Y := FObj.Vel.Y - 3;
3125 if FJetpack then
3126 begin
3127 if FJetFuel > 0 then
3128 Dec(FJetFuel);
3129 if (FJetFuel < 1) and g_Game_IsServer then
3130 begin
3131 FJetpack := False;
3132 JetpackOff;
3133 if g_Game_IsNet then
3134 MH_SEND_PlayerStats(FUID);
3135 end;
3136 end;
3137 Exit;
3138 end;
3140 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3141 if FGhost then
3142 FCanJetpack := False;
3144 // Ïðûãàåì èëè âñïëûâàåì:
3145 if (CollideLevel(0, 1) or
3146 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3147 PLAYER_RECT.Height-33, PANEL_STEP, False)
3148 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3149 begin
3150 FObj.Vel.Y := -VEL_JUMP;
3151 FCanJetpack := False;
3152 end
3153 else
3154 begin
3155 if BodyInLiquid(0, 0) then
3156 FObj.Vel.Y := -VEL_SW
3157 else if (FJetFuel > 0) and FCanJetpack and
3158 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3159 begin
3160 FJetpack := True;
3161 JetpackOn;
3162 if g_Game_IsNet then
3163 MH_SEND_PlayerStats(FUID);
3164 end;
3165 end;
3166 end;
3168 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3169 var
3170 a, i, k, ab, ar: Byte;
3171 s: String;
3172 mon: TMonster;
3173 plr: TPlayer;
3174 srv, netsrv: Boolean;
3175 DoFrags: Boolean;
3176 OldLR: Byte;
3177 KP: TPlayer;
3178 it: PItem;
3180 procedure PushItem(t: Byte);
3181 var
3182 id: DWORD;
3183 begin
3184 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3185 it := g_Items_ByIdx(id);
3186 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3187 begin
3188 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3189 (FObj.Vel.Y div 2)-Random(9));
3190 it.positionChanged(); // this updates spatial accelerators
3191 end
3192 else
3193 begin
3194 if KillType = K_HARDKILL then // -5..+5; -5..0
3195 begin
3196 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3197 (FObj.Vel.Y div 2)-Random(6));
3198 end
3199 else // -3..+3; -3..0
3200 begin
3201 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3202 (FObj.Vel.Y div 2)-Random(4));
3203 end;
3204 it.positionChanged(); // this updates spatial accelerators
3205 end;
3207 if g_Game_IsNet and g_Game_IsServer then
3208 MH_SEND_ItemSpawn(True, id);
3209 end;
3211 begin
3212 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3213 Srv := g_Game_IsServer;
3214 Netsrv := g_Game_IsServer and g_Game_IsNet;
3215 if Srv then FDeath := FDeath + 1;
3216 if FAlive then
3217 begin
3218 if FGhost then
3219 FGhost := False;
3220 if not FPhysics then
3221 FPhysics := True;
3222 FAlive := False;
3223 end;
3224 FShellTimer := -1;
3226 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3227 begin
3228 if FLives > 0 then FLives := FLives - 1;
3229 if FLives = 0 then FNoRespawn := True;
3230 end;
3232 // Íîìåð òèïà ñìåðòè:
3233 a := 1;
3234 case KillType of
3235 K_SIMPLEKILL: a := 1;
3236 K_HARDKILL: a := 2;
3237 K_EXTRAHARDKILL: a := 3;
3238 K_FALLKILL: a := 4;
3239 end;
3241 // Çâóê ñìåðòè:
3242 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3243 for i := 1 to 3 do
3244 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3245 Break;
3247 // Âðåìÿ ðåñïàóíà:
3248 if Srv then
3249 case KillType of
3250 K_SIMPLEKILL:
3251 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3252 K_HARDKILL:
3253 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3254 K_EXTRAHARDKILL, K_FALLKILL:
3255 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3256 end;
3258 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3259 case KillType of
3260 K_SIMPLEKILL:
3261 SetAction(A_DIE1);
3262 K_HARDKILL, K_EXTRAHARDKILL:
3263 SetAction(A_DIE2);
3264 end;
3266 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3267 if (KillType <> K_FALLKILL) and (Srv) then
3268 g_Monsters_killedp();
3270 if SpawnerUID = FUID then
3271 begin // Ñàìîóáèëñÿ
3272 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3273 begin
3274 Dec(FFrags);
3275 FLastFrag := 0;
3276 end;
3277 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3278 end
3279 else
3280 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3281 begin // Óáèò äðóãèì èãðîêîì
3282 KP := g_Player_Get(SpawnerUID);
3283 if (KP <> nil) and Srv then
3284 begin
3285 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3286 if SameTeam(FUID, SpawnerUID) then
3287 begin
3288 Dec(KP.FFrags);
3289 KP.FLastFrag := 0;
3290 end else
3291 begin
3292 Inc(KP.FFrags);
3293 KP.FragCombo();
3294 end;
3296 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3297 Inc(gTeamStat[KP.Team].Goals,
3298 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3300 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3301 end;
3303 plr := g_Player_Get(SpawnerUID);
3304 if plr = nil then
3305 s := '?'
3306 else
3307 s := plr.FName;
3309 case KillType of
3310 K_HARDKILL:
3311 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3312 [FName, s]),
3313 gShowKillMsg);
3314 K_EXTRAHARDKILL:
3315 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3316 [FName, s]),
3317 gShowKillMsg);
3318 else
3319 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3320 [FName, s]),
3321 gShowKillMsg);
3322 end;
3323 end
3324 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3325 begin // Óáèò ìîíñòðîì
3326 mon := g_Monsters_ByUID(SpawnerUID);
3327 if mon = nil then
3328 s := '?'
3329 else
3330 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3332 case KillType of
3333 K_HARDKILL:
3334 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3335 [FName, s]),
3336 gShowKillMsg);
3337 K_EXTRAHARDKILL:
3338 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3339 [FName, s]),
3340 gShowKillMsg);
3341 else
3342 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3343 [FName, s]),
3344 gShowKillMsg);
3345 end;
3346 end
3347 else // Îñîáûå òèïû ñìåðòè
3348 case t of
3349 HIT_DISCON: ;
3350 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3351 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3352 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3353 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3354 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3355 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3356 end;
3358 if Srv then
3359 begin
3360 // Âûáðîñ îðóæèÿ:
3361 for a := WP_FIRST to WP_LAST do
3362 if FWeapon[a] then
3363 begin
3364 case a of
3365 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3366 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3367 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3368 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3369 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3370 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3371 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3372 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3373 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3374 else i := 0;
3375 end;
3377 if i <> 0 then
3378 PushItem(i);
3379 end;
3381 // Âûáðîñ ðþêçàêà:
3382 if R_ITEM_BACKPACK in FRulez then
3383 PushItem(ITEM_AMMO_BACKPACK);
3385 // Âûáðîñ ðàêåòíîãî ðàíöà:
3386 if FJetFuel > 0 then
3387 PushItem(ITEM_JETPACK);
3389 // Âûáðîñ êëþ÷åé:
3390 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3391 begin
3392 if R_KEY_RED in FRulez then
3393 PushItem(ITEM_KEY_RED);
3395 if R_KEY_GREEN in FRulez then
3396 PushItem(ITEM_KEY_GREEN);
3398 if R_KEY_BLUE in FRulez then
3399 PushItem(ITEM_KEY_BLUE);
3400 end;
3402 // Âûáðîñ ôëàãà:
3403 DropFlag();
3404 end;
3406 g_Player_CreateCorpse(Self);
3408 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3409 (gLMSRespawn = LMS_RESPAWN_NONE) then
3410 begin
3411 a := 0;
3412 k := 0;
3413 ar := 0;
3414 ab := 0;
3415 for i := Low(gPlayers) to High(gPlayers) do
3416 begin
3417 if gPlayers[i] = nil then continue;
3418 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3419 begin
3420 Inc(a);
3421 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3422 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3423 k := i;
3424 end;
3425 end;
3427 OldLR := gLMSRespawn;
3428 if (gGameSettings.GameMode = GM_COOP) then
3429 begin
3430 if (a = 0) then
3431 begin
3432 // everyone is dead, restart the map
3433 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3434 if Netsrv then
3435 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3436 gLMSRespawn := LMS_RESPAWN_FINAL;
3437 gLMSRespawnTime := gTime + 5000;
3438 end
3439 else if (a = 1) then
3440 begin
3441 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3442 if (gPlayers[k] = gPlayer1) or
3443 (gPlayers[k] = gPlayer2) then
3444 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3445 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3446 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3447 end;
3448 end
3449 else if (gGameSettings.GameMode = GM_TDM) then
3450 begin
3451 if (ab = 0) and (ar <> 0) then
3452 begin
3453 // blu team ded
3454 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3455 if Netsrv then
3456 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3457 Inc(gTeamStat[TEAM_RED].Goals);
3458 gLMSRespawn := LMS_RESPAWN_FINAL;
3459 gLMSRespawnTime := gTime + 5000;
3460 end
3461 else if (ar = 0) and (ab <> 0) then
3462 begin
3463 // red team ded
3464 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3465 if Netsrv then
3466 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3467 Inc(gTeamStat[TEAM_BLUE].Goals);
3468 gLMSRespawn := LMS_RESPAWN_FINAL;
3469 gLMSRespawnTime := gTime + 5000;
3470 end
3471 else if (ar = 0) and (ab = 0) then
3472 begin
3473 // everyone ded
3474 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3475 if Netsrv then
3476 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3477 gLMSRespawn := LMS_RESPAWN_FINAL;
3478 gLMSRespawnTime := gTime + 5000;
3479 end;
3480 end
3481 else if (gGameSettings.GameMode = GM_DM) then
3482 begin
3483 if (a = 1) then
3484 begin
3485 if gPlayers[k] <> nil then
3486 with gPlayers[k] do
3487 begin
3488 // survivor is the winner
3489 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3490 if Netsrv then
3491 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3492 Inc(FFrags);
3493 end;
3494 gLMSRespawn := LMS_RESPAWN_FINAL;
3495 gLMSRespawnTime := gTime + 5000;
3496 end
3497 else if (a = 0) then
3498 begin
3499 // everyone is dead, restart the map
3500 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3501 if Netsrv then
3502 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3503 gLMSRespawn := LMS_RESPAWN_FINAL;
3504 gLMSRespawnTime := gTime + 5000;
3505 end;
3506 end;
3507 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3508 begin
3509 if NetMode = NET_SERVER then
3510 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3511 else
3512 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3513 end;
3514 end;
3516 if Netsrv then
3517 begin
3518 MH_SEND_PlayerStats(FUID);
3519 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3520 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3521 end;
3523 if srv and FNoRespawn then Spectate(True);
3524 FWantsInGame := True;
3525 end;
3527 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3528 begin
3529 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3530 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3531 end;
3533 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3534 begin
3535 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3536 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3537 end;
3539 procedure TPlayer.MakeBloodSimple(Count: Word);
3540 begin
3541 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3542 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3543 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3544 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3545 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3546 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3547 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3548 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3549 end;
3551 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3552 begin
3553 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3554 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3555 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3556 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3557 end;
3559 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3560 begin
3561 if g_Game_IsClient then Exit;
3562 if Weapon > High(FWeapon) then Exit;
3563 FNextWeap := FNextWeap or (1 shl Weapon);
3564 end;
3566 procedure TPlayer.resetWeaponQueue ();
3567 begin
3568 FNextWeap := 0;
3569 FNextWeapDelay := 0;
3570 end;
3572 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3573 begin
3574 result := false;
3575 case weapon of
3576 WEAPON_KASTET, WEAPON_SAW: result := true;
3577 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3578 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3579 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3580 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3581 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3582 else result := (weapon < length(FWeapon));
3583 end;
3584 end;
3586 // return 255 for "no switch"
3587 function TPlayer.getNextWeaponIndex (): Byte;
3588 var
3589 i: Word;
3590 wantThisWeapon: array[0..64] of Boolean;
3591 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3592 wwc: Integer;
3593 f, dir, cwi, rwidx, curlidx: Integer;
3595 function real2log (ridx: Integer): Integer;
3596 var
3597 f: Integer;
3598 begin
3599 if (ridx >= 0) then
3600 begin
3601 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3602 end;
3603 result := -1;
3604 end;
3606 begin
3607 result := 255; // default result: "no switch"
3609 // had weapon cycling on previous frame? remove that flag
3610 if (FNextWeap and $2000) <> 0 then
3611 begin
3612 FNextWeap := FNextWeap and $1FFF;
3613 FNextWeapDelay := 0;
3614 end;
3616 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3618 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3619 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3620 // priorities:
3621 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3622 weaponOrder[0] := WEAPON_SUPERPULEMET;
3623 weaponOrder[1] := WEAPON_BFG;
3624 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3625 weaponOrder[3] := WEAPON_PLASMA;
3626 weaponOrder[4] := WEAPON_FLAMETHROWER;
3627 weaponOrder[5] := WEAPON_SHOTGUN2;
3628 weaponOrder[6] := WEAPON_CHAINGUN;
3629 weaponOrder[7] := WEAPON_SHOTGUN1;
3630 weaponOrder[8] := WEAPON_PISTOL;
3631 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3632 weaponOrder[10] := WEAPON_SAW;
3633 weaponOrder[11] := WEAPON_KASTET; // normal fist
3635 for f := 0 to High(weaponOrder) do
3636 begin
3637 if (weaponOrder[f] = WEAPON_KASTET) then
3638 begin
3639 // normal fist: remove if we have a berserk pack
3640 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3641 end
3642 else
3643 if (weaponOrder[f] = WEAPON_KASTET+666) then
3644 begin
3645 // berserk fist: remove if we don't have a berserk pack
3646 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3647 end;
3648 end;
3650 (*
3651 WEAPON_KASTET = 0;
3652 WEAPON_SAW = 1;
3653 WEAPON_PISTOL = 2;
3654 WEAPON_SHOTGUN1 = 3;
3655 WEAPON_SHOTGUN2 = 4;
3656 WEAPON_CHAINGUN = 5;
3657 WEAPON_ROCKETLAUNCHER = 6;
3658 WEAPON_PLASMA = 7;
3659 WEAPON_BFG = 8;
3660 WEAPON_SUPERPULEMET = 9;
3661 WEAPON_FLAMETHROWER = 10;
3662 *)
3664 // cycling has priority
3665 if (FNextWeap and $C000) <> 0 then
3666 begin
3667 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3668 FNextWeap := FNextWeap or $2000; // we need this
3669 if FNextWeapDelay > 0 then exit; // cooldown time
3670 //cwi := real2log(FCurrWeap);
3671 //if (cwi < 0) then cwi := 0;
3672 cwi := FCurrWeap;
3673 for i := 0 to High(FWeapon) do
3674 begin
3675 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3676 //rwidx := weaponOrder[cwi];
3677 rwidx := cwi; // sorry
3678 if (rwidx < 0) then continue;
3679 if FWeapon[rwidx] then
3680 begin
3681 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3682 result := Byte(rwidx);
3683 FNextWeapDelay := 10;
3684 exit;
3685 end;
3686 end;
3687 resetWeaponQueue();
3688 exit;
3689 end;
3691 // no cycling
3692 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3693 wwc := 0;
3695 curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3697 for i := 0 to High(FWeapon) do
3698 begin
3699 if (FNextWeap and (1 shl i)) <> 0 then
3700 begin
3701 cwi := real2log(i);
3702 if (cwi >= 0) then
3703 begin
3704 wantThisWeapon[cwi] := true;
3705 Inc(wwc);
3706 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3707 if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
3708 end;
3709 end;
3710 end;
3712 // slow down alterations a little
3713 if (wwc > 1) then
3714 begin
3715 // more than one weapon requested, assume "alteration", and check alteration delay
3716 if FNextWeapDelay > 0 then
3717 begin
3718 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3719 FNextWeap := 0;
3720 exit;
3721 end; // yeah
3722 end;
3724 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3725 // but clear all counters if no weapon should be switched
3726 if (wwc < 1) then
3727 begin
3728 resetWeaponQueue();
3729 exit;
3730 end;
3732 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3734 // find next weapon to switch onto
3735 cwi := curlidx;
3736 for i := 0 to High(weaponOrder) do
3737 begin
3738 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3739 if (cwi = curlidx) then continue; // skip current weapon
3740 if not wantThisWeapon[cwi] then continue;
3741 rwidx := weaponOrder[cwi];
3742 if (rwidx < 0) then continue;
3743 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3744 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3745 begin
3746 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3747 // i found her!
3748 result := Byte(rwidx);
3749 resetWeaponQueue();
3750 FNextWeapDelay := 10; // anyway, 'cause why not
3751 exit;
3752 end;
3753 end;
3755 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3756 resetWeaponQueue();
3757 end;
3759 procedure TPlayer.RealizeCurrentWeapon();
3760 function switchAllowed (): Boolean;
3761 var
3762 i: Byte;
3763 begin
3764 result := false;
3765 if FBFGFireCounter <> -1 then
3766 exit;
3767 if FTime[T_SWITCH] > gTime then
3768 exit;
3769 for i := WP_FIRST to WP_LAST do
3770 if FReloading[i] > 0 then
3771 exit;
3772 result := true;
3773 end;
3775 var
3776 nw: Byte;
3777 begin
3778 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3779 //FNextWeap := FNextWeap and $1FFF;
3780 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3782 if not switchAllowed then
3783 begin
3784 //HACK for weapon cycling
3785 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3786 exit;
3787 end;
3789 nw := getNextWeaponIndex();
3790 if nw = 255 then exit; // don't reset anything here
3791 if nw > High(FWeapon) then
3792 begin
3793 // don't forget to reset queue here!
3794 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3795 resetWeaponQueue();
3796 exit;
3797 end;
3799 if FWeapon[nw] then
3800 begin
3801 FCurrWeap := nw;
3802 FTime[T_SWITCH] := gTime+156;
3803 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3804 FModel.SetWeapon(FCurrWeap);
3805 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3806 end;
3807 end;
3809 procedure TPlayer.NextWeapon();
3810 begin
3811 if g_Game_IsClient then Exit;
3812 FNextWeap := $8000;
3813 end;
3815 procedure TPlayer.PrevWeapon();
3816 begin
3817 if g_Game_IsClient then Exit;
3818 FNextWeap := $4000;
3819 end;
3821 procedure TPlayer.SetWeapon(W: Byte);
3822 begin
3823 if FCurrWeap <> W then
3824 if W = WEAPON_SAW then
3825 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3827 FCurrWeap := W;
3828 FModel.SetWeapon(CurrWeap);
3829 resetWeaponQueue();
3830 end;
3832 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3834 function allowBerserkSwitching (): Boolean;
3835 begin
3836 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3837 result := true;
3838 if gBerserkAutoswitch then exit;
3839 if not conIsCheatsEnabled then exit;
3840 result := false;
3841 end;
3843 var
3844 a: Boolean;
3845 begin
3846 Result := False;
3847 if g_Game_IsClient then Exit;
3849 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3850 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3851 remove := not a;
3853 case ItemType of
3854 ITEM_MEDKIT_SMALL:
3855 if FHealth < PLAYER_HP_SOFT then
3856 begin
3857 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3858 Result := True;
3859 remove := True;
3860 FFireTime := 0;
3861 if gFlash = 2 then Inc(FPickup, 5);
3862 end;
3864 ITEM_MEDKIT_LARGE:
3865 if FHealth < PLAYER_HP_SOFT then
3866 begin
3867 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3868 Result := True;
3869 remove := True;
3870 FFireTime := 0;
3871 if gFlash = 2 then Inc(FPickup, 5);
3872 end;
3874 ITEM_ARMOR_GREEN:
3875 if FArmor < PLAYER_AP_SOFT then
3876 begin
3877 FArmor := PLAYER_AP_SOFT;
3878 Result := True;
3879 remove := True;
3880 if gFlash = 2 then Inc(FPickup, 5);
3881 end;
3883 ITEM_ARMOR_BLUE:
3884 if FArmor < PLAYER_AP_LIMIT then
3885 begin
3886 FArmor := PLAYER_AP_LIMIT;
3887 Result := True;
3888 remove := True;
3889 if gFlash = 2 then Inc(FPickup, 5);
3890 end;
3892 ITEM_SPHERE_BLUE:
3893 if FHealth < PLAYER_HP_LIMIT then
3894 begin
3895 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3896 Result := True;
3897 remove := True;
3898 FFireTime := 0;
3899 if gFlash = 2 then Inc(FPickup, 5);
3900 end;
3902 ITEM_SPHERE_WHITE:
3903 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3904 begin
3905 if FHealth < PLAYER_HP_LIMIT then
3906 FHealth := PLAYER_HP_LIMIT;
3907 if FArmor < PLAYER_AP_LIMIT then
3908 FArmor := PLAYER_AP_LIMIT;
3909 Result := True;
3910 remove := True;
3911 FFireTime := 0;
3912 if gFlash = 2 then Inc(FPickup, 5);
3913 end;
3915 ITEM_WEAPON_SAW:
3916 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3917 begin
3918 FWeapon[WEAPON_SAW] := True;
3919 Result := True;
3920 if gFlash = 2 then Inc(FPickup, 5);
3921 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3922 end;
3924 ITEM_WEAPON_SHOTGUN1:
3925 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3926 begin
3927 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3928 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3930 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3931 FWeapon[WEAPON_SHOTGUN1] := True;
3932 Result := True;
3933 if gFlash = 2 then Inc(FPickup, 5);
3934 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3935 end;
3937 ITEM_WEAPON_SHOTGUN2:
3938 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3939 begin
3940 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3942 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3943 FWeapon[WEAPON_SHOTGUN2] := True;
3944 Result := True;
3945 if gFlash = 2 then Inc(FPickup, 5);
3946 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3947 end;
3949 ITEM_WEAPON_CHAINGUN:
3950 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3951 begin
3952 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3954 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3955 FWeapon[WEAPON_CHAINGUN] := True;
3956 Result := True;
3957 if gFlash = 2 then Inc(FPickup, 5);
3958 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3959 end;
3961 ITEM_WEAPON_ROCKETLAUNCHER:
3962 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3963 begin
3964 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3966 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3967 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3968 Result := True;
3969 if gFlash = 2 then Inc(FPickup, 5);
3970 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3971 end;
3973 ITEM_WEAPON_PLASMA:
3974 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3975 begin
3976 if a and FWeapon[WEAPON_PLASMA] then Exit;
3978 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3979 FWeapon[WEAPON_PLASMA] := True;
3980 Result := True;
3981 if gFlash = 2 then Inc(FPickup, 5);
3982 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3983 end;
3985 ITEM_WEAPON_BFG:
3986 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3987 begin
3988 if a and FWeapon[WEAPON_BFG] then Exit;
3990 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3991 FWeapon[WEAPON_BFG] := True;
3992 Result := True;
3993 if gFlash = 2 then Inc(FPickup, 5);
3994 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3995 end;
3997 ITEM_WEAPON_SUPERPULEMET:
3998 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3999 begin
4000 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4002 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4003 FWeapon[WEAPON_SUPERPULEMET] := True;
4004 Result := True;
4005 if gFlash = 2 then Inc(FPickup, 5);
4006 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4007 end;
4009 ITEM_WEAPON_FLAMETHROWER:
4010 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4011 begin
4012 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4014 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4015 FWeapon[WEAPON_FLAMETHROWER] := True;
4016 Result := True;
4017 if gFlash = 2 then Inc(FPickup, 5);
4018 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4019 end;
4021 ITEM_AMMO_BULLETS:
4022 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4023 begin
4024 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4025 Result := True;
4026 remove := True;
4027 if gFlash = 2 then Inc(FPickup, 5);
4028 end;
4030 ITEM_AMMO_BULLETS_BOX:
4031 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4032 begin
4033 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4034 Result := True;
4035 remove := True;
4036 if gFlash = 2 then Inc(FPickup, 5);
4037 end;
4039 ITEM_AMMO_SHELLS:
4040 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4041 begin
4042 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4043 Result := True;
4044 remove := True;
4045 if gFlash = 2 then Inc(FPickup, 5);
4046 end;
4048 ITEM_AMMO_SHELLS_BOX:
4049 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4050 begin
4051 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4052 Result := True;
4053 remove := True;
4054 if gFlash = 2 then Inc(FPickup, 5);
4055 end;
4057 ITEM_AMMO_ROCKET:
4058 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4059 begin
4060 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4061 Result := True;
4062 remove := True;
4063 if gFlash = 2 then Inc(FPickup, 5);
4064 end;
4066 ITEM_AMMO_ROCKET_BOX:
4067 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4068 begin
4069 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4070 Result := True;
4071 remove := True;
4072 if gFlash = 2 then Inc(FPickup, 5);
4073 end;
4075 ITEM_AMMO_CELL:
4076 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4077 begin
4078 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4079 Result := True;
4080 remove := True;
4081 if gFlash = 2 then Inc(FPickup, 5);
4082 end;
4084 ITEM_AMMO_CELL_BIG:
4085 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4086 begin
4087 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4088 Result := True;
4089 remove := True;
4090 if gFlash = 2 then Inc(FPickup, 5);
4091 end;
4093 ITEM_AMMO_FUELCAN:
4094 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4095 begin
4096 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4097 Result := True;
4098 remove := True;
4099 if gFlash = 2 then Inc(FPickup, 5);
4100 end;
4102 ITEM_AMMO_BACKPACK:
4103 if not(R_ITEM_BACKPACK in FRulez) or
4104 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4105 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4106 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4107 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4108 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4109 begin
4110 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4111 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4112 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4113 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4114 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4116 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4117 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4118 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4119 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4120 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4121 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4122 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4123 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4125 FRulez := FRulez + [R_ITEM_BACKPACK];
4126 Result := True;
4127 remove := True;
4128 if gFlash = 2 then Inc(FPickup, 5);
4129 end;
4131 ITEM_KEY_RED:
4132 if not(R_KEY_RED in FRulez) then
4133 begin
4134 Include(FRulez, R_KEY_RED);
4135 Result := True;
4136 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4137 if gFlash = 2 then Inc(FPickup, 5);
4138 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4139 end;
4141 ITEM_KEY_GREEN:
4142 if not(R_KEY_GREEN in FRulez) then
4143 begin
4144 Include(FRulez, R_KEY_GREEN);
4145 Result := True;
4146 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4147 if gFlash = 2 then Inc(FPickup, 5);
4148 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4149 end;
4151 ITEM_KEY_BLUE:
4152 if not(R_KEY_BLUE in FRulez) then
4153 begin
4154 Include(FRulez, R_KEY_BLUE);
4155 Result := True;
4156 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4157 if gFlash = 2 then Inc(FPickup, 5);
4158 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4159 end;
4161 ITEM_SUIT:
4162 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4163 begin
4164 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4165 Result := True;
4166 remove := True;
4167 FFireTime := 0;
4168 if gFlash = 2 then Inc(FPickup, 5);
4169 end;
4171 ITEM_OXYGEN:
4172 if FAir < AIR_MAX then
4173 begin
4174 FAir := AIR_MAX;
4175 Result := True;
4176 remove := True;
4177 if gFlash = 2 then Inc(FPickup, 5);
4178 end;
4180 ITEM_MEDKIT_BLACK:
4181 begin
4182 if not (R_BERSERK in FRulez) then
4183 begin
4184 Include(FRulez, R_BERSERK);
4185 if allowBerserkSwitching then
4186 begin
4187 FCurrWeap := WEAPON_KASTET;
4188 resetWeaponQueue();
4189 FModel.SetWeapon(WEAPON_KASTET);
4190 end;
4191 if gFlash <> 0 then
4192 begin
4193 Inc(FPain, 100);
4194 if gFlash = 2 then Inc(FPickup, 5);
4195 end;
4196 FBerserk := gTime+30000;
4197 Result := True;
4198 remove := True;
4199 FFireTime := 0;
4200 //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
4201 end;
4202 if FHealth < PLAYER_HP_SOFT then
4203 begin
4204 FHealth := PLAYER_HP_SOFT;
4205 FBerserk := gTime+30000;
4206 Result := True;
4207 remove := True;
4208 FFireTime := 0;
4209 end;
4210 end;
4212 ITEM_INVUL:
4213 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4214 begin
4215 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4216 Result := True;
4217 remove := True;
4218 if gFlash = 2 then Inc(FPickup, 5);
4219 end;
4221 ITEM_BOTTLE:
4222 if FHealth < PLAYER_HP_LIMIT then
4223 begin
4224 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4225 Result := True;
4226 remove := True;
4227 FFireTime := 0;
4228 if gFlash = 2 then Inc(FPickup, 5);
4229 end;
4231 ITEM_HELMET:
4232 if FArmor < PLAYER_AP_LIMIT then
4233 begin
4234 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4235 Result := True;
4236 remove := True;
4237 if gFlash = 2 then Inc(FPickup, 5);
4238 end;
4240 ITEM_JETPACK:
4241 if FJetFuel < JET_MAX then
4242 begin
4243 FJetFuel := JET_MAX;
4244 Result := True;
4245 remove := True;
4246 if gFlash = 2 then Inc(FPickup, 5);
4247 end;
4249 ITEM_INVIS:
4250 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4251 begin
4252 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4253 Result := True;
4254 remove := True;
4255 if gFlash = 2 then Inc(FPickup, 5);
4256 end;
4257 end;
4258 end;
4260 procedure TPlayer.Touch();
4261 begin
4262 if not FAlive then
4263 Exit;
4264 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4265 if FIamBot then
4266 begin
4267 // Áðîñèòü ôëàã òîâàðèùó:
4268 if gGameSettings.GameMode = GM_CTF then
4269 DropFlag();
4270 end;
4271 end;
4273 procedure TPlayer.Push(vx, vy: Integer);
4274 begin
4275 if (not FPhysics) and FGhost then
4276 Exit;
4277 FObj.Accel.X := FObj.Accel.X + vx;
4278 FObj.Accel.Y := FObj.Accel.Y + vy;
4279 if g_Game_IsNet and g_Game_IsServer then
4280 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4281 end;
4283 procedure TPlayer.Reset(Force: Boolean);
4284 begin
4285 if Force then
4286 FAlive := False;
4288 FSpawned := False;
4289 FTime[T_RESPAWN] := 0;
4290 FTime[T_FLAGCAP] := 0;
4291 FGodMode := False;
4292 FNoTarget := False;
4293 FNoReload := False;
4294 FFrags := 0;
4295 FLastFrag := 0;
4296 FComboEvnt := -1;
4297 FKills := 0;
4298 FMonsterKills := 0;
4299 FDeath := 0;
4300 FSecrets := 0;
4301 if FNoRespawn then
4302 begin
4303 FSpectator := False;
4304 FGhost := False;
4305 FPhysics := True;
4306 FSpectatePlayer := -1;
4307 FNoRespawn := False;
4308 end;
4309 FLives := gGameSettings.MaxLives;
4311 SetFlag(FLAG_NONE);
4312 end;
4314 procedure TPlayer.SoftReset();
4315 begin
4316 ReleaseKeys();
4318 FDamageBuffer := 0;
4319 FIncCam := 0;
4320 FBFGFireCounter := -1;
4321 FShellTimer := -1;
4322 FPain := 0;
4323 FLastHit := 0;
4324 FLastFrag := 0;
4325 FComboEvnt := -1;
4327 SetFlag(FLAG_NONE);
4328 SetAction(A_STAND, True);
4329 end;
4331 function TPlayer.GetRespawnPoint(): Byte;
4332 var
4333 c: Byte;
4334 begin
4335 Result := 255;
4336 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4338 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4339 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4340 begin
4341 if (Self = gPlayer1) or (Self = gPlayer2) then
4342 begin
4343 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4344 if Self = gPlayer1 then
4345 c := RESPAWNPOINT_PLAYER1
4346 else
4347 c := RESPAWNPOINT_PLAYER2;
4348 if g_Map_GetPointCount(c) > 0 then
4349 begin
4350 Result := c;
4351 Exit;
4352 end;
4354 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4355 if Self = gPlayer1 then
4356 c := RESPAWNPOINT_PLAYER2
4357 else
4358 c := RESPAWNPOINT_PLAYER1;
4359 if g_Map_GetPointCount(c) > 0 then
4360 begin
4361 Result := c;
4362 Exit;
4363 end;
4364 end else
4365 begin
4366 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4367 if Random(2) = 0 then
4368 c := RESPAWNPOINT_PLAYER1
4369 else
4370 c := RESPAWNPOINT_PLAYER2;
4371 if g_Map_GetPointCount(c) > 0 then
4372 begin
4373 Result := c;
4374 Exit;
4375 end;
4376 end;
4378 // Òî÷êà ëþáîé èç êîìàíä
4379 if Random(2) = 0 then
4380 c := RESPAWNPOINT_RED
4381 else
4382 c := RESPAWNPOINT_BLUE;
4383 if g_Map_GetPointCount(c) > 0 then
4384 begin
4385 Result := c;
4386 Exit;
4387 end;
4389 // Òî÷êà DM
4390 c := RESPAWNPOINT_DM;
4391 if g_Map_GetPointCount(c) > 0 then
4392 begin
4393 Result := c;
4394 Exit;
4395 end;
4396 end;
4398 // Ìÿñîïîâàë
4399 if gGameSettings.GameMode = GM_DM then
4400 begin
4401 // Òî÷êà DM
4402 c := RESPAWNPOINT_DM;
4403 if g_Map_GetPointCount(c) > 0 then
4404 begin
4405 Result := c;
4406 Exit;
4407 end;
4409 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4410 if Random(2) = 0 then
4411 c := RESPAWNPOINT_PLAYER1
4412 else
4413 c := RESPAWNPOINT_PLAYER2;
4414 if g_Map_GetPointCount(c) > 0 then
4415 begin
4416 Result := c;
4417 Exit;
4418 end;
4420 // Òî÷êà ëþáîé èç êîìàíä
4421 if Random(2) = 0 then
4422 c := RESPAWNPOINT_RED
4423 else
4424 c := RESPAWNPOINT_BLUE;
4425 if g_Map_GetPointCount(c) > 0 then
4426 begin
4427 Result := c;
4428 Exit;
4429 end;
4430 end;
4432 // Êîìàíäíûå
4433 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4434 begin
4435 // Òî÷êà ñâîåé êîìàíäû
4436 c := RESPAWNPOINT_DM;
4437 if FTeam = TEAM_RED then
4438 c := RESPAWNPOINT_RED;
4439 if FTeam = TEAM_BLUE then
4440 c := RESPAWNPOINT_BLUE;
4441 if g_Map_GetPointCount(c) > 0 then
4442 begin
4443 Result := c;
4444 Exit;
4445 end;
4447 // Òî÷êà DM
4448 c := RESPAWNPOINT_DM;
4449 if g_Map_GetPointCount(c) > 0 then
4450 begin
4451 Result := c;
4452 Exit;
4453 end;
4455 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4456 if Random(2) = 0 then
4457 c := RESPAWNPOINT_PLAYER1
4458 else
4459 c := RESPAWNPOINT_PLAYER2;
4460 if g_Map_GetPointCount(c) > 0 then
4461 begin
4462 Result := c;
4463 Exit;
4464 end;
4466 // Òî÷êà äðóãîé êîìàíäû
4467 c := RESPAWNPOINT_DM;
4468 if FTeam = TEAM_RED then
4469 c := RESPAWNPOINT_BLUE;
4470 if FTeam = TEAM_BLUE then
4471 c := RESPAWNPOINT_RED;
4472 if g_Map_GetPointCount(c) > 0 then
4473 begin
4474 Result := c;
4475 Exit;
4476 end;
4477 end;
4478 end;
4480 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4481 var
4482 RespawnPoint: TRespawnPoint;
4483 a, b, c: Byte;
4484 Anim: TAnimation;
4485 ID: DWORD;
4486 begin
4487 FIncCam := 0;
4488 FBFGFireCounter := -1;
4489 FShellTimer := -1;
4490 FPain := 0;
4491 FLastHit := 0;
4493 if not g_Game_IsServer then
4494 Exit;
4495 if FDummy then
4496 Exit;
4497 FWantsInGame := True;
4498 FJustTeleported := True;
4499 if Force then
4500 begin
4501 FTime[T_RESPAWN] := 0;
4502 FAlive := False;
4503 end;
4504 FNetTime := 0;
4505 // if server changes MaxLives we gotta be ready
4506 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4508 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4509 if FTime[T_RESPAWN] > gTime then
4510 Exit;
4512 // Ïðîñðàë âñå æèçíè:
4513 if FNoRespawn then
4514 begin
4515 if not FSpectator then Spectate(True);
4516 FWantsInGame := True;
4517 Exit;
4518 end;
4520 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4521 begin // "Ñâîÿ èãðà"
4522 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4523 FRulez := FRulez-[R_BERSERK];
4524 end
4525 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4526 begin
4527 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4528 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4529 end;
4531 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4532 c := GetRespawnPoint();
4534 ReleaseKeys();
4535 SetFlag(FLAG_NONE);
4537 // Âîñêðåøåíèå áåç îðóæèÿ:
4538 if not FAlive then
4539 begin
4540 FHealth := PLAYER_HP_SOFT;
4541 FArmor := 0;
4542 FAlive := True;
4543 FAir := AIR_DEF;
4544 FJetFuel := 0;
4546 for a := WP_FIRST to WP_LAST do
4547 begin
4548 FWeapon[a] := False;
4549 FReloading[a] := 0;
4550 end;
4552 FWeapon[WEAPON_PISTOL] := True;
4553 FWeapon[WEAPON_KASTET] := True;
4554 FCurrWeap := WEAPON_PISTOL;
4555 resetWeaponQueue();
4557 FModel.SetWeapon(FCurrWeap);
4559 for b := A_BULLETS to A_HIGH do
4560 FAmmo[b] := 0;
4562 FAmmo[A_BULLETS] := 50;
4564 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4565 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4566 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4567 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4568 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4570 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4571 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4572 else
4573 FRulez := [];
4574 end;
4576 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4577 if not g_Map_GetPoint(c, RespawnPoint) then
4578 begin
4579 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4580 Exit;
4581 end;
4583 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4584 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4585 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4586 FObj.Vel.X := 0;
4587 FObj.Vel.Y := 0;
4588 FObj.Accel.X := 0;
4589 FObj.Accel.Y := 0;
4591 FDirection := RespawnPoint.Direction;
4592 if FDirection = TDirection.D_LEFT then
4593 FAngle := 180
4594 else
4595 FAngle := 0;
4597 SetAction(A_STAND, True);
4598 FModel.Direction := FDirection;
4600 for a := Low(FTime) to High(FTime) do
4601 FTime[a] := 0;
4603 for a := Low(FMegaRulez) to High(FMegaRulez) do
4604 FMegaRulez[a] := 0;
4606 FDamageBuffer := 0;
4607 FJetpack := False;
4608 FCanJetpack := False;
4609 FFireTime := 0;
4610 FFirePainTime := 0;
4611 FFireAttacker := 0;
4613 // Àíèìàöèÿ âîçðîæäåíèÿ:
4614 if (not gLoadGameMode) and (not Silent) then
4615 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4616 begin
4617 Anim := TAnimation.Create(ID, False, 3);
4618 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4619 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4620 Anim.Free();
4621 end;
4623 FSpectator := False;
4624 FGhost := False;
4625 FPhysics := True;
4626 FSpectatePlayer := -1;
4627 FSpawned := True;
4629 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4630 gPlayer1 := self;
4631 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4632 gPlayer2 := self;
4634 if g_Game_IsNet then
4635 begin
4636 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4637 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4638 if not Silent then
4639 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4640 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4641 0, NET_GFX_TELE);
4642 end;
4643 end;
4645 procedure TPlayer.Spectate(NoMove: Boolean = False);
4646 begin
4647 if FAlive then
4648 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4649 else if (not NoMove) then
4650 begin
4651 GameX := gMapInfo.Width div 2;
4652 GameY := gMapInfo.Height div 2;
4653 end;
4654 FXTo := GameX;
4655 FYTo := GameY;
4657 FAlive := False;
4658 FSpectator := True;
4659 FGhost := True;
4660 FPhysics := False;
4661 FWantsInGame := False;
4662 FSpawned := False;
4664 if FNoRespawn then
4665 begin
4666 if Self = gPlayer1 then
4667 begin
4668 gLMSPID1 := FUID;
4669 gPlayer1 := nil;
4670 end;
4671 if Self = gPlayer2 then
4672 begin
4673 gLMSPID2 := FUID;
4674 gPlayer2 := nil;
4675 end;
4676 end;
4678 if g_Game_IsNet then
4679 MH_SEND_PlayerStats(FUID);
4680 end;
4682 procedure TPlayer.SwitchNoClip;
4683 begin
4684 if not FAlive then
4685 Exit;
4686 FGhost := not FGhost;
4687 FPhysics := not FGhost;
4688 if FGhost then
4689 begin
4690 FXTo := FObj.X;
4691 FYTo := FObj.Y;
4692 end else
4693 begin
4694 FObj.Accel.X := 0;
4695 FObj.Accel.Y := 0;
4696 end;
4697 end;
4699 procedure TPlayer.Run(Direction: TDirection);
4700 var
4701 a, b: Integer;
4702 begin
4703 if MAX_RUNVEL > 8 then
4704 FlySmoke();
4706 // Áåæèì:
4707 if Direction = TDirection.D_LEFT then
4708 begin
4709 if FObj.Vel.X > -MAX_RUNVEL then
4710 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4711 end
4712 else
4713 if FObj.Vel.X < MAX_RUNVEL then
4714 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4716 // Âîçìîæíî, ïèíàåì êóñêè:
4717 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4718 begin
4719 b := Abs(FObj.Vel.X);
4720 if b > 1 then b := b * (Random(8 div b) + 1);
4721 for a := 0 to High(gGibs) do
4722 begin
4723 if gGibs[a].alive and
4724 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4725 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4726 begin
4727 // Ïèíàåì êóñêè
4728 if FObj.Vel.X < 0 then
4729 begin
4730 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4731 end
4732 else
4733 begin
4734 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4735 end;
4736 gGibs[a].positionChanged(); // this updates spatial accelerators
4737 end;
4738 end;
4739 end;
4741 SetAction(A_WALK);
4742 end;
4744 procedure TPlayer.SeeDown();
4745 begin
4746 SetAction(A_SEEDOWN);
4748 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4750 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4751 end;
4753 procedure TPlayer.SeeUp();
4754 begin
4755 SetAction(A_SEEUP);
4757 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4759 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4760 end;
4762 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4763 var
4764 Prior: Byte;
4765 begin
4766 case Action of
4767 A_WALK: Prior := 3;
4768 A_DIE1: Prior := 5;
4769 A_DIE2: Prior := 5;
4770 A_ATTACK: Prior := 2;
4771 A_SEEUP: Prior := 1;
4772 A_SEEDOWN: Prior := 1;
4773 A_ATTACKUP: Prior := 2;
4774 A_ATTACKDOWN: Prior := 2;
4775 A_PAIN: Prior := 4;
4776 else Prior := 0;
4777 end;
4779 if (Prior > FActionPrior) or Force then
4780 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4781 begin
4782 FActionPrior := Prior;
4783 FActionAnim := Action;
4784 FActionForce := Force;
4785 FActionChanged := True;
4786 end;
4788 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4789 end;
4791 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4792 begin
4793 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4794 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4795 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4796 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4797 end;
4799 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4800 var
4801 Anim: TAnimation;
4802 ID: DWORD;
4803 begin
4804 Result := False;
4806 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4807 begin
4808 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4809 if g_Game_IsServer and g_Game_IsNet then
4810 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4811 Exit;
4812 end;
4814 FJustTeleported := True;
4816 Anim := nil;
4817 if not silent then
4818 begin
4819 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4820 begin
4821 Anim := TAnimation.Create(ID, False, 3);
4822 end;
4824 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4825 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4826 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4827 if g_Game_IsServer and g_Game_IsNet then
4828 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4829 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4830 NET_GFX_TELE);
4831 end;
4833 FObj.X := X-PLAYER_RECT.X;
4834 FObj.Y := Y-PLAYER_RECT.Y;
4835 if FAlive and FGhost then
4836 begin
4837 FXTo := FObj.X;
4838 FYTo := FObj.Y;
4839 end;
4841 if not g_Game_IsNet then
4842 begin
4843 if dir = 1 then
4844 begin
4845 SetDirection(TDirection.D_LEFT);
4846 FAngle := 180;
4847 end
4848 else
4849 if dir = 2 then
4850 begin
4851 SetDirection(TDirection.D_RIGHT);
4852 FAngle := 0;
4853 end
4854 else
4855 if dir = 3 then
4856 begin // îáðàòíîå
4857 if FDirection = TDirection.D_RIGHT then
4858 begin
4859 SetDirection(TDirection.D_LEFT);
4860 FAngle := 180;
4861 end
4862 else
4863 begin
4864 SetDirection(TDirection.D_RIGHT);
4865 FAngle := 0;
4866 end;
4867 end;
4868 end;
4870 if not silent and (Anim <> nil) then
4871 begin
4872 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4873 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4874 Anim.Free();
4876 if g_Game_IsServer and g_Game_IsNet then
4877 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4878 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4879 NET_GFX_TELE);
4880 end;
4882 Result := True;
4883 end;
4885 function nonz(a: Single): Single;
4886 begin
4887 if a <> 0 then
4888 Result := a
4889 else
4890 Result := 1;
4891 end;
4893 function TPlayer.followCorpse(): Boolean;
4894 var
4895 i: Integer;
4896 begin
4897 Result := False;
4898 if FAlive or FSpectator then
4899 Exit;
4900 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4901 Exit;
4902 for i := 0 to High(gCorpses) do
4903 if gCorpses[i] <> nil then
4904 if gCorpses[i].FPlayerUID = FUID then
4905 begin
4906 Result := True;
4907 FObj.X := gCorpses[i].FObj.X;
4908 FObj.Y := gCorpses[i].FObj.Y;
4909 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4910 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4911 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4912 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4913 break;
4914 end;
4915 end;
4917 procedure TPlayer.Update();
4918 var
4919 b: Byte;
4920 i, ii, wx, wy, xd, yd, k: Integer;
4921 blockmon, headwater, dospawn: Boolean;
4922 NetServer: Boolean;
4923 AnyServer: Boolean;
4924 SetSpect: Boolean;
4925 begin
4926 NetServer := g_Game_IsNet and g_Game_IsServer;
4927 AnyServer := g_Game_IsServer;
4929 if g_Game_IsClient and (NetInterpLevel > 0) then
4930 DoLerp(NetInterpLevel + 1)
4931 else
4932 if FGhost then
4933 DoLerp(4);
4935 if NetServer then
4936 if FClientID >= 0 then
4937 begin
4938 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4939 if NetClients[FClientID].Peer^.packetsSent > 0 then
4940 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4941 else
4942 FLoss := 0;
4943 end else
4944 begin
4945 FPing := 0;
4946 FLoss := 0;
4947 end;
4949 if FAlive and (FPunchAnim <> nil) then
4950 FPunchAnim.Update();
4952 if FAlive and (gFly or FJetpack) then
4953 FlySmoke();
4955 if FDirection = TDirection.D_LEFT then
4956 FAngle := 180
4957 else
4958 FAngle := 0;
4960 if FAlive and (not FGhost) then
4961 begin
4962 if FKeys[KEY_UP].Pressed then
4963 SeeUp();
4964 if FKeys[KEY_DOWN].Pressed then
4965 SeeDown();
4966 end;
4968 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4969 (FIncCam <> 0) then
4970 begin
4971 i := g_basic.Sign(FIncCam);
4972 FIncCam := Abs(FIncCam);
4973 DecMin(FIncCam, 5, 0);
4974 FIncCam := FIncCam*i;
4975 end;
4977 // no need to do that each second frame, weapon queue will take care of it
4978 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4979 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4981 if gTime mod (GAME_TICK*2) <> 0 then
4982 begin
4983 if (FObj.Vel.X = 0) and FAlive then
4984 begin
4985 if FKeys[KEY_LEFT].Pressed then
4986 Run(TDirection.D_LEFT);
4987 if FKeys[KEY_RIGHT].Pressed then
4988 Run(TDirection.D_RIGHT);
4989 end;
4991 if FPhysics then
4992 begin
4993 if not followCorpse() then
4994 g_Obj_Move(@FObj, True, True, True);
4995 positionChanged(); // this updates spatial accelerators
4996 end;
4998 Exit;
4999 end;
5001 FActionChanged := False;
5003 if FAlive then
5004 begin
5005 // Let alive player do some actions
5006 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5007 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5008 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5009 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5010 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5011 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5012 if FKeys[KEY_JUMP].Pressed then Jump()
5013 else
5014 begin
5015 if AnyServer and FJetpack then
5016 begin
5017 FJetpack := False;
5018 JetpackOff;
5019 if NetServer then MH_SEND_PlayerStats(FUID);
5020 end;
5021 FCanJetpack := True;
5022 end;
5023 end
5024 else // Dead
5025 begin
5026 dospawn := False;
5027 if not FGhost then
5028 for k := Low(FKeys) to KEY_CHAT-1 do
5029 begin
5030 if FKeys[k].Pressed then
5031 begin
5032 dospawn := True;
5033 break;
5034 end;
5035 end;
5036 if dospawn then
5037 begin
5038 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5039 Respawn(False)
5040 else // Single
5041 if (FTime[T_RESPAWN] <= gTime) and
5042 gGameOn and (not FAlive) then
5043 begin
5044 if (g_Player_GetCount() > 1) then
5045 Respawn(False)
5046 else
5047 begin
5048 gExit := EXIT_RESTART;
5049 Exit;
5050 end;
5051 end;
5052 end;
5053 // Dead spectator actions
5054 if FGhost then
5055 begin
5056 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5057 if FKeys[KEY_FIRE].Pressed and AnyServer then
5058 begin
5059 if FSpectator then
5060 begin
5061 if (FSpectatePlayer >= High(gPlayers)) then
5062 FSpectatePlayer := -1
5063 else
5064 begin
5065 SetSpect := False;
5066 for I := FSpectatePlayer + 1 to High(gPlayers) do
5067 if gPlayers[I] <> nil then
5068 if gPlayers[I].alive then
5069 if gPlayers[I].UID <> FUID then
5070 begin
5071 FSpectatePlayer := I;
5072 SetSpect := True;
5073 break;
5074 end;
5076 if not SetSpect then FSpectatePlayer := -1;
5077 end;
5079 ReleaseKeys;
5080 end;
5081 end;
5082 end;
5083 end;
5084 // No clipping
5085 if FGhost then
5086 begin
5087 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5088 begin
5089 FYTo := FObj.Y - 32;
5090 FSpectatePlayer := -1;
5091 end;
5092 if FKeys[KEY_DOWN].Pressed then
5093 begin
5094 FYTo := FObj.Y + 32;
5095 FSpectatePlayer := -1;
5096 end;
5097 if FKeys[KEY_LEFT].Pressed then
5098 begin
5099 FXTo := FObj.X - 32;
5100 FSpectatePlayer := -1;
5101 end;
5102 if FKeys[KEY_RIGHT].Pressed then
5103 begin
5104 FXTo := FObj.X + 32;
5105 FSpectatePlayer := -1;
5106 end;
5108 if (FXTo < -64) then
5109 FXTo := -64
5110 else if (FXTo > gMapInfo.Width + 32) then
5111 FXTo := gMapInfo.Width + 32;
5112 if (FYTo < -72) then
5113 FYTo := -72
5114 else if (FYTo > gMapInfo.Height + 32) then
5115 FYTo := gMapInfo.Height + 32;
5116 end;
5118 if FPhysics then
5119 begin
5120 if not followCorpse() then
5121 g_Obj_Move(@FObj, True, True, True);
5122 positionChanged(); // this updates spatial accelerators
5123 end
5124 else
5125 begin
5126 FObj.Vel.X := 0;
5127 FObj.Vel.Y := 0;
5128 if FSpectator then
5129 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5130 if gPlayers[FSpectatePlayer] <> nil then
5131 if gPlayers[FSpectatePlayer].alive then
5132 begin
5133 FXTo := gPlayers[FSpectatePlayer].GameX;
5134 FYTo := gPlayers[FSpectatePlayer].GameY;
5135 end;
5136 end;
5138 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5139 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5140 PANEL_BLOCKMON, True);
5141 headwater := HeadInLiquid(0, 0);
5143 // Ñîïðîòèâëåíèå âîçäóõà:
5144 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5145 if FObj.Vel.X <> 0 then
5146 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5148 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5149 DecMin(FPain, 5, 0);
5150 DecMin(FPickup, 1, 0);
5152 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5153 begin
5154 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5155 FMegaRulez[MR_SUIT] := 0;
5156 FMegaRulez[MR_INVUL] := 0;
5157 FMegaRulez[MR_INVIS] := 0;
5158 Kill(K_FALLKILL, 0, HIT_FALL);
5159 end;
5161 i := 9;
5163 if FAlive then
5164 begin
5165 if FCurrWeap = WEAPON_SAW then
5166 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5167 FSawSoundSelect.IsPlaying()) then
5168 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5170 if FJetpack then
5171 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5172 (not FJetSoundOff.IsPlaying()) then
5173 begin
5174 FJetSoundFly.SetPosition(0);
5175 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5176 end;
5178 for b := WP_FIRST to WP_LAST do
5179 if FReloading[b] > 0 then
5180 if FNoReload then
5181 FReloading[b] := 0
5182 else
5183 Dec(FReloading[b]);
5185 if FShellTimer > -1 then
5186 if FShellTimer = 0 then
5187 begin
5188 if FShellType = SHELL_SHELL then
5189 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5190 GameVelX, GameVelY-2, SHELL_SHELL)
5191 else if FShellType = SHELL_DBLSHELL then
5192 begin
5193 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5194 GameVelX+1, GameVelY-2, SHELL_SHELL);
5195 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5196 GameVelX-1, GameVelY-2, SHELL_SHELL);
5197 end;
5198 FShellTimer := -1;
5199 end else Dec(FShellTimer);
5201 if (FBFGFireCounter > -1) then
5202 if FBFGFireCounter = 0 then
5203 begin
5204 if AnyServer then
5205 begin
5206 wx := FObj.X+WEAPONPOINT[FDirection].X;
5207 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5208 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5209 yd := wy+firediry();
5210 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5211 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5212 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5213 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5214 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5215 end;
5217 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5218 FBFGFireCounter := -1;
5219 end else
5220 if FNoReload then
5221 FBFGFireCounter := 0
5222 else
5223 Dec(FBFGFireCounter);
5225 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5226 begin
5227 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5229 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5230 end;
5232 if (headwater or blockmon) then
5233 begin
5234 Dec(FAir);
5236 if FAir < -9 then
5237 begin
5238 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5239 FAir := 0;
5240 end
5241 else if (FAir mod 31 = 0) and not blockmon then
5242 begin
5243 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5244 if Random(2) = 0 then
5245 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5246 else
5247 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5248 end;
5249 end else if FAir < AIR_DEF then
5250 FAir := AIR_DEF;
5252 if FFireTime > 0 then
5253 begin
5254 if BodyInLiquid(0, 0) then
5255 begin
5256 FFireTime := 0;
5257 FFirePainTime := 0;
5258 end
5259 else if FMegaRulez[MR_SUIT] >= gTime then
5260 begin
5261 if FMegaRulez[MR_SUIT] = gTime then
5262 FFireTime := 1;
5263 FFirePainTime := 0;
5264 end
5265 else
5266 begin
5267 OnFireFlame(1);
5268 if FFirePainTime <= 0 then
5269 begin
5270 if g_Game_IsServer then
5271 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5272 FFirePainTime := 18;
5273 end;
5274 FFirePainTime := FFirePainTime - 1;
5275 FFireTime := FFireTime - 1;
5276 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5277 MH_SEND_PlayerStats(FUID);
5278 end;
5279 end;
5281 if FDamageBuffer > 0 then
5282 begin
5283 if FDamageBuffer >= 9 then
5284 begin
5285 SetAction(A_PAIN);
5287 if FDamageBuffer < 30 then i := 9
5288 else if FDamageBuffer < 100 then i := 18
5289 else i := 27;
5290 end;
5292 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5293 FArmor := FArmor-(FDamageBuffer-ii);
5294 FHealth := FHealth-ii;
5295 if FArmor < 0 then
5296 begin
5297 FHealth := FHealth+FArmor;
5298 FArmor := 0;
5299 end;
5301 if AnyServer then
5302 if FHealth <= 0 then
5303 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5304 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5305 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5307 if FAlive then
5308 begin
5309 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5310 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5311 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5312 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5313 end;
5315 FDamageBuffer := 0;
5316 end;
5318 {CollideItem();}
5319 end; // if FAlive then ...
5321 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5322 begin
5323 FModel.ChangeAnimation(FActionAnim, FActionForce);
5324 FModel.GetCurrentAnimation.MinLength := i;
5325 FModel.GetCurrentAnimationMask.MinLength := i;
5326 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5328 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5329 then SetAction(A_STAND, True);
5331 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5333 for b := Low(FKeys) to High(FKeys) do
5334 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5335 end;
5338 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5339 begin
5340 x := FObj.X+PLAYER_RECT.X;
5341 y := FObj.Y+PLAYER_RECT.Y;
5342 w := PLAYER_RECT.Width;
5343 h := PLAYER_RECT.Height;
5344 end;
5347 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5348 begin
5349 if (dx <> 0) or (dy <> 0) then
5350 begin
5351 FObj.X += dx;
5352 FObj.Y += dy;
5353 positionChanged();
5354 end;
5355 end;
5358 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5359 begin
5360 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5361 FObj.Y+PLAYER_RECT.Y,
5362 PLAYER_RECT.Width,
5363 PLAYER_RECT.Height,
5364 X, Y,
5365 Width, Height);
5366 end;
5368 function TPlayer.Collide(Panel: TPanel): Boolean;
5369 begin
5370 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5371 FObj.Y+PLAYER_RECT.Y,
5372 PLAYER_RECT.Width,
5373 PLAYER_RECT.Height,
5374 Panel.X, Panel.Y,
5375 Panel.Width, Panel.Height);
5376 end;
5378 function TPlayer.Collide(X, Y: Integer): Boolean;
5379 begin
5380 X := X-FObj.X-PLAYER_RECT.X;
5381 Y := Y-FObj.Y-PLAYER_RECT.Y;
5382 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5383 (y >= 0) and (y <= PLAYER_RECT.Height);
5384 end;
5386 function g_Player_ValidName(Name: string): Boolean;
5387 var
5388 a: Integer;
5389 begin
5390 Result := True;
5392 if gPlayers = nil then Exit;
5394 for a := 0 to High(gPlayers) do
5395 if gPlayers[a] <> nil then
5396 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5397 begin
5398 Result := False;
5399 Exit;
5400 end;
5401 end;
5403 procedure TPlayer.SetDirection(Direction: TDirection);
5404 var
5405 d: TDirection;
5406 begin
5407 d := FModel.Direction;
5409 FModel.Direction := Direction;
5410 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5412 FDirection := Direction;
5413 end;
5415 function TPlayer.GetKeys(): Byte;
5416 begin
5417 Result := 0;
5419 if R_KEY_RED in FRulez then Result := KEY_RED;
5420 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5421 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5423 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5424 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5425 end;
5427 procedure TPlayer.Use();
5428 var
5429 a: Integer;
5430 begin
5431 if FTime[T_USE] > gTime then Exit;
5433 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5434 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5436 for a := 0 to High(gPlayers) do
5437 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5438 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5439 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5440 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5441 begin
5442 gPlayers[a].Touch();
5443 if g_Game_IsNet and g_Game_IsServer then
5444 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5445 end;
5447 FTime[T_USE] := gTime+120;
5448 end;
5450 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5451 var
5452 locObj: TObj;
5453 F: Boolean;
5454 WX, WY, XD, YD: Integer;
5455 begin
5456 F := False;
5457 WX := X;
5458 WY := Y;
5459 XD := AX;
5460 YD := AY;
5462 case FCurrWeap of
5463 WEAPON_KASTET:
5464 begin
5465 DoPunch();
5466 if R_BERSERK in FRulez then
5467 begin
5468 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5469 locobj.X := FObj.X+FObj.Rect.X;
5470 locobj.Y := FObj.Y+FObj.Rect.Y;
5471 locobj.rect.X := 0;
5472 locobj.rect.Y := 0;
5473 locobj.rect.Width := 39;
5474 locobj.rect.Height := 52;
5475 locobj.Vel.X := (xd-wx) div 2;
5476 locobj.Vel.Y := (yd-wy) div 2;
5477 locobj.Accel.X := xd-wx;
5478 locobj.Accel.y := yd-wy;
5480 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5481 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5482 else
5483 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5485 if gFlash = 1 then
5486 if FPain < 50 then
5487 FPain := min(FPain + 25, 50);
5488 end else
5489 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5490 end;
5492 WEAPON_SAW:
5493 begin
5494 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5495 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5496 begin
5497 FSawSoundSelect.Stop();
5498 FSawSound.Stop();
5499 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5500 end
5501 else if not FSawSoundHit.IsPlaying() then
5502 begin
5503 FSawSoundSelect.Stop();
5504 FSawSound.PlayAt(FObj.X, FObj.Y);
5505 end;
5506 f := True;
5507 end;
5509 WEAPON_PISTOL:
5510 begin
5511 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5512 FFireAngle := FAngle;
5513 f := True;
5514 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5515 GameVelX, GameVelY-2, SHELL_BULLET);
5516 end;
5518 WEAPON_SHOTGUN1:
5519 begin
5520 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5521 FFireAngle := FAngle;
5522 f := True;
5523 FShellTimer := 10;
5524 FShellType := SHELL_SHELL;
5525 end;
5527 WEAPON_SHOTGUN2:
5528 begin
5529 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5530 FFireAngle := FAngle;
5531 f := True;
5532 FShellTimer := 13;
5533 FShellType := SHELL_DBLSHELL;
5534 end;
5536 WEAPON_CHAINGUN:
5537 begin
5538 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5539 FFireAngle := FAngle;
5540 f := True;
5541 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5542 GameVelX, GameVelY-2, SHELL_BULLET);
5543 end;
5545 WEAPON_ROCKETLAUNCHER:
5546 begin
5547 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5548 FFireAngle := FAngle;
5549 f := True;
5550 end;
5552 WEAPON_PLASMA:
5553 begin
5554 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5555 FFireAngle := FAngle;
5556 f := True;
5557 end;
5559 WEAPON_BFG:
5560 begin
5561 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5562 FFireAngle := FAngle;
5563 f := True;
5564 end;
5566 WEAPON_SUPERPULEMET:
5567 begin
5568 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5569 FFireAngle := FAngle;
5570 f := True;
5571 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5572 GameVelX, GameVelY-2, SHELL_SHELL);
5573 end;
5575 WEAPON_FLAMETHROWER:
5576 begin
5577 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5578 FFireAngle := FAngle;
5579 f := True;
5580 end;
5581 end;
5583 if not f then Exit;
5585 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5586 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5587 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5588 end;
5590 procedure TPlayer.DoLerp(Level: Integer = 2);
5591 begin
5592 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5593 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5594 end;
5596 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5597 var
5598 AX, AY: Integer;
5599 begin
5600 if NetInterpLevel < 1 then
5601 begin
5602 FObj.X := XTo;
5603 FObj.Y := YTo;
5604 end
5605 else
5606 begin
5607 FXTo := XTo;
5608 FYTo := YTo;
5610 AX := Abs(FXTo - FObj.X);
5611 AY := Abs(FYTo - FObj.Y);
5612 if (AX > 32) or (AX <= NetInterpLevel) then
5613 FObj.X := FXTo;
5614 if (AY > 32) or (AY <= NetInterpLevel) then
5615 FObj.Y := FYTo;
5616 end;
5617 end;
5619 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5620 begin
5621 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5622 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5623 PANEL_LIFTUP, False) then Result := -1
5624 else
5625 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5626 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5627 PANEL_LIFTDOWN, False) then Result := 1
5628 else Result := 0;
5629 end;
5631 function TPlayer.GetFlag(Flag: Byte): Boolean;
5632 var
5633 s, ts: String;
5634 evtype: Byte;
5635 begin
5636 Result := False;
5638 if Flag = FLAG_NONE then
5639 Exit;
5641 if not g_Game_IsServer then Exit;
5643 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5644 if (Flag = FTeam) and
5645 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5646 (FFlag <> FLAG_NONE) then
5647 begin
5648 if FFlag = FLAG_RED then
5649 s := _lc[I_PLAYER_FLAG_RED]
5650 else
5651 s := _lc[I_PLAYER_FLAG_BLUE];
5653 evtype := FLAG_STATE_SCORED;
5655 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5656 Insert('.', ts, Length(ts) + 1 - 3);
5657 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5659 g_Map_ResetFlag(FFlag);
5660 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5662 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5664 Result := True;
5665 if g_Game_IsNet then
5666 begin
5667 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5668 MH_SEND_GameStats;
5669 end;
5671 gFlags[FFlag].CaptureTime := 0;
5672 SetFlag(FLAG_NONE);
5673 Exit;
5674 end;
5676 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5677 if (Flag = FTeam) and
5678 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5679 begin
5680 if Flag = FLAG_RED then
5681 s := _lc[I_PLAYER_FLAG_RED]
5682 else
5683 s := _lc[I_PLAYER_FLAG_BLUE];
5685 evtype := FLAG_STATE_RETURNED;
5686 gFlags[Flag].CaptureTime := 0;
5688 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5690 g_Map_ResetFlag(Flag);
5691 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5693 Result := True;
5694 if g_Game_IsNet then
5695 begin
5696 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5697 MH_SEND_GameStats;
5698 end;
5699 Exit;
5700 end;
5702 // Ïîäîáðàë ÷óæîé ôëàã:
5703 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5704 begin
5705 SetFlag(Flag);
5707 if Flag = FLAG_RED then
5708 s := _lc[I_PLAYER_FLAG_RED]
5709 else
5710 s := _lc[I_PLAYER_FLAG_BLUE];
5712 evtype := FLAG_STATE_CAPTURED;
5714 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5716 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5718 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5720 Result := True;
5721 if g_Game_IsNet then
5722 begin
5723 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5724 MH_SEND_GameStats;
5725 end;
5726 end;
5727 end;
5729 procedure TPlayer.SetFlag(Flag: Byte);
5730 begin
5731 FFlag := Flag;
5732 if FModel <> nil then
5733 FModel.SetFlag(FFlag);
5734 end;
5736 function TPlayer.DropFlag(): Boolean;
5737 var
5738 s: String;
5739 begin
5740 Result := False;
5741 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5742 Exit;
5743 FTime[T_FLAGCAP] := gTime + 2000;
5744 with gFlags[FFlag] do
5745 begin
5746 Obj.X := FObj.X;
5747 Obj.Y := FObj.Y;
5748 Direction := FDirection;
5749 State := FLAG_STATE_DROPPED;
5750 Count := FLAG_TIME;
5751 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5752 (FObj.Vel.Y div 2)-2+Random(5));
5753 positionChanged(); // this updates spatial accelerators
5755 if FFlag = FLAG_RED then
5756 s := _lc[I_PLAYER_FLAG_RED]
5757 else
5758 s := _lc[I_PLAYER_FLAG_BLUE];
5760 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5761 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5763 if g_Game_IsNet then
5764 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5765 end;
5766 SetFlag(FLAG_NONE);
5767 Result := True;
5768 end;
5770 procedure TPlayer.GetSecret();
5771 begin
5772 Inc(FSecrets);
5773 end;
5775 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5776 begin
5777 Assert(Key <= High(FKeys));
5779 FKeys[Key].Pressed := True;
5780 FKeys[Key].Time := Time;
5781 end;
5783 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5784 begin
5785 Result := FKeys[K].Pressed;
5786 end;
5788 procedure TPlayer.ReleaseKeys();
5789 var
5790 a: Integer;
5791 begin
5792 for a := Low(FKeys) to High(FKeys) do
5793 begin
5794 FKeys[a].Pressed := False;
5795 FKeys[a].Time := 0;
5796 end;
5797 end;
5799 procedure TPlayer.OnDamage(Angle: SmallInt);
5800 begin
5801 end;
5803 function TPlayer.firediry(): Integer;
5804 begin
5805 if FKeys[KEY_UP].Pressed then Result := -42
5806 else if FKeys[KEY_DOWN].Pressed then Result := 19
5807 else Result := 0;
5808 end;
5810 procedure TPlayer.RememberState();
5811 var
5812 i: Integer;
5813 begin
5814 FSavedState.Health := FHealth;
5815 FSavedState.Armor := FArmor;
5816 FSavedState.Air := FAir;
5817 FSavedState.JetFuel := FJetFuel;
5818 FSavedState.CurrWeap := FCurrWeap;
5819 FSavedState.NextWeap := FNextWeap;
5820 FSavedState.NextWeapDelay := FNextWeapDelay;
5822 for i := 0 to 3 do
5823 FSavedState.Ammo[i] := FAmmo[i];
5824 for i := 0 to 3 do
5825 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5827 FSavedState.Rulez := FRulez;
5828 FSavedState.WaitRecall := True;
5829 end;
5831 procedure TPlayer.RecallState();
5832 var
5833 i: Integer;
5834 begin
5835 if not FSavedState.WaitRecall then Exit;
5837 FHealth := FSavedState.Health;
5838 FArmor := FSavedState.Armor;
5839 FAir := FSavedState.Air;
5840 FJetFuel := FSavedState.JetFuel;
5841 FCurrWeap := FSavedState.CurrWeap;
5842 FNextWeap := FSavedState.NextWeap;
5843 FNextWeapDelay := FSavedState.NextWeapDelay;
5845 for i := 0 to 3 do
5846 FAmmo[i] := FSavedState.Ammo[i];
5847 for i := 0 to 3 do
5848 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5850 FRulez := FSavedState.Rulez;
5851 FSavedState.WaitRecall := False;
5853 if gGameSettings.GameType = GT_SERVER then
5854 MH_SEND_PlayerStats(FUID);
5855 end;
5857 procedure TPlayer.SaveState (st: TStream);
5858 var
5859 i: Integer;
5860 b: Byte;
5861 begin
5862 // Ñèãíàòóðà èãðîêà
5863 utils.writeSign(st, 'PLYR');
5864 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5865 // Áîò èëè ÷åëîâåê
5866 utils.writeBool(st, FIamBot);
5867 // UID èãðîêà
5868 utils.writeInt(st, Word(FUID));
5869 // Èìÿ èãðîêà
5870 utils.writeStr(st, FName);
5871 // Êîìàíäà
5872 utils.writeInt(st, Byte(FTeam));
5873 // Æèâ ëè
5874 utils.writeBool(st, FAlive);
5875 // Èçðàñõîäîâàë ëè âñå æèçíè
5876 utils.writeBool(st, FNoRespawn);
5877 // Íàïðàâëåíèå
5878 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5879 utils.writeInt(st, Byte(b));
5880 // Çäîðîâüå
5881 utils.writeInt(st, LongInt(FHealth));
5882 // Æèçíè
5883 utils.writeInt(st, Byte(FLives));
5884 // Áðîíÿ
5885 utils.writeInt(st, LongInt(FArmor));
5886 // Çàïàñ âîçäóõà
5887 utils.writeInt(st, LongInt(FAir));
5888 // Çàïàñ ãîðþ÷åãî
5889 utils.writeInt(st, LongInt(FJetFuel));
5890 // Áîëü
5891 utils.writeInt(st, LongInt(FPain));
5892 // Óáèë
5893 utils.writeInt(st, LongInt(FKills));
5894 // Óáèë ìîíñòðîâ
5895 utils.writeInt(st, LongInt(FMonsterKills));
5896 // Ôðàãîâ
5897 utils.writeInt(st, LongInt(FFrags));
5898 // Ôðàãîâ ïîäðÿä
5899 utils.writeInt(st, Byte(FFragCombo));
5900 // Âðåìÿ ïîñëåäíåãî ôðàãà
5901 utils.writeInt(st, LongWord(FLastFrag));
5902 // Ñìåðòåé
5903 utils.writeInt(st, LongInt(FDeath));
5904 // Êàêîé ôëàã íåñåò
5905 utils.writeInt(st, Byte(FFlag));
5906 // Íàøåë ñåêðåòîâ
5907 utils.writeInt(st, LongInt(FSecrets));
5908 // Òåêóùåå îðóæèå
5909 utils.writeInt(st, Byte(FCurrWeap));
5910 // Æåëàåìîå îðóæèå
5911 utils.writeInt(st, Word(FNextWeap));
5912 // ...è ïàóçà
5913 utils.writeInt(st, Byte(FNextWeapDelay));
5914 // Âðåìÿ çàðÿäêè BFG
5915 utils.writeInt(st, SmallInt(FBFGFireCounter));
5916 // Áóôåð óðîíà
5917 utils.writeInt(st, LongInt(FDamageBuffer));
5918 // Ïîñëåäíèé óäàðèâøèé
5919 utils.writeInt(st, Word(FLastSpawnerUID));
5920 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5921 utils.writeInt(st, Byte(FLastHit));
5922 // Îáúåêò èãðîêà
5923 Obj_SaveState(st, @FObj);
5924 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5925 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5926 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5927 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5928 // Íàëè÷èå îðóæèÿ
5929 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5930 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5931 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5932 // Íàëè÷èå ðþêçàêà
5933 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5934 // Íàëè÷èå êðàñíîãî êëþ÷à
5935 utils.writeBool(st, (R_KEY_RED in FRulez));
5936 // Íàëè÷èå çåëåíîãî êëþ÷à
5937 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5938 // Íàëè÷èå ñèíåãî êëþ÷à
5939 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5940 // Íàëè÷èå áåðñåðêà
5941 utils.writeBool(st, (R_BERSERK in FRulez));
5942 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5943 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5944 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5945 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5946 // Íàçâàíèå ìîäåëè
5947 utils.writeStr(st, FModel.Name);
5948 // Öâåò ìîäåëè
5949 utils.writeInt(st, Byte(FColor.R));
5950 utils.writeInt(st, Byte(FColor.G));
5951 utils.writeInt(st, Byte(FColor.B));
5952 end;
5955 procedure TPlayer.LoadState (st: TStream);
5956 var
5957 i: Integer;
5958 str: String;
5959 b: Byte;
5960 begin
5961 assert(st <> nil);
5963 // Ñèãíàòóðà èãðîêà
5964 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5965 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5966 // Áîò èëè ÷åëîâåê:
5967 FIamBot := utils.readBool(st);
5968 // UID èãðîêà
5969 FUID := utils.readWord(st);
5970 // Èìÿ èãðîêà
5971 str := utils.readStr(st);
5972 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5973 // Êîìàíäà
5974 FTeam := utils.readByte(st);
5975 // Æèâ ëè
5976 FAlive := utils.readBool(st);
5977 // Èçðàñõîäîâàë ëè âñå æèçíè
5978 FNoRespawn := utils.readBool(st);
5979 // Íàïðàâëåíèå
5980 b := utils.readByte(st);
5981 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5982 // Çäîðîâüå
5983 FHealth := utils.readLongInt(st);
5984 // Æèçíè
5985 FLives := utils.readByte(st);
5986 // Áðîíÿ
5987 FArmor := utils.readLongInt(st);
5988 // Çàïàñ âîçäóõà
5989 FAir := utils.readLongInt(st);
5990 // Çàïàñ ãîðþ÷åãî
5991 FJetFuel := utils.readLongInt(st);
5992 // Áîëü
5993 FPain := utils.readLongInt(st);
5994 // Óáèë
5995 FKills := utils.readLongInt(st);
5996 // Óáèë ìîíñòðîâ
5997 FMonsterKills := utils.readLongInt(st);
5998 // Ôðàãîâ
5999 FFrags := utils.readLongInt(st);
6000 // Ôðàãîâ ïîäðÿä
6001 FFragCombo := utils.readByte(st);
6002 // Âðåìÿ ïîñëåäíåãî ôðàãà
6003 FLastFrag := utils.readLongWord(st);
6004 // Ñìåðòåé
6005 FDeath := utils.readLongInt(st);
6006 // Êàêîé ôëàã íåñåò
6007 FFlag := utils.readByte(st);
6008 // Íàøåë ñåêðåòîâ
6009 FSecrets := utils.readLongInt(st);
6010 // Òåêóùåå îðóæèå
6011 FCurrWeap := utils.readByte(st);
6012 // Æåëàåìîå îðóæèå
6013 FNextWeap := utils.readWord(st);
6014 // ...è ïàóçà
6015 FNextWeapDelay := utils.readByte(st);
6016 // Âðåìÿ çàðÿäêè BFG
6017 FBFGFireCounter := utils.readSmallInt(st);
6018 // Áóôåð óðîíà
6019 FDamageBuffer := utils.readLongInt(st);
6020 // Ïîñëåäíèé óäàðèâøèé
6021 FLastSpawnerUID := utils.readWord(st);
6022 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6023 FLastHit := utils.readByte(st);
6024 // Îáúåêò èãðîêà
6025 Obj_LoadState(@FObj, st);
6026 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6027 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6028 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6029 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6030 // Íàëè÷èå îðóæèÿ
6031 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6032 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6033 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6034 // Íàëè÷èå ðþêçàêà
6035 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6036 // Íàëè÷èå êðàñíîãî êëþ÷à
6037 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6038 // Íàëè÷èå çåëåíîãî êëþ÷à
6039 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6040 // Íàëè÷èå ñèíåãî êëþ÷à
6041 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6042 // Íàëè÷èå áåðñåðêà
6043 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6044 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6045 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6046 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6047 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6048 // Íàçâàíèå ìîäåëè
6049 str := utils.readStr(st);
6050 // Öâåò ìîäåëè
6051 FColor.R := utils.readByte(st);
6052 FColor.G := utils.readByte(st);
6053 FColor.B := utils.readByte(st);
6054 if (self = gPlayer1) then
6055 begin
6056 str := gPlayer1Settings.Model;
6057 FColor := gPlayer1Settings.Color;
6058 end
6059 else if (self = gPlayer2) then
6060 begin
6061 str := gPlayer2Settings.Model;
6062 FColor := gPlayer2Settings.Color;
6063 end;
6064 // Îáíîâëÿåì ìîäåëü èãðîêà
6065 SetModel(str);
6066 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6067 FModel.Color := TEAMCOLOR[FTeam]
6068 else
6069 FModel.Color := FColor;
6070 end;
6073 procedure TPlayer.AllRulez(Health: Boolean);
6074 var
6075 a: Integer;
6076 begin
6077 if Health then
6078 begin
6079 FHealth := PLAYER_HP_LIMIT;
6080 FArmor := PLAYER_AP_LIMIT;
6081 Exit;
6082 end;
6084 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6085 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6086 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6087 end;
6089 procedure TPlayer.RestoreHealthArmor();
6090 begin
6091 FHealth := PLAYER_HP_LIMIT;
6092 FArmor := PLAYER_AP_LIMIT;
6093 end;
6095 procedure TPlayer.FragCombo();
6096 var
6097 Param: Integer;
6098 begin
6099 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6100 Exit;
6101 if gTime - FLastFrag < FRAG_COMBO_TIME then
6102 begin
6103 if FFragCombo < 5 then
6104 Inc(FFragCombo);
6105 Param := FUID or (FFragCombo shl 16);
6106 if (FComboEvnt >= Low(gDelayedEvents)) and
6107 (FComboEvnt <= High(gDelayedEvents)) and
6108 gDelayedEvents[FComboEvnt].Pending and
6109 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6110 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6111 begin
6112 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6113 gDelayedEvents[FComboEvnt].DENum := Param;
6114 end
6115 else
6116 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6117 end
6118 else
6119 FFragCombo := 1;
6121 FLastFrag := gTime;
6122 end;
6124 procedure TPlayer.GiveItem(ItemType: Byte);
6125 begin
6126 case ItemType of
6127 ITEM_SUIT:
6128 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6129 begin
6130 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6131 end;
6133 ITEM_OXYGEN:
6134 if FAir < AIR_MAX then
6135 begin
6136 FAir := AIR_MAX;
6137 end;
6139 ITEM_MEDKIT_BLACK:
6140 begin
6141 if not (R_BERSERK in FRulez) then
6142 begin
6143 Include(FRulez, R_BERSERK);
6144 if FBFGFireCounter < 1 then
6145 begin
6146 FCurrWeap := WEAPON_KASTET;
6147 resetWeaponQueue();
6148 FModel.SetWeapon(WEAPON_KASTET);
6149 end;
6150 if gFlash <> 0 then
6151 Inc(FPain, 100);
6152 FBerserk := gTime+30000;
6153 end;
6154 if FHealth < PLAYER_HP_SOFT then
6155 begin
6156 FHealth := PLAYER_HP_SOFT;
6157 FBerserk := gTime+30000;
6158 end;
6159 end;
6161 ITEM_INVUL:
6162 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6163 begin
6164 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6165 end;
6167 ITEM_INVIS:
6168 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6169 begin
6170 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6171 end;
6173 ITEM_JETPACK:
6174 if FJetFuel < JET_MAX then
6175 begin
6176 FJetFuel := JET_MAX;
6177 end;
6179 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6180 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6182 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6183 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6185 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6186 ITEM_SPHERE_WHITE:
6187 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6188 begin
6189 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6190 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6191 end;
6193 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6194 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6195 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6196 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6197 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6198 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6199 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6200 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6201 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6203 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6204 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6205 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6206 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6207 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6208 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6209 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6210 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6211 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6213 ITEM_AMMO_BACKPACK:
6214 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6215 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6216 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6217 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6218 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6219 begin
6220 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6221 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6222 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6223 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6224 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6226 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6227 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6228 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6229 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6231 FRulez := FRulez + [R_ITEM_BACKPACK];
6232 end;
6234 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6235 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6236 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6238 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6239 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6241 else
6242 Exit;
6243 end;
6244 if g_Game_IsNet and g_Game_IsServer then
6245 MH_SEND_PlayerStats(FUID);
6246 end;
6248 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6249 var
6250 id, i: DWORD;
6251 Anim: TAnimation;
6252 begin
6253 if (Random(5) = 1) and (Times = 1) then
6254 Exit;
6256 if BodyInLiquid(0, 0) then
6257 begin
6258 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6259 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6260 if Random(2) = 0 then
6261 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6262 else
6263 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6264 Exit;
6265 end;
6267 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6268 begin
6269 for i := 1 to Times do
6270 begin
6271 Anim := TAnimation.Create(id, False, 3);
6272 Anim.Alpha := 150;
6273 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6274 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6275 Anim.Free();
6276 end;
6277 end;
6278 end;
6280 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6281 var
6282 id, i: DWORD;
6283 Anim: TAnimation;
6284 begin
6285 if (Random(10) = 1) and (Times = 1) then
6286 Exit;
6288 if g_Frames_Get(id, 'FRAMES_FLAME') then
6289 begin
6290 for i := 1 to Times do
6291 begin
6292 Anim := TAnimation.Create(id, False, 3);
6293 Anim.Alpha := 0;
6294 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6295 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6296 Anim.Free();
6297 end;
6298 end;
6299 end;
6301 procedure TPlayer.PauseSounds(Enable: Boolean);
6302 begin
6303 FSawSound.Pause(Enable);
6304 FSawSoundIdle.Pause(Enable);
6305 FSawSoundHit.Pause(Enable);
6306 FSawSoundSelect.Pause(Enable);
6307 end;
6309 { T C o r p s e : }
6311 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6312 begin
6313 g_Obj_Init(@FObj);
6314 FObj.X := X;
6315 FObj.Y := Y;
6316 FObj.Rect := PLAYER_CORPSERECT;
6317 FModelName := ModelName;
6318 FMess := aMess;
6320 if FMess then
6321 begin
6322 FState := CORPSE_STATE_MESS;
6323 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6324 end
6325 else
6326 begin
6327 FState := CORPSE_STATE_NORMAL;
6328 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6329 end;
6330 end;
6332 destructor TCorpse.Destroy();
6333 begin
6334 FAnimation.Free();
6336 inherited;
6337 end;
6339 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6341 procedure TCorpse.positionChanged (); inline; begin end;
6343 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6344 begin
6345 if (dx <> 0) or (dy <> 0) then
6346 begin
6347 FObj.X += dx;
6348 FObj.Y += dy;
6349 positionChanged();
6350 end;
6351 end;
6354 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6355 begin
6356 x := FObj.X+PLAYER_CORPSERECT.X;
6357 y := FObj.Y+PLAYER_CORPSERECT.Y;
6358 w := PLAYER_CORPSERECT.Width;
6359 h := PLAYER_CORPSERECT.Height;
6360 end;
6363 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6364 var
6365 pm: TPlayerModel;
6366 Blood: TModelBlood;
6367 begin
6368 if FState = CORPSE_STATE_REMOVEME then
6369 Exit;
6371 FDamage := FDamage + Value;
6373 if FDamage > 150 then
6374 begin
6375 if FAnimation <> nil then
6376 begin
6377 FAnimation.Free();
6378 FAnimation := nil;
6380 FState := CORPSE_STATE_REMOVEME;
6382 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6383 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6384 FModelName, FColor);
6385 // Çâóê ìÿñà îò òðóïà:
6386 pm := g_PlayerModel_Get(FModelName);
6387 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6388 pm.Free;
6390 // Çëîâåùèé ñìåõ:
6391 if (gBodyKillEvent <> -1)
6392 and gDelayedEvents[gBodyKillEvent].Pending then
6393 gDelayedEvents[gBodyKillEvent].Pending := False;
6394 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6395 end;
6396 end
6397 else
6398 begin
6399 Blood := g_PlayerModel_GetBlood(FModelName);
6400 FObj.Vel.X := FObj.Vel.X + vx;
6401 FObj.Vel.Y := FObj.Vel.Y + vy;
6402 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6403 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6404 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6405 Blood.R, Blood.G, Blood.B, Blood.Kind);
6406 end;
6407 end;
6409 procedure TCorpse.Draw();
6410 begin
6411 if FState = CORPSE_STATE_REMOVEME then
6412 Exit;
6414 if FAnimation <> nil then
6415 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6417 if FAnimationMask <> nil then
6418 begin
6419 e_Colors := FColor;
6420 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6421 e_Colors.R := 255;
6422 e_Colors.G := 255;
6423 e_Colors.B := 255;
6424 end;
6425 end;
6427 procedure TCorpse.Update();
6428 var
6429 st: Word;
6430 begin
6431 if FState = CORPSE_STATE_REMOVEME then
6432 Exit;
6434 if gTime mod (GAME_TICK*2) <> 0 then
6435 begin
6436 g_Obj_Move(@FObj, True, True, True);
6437 positionChanged(); // this updates spatial accelerators
6438 Exit;
6439 end;
6441 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6442 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6444 st := g_Obj_Move(@FObj, True, True, True);
6445 positionChanged(); // this updates spatial accelerators
6447 if WordBool(st and MOVE_FALLOUT) then
6448 begin
6449 FState := CORPSE_STATE_REMOVEME;
6450 Exit;
6451 end;
6453 if FAnimation <> nil then
6454 FAnimation.Update();
6455 if FAnimationMask <> nil then
6456 FAnimationMask.Update();
6457 end;
6460 procedure TCorpse.SaveState (st: TStream);
6461 var
6462 anim: Boolean;
6463 begin
6464 assert(st <> nil);
6466 // Ñèãíàòóðà òðóïà
6467 utils.writeSign(st, 'CORP');
6468 utils.writeInt(st, Byte(0));
6469 // Ñîñòîÿíèå
6470 utils.writeInt(st, Byte(FState));
6471 // Íàêîïëåííûé óðîí
6472 utils.writeInt(st, Byte(FDamage));
6473 // Öâåò
6474 utils.writeInt(st, Byte(FColor.R));
6475 utils.writeInt(st, Byte(FColor.G));
6476 utils.writeInt(st, Byte(FColor.B));
6477 // Îáúåêò òðóïà
6478 Obj_SaveState(st, @FObj);
6479 utils.writeInt(st, Word(FPlayerUID));
6480 // Åñòü ëè àíèìàöèÿ
6481 anim := (FAnimation <> nil);
6482 utils.writeBool(st, anim);
6483 // Åñëè åñòü - ñîõðàíÿåì
6484 if anim then FAnimation.SaveState(st);
6485 // Åñòü ëè ìàñêà àíèìàöèè
6486 anim := (FAnimationMask <> nil);
6487 utils.writeBool(st, anim);
6488 // Åñëè åñòü - ñîõðàíÿåì
6489 if anim then FAnimationMask.SaveState(st);
6490 end;
6493 procedure TCorpse.LoadState (st: TStream);
6494 var
6495 anim: Boolean;
6496 begin
6497 assert(st <> nil);
6499 // Ñèãíàòóðà òðóïà
6500 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6501 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6502 // Ñîñòîÿíèå
6503 FState := utils.readByte(st);
6504 // Íàêîïëåííûé óðîí
6505 FDamage := utils.readByte(st);
6506 // Öâåò
6507 FColor.R := utils.readByte(st);
6508 FColor.G := utils.readByte(st);
6509 FColor.B := utils.readByte(st);
6510 // Îáúåêò òðóïà
6511 Obj_LoadState(@FObj, st);
6512 FPlayerUID := utils.readWord(st);
6513 // Åñòü ëè àíèìàöèÿ
6514 anim := utils.readBool(st);
6515 // Åñëè åñòü - çàãðóæàåì
6516 if anim then
6517 begin
6518 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6519 FAnimation.LoadState(st);
6520 end;
6521 // Åñòü ëè ìàñêà àíèìàöèè
6522 anim := utils.readBool(st);
6523 // Åñëè åñòü - çàãðóæàåì
6524 if anim then
6525 begin
6526 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6527 FAnimationMask.LoadState(st);
6528 end;
6529 end;
6531 { T B o t : }
6533 constructor TBot.Create();
6534 var
6535 a: Integer;
6536 begin
6537 inherited Create();
6539 FPhysics := True;
6540 FSpectator := False;
6541 FGhost := False;
6543 FIamBot := True;
6545 Inc(gNumBots);
6547 for a := WP_FIRST to WP_LAST do
6548 begin
6549 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6550 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6551 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6552 end;
6553 end;
6555 destructor TBot.Destroy();
6556 begin
6557 Dec(gNumBots);
6558 inherited Destroy();
6559 end;
6561 procedure TBot.Draw();
6562 begin
6563 inherited Draw();
6565 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6566 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6567 end;
6569 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6570 begin
6571 inherited Respawn(Silent, Force);
6573 FAIFlags := nil;
6574 FSelectedWeapon := FCurrWeap;
6575 resetWeaponQueue();
6576 FTargetUID := 0;
6577 end;
6579 procedure TBot.UpdateCombat();
6580 type
6581 TTarget = record
6582 UID: Word;
6583 X, Y: Integer;
6584 Rect: TRectWH;
6585 cX, cY: Integer;
6586 Dist: Word;
6587 Line: Boolean;
6588 Visible: Boolean;
6589 IsPlayer: Boolean;
6590 end;
6592 TTargetRecord = array of TTarget;
6594 function Compare(a, b: TTarget): Integer;
6595 begin
6596 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6597 Result := -1
6598 else
6599 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6600 Result := 1
6601 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6602 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6603 begin
6604 if a.Dist > b.Dist then // B áëèæå
6605 Result := 1
6606 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6607 Result := -1;
6608 end
6609 else // Ñòðàííî -> A
6610 Result := -1;
6611 end;
6613 var
6614 a, x1, y1, x2, y2: Integer;
6615 targets: TTargetRecord;
6616 ammo: Word;
6617 Target, BestTarget: TTarget;
6618 firew, fireh: Integer;
6619 angle: SmallInt;
6620 mon: TMonster;
6621 pla, tpla: TPlayer;
6622 vsPlayer, vsMonster, ok: Boolean;
6625 function monsUpdate (mon: TMonster): Boolean;
6626 begin
6627 result := false; // don't stop
6628 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6629 begin
6630 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6632 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6633 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6635 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6636 if g_TraceVector(x1, y1, x2, y2) then
6637 begin
6638 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6639 SetLength(targets, Length(targets)+1);
6640 with targets[High(targets)] do
6641 begin
6642 UID := mon.UID;
6643 X := mon.Obj.X;
6644 Y := mon.Obj.Y;
6645 cX := x2;
6646 cY := y2;
6647 Rect := mon.Obj.Rect;
6648 Dist := g_PatchLength(x1, y1, x2, y2);
6649 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6650 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6651 Visible := True;
6652 IsPlayer := False;
6653 end;
6654 end;
6655 end;
6656 end;
6658 begin
6659 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6660 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6662 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6663 if FCurrWeap <> FSelectedWeapon then
6664 NextWeapon();
6666 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6667 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6668 begin
6669 RemoveAIFlag('NEEDFIRE');
6671 case FCurrWeap of
6672 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6673 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6674 else PressKey(KEY_FIRE);
6675 end;
6676 end;
6678 // Êîîðäèíàòû ñòâîëà:
6679 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6680 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6682 Target.UID := FTargetUID;
6684 ok := False;
6685 if Target.UID <> 0 then
6686 begin // Öåëü åñòü - íàñòðàèâàåì
6687 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6688 vsPlayer then
6689 begin // Èãðîê
6690 tpla := g_Player_Get(Target.UID);
6691 if tpla <> nil then
6692 with tpla do
6693 begin
6694 if (@FObj) <> nil then
6695 begin
6696 Target.X := FObj.X;
6697 Target.Y := FObj.Y;
6698 end;
6699 end;
6701 Target.cX := Target.X + PLAYER_RECT_CX;
6702 Target.cY := Target.Y + PLAYER_RECT_CY;
6703 Target.Rect := PLAYER_RECT;
6704 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6705 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6706 (y1-4 > Target.Y+PLAYER_RECT.Y);
6707 Target.IsPlayer := True;
6708 ok := True;
6709 end
6710 else
6711 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6712 vsMonster then
6713 begin // Ìîíñòð
6714 mon := g_Monsters_ByUID(Target.UID);
6715 if mon <> nil then
6716 begin
6717 Target.X := mon.Obj.X;
6718 Target.Y := mon.Obj.Y;
6720 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6721 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6722 Target.Rect := mon.Obj.Rect;
6723 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6724 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6725 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6726 Target.IsPlayer := False;
6727 ok := True;
6728 end;
6729 end;
6730 end;
6732 if not ok then
6733 begin // Öåëè íåò - îáíóëÿåì
6734 Target.X := 0;
6735 Target.Y := 0;
6736 Target.cX := 0;
6737 Target.cY := 0;
6738 Target.Visible := False;
6739 Target.Line := False;
6740 Target.IsPlayer := False;
6741 end;
6743 targets := nil;
6745 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6746 if (not Target.Line) or (not Target.Visible) then
6747 begin
6748 // Èãðîêè:
6749 if vsPlayer then
6750 for a := 0 to High(gPlayers) do
6751 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6752 (gPlayers[a].FUID <> FUID) and
6753 (not SameTeam(FUID, gPlayers[a].FUID)) and
6754 (not gPlayers[a].NoTarget) and
6755 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6756 begin
6757 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6758 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6759 Continue;
6761 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6762 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6764 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6765 if g_TraceVector(x1, y1, x2, y2) then
6766 begin
6767 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6768 SetLength(targets, Length(targets)+1);
6769 with targets[High(targets)] do
6770 begin
6771 UID := gPlayers[a].FUID;
6772 X := gPlayers[a].FObj.X;
6773 Y := gPlayers[a].FObj.Y;
6774 cX := x2;
6775 cY := y2;
6776 Rect := PLAYER_RECT;
6777 Dist := g_PatchLength(x1, y1, x2, y2);
6778 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6779 (y1-4 > Target.Y+PLAYER_RECT.Y);
6780 Visible := True;
6781 IsPlayer := True;
6782 end;
6783 end;
6784 end;
6786 // Ìîíñòðû:
6787 if vsMonster then g_Mons_ForEach(monsUpdate);
6788 end;
6790 // Åñëè åñòü âîçìîæíûå öåëè:
6791 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6792 if targets <> nil then
6793 begin
6794 // Âûáèðàåì íàèëó÷øóþ öåëü:
6795 BestTarget := targets[0];
6796 if Length(targets) > 1 then
6797 for a := 1 to High(targets) do
6798 if Compare(BestTarget, targets[a]) = 1 then
6799 BestTarget := targets[a];
6801 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6802 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6803 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6804 begin
6805 Target := BestTarget;
6807 if (Healthy() = 3) or ((Healthy() = 2)) then
6808 begin // Åñëè çäîðîâû - äîãîíÿåì
6809 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6810 SetAIFlag('GORIGHT', '1');
6811 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6812 SetAIFlag('GOLEFT', '1');
6813 end
6814 else
6815 begin // Åñëè ïîáèòû - óáåãàåì
6816 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6817 SetAIFlag('GORIGHT', '1');
6818 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6819 SetAIFlag('GOLEFT', '1');
6820 end;
6822 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6823 SelectWeapon(Abs(x1-Target.cX));
6824 end;
6825 end;
6827 // Åñëè åñòü öåëü:
6828 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6829 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6830 if Target.UID <> 0 then
6831 begin
6832 if not TargetOnScreen(Target.X + Target.Rect.X,
6833 Target.Y + Target.Rect.Y) then
6834 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6835 if (Healthy() = 3) or ((Healthy() = 2)) then
6836 begin // Åñëè çäîðîâû - äîãîíÿåì
6837 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6838 SetAIFlag('GORIGHT', '1');
6839 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6840 SetAIFlag('GOLEFT', '1');
6841 end
6842 else
6843 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6844 Target.UID := 0;
6845 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6846 SetAIFlag('GORIGHT', '1');
6847 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6848 SetAIFlag('GOLEFT', '1');
6849 end;
6850 end
6851 else
6852 begin // Öåëü ïîêà íà "ýêðàíå"
6853 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6854 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6855 FLastVisible := gTime;
6856 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6857 if (Abs(FObj.Y-Target.Y) <= 128) then
6858 begin
6859 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6860 SetAIFlag('GORIGHT', '1');
6861 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6862 SetAIFlag('GOLEFT', '1');
6863 end;
6864 end;
6866 // Âûáèðàåì óãîë ââåðõ:
6867 if FDirection = TDirection.D_LEFT then
6868 angle := ANGLE_LEFTUP
6869 else
6870 angle := ANGLE_RIGHTUP;
6872 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6873 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6875 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6876 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6877 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6878 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6879 Target.Rect.Width, Target.Rect.Height) and
6880 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6881 begin // òî íóæíî ñòðåëÿòü ââåðõ
6882 SetAIFlag('NEEDFIRE', '1');
6883 SetAIFlag('NEEDSEEUP', '1');
6884 end;
6886 // Âûáèðàåì óãîë âíèç:
6887 if FDirection = TDirection.D_LEFT then
6888 angle := ANGLE_LEFTDOWN
6889 else
6890 angle := ANGLE_RIGHTDOWN;
6892 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6893 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6895 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6896 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6897 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6898 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6899 Target.Rect.Width, Target.Rect.Height) and
6900 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6901 begin // òî íóæíî ñòðåëÿòü âíèç
6902 SetAIFlag('NEEDFIRE', '1');
6903 SetAIFlag('NEEDSEEDOWN', '1');
6904 end;
6906 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6907 if Target.Visible and
6908 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6909 (y1-4 > Target.Y+Target.Rect.Y) then
6910 begin
6911 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6912 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6913 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6914 begin // òî íóæíî ñòðåëÿòü âïåðåä
6915 SetAIFlag('NEEDFIRE', '1');
6916 SetAIFlag('NEEDSEEDOWN', '');
6917 SetAIFlag('NEEDSEEUP', '');
6918 end;
6919 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6920 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6921 if GetRnd(FDifficult.CloseJump) then
6922 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6923 if Abs(FObj.X-Target.X) < 128 then
6924 a := 4
6925 else
6926 a := 30;
6927 if Random(a) = 0 then
6928 SetAIFlag('NEEDJUMP', '1');
6929 end;
6930 end;
6932 // Åñëè öåëü âñå åùå åñòü:
6933 if Target.UID <> 0 then
6934 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6935 Target.UID := 0 // òî çàáûòü öåëü
6936 else // Åñëè âèäåëè íåäàâíî
6937 begin // íî öåëü óáèëè
6938 if Target.IsPlayer then
6939 begin // Öåëü - èãðîê
6940 pla := g_Player_Get(Target.UID);
6941 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6942 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6943 Target.UID := 0; // òî çàáûòü öåëü
6944 end
6945 else
6946 begin // Öåëü - ìîíñòð
6947 mon := g_Monsters_ByUID(Target.UID);
6948 if (mon = nil) or (not mon.alive) then
6949 Target.UID := 0; // òî çàáûòü öåëü
6950 end;
6951 end;
6952 end; // if Target.UID <> 0
6954 FTargetUID := Target.UID;
6956 // Åñëè âîçìîæíûõ öåëåé íåò:
6957 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6958 if targets = nil then
6959 if GetAIFlag('ATTACKLEFT') <> '' then
6960 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6961 RemoveAIFlag('ATTACKLEFT');
6963 SetAIFlag('NEEDJUMP', '1');
6965 if RunDirection() = TDirection.D_RIGHT then
6966 begin // Èäåì íå â òó ñòîðîíó
6967 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6968 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6969 SetAIFlag('NEEDFIRE', '1');
6970 SetAIFlag('GOLEFT', '1');
6971 end;
6972 end
6973 else
6974 begin // Èäåì â íóæíóþ ñòîðîíó
6975 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6976 SetAIFlag('NEEDFIRE', '1');
6977 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6978 SetAIFlag('GORIGHT', '1');
6979 end;
6980 end
6981 else
6982 if GetAIFlag('ATTACKRIGHT') <> '' then
6983 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6984 RemoveAIFlag('ATTACKRIGHT');
6986 SetAIFlag('NEEDJUMP', '1');
6988 if RunDirection() = TDirection.D_LEFT then
6989 begin // Èäåì íå â òó ñòîðîíó
6990 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6991 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6992 SetAIFlag('NEEDFIRE', '1');
6993 SetAIFlag('GORIGHT', '1');
6994 end;
6995 end
6996 else
6997 begin
6998 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6999 SetAIFlag('NEEDFIRE', '1');
7000 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7001 SetAIFlag('GOLEFT', '1');
7002 end;
7003 end;
7005 //HACK! (does it belongs there?)
7006 RealizeCurrentWeapon();
7008 // Åñëè åñòü âîçìîæíûå öåëè:
7009 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7010 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7011 for a := 0 to High(targets) do
7012 begin
7013 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7014 if GetRnd(FDifficult.DiagFire) then
7015 begin
7016 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7017 if FDirection = TDirection.D_LEFT then
7018 angle := ANGLE_LEFTUP
7019 else
7020 angle := ANGLE_RIGHTUP;
7022 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7023 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7025 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7026 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7027 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7028 targets[a].Rect.Width, targets[a].Rect.Height) and
7029 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7030 begin
7031 SetAIFlag('NEEDFIRE', '1');
7032 SetAIFlag('NEEDSEEUP', '1');
7033 end;
7035 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7036 if FDirection = TDirection.D_LEFT then
7037 angle := ANGLE_LEFTDOWN
7038 else
7039 angle := ANGLE_RIGHTDOWN;
7041 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7042 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7044 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7045 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7046 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7047 targets[a].Rect.Width, targets[a].Rect.Height) and
7048 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7049 begin
7050 SetAIFlag('NEEDFIRE', '1');
7051 SetAIFlag('NEEDSEEDOWN', '1');
7052 end;
7053 end;
7055 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7056 if targets[a].Line and targets[a].Visible and
7057 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7058 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7059 begin
7060 SetAIFlag('NEEDFIRE', '1');
7061 Break;
7062 end;
7063 end;
7065 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7066 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7067 PLAYER_RECT.Width, PLAYER_RECT.Height,
7068 40+GetInterval(FDifficult.Cover, 40)) then
7069 SetAIFlag('NEEDJUMP', '1');
7071 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7072 ammo := GetAmmoByWeapon(FCurrWeap);
7073 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7074 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7075 (ammo = 0) then
7076 SetAIFlag('SELECTWEAPON', '1');
7078 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7079 if GetAIFlag('SELECTWEAPON') = '1' then
7080 begin
7081 SelectWeapon(-1);
7082 RemoveAIFlag('SELECTWEAPON');
7083 end;
7084 end;
7086 procedure TBot.Update();
7087 var
7088 EnableAI: Boolean;
7089 begin
7090 if not FAlive then
7091 begin // Respawn
7092 ReleaseKeys();
7093 PressKey(KEY_UP);
7094 end
7095 else
7096 begin
7097 EnableAI := True;
7099 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7100 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7101 EnableAI := False;
7102 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7103 EnableAI := False;
7104 if g_debug_BotAIOff = 3 then
7105 EnableAI := False;
7107 if EnableAI then
7108 begin
7109 UpdateMove();
7110 UpdateCombat();
7111 end
7112 else
7113 begin
7114 RealizeCurrentWeapon();
7115 end;
7116 end;
7118 inherited Update();
7119 end;
7121 procedure TBot.ReleaseKey(Key: Byte);
7122 begin
7123 with FKeys[Key] do
7124 begin
7125 Pressed := False;
7126 Time := 0;
7127 end;
7128 end;
7130 function TBot.KeyPressed(Key: Word): Boolean;
7131 begin
7132 Result := FKeys[Key].Pressed;
7133 end;
7135 function TBot.GetAIFlag(aName: String20): String20;
7136 var
7137 a: Integer;
7138 begin
7139 Result := '';
7141 aName := LowerCase(aName);
7143 if FAIFlags <> nil then
7144 for a := 0 to High(FAIFlags) do
7145 if LowerCase(FAIFlags[a].Name) = aName then
7146 begin
7147 Result := FAIFlags[a].Value;
7148 Break;
7149 end;
7150 end;
7152 procedure TBot.RemoveAIFlag(aName: String20);
7153 var
7154 a, b: Integer;
7155 begin
7156 if FAIFlags = nil then Exit;
7158 aName := LowerCase(aName);
7160 for a := 0 to High(FAIFlags) do
7161 if LowerCase(FAIFlags[a].Name) = aName then
7162 begin
7163 if a <> High(FAIFlags) then
7164 for b := a to High(FAIFlags)-1 do
7165 FAIFlags[b] := FAIFlags[b+1];
7167 SetLength(FAIFlags, Length(FAIFlags)-1);
7168 Break;
7169 end;
7170 end;
7172 procedure TBot.SetAIFlag(aName, fValue: String20);
7173 var
7174 a: Integer;
7175 ok: Boolean;
7176 begin
7177 a := 0;
7178 ok := False;
7180 aName := LowerCase(aName);
7182 if FAIFlags <> nil then
7183 for a := 0 to High(FAIFlags) do
7184 if LowerCase(FAIFlags[a].Name) = aName then
7185 begin
7186 ok := True;
7187 Break;
7188 end;
7190 if ok then FAIFlags[a].Value := fValue
7191 else
7192 begin
7193 SetLength(FAIFlags, Length(FAIFlags)+1);
7194 with FAIFlags[High(FAIFlags)] do
7195 begin
7196 Name := aName;
7197 Value := fValue;
7198 end;
7199 end;
7200 end;
7202 procedure TBot.UpdateMove;
7204 procedure GoLeft(Time: Word = 1);
7205 begin
7206 ReleaseKey(KEY_LEFT);
7207 ReleaseKey(KEY_RIGHT);
7208 PressKey(KEY_LEFT, Time);
7209 SetDirection(TDirection.D_LEFT);
7210 end;
7212 procedure GoRight(Time: Word = 1);
7213 begin
7214 ReleaseKey(KEY_LEFT);
7215 ReleaseKey(KEY_RIGHT);
7216 PressKey(KEY_RIGHT, Time);
7217 SetDirection(TDirection.D_RIGHT);
7218 end;
7220 function Rnd(a: Word): Boolean;
7221 begin
7222 Result := Random(a) = 0;
7223 end;
7225 procedure Turn(Time: Word = 1200);
7226 begin
7227 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7228 end;
7230 procedure Stop();
7231 begin
7232 ReleaseKey(KEY_LEFT);
7233 ReleaseKey(KEY_RIGHT);
7234 end;
7236 function CanRunLeft(): Boolean;
7237 begin
7238 Result := not CollideLevel(-1, 0);
7239 end;
7241 function CanRunRight(): Boolean;
7242 begin
7243 Result := not CollideLevel(1, 0);
7244 end;
7246 function CanRun(): Boolean;
7247 begin
7248 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7249 end;
7251 procedure Jump(Time: Word = 30);
7252 begin
7253 PressKey(KEY_JUMP, Time);
7254 end;
7256 function NearHole(): Boolean;
7257 var
7258 x, sx: Integer;
7259 begin
7260 { TODO 5 : Ëåñòíèöû }
7261 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7262 for x := 1 to PLAYER_RECT.Width do
7263 if (not StayOnStep(x*sx, 0)) and
7264 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7265 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7266 begin
7267 Result := True;
7268 Exit;
7269 end;
7271 Result := False;
7272 end;
7274 function BorderHole(): Boolean;
7275 var
7276 x, sx, xx: Integer;
7277 begin
7278 { TODO 5 : Ëåñòíèöû }
7279 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7280 for x := 1 to PLAYER_RECT.Width do
7281 if (not StayOnStep(x*sx, 0)) and
7282 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7283 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7284 begin
7285 for xx := x to x+32 do
7286 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7287 begin
7288 Result := True;
7289 Exit;
7290 end;
7291 end;
7293 Result := False;
7294 end;
7296 function NearDeepHole(): Boolean;
7297 var
7298 x, sx, y: Integer;
7299 begin
7300 Result := False;
7302 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7303 y := 3;
7305 for x := 1 to PLAYER_RECT.Width do
7306 if (not StayOnStep(x*sx, 0)) and
7307 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7308 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7309 begin
7310 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7311 begin
7312 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7313 y := y+1;
7314 end;
7316 Result := True;
7317 end else Result := False;
7318 end;
7320 function OverDeepHole(): Boolean;
7321 var
7322 y: Integer;
7323 begin
7324 Result := False;
7326 y := 1;
7327 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7328 begin
7329 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7330 y := y+1;
7331 end;
7333 Result := True;
7334 end;
7336 function OnGround(): Boolean;
7337 begin
7338 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7339 end;
7341 function OnLadder(): Boolean;
7342 begin
7343 Result := FullInStep(0, 0);
7344 end;
7346 function BelowLadder(): Boolean;
7347 begin
7348 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7349 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7350 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7351 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7352 end;
7354 function BelowLiftUp(): Boolean;
7355 begin
7356 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7357 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7358 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7359 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7360 end;
7362 function OnTopLift(): Boolean;
7363 begin
7364 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7365 end;
7367 function CanJumpOver(): Boolean;
7368 var
7369 sx, y: Integer;
7370 begin
7371 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7373 Result := False;
7375 if not CollideLevel(sx, 0) then Exit;
7377 for y := 1 to BOT_MAXJUMP do
7378 if CollideLevel(0, -y) then Exit else
7379 if not CollideLevel(sx, -y) then
7380 begin
7381 Result := True;
7382 Exit;
7383 end;
7384 end;
7386 function CanJumpUp(Dist: ShortInt): Boolean;
7387 var
7388 y, yy: Integer;
7389 c: Boolean;
7390 begin
7391 Result := False;
7393 if CollideLevel(Dist, 0) then Exit;
7395 c := False;
7396 for y := 0 to BOT_MAXJUMP do
7397 if CollideLevel(Dist, -y) then
7398 begin
7399 c := True;
7400 Break;
7401 end;
7403 if not c then Exit;
7405 c := False;
7406 for yy := y+1 to BOT_MAXJUMP do
7407 if not CollideLevel(Dist, -yy) then
7408 begin
7409 c := True;
7410 Break;
7411 end;
7413 if not c then Exit;
7415 c := False;
7416 for y := 0 to BOT_MAXJUMP do
7417 if CollideLevel(0, -y) then
7418 begin
7419 c := True;
7420 Break;
7421 end;
7423 if c then Exit;
7425 if y < yy then Exit;
7427 Result := True;
7428 end;
7430 function IsSafeTrigger(): Boolean;
7431 var
7432 a: Integer;
7433 begin
7434 Result := True;
7435 if gTriggers = nil then
7436 Exit;
7437 for a := 0 to High(gTriggers) do
7438 if Collide(gTriggers[a].X,
7439 gTriggers[a].Y,
7440 gTriggers[a].Width,
7441 gTriggers[a].Height) and
7442 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7443 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7444 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7445 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7446 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7447 Result := False;
7448 end;
7450 begin
7451 // Âîçìîæíî, íàæèìàåì êíîïêó:
7452 if Rnd(16) and IsSafeTrigger() then
7453 PressKey(KEY_OPEN);
7455 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7456 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7457 begin
7458 ReleaseKey(KEY_LEFT);
7459 ReleaseKey(KEY_RIGHT);
7460 Jump();
7461 end;
7463 // Èäåì âëåâî, åñëè íàäî áûëî:
7464 if GetAIFlag('GOLEFT') <> '' then
7465 begin
7466 RemoveAIFlag('GOLEFT');
7467 if CanRunLeft() then
7468 GoLeft(360);
7469 end;
7471 // Èäåì âïðàâî, åñëè íàäî áûëî:
7472 if GetAIFlag('GORIGHT') <> '' then
7473 begin
7474 RemoveAIFlag('GORIGHT');
7475 if CanRunRight() then
7476 GoRight(360);
7477 end;
7479 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7480 if FObj.X < -32 then
7481 GoRight(360)
7482 else
7483 if FObj.X+32 > gMapInfo.Width then
7484 GoLeft(360);
7486 // Ïðûãàåì, åñëè íàäî áûëî:
7487 if GetAIFlag('NEEDJUMP') <> '' then
7488 begin
7489 Jump(0);
7490 RemoveAIFlag('NEEDJUMP');
7491 end;
7493 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7494 if GetAIFlag('NEEDSEEUP') <> '' then
7495 begin
7496 ReleaseKey(KEY_UP);
7497 ReleaseKey(KEY_DOWN);
7498 PressKey(KEY_UP, 20);
7499 RemoveAIFlag('NEEDSEEUP');
7500 end;
7502 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7503 if GetAIFlag('NEEDSEEDOWN') <> '' then
7504 begin
7505 ReleaseKey(KEY_UP);
7506 ReleaseKey(KEY_DOWN);
7507 PressKey(KEY_DOWN, 20);
7508 RemoveAIFlag('NEEDSEEDOWN');
7509 end;
7511 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7512 if GetAIFlag('GOINHOLE') <> '' then
7513 if not OnGround() then
7514 begin
7515 ReleaseKey(KEY_LEFT);
7516 ReleaseKey(KEY_RIGHT);
7517 RemoveAIFlag('GOINHOLE');
7518 SetAIFlag('FALLINHOLE', '1');
7519 end;
7521 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7522 if GetAIFlag('FALLINHOLE') <> '' then
7523 if OnGround() then
7524 RemoveAIFlag('FALLINHOLE');
7526 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7527 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7528 if GetAIFlag('FALLINHOLE') = '' then
7529 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7530 if Rnd(2) then
7531 GoLeft(360)
7532 else
7533 GoRight(360);
7535 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7536 if OnGround() and
7537 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7538 Rnd(8) then
7539 Jump();
7541 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7542 if OnGround() and NearHole() then
7543 if NearDeepHole() then // Åñëè ýòî áåçäíà
7544 case Random(6) of
7545 0..3: Turn(); // Áåæèì îáðàòíî
7546 4: Jump(); // Ïðûãàåì
7547 5: begin // Ïðûãàåì îáðàòíî
7548 Turn();
7549 Jump();
7550 end;
7551 end
7552 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7553 if GetAIFlag('GOINHOLE') = '' then
7554 case Random(6) of
7555 0: Turn(); // Íå íóæíî òóäà
7556 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7557 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7558 if BorderHole() then
7559 SetAIFlag('GOINHOLE', '1');
7560 end;
7562 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7563 if (not CanRun()) and OnGround() then
7564 begin
7565 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7566 if CanJumpOver() or OnLadder() then
7567 Jump()
7568 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7569 if Random(2) = 0 then
7570 begin
7571 if IsSafeTrigger() then
7572 PressKey(KEY_OPEN);
7573 end else
7574 Turn();
7575 end;
7577 // Îñòàëîñü ìàëî âîçäóõà:
7578 if FAir < 36 * 2 then
7579 Jump(20);
7581 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7582 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7583 if BodyInAcid(0, 0) then
7584 Jump();
7585 end;
7587 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7588 begin
7589 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7590 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7591 end;
7593 {function TBot.NeedItem(Item: Byte): Byte;
7594 begin
7595 Result := 4;
7596 end;}
7598 procedure TBot.SelectWeapon(Dist: Integer);
7599 var
7600 a: Integer;
7602 function HaveAmmo(weapon: Byte): Boolean;
7603 begin
7604 case weapon of
7605 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7606 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7607 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7608 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7609 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7610 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7611 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7612 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7613 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7614 else Result := True;
7615 end;
7616 end;
7618 begin
7619 if Dist = -1 then Dist := BOT_LONGDIST;
7621 if Dist > BOT_LONGDIST then
7622 begin // Äàëüíèé áîé
7623 for a := 0 to 9 do
7624 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7625 begin
7626 FSelectedWeapon := FDifficult.WeaponPrior[a];
7627 Break;
7628 end;
7629 end
7630 else //if Dist > BOT_UNSAFEDIST then
7631 begin // Áëèæíèé áîé
7632 for a := 0 to 9 do
7633 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7634 begin
7635 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7636 Break;
7637 end;
7638 end;
7639 { else
7640 begin
7641 for a := 0 to 9 do
7642 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7643 begin
7644 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7645 Break;
7646 end;
7647 end;}
7648 end;
7650 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7651 begin
7652 Result := inherited PickItem(ItemType, force, remove);
7654 if Result then SetAIFlag('SELECTWEAPON', '1');
7655 end;
7657 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7658 begin
7659 Result := inherited Heal(value, Soft);
7660 end;
7662 function TBot.Healthy(): Byte;
7663 begin
7664 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7665 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7666 else if (FHealth > 50) then Result := 2
7667 else if (FHealth > 20) then Result := 1
7668 else Result := 0;
7669 end;
7671 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7672 begin
7673 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7674 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7675 end;
7677 procedure TBot.OnDamage(Angle: SmallInt);
7678 var
7679 pla: TPlayer;
7680 mon: TMonster;
7681 ok: Boolean;
7682 begin
7683 inherited;
7685 if (Angle = 0) or (Angle = 180) then
7686 begin
7687 ok := False;
7688 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7689 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7690 begin // Èãðîê
7691 pla := g_Player_Get(FLastSpawnerUID);
7692 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7693 pla.FObj.Y + PLAYER_RECT.Y);
7694 end
7695 else
7696 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7697 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7698 begin // Ìîíñòð
7699 mon := g_Monsters_ByUID(FLastSpawnerUID);
7700 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7701 mon.Obj.Y + mon.Obj.Rect.Y);
7702 end;
7704 if ok then
7705 if Angle = 0 then
7706 SetAIFlag('ATTACKLEFT', '1')
7707 else
7708 SetAIFlag('ATTACKRIGHT', '1');
7709 end;
7710 end;
7712 function TBot.RunDirection(): TDirection;
7713 begin
7714 if Abs(Vel.X) >= 1 then
7715 begin
7716 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7717 end else
7718 Result := FDirection;
7719 end;
7721 function TBot.GetRnd(a: Byte): Boolean;
7722 begin
7723 if a = 0 then Result := False
7724 else if a = 255 then Result := True
7725 else Result := Random(256) > 255-a;
7726 end;
7728 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7729 begin
7730 Result := Round((255-a)/255*radius*(Random(2)-1));
7731 end;
7734 procedure TDifficult.save (st: TStream);
7735 begin
7736 utils.writeInt(st, Byte(DiagFire));
7737 utils.writeInt(st, Byte(InvisFire));
7738 utils.writeInt(st, Byte(DiagPrecision));
7739 utils.writeInt(st, Byte(FlyPrecision));
7740 utils.writeInt(st, Byte(Cover));
7741 utils.writeInt(st, Byte(CloseJump));
7742 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7743 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7744 end;
7746 procedure TDifficult.load (st: TStream);
7747 begin
7748 DiagFire := utils.readByte(st);
7749 InvisFire := utils.readByte(st);
7750 DiagPrecision := utils.readByte(st);
7751 FlyPrecision := utils.readByte(st);
7752 Cover := utils.readByte(st);
7753 CloseJump := utils.readByte(st);
7754 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7755 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7756 end;
7759 procedure TBot.SaveState (st: TStream);
7760 var
7761 i: Integer;
7762 dw: Integer;
7763 begin
7764 inherited SaveState(st);
7765 utils.writeSign(st, 'BOT0');
7766 // Âûáðàííîå îðóæèå
7767 utils.writeInt(st, Byte(FSelectedWeapon));
7768 // UID öåëè
7769 utils.writeInt(st, Word(FTargetUID));
7770 // Âðåìÿ ïîòåðè öåëè
7771 utils.writeInt(st, LongWord(FLastVisible));
7772 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7773 dw := Length(FAIFlags);
7774 utils.writeInt(st, LongInt(dw));
7775 // Ôëàãè ÈÈ
7776 for i := 0 to dw-1 do
7777 begin
7778 utils.writeStr(st, FAIFlags[i].Name, 20);
7779 utils.writeStr(st, FAIFlags[i].Value, 20);
7780 end;
7781 // Íàñòðîéêè ñëîæíîñòè
7782 FDifficult.save(st);
7783 end;
7786 procedure TBot.LoadState (st: TStream);
7787 var
7788 i: Integer;
7789 dw: Integer;
7790 begin
7791 inherited LoadState(st);
7792 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7793 // Âûáðàííîå îðóæèå
7794 FSelectedWeapon := utils.readByte(st);
7795 // UID öåëè
7796 FTargetUID := utils.readWord(st);
7797 // Âðåìÿ ïîòåðè öåëè
7798 FLastVisible := utils.readLongWord(st);
7799 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7800 dw := utils.readLongInt(st);
7801 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7802 SetLength(FAIFlags, dw);
7803 // Ôëàãè ÈÈ
7804 for i := 0 to dw-1 do
7805 begin
7806 FAIFlags[i].Name := utils.readStr(st, 20);
7807 FAIFlags[i].Value := utils.readStr(st, 20);
7808 end;
7809 // Íàñòðîéêè ñëîæíîñòè
7810 FDifficult.load(st);
7811 end;
7814 begin
7815 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7816 end.