DEADSOFTWARE

Refactor: Add global ammo limits
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$MODE DELPHI}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
53 A_HIGH = 3;
55 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
56 ((200, 50, 50, 300),
57 (400, 100, 100, 600));
59 K_SIMPLEKILL = 0;
60 K_HARDKILL = 1;
61 K_EXTRAHARDKILL = 2;
62 K_FALLKILL = 3;
64 T_RESPAWN = 0;
65 T_SWITCH = 1;
66 T_USE = 2;
67 T_FLAGCAP = 3;
69 TEAM_NONE = 0;
70 TEAM_RED = 1;
71 TEAM_BLUE = 2;
72 TEAM_COOP = 3;
74 SHELL_BULLET = 0;
75 SHELL_SHELL = 1;
76 SHELL_DBLSHELL = 2;
78 ANGLE_NONE = Low(SmallInt);
80 CORPSE_STATE_REMOVEME = 0;
81 CORPSE_STATE_NORMAL = 1;
82 CORPSE_STATE_MESS = 2;
84 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
85 PLAYER_RECT_CX = 15+(34 div 2);
86 PLAYER_RECT_CY = 12+(52 div 2);
87 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
89 PLAYER_HP_SOFT = 100;
90 PLAYER_HP_LIMIT = 200;
91 PLAYER_AP_SOFT = 100;
92 PLAYER_AP_LIMIT = 200;
93 SUICIDE_DAMAGE = 112;
95 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
96 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
98 type
99 TPlayerStat = record
100 Ping: Word;
101 Loss: Byte;
102 Name: String;
103 Team: Byte;
104 Frags: SmallInt;
105 Deaths: SmallInt;
106 Lives: Byte;
107 Kills: Word;
108 Color: TRGB;
109 Spectator: Boolean;
110 end;
112 TPlayerStatArray = Array of TPlayerStat;
114 TPlayerSavedState = record
115 Health: Integer;
116 Armor: Integer;
117 Air: Integer;
118 JetFuel: Integer;
119 CurrWeap: Byte;
120 NextWeap: WORD;
121 NextWeapDelay: Byte;
122 Ammo: Array [A_BULLETS..A_HIGH] of Word;
123 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
124 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
125 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
126 WaitRecall: Boolean;
127 end;
129 TKeyState = record
130 Pressed: Boolean;
131 Time: Word;
132 end;
134 TPlayer = class (TObject)
135 private
136 FIamBot: Boolean;
137 FUID: Word;
138 FName: String;
139 FTeam: Byte;
140 FLive: Boolean;
141 FSpawned: Boolean;
142 FDirection: TDirection;
143 FHealth: Integer;
144 FLives: Byte;
145 FArmor: Integer;
146 FAir: Integer;
147 FPain: Integer;
148 FPickup: Integer;
149 FKills: Integer;
150 FMonsterKills: Integer;
151 FFrags: Integer;
152 FFragCombo: Byte;
153 FLastFrag: LongWord;
154 FComboEvnt: Integer;
155 FDeath: Integer;
156 FCanJetpack: Boolean;
157 FJetFuel: Integer;
158 FFlag: Byte;
159 FSecrets: Integer;
160 FCurrWeap: Byte;
161 FNextWeap: WORD;
162 FNextWeapDelay: Byte; // frames
163 FBFGFireCounter: SmallInt;
164 FLastSpawnerUID: Word;
165 FLastHit: Byte;
166 FObj: TObj;
167 FXTo, FYTo: Integer;
168 FSpectatePlayer: Integer;
170 FSavedState: TPlayerSavedState;
172 FModel: TPlayerModel;
173 FActionPrior: Byte;
174 FActionAnim: Byte;
175 FActionForce: Boolean;
176 FActionChanged: Boolean;
177 FAngle: SmallInt;
178 FFireAngle: SmallInt;
179 FIncCam: Integer;
180 FShellTimer: Integer;
181 FShellType: Byte;
182 FSawSound: TPlayableSound;
183 FSawSoundIdle: TPlayableSound;
184 FSawSoundHit: TPlayableSound;
185 FSawSoundSelect: TPlayableSound;
186 FJetSoundOn: TPlayableSound;
187 FJetSoundOff: TPlayableSound;
188 FJetSoundFly: TPlayableSound;
189 FGodMode: Boolean;
190 FNoTarget: Boolean;
191 FNoReload: Boolean;
192 FJustTeleported: Boolean;
193 FNetTime: LongWord;
195 function CollideLevel(XInc, YInc: Integer): Boolean;
196 function StayOnStep(XInc, YInc: Integer): Boolean;
197 function HeadInLiquid(XInc, YInc: Integer): Boolean;
198 function BodyInLiquid(XInc, YInc: Integer): Boolean;
199 function BodyInAcid(XInc, YInc: Integer): Boolean;
200 function FullInLift(XInc, YInc: Integer): Integer;
201 {procedure CollideItem();}
202 procedure FlySmoke(Times: DWORD = 1);
203 function GetAmmoByWeapon(Weapon: Byte): Word;
204 procedure SetAction(Action: Byte; Force: Boolean = False);
205 procedure OnDamage(Angle: SmallInt); virtual;
206 function firediry(): Integer;
208 procedure Run(Direction: TDirection);
209 procedure NextWeapon();
210 procedure PrevWeapon();
211 procedure SeeUp();
212 procedure SeeDown();
213 procedure Fire();
214 procedure Jump();
215 procedure Use();
217 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
218 procedure resetWeaponQueue ();
219 function hasAmmoForWeapon (weapon: Byte): Boolean;
221 public
222 FDamageBuffer: Integer;
224 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
225 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
226 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
227 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
228 FBerserk: Integer;
229 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
230 FReloading: Array [WP_FIRST..WP_LAST] of Word;
231 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
232 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
233 FColor: TRGB;
234 FPreferredTeam: Byte;
235 FSpectator: Boolean;
236 FNoRespawn: Boolean;
237 FWantsInGame: Boolean;
238 FGhost: Boolean;
239 FPhysics: Boolean;
240 FJetpack: Boolean;
241 FActualModelName: string;
242 FClientID: SmallInt;
243 FPing: Word;
244 FLoss: Byte;
245 FDummy: Boolean;
247 constructor Create(); virtual;
248 destructor Destroy(); override;
249 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
250 function GetRespawnPoint(): Byte;
251 procedure PressKey(Key: Byte; Time: Word = 1);
252 procedure ReleaseKeys();
253 procedure SetModel(ModelName: String);
254 procedure SetColor(Color: TRGB);
255 procedure SetWeapon(W: Byte);
256 function IsKeyPressed(K: Byte): Boolean;
257 function GetKeys(): Byte;
258 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
259 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
260 function Collide(Panel: TPanel): Boolean; overload;
261 function Collide(X, Y: Integer): Boolean; overload;
262 procedure SetDirection(Direction: TDirection);
263 procedure GetSecret();
264 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
265 procedure Touch();
266 procedure Push(vx, vy: Integer);
267 procedure ChangeModel(ModelName: String);
268 procedure SwitchTeam;
269 procedure ChangeTeam(Team: Byte);
270 procedure BFGHit();
271 function GetFlag(Flag: Byte): Boolean;
272 procedure SetFlag(Flag: Byte);
273 function DropFlag(): Boolean;
274 procedure AllRulez(Health: Boolean);
275 procedure RestoreHealthArmor();
276 procedure FragCombo();
277 procedure GiveItem(ItemType: Byte);
278 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
279 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
280 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
281 procedure MakeBloodSimple(Count: Word);
282 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
283 procedure Reset(Force: Boolean);
284 procedure Spectate(NoMove: Boolean = False);
285 procedure SwitchNoClip;
286 procedure SoftReset();
287 procedure Draw(); virtual;
288 procedure DrawPain();
289 procedure DrawPickup();
290 procedure DrawRulez();
291 procedure DrawAim();
292 procedure DrawBubble();
293 procedure DrawGUI();
294 procedure Update(); virtual;
295 procedure RememberState();
296 procedure RecallState();
297 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
298 procedure LoadState(var Mem: TBinMemoryReader); virtual;
299 procedure PauseSounds(Enable: Boolean);
300 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
301 procedure DoLerp(Level: Integer = 2);
302 procedure SetLerp(XTo, YTo: Integer);
303 procedure QueueWeaponSwitch(Weapon: Byte);
304 procedure RealizeCurrentWeapon();
305 procedure JetpackOn;
306 procedure JetpackOff;
308 property Name: String read FName write FName;
309 property Model: TPlayerModel read FModel;
310 property Health: Integer read FHealth write FHealth;
311 property Lives: Byte read FLives write FLives;
312 property Armor: Integer read FArmor write FArmor;
313 property Air: Integer read FAir write FAir;
314 property JetFuel: Integer read FJetFuel write FJetFuel;
315 property Frags: Integer read FFrags write FFrags;
316 property Death: Integer read FDeath write FDeath;
317 property Kills: Integer read FKills write FKills;
318 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
319 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
320 property Secrets: Integer read FSecrets;
321 property GodMode: Boolean read FGodMode write FGodMode;
322 property NoTarget: Boolean read FNoTarget write FNoTarget;
323 property NoReload: Boolean read FNoReload write FNoReload;
324 property Live: Boolean read FLive write FLive;
325 property Flag: Byte read FFlag;
326 property Team: Byte read FTeam write FTeam;
327 property Direction: TDirection read FDirection;
328 property GameX: Integer read FObj.X write FObj.X;
329 property GameY: Integer read FObj.Y write FObj.Y;
330 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
331 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
332 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
333 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
334 property Vel: TPoint2i read FObj.Vel;
335 property Obj: TObj read FObj;
336 property IncCam: Integer read FIncCam write FIncCam;
337 property UID: Word read FUID write FUID;
338 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
339 property NetTime: LongWord read FNetTime write FNetTime;
340 end;
342 TDifficult = record
343 DiagFire: Byte;
344 InvisFire: Byte;
345 DiagPrecision: Byte;
346 FlyPrecision: Byte;
347 Cover: Byte;
348 CloseJump: Byte;
349 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
350 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
351 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
352 end;
354 TAIFlag = record
355 Name: String;
356 Value: String;
357 end;
359 TBot = class (TPlayer)
360 private
361 FSelectedWeapon: Byte;
362 FTargetUID: Word;
363 FLastVisible: DWORD;
364 FAIFlags: Array of TAIFlag;
365 FDifficult: TDifficult;
367 function GetRnd(a: Byte): Boolean;
368 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
369 function RunDirection(): TDirection;
370 function FullInStep(XInc, YInc: Integer): Boolean;
371 //function NeedItem(Item: Byte): Byte;
372 procedure SelectWeapon(Dist: Integer);
373 procedure SetAIFlag(fName, fValue: String20);
374 function GetAIFlag(fName: String20): String20;
375 procedure RemoveAIFlag(fName: String20);
376 function Healthy(): Byte;
377 procedure UpdateMove();
378 procedure UpdateCombat();
379 function KeyPressed(Key: Word): Boolean;
380 procedure ReleaseKey(Key: Byte);
381 function TargetOnScreen(TX, TY: Integer): Boolean;
382 procedure OnDamage(Angle: SmallInt); override;
384 public
385 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
386 constructor Create(); override;
387 destructor Destroy(); override;
388 procedure Draw(); override;
389 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
390 function Heal(value: Word; Soft: Boolean): Boolean; override;
391 procedure Update(); override;
392 procedure SaveState(var Mem: TBinMemoryWriter); override;
393 procedure LoadState(var Mem: TBinMemoryReader); override;
394 end;
396 TGib = record
397 Live: Boolean;
398 ID: DWORD;
399 MaskID: DWORD;
400 RAngle: Integer;
401 Color: TRGB;
402 Obj: TObj;
403 end;
405 TShell = record
406 SpriteID: DWORD;
407 Live: Boolean;
408 SType: Byte;
409 RAngle: Integer;
410 Timeout: Cardinal;
411 CX, CY: Integer;
412 Obj: TObj;
413 end;
415 TCorpse = class (TObject)
416 private
417 FModelName: String;
418 FMess: Boolean;
419 FState: Byte;
420 FDamage: Byte;
421 FColor: TRGB;
422 FObj: TObj;
423 FAnimation: TAnimation;
424 FAnimationMask: TAnimation;
426 public
427 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
428 destructor Destroy(); override;
429 procedure Damage(Value: Word; vx, vy: Integer);
430 procedure Update();
431 procedure Draw();
432 procedure SaveState(var Mem: TBinMemoryWriter);
433 procedure LoadState(var Mem: TBinMemoryReader);
435 property Obj: TObj read FObj;
436 property State: Byte read FState;
437 property Mess: Boolean read FMess;
438 end;
440 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
441 record
442 Goals: SmallInt;
443 end;
445 var
446 gPlayers: Array of TPlayer;
447 gCorpses: Array of TCorpse;
448 gGibs: Array of TGib;
449 gShells: Array of TShell;
450 gTeamStat: TTeamStat;
451 gFly: Boolean = False;
452 gAimLine: Boolean = False;
453 gChatBubble: Byte = 0;
454 gNumBots: Word = 0;
455 gLMSPID1: Word = 0;
456 gLMSPID2: Word = 0;
457 MAX_RUNVEL: Integer = 8;
458 VEL_JUMP: Integer = 10;
459 SHELL_TIMEOUT: Cardinal = 60000;
461 function Lerp(X, Y, Factor: Integer): Integer;
463 procedure g_Gibs_SetMax(Count: Word);
464 function g_Gibs_GetMax(): Word;
465 procedure g_Corpses_SetMax(Count: Word);
466 function g_Corpses_GetMax(): Word;
467 procedure g_Shells_SetMax(Count: Word);
468 function g_Shells_GetMax(): Word;
470 procedure g_Player_Init();
471 procedure g_Player_Free();
472 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
473 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
474 procedure g_Player_Remove(UID: Word);
475 procedure g_Player_ResetTeams();
476 procedure g_Player_UpdateAll();
477 procedure g_Player_DrawAll();
478 procedure g_Player_DrawDebug(p: TPlayer);
479 procedure g_Player_DrawHealth();
480 procedure g_Player_RememberAll();
481 procedure g_Player_ResetAll(Force, Silent: Boolean);
482 function g_Player_Get(UID: Word): TPlayer;
483 function g_Player_GetCount(): Byte;
484 function g_Player_GetStats(): TPlayerStatArray;
485 function g_Player_ValidName(Name: String): Boolean;
486 procedure g_Player_CreateCorpse(Player: TPlayer);
487 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
488 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
489 procedure g_Player_UpdatePhysicalObjects();
490 procedure g_Player_DrawCorpses();
491 procedure g_Player_DrawShells();
492 procedure g_Player_RemoveAllCorpses();
493 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
494 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
495 procedure g_Bot_Add(Team, Difficult: Byte);
496 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
497 procedure g_Bot_MixNames();
498 procedure g_Bot_RemoveAll();
500 implementation
502 uses
503 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
504 g_options, g_triggers, g_menu, MAPDEF, g_game,
505 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
507 type
508 TBotProfile = record
509 name: ShortString;
510 model: ShortString;
511 team: Byte;
512 color: TRGB;
513 diag_fire: Byte;
514 invis_fire: Byte;
515 diag_precision: Byte;
516 fly_precision: Byte;
517 cover: Byte;
518 close_jump: Byte;
519 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
520 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
521 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
522 end;
524 const
525 TIME_RESPAWN1 = 1500;
526 TIME_RESPAWN2 = 2000;
527 TIME_RESPAWN3 = 3000;
528 AIR_DEF = 360;
529 AIR_MAX = 1091;
530 JET_MAX = 540; // ~30 sec
531 PLAYER_SUIT_TIME = 30000;
532 PLAYER_INVUL_TIME = 30000;
533 PLAYER_INVIS_TIME = 35000;
534 FRAG_COMBO_TIME = 3000;
535 VEL_SW = 4;
536 VEL_FLY = 6;
537 ANGLE_RIGHTUP = 55;
538 ANGLE_RIGHTDOWN = -35;
539 ANGLE_LEFTUP = 125;
540 ANGLE_LEFTDOWN = -145;
541 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
542 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
543 BOT_MAXJUMP = 84;
544 BOT_LONGDIST = 300;
545 BOT_UNSAFEDIST = 128;
546 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
547 (R:0; G:0; B:255));
548 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
549 FlyPrecision: 32; Cover: 32; CloseJump: 32;
550 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
551 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
552 FlyPrecision: 127; Cover: 127; CloseJump: 127;
553 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
554 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
555 FlyPrecision: 255; Cover: 255; CloseJump: 255;
556 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
557 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
558 (WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
559 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
560 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
561 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
562 (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
563 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
564 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
565 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
566 // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
567 // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
568 // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
569 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
570 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
572 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
573 CORPSE_SIGNATURE = $50524F43; // 'CORP'
575 BOTNAMES_FILENAME = 'botnames.txt';
576 BOTLIST_FILENAME = 'botlist.txt';
578 var
579 MaxGibs: Word = 150;
580 MaxCorpses: Word = 20;
581 MaxShells: Word = 300;
582 CurrentGib: Integer = 0;
583 CurrentShell: Integer = 0;
584 BotNames: Array of String;
585 BotList: Array of TBotProfile;
587 function Lerp(X, Y, Factor: Integer): Integer;
588 begin
589 Result := X + ((Y - X) div Factor);
590 end;
592 function SameTeam(UID1, UID2: Word): Boolean;
593 begin
594 Result := False;
596 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
597 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
599 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
601 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
602 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
604 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
605 end;
607 procedure g_Gibs_SetMax(Count: Word);
608 begin
609 MaxGibs := Count;
610 SetLength(gGibs, Count);
612 if CurrentGib >= Count then
613 CurrentGib := 0;
614 end;
616 function g_Gibs_GetMax(): Word;
617 begin
618 Result := MaxGibs;
619 end;
621 procedure g_Shells_SetMax(Count: Word);
622 begin
623 MaxShells := Count;
624 SetLength(gShells, Count);
626 if CurrentShell >= Count then
627 CurrentShell := 0;
628 end;
630 function g_Shells_GetMax(): Word;
631 begin
632 Result := MaxShells;
633 end;
636 procedure g_Corpses_SetMax(Count: Word);
637 begin
638 MaxCorpses := Count;
639 SetLength(gCorpses, Count);
640 end;
642 function g_Corpses_GetMax(): Word;
643 begin
644 Result := MaxCorpses;
645 end;
647 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
648 var
649 a: Integer;
650 ok: Boolean;
651 begin
652 Result := 0;
654 ok := False;
655 a := 0;
657 // Åñòü ëè ìåñòî â gPlayers:
658 if gPlayers <> nil then
659 for a := 0 to High(gPlayers) do
660 if gPlayers[a] = nil then
661 begin
662 ok := True;
663 Break;
664 end;
666 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
667 if not ok then
668 begin
669 SetLength(gPlayers, Length(gPlayers)+1);
670 a := High(gPlayers);
671 end;
673 // Ñîçäàåì îáúåêò èãðîêà:
674 if Bot then
675 gPlayers[a] := TBot.Create()
676 else
677 gPlayers[a] := TPlayer.Create();
680 gPlayers[a].FActualModelName := ModelName;
681 gPlayers[a].SetModel(ModelName);
683 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
684 if gPlayers[a].FModel = nil then
685 begin
686 gPlayers[a].Free();
687 gPlayers[a] := nil;
688 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
689 Exit;
690 end;
692 if not (Team in [TEAM_RED, TEAM_BLUE]) then
693 if Random(2) = 0 then
694 Team := TEAM_RED
695 else
696 Team := TEAM_BLUE;
697 gPlayers[a].FPreferredTeam := Team;
699 case gGameSettings.GameMode of
700 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
701 GM_TDM,
702 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
703 GM_SINGLE,
704 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
705 end;
707 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
708 gPlayers[a].FColor := Color;
709 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
710 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
711 else
712 gPlayers[a].FModel.Color := Color;
714 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
715 gPlayers[a].FLive := False;
717 Result := gPlayers[a].FUID;
718 end;
720 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
721 var
722 a, i: Integer;
723 ok, Bot: Boolean;
724 sig: DWORD;
725 b: Byte;
726 begin
727 Result := 0;
728 if Mem = nil then
729 Exit;
731 // Ñèãíàòóðà èãðîêà:
732 Mem.ReadDWORD(sig);
733 if sig <> PLAYER_SIGNATURE then // 'PLYR'
734 begin
735 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
736 end;
738 // Áîò èëè ÷åëîâåê:
739 Mem.ReadBoolean(Bot);
741 ok := False;
742 a := 0;
744 // Åñòü ëè ìåñòî â gPlayers:
745 if gPlayers <> nil then
746 for a := 0 to High(gPlayers) do
747 if gPlayers[a] = nil then
748 begin
749 ok := True;
750 Break;
751 end;
753 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
754 if not ok then
755 begin
756 SetLength(gPlayers, Length(gPlayers)+1);
757 a := High(gPlayers);
758 end;
760 // Ñîçäàåì îáúåêò èãðîêà:
761 if Bot then
762 gPlayers[a] := TBot.Create()
763 else
764 gPlayers[a] := TPlayer.Create();
765 gPlayers[a].FIamBot := Bot;
766 gPlayers[a].FPhysics := True;
768 // UID èãðîêà:
769 Mem.ReadWord(gPlayers[a].FUID);
770 // Èìÿ èãðîêà:
771 Mem.ReadString(gPlayers[a].FName);
772 // Êîìàíäà:
773 Mem.ReadByte(gPlayers[a].FTeam);
774 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
775 // Æèâ ëè:
776 Mem.ReadBoolean(gPlayers[a].FLive);
777 // Èçðàñõîäîâàë ëè âñå æèçíè:
778 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
779 // Íàïðàâëåíèå:
780 Mem.ReadByte(b);
781 if b = 1 then
782 gPlayers[a].FDirection := D_LEFT
783 else // b = 2
784 gPlayers[a].FDirection := D_RIGHT;
785 // Çäîðîâüå:
786 Mem.ReadInt(gPlayers[a].FHealth);
787 // Æèçíè:
788 Mem.ReadByte(gPlayers[a].FLives);
789 // Áðîíÿ:
790 Mem.ReadInt(gPlayers[a].FArmor);
791 // Çàïàñ âîçäóõà:
792 Mem.ReadInt(gPlayers[a].FAir);
793 // Çàïàñ ãîðþ÷åãî:
794 Mem.ReadInt(gPlayers[a].FJetFuel);
795 // Áîëü:
796 Mem.ReadInt(gPlayers[a].FPain);
797 // Óáèë:
798 Mem.ReadInt(gPlayers[a].FKills);
799 // Óáèë ìîíñòðîâ:
800 Mem.ReadInt(gPlayers[a].FMonsterKills);
801 // Ôðàãîâ:
802 Mem.ReadInt(gPlayers[a].FFrags);
803 // Ôðàãîâ ïîäðÿä:
804 Mem.ReadByte(gPlayers[a].FFragCombo);
805 // Âðåìÿ ïîñëåäíåãî ôðàãà:
806 Mem.ReadDWORD(gPlayers[a].FLastFrag);
807 // Ñìåðòåé:
808 Mem.ReadInt(gPlayers[a].FDeath);
809 // Êàêîé ôëàã íåñåò:
810 Mem.ReadByte(gPlayers[a].FFlag);
811 // Íàøåë ñåêðåòîâ:
812 Mem.ReadInt(gPlayers[a].FSecrets);
813 // Òåêóùåå îðóæèå:
814 Mem.ReadByte(gPlayers[a].FCurrWeap);
815 // Ñëåäóþùåå æåëàåìîå îðóæèå:
816 Mem.ReadWord(gPlayers[a].FNextWeap);
817 // ...è ïàóçà:
818 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
819 // Âðåìÿ çàðÿäêè BFG:
820 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
821 // Áóôåð óðîíà:
822 Mem.ReadInt(gPlayers[a].FDamageBuffer);
823 // Ïîñëåäíèé óäàðèâøèé:
824 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
825 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
826 Mem.ReadByte(gPlayers[a].FLastHit);
827 // Îáúåêò èãðîêà:
828 Obj_LoadState(@gPlayers[a].FObj, Mem);
829 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
830 for i := A_BULLETS to A_HIGH do
831 Mem.ReadWord(gPlayers[a].FAmmo[i]);
832 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
833 for i := A_BULLETS to A_HIGH do
834 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
835 // Íàëè÷èå îðóæèÿ:
836 for i := WP_FIRST to WP_LAST do
837 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
838 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
839 for i := WP_FIRST to WP_LAST do
840 Mem.ReadWord(gPlayers[a].FReloading[i]);
841 // Íàëè÷èå ðþêçàêà:
842 Mem.ReadByte(b);
843 if b = 1 then
844 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
845 // Íàëè÷èå êðàñíîãî êëþ÷à:
846 Mem.ReadByte(b);
847 if b = 1 then
848 Include(gPlayers[a].FRulez, R_KEY_RED);
849 // Íàëè÷èå çåëåíîãî êëþ÷à:
850 Mem.ReadByte(b);
851 if b = 1 then
852 Include(gPlayers[a].FRulez, R_KEY_GREEN);
853 // Íàëè÷èå ñèíåãî êëþ÷à:
854 Mem.ReadByte(b);
855 if b = 1 then
856 Include(gPlayers[a].FRulez, R_KEY_BLUE);
857 // Íàëè÷èå áåðñåðêà:
858 Mem.ReadByte(b);
859 if b = 1 then
860 Include(gPlayers[a].FRulez, R_BERSERK);
861 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
862 for i := MR_SUIT to MR_MAX do
863 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
864 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
865 for i := T_RESPAWN to T_FLAGCAP do
866 Mem.ReadDWORD(gPlayers[a].FTime[i]);
868 // Íàçâàíèå ìîäåëè:
869 Mem.ReadString(gPlayers[a].FActualModelName);
870 // Öâåò ìîäåëè:
871 Mem.ReadByte(gPlayers[a].FColor.R);
872 Mem.ReadByte(gPlayers[a].FColor.G);
873 Mem.ReadByte(gPlayers[a].FColor.B);
874 // Îáíîâëÿåì ìîäåëü èãðîêà:
875 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
877 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
878 if gPlayers[a].FModel = nil then
879 begin
880 gPlayers[a].Free();
881 gPlayers[a] := nil;
882 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
883 Exit;
884 end;
886 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
887 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
888 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
889 else
890 gPlayers[a].FModel.Color := gPlayers[a].FColor;
892 Result := gPlayers[a].FUID;
893 end;
895 procedure g_Player_ResetTeams();
896 var
897 a: Integer;
898 begin
899 if g_Game_IsClient then
900 Exit;
901 if gPlayers = nil then
902 Exit;
903 for a := Low(gPlayers) to High(gPlayers) do
904 if gPlayers[a] <> nil then
905 case gGameSettings.GameMode of
906 GM_DM:
907 gPlayers[a].ChangeTeam(TEAM_NONE);
908 GM_TDM, GM_CTF:
909 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
910 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
911 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
912 else
913 if a mod 2 = 0 then
914 gPlayers[a].ChangeTeam(TEAM_RED)
915 else
916 gPlayers[a].ChangeTeam(TEAM_BLUE);
917 GM_SINGLE,
918 GM_COOP:
919 gPlayers[a].ChangeTeam(TEAM_COOP);
920 end;
921 end;
923 procedure g_Bot_Add(Team, Difficult: Byte);
924 var
925 m: SArray;
926 _name, _model: String;
927 a, tr, tb: Integer;
928 begin
929 if not g_Game_IsServer then Exit;
931 // Ñïèñîê íàçâàíèé ìîäåëåé:
932 m := g_PlayerModel_GetNames();
933 if m = nil then
934 Exit;
936 // Êîìàíäà:
937 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
938 Team := TEAM_COOP // COOP
939 else
940 if gGameSettings.GameMode = GM_DM then
941 Team := TEAM_NONE // DM
942 else
943 if Team = TEAM_NONE then // CTF / TDM
944 begin
945 // Àâòîáàëàíñ êîìàíä:
946 tr := 0;
947 tb := 0;
949 for a := 0 to High(gPlayers) do
950 if gPlayers[a] <> nil then
951 begin
952 if gPlayers[a].Team = TEAM_RED then
953 Inc(tr)
954 else
955 if gPlayers[a].Team = TEAM_BLUE then
956 Inc(tb);
957 end;
959 if tr > tb then
960 Team := TEAM_BLUE
961 else
962 if tb > tr then
963 Team := TEAM_RED
964 else // tr = tb
965 if Random(2) = 0 then
966 Team := TEAM_RED
967 else
968 Team := TEAM_BLUE;
969 end;
971 // Âûáèðàåì áîòó èìÿ:
972 _name := '';
973 if BotNames <> nil then
974 for a := 0 to High(BotNames) do
975 if g_Player_ValidName(BotNames[a]) then
976 begin
977 _name := BotNames[a];
978 Break;
979 end;
981 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
982 if _name = '' then
983 repeat
984 _name := Format('DFBOT%.2d', [Random(100)]);
985 until g_Player_ValidName(_name);
987 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
988 _model := m[Random(Length(m))];
990 // Ñîçäàåì áîòà:
991 with g_Player_Get(g_Player_Create(_model,
992 _RGB(Min(Random(9)*32, 255),
993 Min(Random(9)*32, 255),
994 Min(Random(9)*32, 255)),
995 Team, True)) as TBot do
996 begin
997 Name := _name;
999 case Difficult of
1000 1: FDifficult := DIFFICULT_EASY;
1001 2: FDifficult := DIFFICULT_MEDIUM;
1002 else FDifficult := DIFFICULT_HARD;
1003 end;
1005 for a := WP_FIRST to WP_LAST do
1006 begin
1007 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1008 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1009 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1010 end;
1012 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1014 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1015 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1016 Spectate();
1017 end;
1018 end;
1020 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1021 var
1022 m: SArray;
1023 _name, _model: String;
1024 a: Integer;
1025 begin
1026 if not g_Game_IsServer then Exit;
1028 // Ñïèñîê íàçâàíèé ìîäåëåé:
1029 m := g_PlayerModel_GetNames();
1030 if m = nil then
1031 Exit;
1033 // Êîìàíäà:
1034 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1035 Team := TEAM_COOP // COOP
1036 else
1037 if gGameSettings.GameMode = GM_DM then
1038 Team := TEAM_NONE // DM
1039 else
1040 if Team = TEAM_NONE then
1041 Team := BotList[num].team; // CTF / TDM
1043 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1044 lName := AnsiLowerCase(lName);
1045 if (num < 0) or (num > Length(BotList)-1) then
1046 num := -1;
1047 if (num = -1) and (lName <> '') and (BotList <> nil) then
1048 for a := 0 to High(BotList) do
1049 if AnsiLowerCase(BotList[a].name) = lName then
1050 begin
1051 num := a;
1052 Break;
1053 end;
1054 if num = -1 then
1055 Exit;
1057 // Èìÿ áîòà:
1058 _name := BotList[num].name;
1059 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1060 if not g_Player_ValidName(_name) then
1061 repeat
1062 _name := Format('DFBOT%.2d', [Random(100)]);
1063 until g_Player_ValidName(_name);
1065 // Ìîäåëü:
1066 _model := BotList[num].model;
1067 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1068 if not InSArray(_model, m) then
1069 _model := m[Random(Length(m))];
1071 // Ñîçäàåì áîòà:
1072 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1073 begin
1074 Name := _name;
1076 FDifficult.DiagFire := BotList[num].diag_fire;
1077 FDifficult.InvisFire := BotList[num].invis_fire;
1078 FDifficult.DiagPrecision := BotList[num].diag_precision;
1079 FDifficult.FlyPrecision := BotList[num].fly_precision;
1080 FDifficult.Cover := BotList[num].cover;
1081 FDifficult.CloseJump := BotList[num].close_jump;
1083 for a := WP_FIRST to WP_LAST do
1084 begin
1085 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1086 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1087 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1088 end;
1090 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1092 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1093 end;
1094 end;
1096 procedure g_Bot_RemoveAll();
1097 var
1098 a: Integer;
1099 begin
1100 if not g_Game_IsServer then Exit;
1101 if gPlayers = nil then Exit;
1103 for a := 0 to High(gPlayers) do
1104 if gPlayers[a] <> nil then
1105 if gPlayers[a] is TBot then
1106 begin
1107 gPlayers[a].Lives := 0;
1108 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1109 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1110 g_Player_Remove(gPlayers[a].FUID);
1111 end;
1113 g_Bot_MixNames();
1114 end;
1116 procedure g_Bot_MixNames();
1117 var
1118 s: String;
1119 a, b: Integer;
1120 begin
1121 if BotNames <> nil then
1122 for a := 0 to High(BotNames) do
1123 begin
1124 b := Random(Length(BotNames));
1125 s := BotNames[a];
1126 Botnames[a] := BotNames[b];
1127 BotNames[b] := s;
1128 end;
1129 end;
1131 procedure g_Player_Remove(UID: Word);
1132 var
1133 i: Integer;
1134 begin
1135 if gPlayers = nil then Exit;
1137 if g_Game_IsServer and g_Game_IsNet then
1138 MH_SEND_PlayerDelete(UID);
1140 for i := 0 to High(gPlayers) do
1141 if gPlayers[i] <> nil then
1142 if gPlayers[i].FUID = UID then
1143 begin
1144 if gPlayers[i] is TPlayer then
1145 TPlayer(gPlayers[i]).Free()
1146 else
1147 TBot(gPlayers[i]).Free();
1148 gPlayers[i] := nil;
1149 Exit;
1150 end;
1151 end;
1153 procedure g_Player_Init();
1154 var
1155 F: TextFile;
1156 s: String;
1157 a, b: Integer;
1158 config: TConfig;
1159 sa: SArray;
1160 begin
1161 BotNames := nil;
1163 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1164 Exit;
1166 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1167 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1168 Reset(F);
1170 while not EOF(F) do
1171 begin
1172 ReadLn(F, s);
1174 s := Trim(s);
1175 if s = '' then
1176 Continue;
1178 SetLength(BotNames, Length(BotNames)+1);
1179 BotNames[High(BotNames)] := s;
1180 end;
1182 CloseFile(F);
1184 // Ïåðåìåøèâàåì èõ:
1185 g_Bot_MixNames();
1187 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1188 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1189 BotList := nil;
1190 a := 0;
1192 while config.SectionExists(IntToStr(a)) do
1193 begin
1194 SetLength(BotList, Length(BotList)+1);
1196 with BotList[High(BotList)] do
1197 begin
1198 // Èìÿ áîòà:
1199 name := config.ReadStr(IntToStr(a), 'name', '');
1200 // Ìîäåëü:
1201 model := config.ReadStr(IntToStr(a), 'model', '');
1202 // Êîìàíäà:
1203 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1204 team := TEAM_RED
1205 else
1206 team := TEAM_BLUE;
1207 // Öâåò ìîäåëè:
1208 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1209 color.R := StrToIntDef(sa[0], 0);
1210 color.G := StrToIntDef(sa[1], 0);
1211 color.B := StrToIntDef(sa[2], 0);
1212 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1213 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1214 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1215 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1216 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1217 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1218 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1219 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1220 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1221 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1222 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1223 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1224 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1225 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1226 if Length(sa) = 10 then
1227 for b := 0 to 9 do
1228 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1229 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1230 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1231 if Length(sa) = 10 then
1232 for b := 0 to 9 do
1233 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1235 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1236 if Length(sa) = 10 then
1237 for b := 0 to 9 do
1238 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1239 end;
1241 a := a + 1;
1242 end;
1244 config.Free();
1245 end;
1247 procedure g_Player_Free();
1248 var
1249 i: Integer;
1250 begin
1251 if gPlayers <> nil then
1252 begin
1253 for i := 0 to High(gPlayers) do
1254 if gPlayers[i] <> nil then
1255 begin
1256 if gPlayers[i] is TPlayer then
1257 TPlayer(gPlayers[i]).Free()
1258 else
1259 TBot(gPlayers[i]).Free();
1260 gPlayers[i] := nil;
1261 end;
1263 gPlayers := nil;
1264 end;
1266 gPlayer1 := nil;
1267 gPlayer2 := nil;
1268 end;
1270 procedure g_Player_UpdateAll();
1271 var
1272 i: Integer;
1273 begin
1274 if gPlayers = nil then Exit;
1276 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1277 for i := 0 to High(gPlayers) do
1278 begin
1279 if gPlayers[i] <> nil then
1280 begin
1281 if gPlayers[i] is TPlayer then
1282 begin
1283 gPlayers[i].Update();
1284 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1285 end
1286 else
1287 begin
1288 // bot updates weapons in `UpdateCombat()`
1289 TBot(gPlayers[i]).Update();
1290 end;
1291 end;
1292 end;
1293 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1294 end;
1296 procedure g_Player_DrawAll();
1297 var
1298 i: Integer;
1299 begin
1300 if gPlayers = nil then Exit;
1302 for i := 0 to High(gPlayers) do
1303 if gPlayers[i] <> nil then
1304 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1305 else TBot(gPlayers[i]).Draw();
1306 end;
1308 procedure g_Player_DrawDebug(p: TPlayer);
1309 var
1310 fW, fH: Byte;
1311 begin
1312 if p = nil then Exit;
1313 if (@p.FObj) = nil then Exit;
1315 e_TextureFontGetSize(gStdFont, fW, fH);
1317 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1318 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1319 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1320 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1321 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1322 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1323 end;
1325 procedure g_Player_DrawHealth();
1326 var
1327 i: Integer;
1328 fW, fH: Byte;
1329 begin
1330 if gPlayers = nil then Exit;
1331 e_TextureFontGetSize(gStdFont, fW, fH);
1333 for i := 0 to High(gPlayers) do
1334 if gPlayers[i] <> nil then
1335 begin
1336 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1337 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1338 IntToStr(gPlayers[i].FHealth), gStdFont);
1339 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1340 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1341 IntToStr(gPlayers[i].FArmor), gStdFont);
1342 end;
1343 end;
1345 function g_Player_Get(UID: Word): TPlayer;
1346 var
1347 a: Integer;
1348 begin
1349 Result := nil;
1351 if gPlayers = nil then
1352 Exit;
1354 for a := 0 to High(gPlayers) do
1355 if gPlayers[a] <> nil then
1356 if gPlayers[a].FUID = UID then
1357 begin
1358 Result := gPlayers[a];
1359 Exit;
1360 end;
1361 end;
1363 function g_Player_GetCount(): Byte;
1364 var
1365 a: Integer;
1366 begin
1367 Result := 0;
1369 if gPlayers = nil then
1370 Exit;
1372 for a := 0 to High(gPlayers) do
1373 if gPlayers[a] <> nil then
1374 Result := Result + 1;
1375 end;
1377 function g_Player_GetStats(): TPlayerStatArray;
1378 var
1379 a: Integer;
1380 begin
1381 Result := nil;
1383 if gPlayers = nil then Exit;
1385 for a := 0 to High(gPlayers) do
1386 if gPlayers[a] <> nil then
1387 begin
1388 SetLength(Result, Length(Result)+1);
1389 with Result[High(Result)] do
1390 begin
1391 Ping := gPlayers[a].FPing;
1392 Loss := gPlayers[a].FLoss;
1393 Name := gPlayers[a].FName;
1394 Team := gPlayers[a].FTeam;
1395 Frags := gPlayers[a].FFrags;
1396 Deaths := gPlayers[a].FDeath;
1397 Kills := gPlayers[a].FKills;
1398 Color := gPlayers[a].FModel.Color;
1399 Lives := gPlayers[a].FLives;
1400 Spectator := gPlayers[a].FSpectator;
1401 end;
1402 end;
1403 end;
1405 procedure g_Player_RememberAll;
1406 var
1407 i: Integer;
1408 begin
1409 for i := Low(gPlayers) to High(gPlayers) do
1410 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1411 gPlayers[i].RememberState;
1412 end;
1414 procedure g_Player_ResetAll(Force, Silent: Boolean);
1415 var
1416 i: Integer;
1417 begin
1418 gTeamStat[TEAM_RED].Goals := 0;
1419 gTeamStat[TEAM_BLUE].Goals := 0;
1421 if gPlayers <> nil then
1422 for i := 0 to High(gPlayers) do
1423 if gPlayers[i] <> nil then
1424 begin
1425 gPlayers[i].Reset(Force);
1427 if gPlayers[i] is TPlayer then
1428 begin
1429 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1430 gPlayers[i].Respawn(Silent)
1431 else
1432 gPlayers[i].Spectate();
1433 end
1434 else
1435 TBot(gPlayers[i]).Respawn(Silent);
1436 end;
1437 end;
1439 procedure g_Player_CreateCorpse(Player: TPlayer);
1440 var
1441 find_id: DWORD;
1442 ok: Boolean;
1443 begin
1444 if Player.Live then
1445 Exit;
1446 if Player.FObj.Y >= gMapInfo.Height+128 then
1447 Exit;
1449 with Player do
1450 begin
1451 if (FHealth >= -50) or (gGibsCount = 0) then
1452 begin
1453 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1454 Exit;
1456 ok := False;
1457 for find_id := 0 to High(gCorpses) do
1458 if gCorpses[find_id] = nil then
1459 begin
1460 ok := True;
1461 Break;
1462 end;
1464 if not ok then
1465 find_id := Random(Length(gCorpses));
1467 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1468 gCorpses[find_id].FColor := FModel.Color;
1469 gCorpses[find_id].FObj.Vel := FObj.Vel;
1470 gCorpses[find_id].FObj.Accel := FObj.Accel;
1471 end
1472 else
1473 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1474 FObj.Y + PLAYER_RECT_CY,
1475 FModel.Name, FModel.Color);
1476 end;
1477 end;
1479 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1480 var
1481 SID: DWORD;
1482 begin
1483 if (gShells = nil) or (Length(gShells) = 0) then
1484 Exit;
1486 with gShells[CurrentShell] do
1487 begin
1488 SpriteID := 0;
1489 g_Obj_Init(@Obj);
1490 Obj.Rect.X := 0;
1491 Obj.Rect.Y := 0;
1492 if T = SHELL_BULLET then
1493 begin
1494 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1495 SpriteID := SID;
1496 CX := 2;
1497 CY := 1;
1498 Obj.Rect.Width := 4;
1499 Obj.Rect.Height := 2;
1500 end
1501 else
1502 begin
1503 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1504 SpriteID := SID;
1505 CX := 4;
1506 CY := 2;
1507 Obj.Rect.Width := 7;
1508 Obj.Rect.Height := 3;
1509 end;
1510 SType := T;
1511 Live := True;
1512 Obj.X := fX;
1513 Obj.Y := fY;
1514 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1515 RAngle := Random(360);
1516 Timeout := gTime + SHELL_TIMEOUT;
1518 if CurrentShell >= High(gShells) then
1519 CurrentShell := 0
1520 else
1521 Inc(CurrentShell);
1522 end;
1523 end;
1525 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1526 var
1527 a: Integer;
1528 GibsArray: TGibsArray;
1529 begin
1530 if (gGibs = nil) or (Length(gGibs) = 0) then
1531 Exit;
1532 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1533 Exit;
1535 for a := 0 to High(GibsArray) do
1536 with gGibs[CurrentGib] do
1537 begin
1538 Color := fColor;
1539 ID := GibsArray[a].ID;
1540 MaskID := GibsArray[a].MaskID;
1541 Live := True;
1542 g_Obj_Init(@Obj);
1543 Obj.Rect := GibsArray[a].Rect;
1544 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1545 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1546 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1547 RAngle := Random(360);
1549 if gBloodCount > 0 then
1550 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1551 Random(48), Random(48), 150, 0, 0);
1553 if CurrentGib >= High(gGibs) then
1554 CurrentGib := 0
1555 else
1556 Inc(CurrentGib);
1557 end;
1558 end;
1560 procedure g_Player_UpdatePhysicalObjects();
1561 var
1562 i: Integer;
1563 vel: TPoint2i;
1564 mr: Word;
1566 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1567 var
1568 k: Integer;
1569 begin
1570 k := 1 + Random(2);
1571 if T = SHELL_BULLET then
1572 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1573 else
1574 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1575 end;
1577 begin
1578 // Êóñêè ìÿñà:
1579 if gGibs <> nil then
1580 for i := 0 to High(gGibs) do
1581 if gGibs[i].Live then
1582 with gGibs[i] do
1583 begin
1584 vel := Obj.Vel;
1585 mr := g_Obj_Move(@Obj, True, False, True);
1587 if WordBool(mr and MOVE_FALLOUT) then
1588 begin
1589 Live := False;
1590 Continue;
1591 end;
1593 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1594 if WordBool(mr and MOVE_HITWALL) then
1595 Obj.Vel.X := -(vel.X div 2);
1596 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1597 Obj.Vel.Y := -(vel.Y div 2);
1599 if (Obj.Vel.X >= 0) then
1600 begin // Clockwise
1601 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1602 if RAngle >= 360 then
1603 RAngle := RAngle mod 360;
1604 end else begin // Counter-clockwise
1605 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1606 if RAngle < 0 then
1607 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1608 end;
1610 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1611 if gTime mod (GAME_TICK*3) = 0 then
1612 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1613 end;
1615 // Òðóïû:
1616 if gCorpses <> nil then
1617 for i := 0 to High(gCorpses) do
1618 if gCorpses[i] <> nil then
1619 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1620 begin
1621 gCorpses[i].Free();
1622 gCorpses[i] := nil;
1623 end
1624 else
1625 gCorpses[i].Update();
1627 // Ãèëüçû:
1628 if gShells <> nil then
1629 for i := 0 to High(gShells) do
1630 if gShells[i].Live then
1631 with gShells[i] do
1632 begin
1633 vel := Obj.Vel;
1634 mr := g_Obj_Move(@Obj, True, False, True);
1636 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1637 begin
1638 Live := False;
1639 Continue;
1640 end;
1642 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1643 if WordBool(mr and MOVE_HITWALL) then
1644 begin
1645 Obj.Vel.X := -(vel.X div 2);
1646 if not WordBool(mr and MOVE_INWATER) then
1647 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1648 end;
1649 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1650 begin
1651 Obj.Vel.Y := -(vel.Y div 2);
1652 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1653 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1654 begin
1655 if RAngle mod 90 <> 0 then
1656 RAngle := (RAngle div 90) * 90;
1657 end
1658 else if not WordBool(mr and MOVE_INWATER) then
1659 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1660 end;
1662 if (Obj.Vel.X >= 0) then
1663 begin // Clockwise
1664 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1665 if RAngle >= 360 then
1666 RAngle := RAngle mod 360;
1667 end else begin // Counter-clockwise
1668 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1669 if RAngle < 0 then
1670 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1671 end;
1672 end;
1673 end;
1675 procedure g_Player_DrawCorpses();
1676 var
1677 i: Integer;
1678 a: TPoint;
1679 begin
1680 if gGibs <> nil then
1681 for i := 0 to High(gGibs) do
1682 if gGibs[i].Live then
1683 with gGibs[i] do
1684 begin
1685 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1686 Continue;
1688 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1689 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1691 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1693 e_Colors := Color;
1694 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1695 e_Colors.R := 255;
1696 e_Colors.G := 255;
1697 e_Colors.B := 255;
1698 end;
1700 if gCorpses <> nil then
1701 for i := 0 to High(gCorpses) do
1702 if gCorpses[i] <> nil then
1703 gCorpses[i].Draw();
1704 end;
1706 procedure g_Player_DrawShells();
1707 var
1708 i: Integer;
1709 a: TPoint;
1710 begin
1711 if gShells <> nil then
1712 for i := 0 to High(gShells) do
1713 if gShells[i].Live then
1714 with gShells[i] do
1715 begin
1716 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1717 Continue;
1719 a.X := CX;
1720 a.Y := CY;
1722 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1723 end;
1724 end;
1726 procedure g_Player_RemoveAllCorpses();
1727 var
1728 i: Integer;
1729 begin
1730 gGibs := nil;
1731 gShells := nil;
1732 SetLength(gGibs, MaxGibs);
1733 SetLength(gShells, MaxGibs);
1734 CurrentGib := 0;
1735 CurrentShell := 0;
1737 if gCorpses <> nil then
1738 for i := 0 to High(gCorpses) do
1739 gCorpses[i].Free();
1741 gCorpses := nil;
1742 SetLength(gCorpses, MaxCorpses);
1743 end;
1745 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1746 var
1747 count, i: Integer;
1748 b: Boolean;
1749 begin
1750 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1751 count := 0;
1752 if gCorpses <> nil then
1753 for i := 0 to High(gCorpses) do
1754 if gCorpses[i] <> nil then
1755 count := count + 1;
1757 Mem := TBinMemoryWriter.Create((count+1) * 128);
1759 // Êîëè÷åñòâî òðóïîâ:
1760 Mem.WriteInt(count);
1762 if count = 0 then
1763 Exit;
1765 // Ñîõðàíÿåì òðóïû:
1766 for i := 0 to High(gCorpses) do
1767 if gCorpses[i] <> nil then
1768 begin
1769 // Íàçâàíèå ìîäåëè:
1770 Mem.WriteString(gCorpses[i].FModelName);
1771 // Òèï ñìåðòè:
1772 b := gCorpses[i].Mess;
1773 Mem.WriteBoolean(b);
1774 // Ñîõðàíÿåì äàííûå òðóïà:
1775 gCorpses[i].SaveState(Mem);
1776 end;
1777 end;
1779 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1780 var
1781 count, i: Integer;
1782 str: String;
1783 b: Boolean;
1784 begin
1785 if Mem = nil then
1786 Exit;
1788 g_Player_RemoveAllCorpses();
1790 // Êîëè÷åñòâî òðóïîâ:
1791 Mem.ReadInt(count);
1793 if count > Length(gCorpses) then
1794 begin
1795 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1796 end;
1798 if count = 0 then
1799 Exit;
1801 // Çàãðóæàåì òðóïû:
1802 for i := 0 to count-1 do
1803 begin
1804 // Íàçâàíèå ìîäåëè:
1805 Mem.ReadString(str);
1806 // Òèï ñìåðòè:
1807 Mem.ReadBoolean(b);
1808 // Ñîçäàåì òðóï:
1809 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1810 // Çàãðóæàåì äàííûå òðóïà:
1811 gCorpses[i].LoadState(Mem);
1812 end;
1813 end;
1815 { T P l a y e r : }
1817 procedure TPlayer.BFGHit();
1818 begin
1819 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1820 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1821 if g_Game_IsServer and g_Game_IsNet then
1822 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1823 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1824 0, NET_GFX_BFGHIT);
1825 end;
1827 procedure TPlayer.ChangeModel(ModelName: string);
1828 var
1829 Model: TPlayerModel;
1830 begin
1831 Model := g_PlayerModel_Get(ModelName);
1832 if Model = nil then Exit;
1834 FModel.Free();
1835 FModel := Model;
1836 end;
1838 procedure TPlayer.SetModel(ModelName: string);
1839 var
1840 m: TPlayerModel;
1841 begin
1842 m := g_PlayerModel_Get(ModelName);
1843 if m = nil then
1844 begin
1845 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1846 m := g_PlayerModel_Get('doomer');
1847 if m = nil then
1848 begin
1849 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1850 Exit;
1851 end;
1852 end;
1854 if FModel <> nil then
1855 FModel.Free();
1857 FModel := m;
1859 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1860 FModel.Color := FColor
1861 else
1862 FModel.Color := TEAMCOLOR[FTeam];
1863 FModel.SetWeapon(FCurrWeap);
1864 FModel.SetFlag(FFlag);
1865 SetDirection(FDirection);
1866 end;
1868 procedure TPlayer.SetColor(Color: TRGB);
1869 begin
1870 FColor := Color;
1871 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1872 if FModel <> nil then FModel.Color := Color;
1873 end;
1875 procedure TPlayer.SwitchTeam;
1876 begin
1877 if g_Game_IsClient then
1878 Exit;
1879 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1881 if gGameOn and FLive then
1882 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1884 if FTeam = TEAM_RED then
1885 begin
1886 ChangeTeam(TEAM_BLUE);
1887 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1888 if g_Game_IsNet then
1889 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1890 end
1891 else
1892 begin
1893 ChangeTeam(TEAM_RED);
1894 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1895 if g_Game_IsNet then
1896 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1897 end;
1898 FPreferredTeam := FTeam;
1899 end;
1901 procedure TPlayer.ChangeTeam(Team: Byte);
1902 var
1903 OldTeam: Byte;
1904 begin
1905 OldTeam := FTeam;
1906 FTeam := Team;
1907 case Team of
1908 TEAM_RED, TEAM_BLUE:
1909 FModel.Color := TEAMCOLOR[Team];
1910 else
1911 FModel.Color := FColor;
1912 end;
1913 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1914 MH_SEND_PlayerStats(FUID);
1915 end;
1918 procedure TPlayer.CollideItem();
1919 var
1920 i: Integer;
1921 r: Boolean;
1922 begin
1923 if gItems = nil then Exit;
1924 if not FLive then Exit;
1926 for i := 0 to High(gItems) do
1927 with gItems[i] do
1928 begin
1929 if (ItemType <> ITEM_NONE) and Live then
1930 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1931 PLAYER_RECT.Height, @Obj) then
1932 begin
1933 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1935 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1936 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1937 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1938 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1939 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1941 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1942 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1943 (gGameSettings.GameType = GT_SINGLE) and
1944 (g_Player_GetCount() > 1)) then
1945 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1946 end;
1947 end;
1948 end;
1951 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1952 begin
1953 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1954 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1955 False);
1956 end;
1958 constructor TPlayer.Create();
1959 begin
1960 FIamBot := False;
1961 FDummy := False;
1962 FSpawned := False;
1964 FSawSound := TPlayableSound.Create();
1965 FSawSoundIdle := TPlayableSound.Create();
1966 FSawSoundHit := TPlayableSound.Create();
1967 FSawSoundSelect := TPlayableSound.Create();
1968 FJetSoundFly := TPlayableSound.Create();
1969 FJetSoundOn := TPlayableSound.Create();
1970 FJetSoundOff := TPlayableSound.Create();
1972 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1973 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1974 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1975 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1976 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1977 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1978 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1980 FSpectatePlayer := -1;
1981 FClientID := -1;
1982 FPing := 0;
1983 FLoss := 0;
1984 FSavedState.WaitRecall := False;
1985 FShellTimer := -1;
1987 FActualModelName := 'doomer';
1989 g_Obj_Init(@FObj);
1990 FObj.Rect := PLAYER_RECT;
1992 FBFGFireCounter := -1;
1993 FJustTeleported := False;
1994 FNetTime := 0;
1996 resetWeaponQueue();
1997 end;
1999 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2000 var
2001 c: Word;
2002 begin
2003 if (not g_Game_IsClient) and (not FLive) then
2004 Exit;
2006 FLastHit := t;
2008 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2009 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2010 begin
2011 if not g_Game_IsClient then
2012 begin
2013 FArmor := 0;
2014 if t = HIT_TRAP then
2015 begin
2016 // Ëîâóøêà óáèâàåò ñðàçó:
2017 FHealth := -100;
2018 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2019 end;
2020 if t = HIT_SELF then
2021 begin
2022 // Ñàìîóáèéñòâî:
2023 FHealth := 0;
2024 Kill(K_SIMPLEKILL, SpawnerUID, t);
2025 end;
2026 end;
2027 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2028 FMegaRulez[MR_SUIT] := 0;
2029 FMegaRulez[MR_INVUL] := 0;
2030 FMegaRulez[MR_INVIS] := 0;
2031 FBerserk := 0;
2032 end;
2034 // Íî îò îñòàëüíîãî ñïàñàåò:
2035 if FMegaRulez[MR_INVUL] >= gTime then
2036 Exit;
2038 // ×èò-êîä "ÃÎÐÅÖ":
2039 if FGodMode then
2040 Exit;
2042 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2043 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2044 (SpawnerUID = FUID) or
2045 (not SameTeam(FUID, SpawnerUID)) then
2046 begin
2047 FLastSpawnerUID := SpawnerUID;
2049 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2050 if gBloodCount > 0 then
2051 begin
2052 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2053 if value div 4 <= c then
2054 c := c - (value div 4)
2055 else
2056 c := 0;
2058 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2059 MakeBloodSimple(c)
2060 else
2061 case t of
2062 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2063 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2064 end;
2066 if t = HIT_WATER then
2067 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2068 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2069 end;
2071 // Áóôåð óðîíà:
2072 if FLive then
2073 Inc(FDamageBuffer, value);
2075 // Âñïûøêà áîëè:
2076 if gFlash <> 0 then
2077 FPain := FPain + value;
2078 end;
2080 if g_Game_IsServer and g_Game_IsNet then
2081 begin
2082 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2083 MH_SEND_PlayerStats(FUID);
2084 MH_SEND_PlayerPos(False, FUID);
2085 end;
2086 end;
2088 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2089 begin
2090 Result := False;
2091 if g_Game_IsClient then
2092 Exit;
2093 if not FLive then
2094 Exit;
2096 if Soft and (FHealth < PLAYER_HP_SOFT) then
2097 begin
2098 IncMax(FHealth, value, PLAYER_HP_SOFT);
2099 Result := True;
2100 end;
2101 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2102 begin
2103 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2104 Result := True;
2105 end;
2107 if Result and g_Game_IsServer and g_Game_IsNet then
2108 MH_SEND_PlayerStats(FUID);
2109 end;
2111 destructor TPlayer.Destroy();
2112 begin
2113 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2114 gPlayer1 := nil;
2115 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2116 gPlayer2 := nil;
2118 FSawSound.Free();
2119 FSawSoundIdle.Free();
2120 FSawSoundHit.Free();
2121 FJetSoundFly.Free();
2122 FJetSoundOn.Free();
2123 FJetSoundOff.Free();
2124 FModel.Free();
2126 inherited;
2127 end;
2129 procedure TPlayer.DrawBubble();
2130 var
2131 bubX, bubY: Integer;
2132 ID: LongWord;
2133 Rb, Gb, Bb,
2134 Rw, Gw, Bw: SmallInt;
2135 Dot: Byte;
2136 begin
2137 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2138 bubY := FObj.Y+FObj.Rect.Y - 18;
2139 Rb := 64;
2140 Gb := 64;
2141 Bb := 64;
2142 Rw := 240;
2143 Gw := 240;
2144 Bw := 240;
2145 case gChatBubble of
2146 1: // simple textual non-bubble
2147 begin
2148 bubX := FObj.X+FObj.Rect.X - 11;
2149 bubY := FObj.Y+FObj.Rect.Y - 17;
2150 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2151 Exit;
2152 end;
2153 2: // advanced pixel-perfect bubble
2154 begin
2155 if FTeam = TEAM_RED then
2156 Rb := 255
2157 else
2158 if FTeam = TEAM_BLUE then
2159 Bb := 255;
2160 end;
2161 3: // colored bubble
2162 begin
2163 Rb := FModel.Color.R;
2164 Gb := FModel.Color.G;
2165 Bb := FModel.Color.B;
2166 Rw := Min(Rb * 2 + 64, 255);
2167 Gw := Min(Gb * 2 + 64, 255);
2168 Bw := Min(Bb * 2 + 64, 255);
2169 if (Abs(Rw - Rb) < 32)
2170 or (Abs(Gw - Gb) < 32)
2171 or (Abs(Bw - Bb) < 32) then
2172 begin
2173 Rb := Max(Rw div 2 - 16, 0);
2174 Gb := Max(Gw div 2 - 16, 0);
2175 Bb := Max(Bw div 2 - 16, 0);
2176 end;
2177 end;
2178 4: // custom textured bubble
2179 begin
2180 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2181 if FDirection = D_RIGHT then
2182 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2183 else
2184 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2185 Exit;
2186 end;
2187 end;
2189 // Outer borders
2190 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2191 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2192 // Inner box
2193 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2195 // Tail
2196 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2197 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2198 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2199 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2200 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2201 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2203 // Dots
2204 Dot := 6;
2205 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2206 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2207 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2208 end;
2210 procedure TPlayer.Draw();
2211 var
2212 ID: DWORD;
2213 w, h: Word;
2214 dr: Boolean;
2215 begin
2216 if FLive then
2217 begin
2218 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2219 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2220 begin
2221 e_GetTextureSize(ID, @w, @h);
2222 if FDirection = D_LEFT then
2223 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2224 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2225 else
2226 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2227 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2228 end;
2230 if FMegaRulez[MR_INVIS] > gTime then
2231 begin
2232 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2233 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2234 begin
2235 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2236 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2237 else
2238 dr := True;
2239 if dr then
2240 FModel.Draw(FObj.X, FObj.Y, 200)
2241 else
2242 FModel.Draw(FObj.X, FObj.Y);
2243 end
2244 else
2245 FModel.Draw(FObj.X, FObj.Y, 254);
2246 end
2247 else
2248 FModel.Draw(FObj.X, FObj.Y);
2249 end;
2251 if g_debug_Frames then
2252 begin
2253 e_DrawQuad(FObj.X+FObj.Rect.X,
2254 FObj.Y+FObj.Rect.Y,
2255 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2256 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2257 0, 255, 0);
2258 end;
2260 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2261 DrawBubble();
2262 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2263 if gAimLine and Live and
2264 ((Self = gPlayer1) or (Self = gPlayer2)) then
2265 DrawAim();
2266 end;
2268 procedure TPlayer.DrawAim();
2269 var
2270 wx, wy, xx, yy: Integer;
2271 angle: SmallInt;
2272 sz, len: Word;
2273 begin
2274 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2275 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2276 angle := FAngle;
2277 len := 1024;
2278 sz := 2;
2279 case FCurrWeap of
2280 0: begin // Punch
2281 len := 12;
2282 sz := 4;
2283 end;
2284 1: begin // Chainsaw
2285 len := 24;
2286 sz := 6;
2287 end;
2288 2: begin // Pistol
2289 len := 1024;
2290 sz := 2;
2291 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2292 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2293 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2294 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2295 end;
2296 3: begin // Shotgun
2297 len := 1024;
2298 sz := 3;
2299 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2300 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2301 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2302 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2303 end;
2304 4: begin // Double Shotgun
2305 len := 1024;
2306 sz := 4;
2307 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2308 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2309 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2310 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2311 end;
2312 5: begin // Chaingun
2313 len := 1024;
2314 sz := 3;
2315 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2316 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2317 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2318 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2319 end;
2320 6: begin // Rocket Launcher
2321 len := 1024;
2322 sz := 7;
2323 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2324 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2325 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2326 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2327 end;
2328 7: begin // Plasmagun
2329 len := 1024;
2330 sz := 5;
2331 if angle = ANGLE_RIGHTUP then Inc(angle);
2332 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2333 if angle = ANGLE_LEFTUP then Dec(angle);
2334 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2335 end;
2336 8: begin // BFG
2337 len := 1024;
2338 sz := 12;
2339 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2340 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2341 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2342 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2343 end;
2344 9: begin // Super Chaingun
2345 len := 1024;
2346 sz := 4;
2347 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2348 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2349 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2350 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2351 end;
2352 end;
2353 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2354 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2355 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2356 end;
2358 procedure TPlayer.DrawGUI();
2359 var
2360 ID: DWORD;
2361 X, Y, SY, a, p, m: Integer;
2362 tw, th: Word;
2363 cw, ch: Byte;
2364 s: string;
2365 stat: TPlayerStatArray;
2366 begin
2367 X := gPlayerScreenSize.X;
2368 SY := gPlayerScreenSize.Y;
2369 Y := 0;
2371 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2372 begin
2373 if gGameSettings.GameMode = GM_CTF then
2374 a := 32 + 8
2375 else
2376 a := 0;
2377 if gGameSettings.GameMode = GM_CTF then
2378 begin
2379 s := 'TEXTURE_PLAYER_REDFLAG';
2380 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2381 s := 'TEXTURE_PLAYER_REDFLAG_S';
2382 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2383 s := 'TEXTURE_PLAYER_REDFLAG_D';
2384 if g_Texture_Get(s, ID) then
2385 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2386 end;
2388 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2389 e_CharFont_GetSize(gMenuFont, s, tw, th);
2390 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2392 if gGameSettings.GameMode = GM_CTF then
2393 begin
2394 s := 'TEXTURE_PLAYER_BLUEFLAG';
2395 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2396 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2397 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2398 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2399 if g_Texture_Get(s, ID) then
2400 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2401 end;
2403 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2404 e_CharFont_GetSize(gMenuFont, s, tw, th);
2405 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2406 end;
2408 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2409 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2410 0, False, False);
2412 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2413 e_Draw(ID, X+2, Y, 0, True, False);
2415 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2416 begin
2417 if gShowStat then
2418 begin
2419 s := IntToStr(Frags);
2420 e_CharFont_GetSize(gMenuFont, s, tw, th);
2421 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2423 s := '';
2424 p := 1;
2425 m := 0;
2426 stat := g_Player_GetStats();
2427 if stat <> nil then
2428 begin
2429 p := 1;
2431 for a := 0 to High(stat) do
2432 if stat[a].Name <> Name then
2433 begin
2434 if stat[a].Frags > m then m := stat[a].Frags;
2435 if stat[a].Frags > Frags then p := p+1;
2436 end;
2437 end;
2439 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2440 if Frags >= m then s := s+'+' else s := s+'-';
2441 s := s+IntToStr(Abs(Frags-m));
2443 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2444 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2445 end;
2447 if gShowLives and (gGameSettings.MaxLives > 0) then
2448 begin
2449 s := IntToStr(Lives);
2450 e_CharFont_GetSize(gMenuFont, s, tw, th);
2451 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2452 end;
2453 end;
2455 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2456 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2458 if R_BERSERK in FRulez then
2459 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2460 else
2461 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2463 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2464 e_Draw(ID, X+36, Y+77, 0, True, False);
2466 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2467 e_CharFont_GetSize(gMenuFont, s, tw, th);
2468 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2470 s := IntToStr(FArmor);
2471 e_CharFont_GetSize(gMenuFont, s, tw, th);
2472 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2474 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2476 case FCurrWeap of
2477 WEAPON_KASTET:
2478 begin
2479 s := '--';
2480 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2481 end;
2482 WEAPON_SAW:
2483 begin
2484 s := '--';
2485 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2486 end;
2487 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2488 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2489 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2490 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2491 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2492 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2493 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2494 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2495 end;
2497 e_CharFont_GetSize(gMenuFont, s, tw, th);
2498 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2499 e_Draw(ID, X+20, Y+160, 0, True, False);
2501 if R_KEY_RED in FRulez then
2502 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2504 if R_KEY_GREEN in FRulez then
2505 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2507 if R_KEY_BLUE in FRulez then
2508 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2510 if FJetFuel > 0 then
2511 begin
2512 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2513 e_Draw(ID, X+2, Y+116, 0, True, False);
2514 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2515 e_Draw(ID, X+2, Y+126, 0, True, False);
2516 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2517 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2518 end
2519 else
2520 begin
2521 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2522 e_Draw(ID, X+2, Y+124, 0, True, False);
2523 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2524 end;
2526 if gShowPing and g_Game_IsClient then
2527 begin
2528 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2529 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2530 Y := Y + 16;
2531 end;
2533 if FSpectator then
2534 begin
2535 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2536 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2537 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2538 if FNoRespawn then
2539 begin
2540 e_TextureFontGetSize(gStdFont, cw, ch);
2541 s := _lc[I_PLAYER_SPECT4];
2542 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2543 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2544 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2545 end;
2547 end;
2548 end;
2550 procedure TPlayer.DrawRulez();
2551 var
2552 dr: Boolean;
2553 begin
2554 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2555 if FMegaRulez[MR_INVUL] >= gTime then
2556 begin
2557 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2558 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2559 else
2560 dr := True;
2562 if dr then
2563 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2564 191, 191, 191, 0, B_INVERT);
2565 end;
2567 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2568 if FMegaRulez[MR_SUIT] >= gTime then
2569 begin
2570 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2571 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2572 else
2573 dr := True;
2575 if dr then
2576 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2577 0, 96, 0, 200, B_NONE);
2578 end;
2580 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2581 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2582 begin
2583 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2584 255, 0, 0, 200, B_NONE);
2585 end;
2586 end;
2588 procedure TPlayer.DrawPain();
2589 var
2590 a, h: Integer;
2591 begin
2592 if FPain = 0 then Exit;
2594 a := FPain;
2596 if a < 15 then h := 0
2597 else if a < 35 then h := 1
2598 else if a < 55 then h := 2
2599 else if a < 75 then h := 3
2600 else if a < 95 then h := 4
2601 else h := 5;
2603 //if a > 255 then a := 255;
2605 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2606 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2607 end;
2609 procedure TPlayer.DrawPickup();
2610 var
2611 a, h: Integer;
2612 begin
2613 if FPickup = 0 then Exit;
2615 a := FPickup;
2617 if a < 15 then h := 1
2618 else if a < 35 then h := 2
2619 else if a < 55 then h := 3
2620 else if a < 75 then h := 4
2621 else h := 5;
2623 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2624 end;
2626 procedure TPlayer.Fire();
2627 var
2628 f, DidFire: Boolean;
2629 wx, wy, xd, yd: Integer;
2630 obj: TObj;
2631 begin
2632 if g_Game_IsClient then Exit;
2633 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2634 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2636 if FSpectator then
2637 begin
2638 Respawn(False);
2639 Exit;
2640 end;
2642 if FReloading[FCurrWeap] <> 0 then Exit;
2644 DidFire := False;
2646 f := False;
2647 wx := FObj.X+WEAPONPOINT[FDirection].X;
2648 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2649 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2650 yd := wy+firediry();
2652 case FCurrWeap of
2653 WEAPON_KASTET:
2654 begin
2655 if R_BERSERK in FRulez then
2656 begin
2657 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2658 obj.X := FObj.X+FObj.Rect.X;
2659 obj.Y := FObj.Y+FObj.Rect.Y;
2660 obj.rect.X := 0;
2661 obj.rect.Y := 0;
2662 obj.rect.Width := 39;
2663 obj.rect.Height := 52;
2664 obj.Vel.X := (xd-wx) div 2;
2665 obj.Vel.Y := (yd-wy) div 2;
2666 obj.Accel.X := xd-wx;
2667 obj.Accel.y := yd-wy;
2669 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2670 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2671 else
2672 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2674 if gFlash = 1 then
2675 if FPain < 50 then
2676 FPain := min(FPain + 25, 50);
2677 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2679 DidFire := True;
2680 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2681 end;
2683 WEAPON_SAW:
2684 begin
2685 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2686 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2687 begin
2688 FSawSoundSelect.Stop();
2689 FSawSound.Stop();
2690 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2691 end
2692 else if not FSawSoundHit.IsPlaying() then
2693 begin
2694 FSawSoundSelect.Stop();
2695 FSawSound.PlayAt(FObj.X, FObj.Y);
2696 end;
2698 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2699 DidFire := True;
2700 f := True;
2701 end;
2703 WEAPON_PISTOL:
2704 if FAmmo[A_BULLETS] > 0 then
2705 begin
2706 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2707 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2708 Dec(FAmmo[A_BULLETS]);
2709 FFireAngle := FAngle;
2710 f := True;
2711 DidFire := True;
2712 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2713 GameVelX, GameVelY-2, SHELL_BULLET);
2714 end;
2716 WEAPON_SHOTGUN1:
2717 if FAmmo[A_SHELLS] > 0 then
2718 begin
2719 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2720 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2721 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2722 Dec(FAmmo[A_SHELLS]);
2723 FFireAngle := FAngle;
2724 f := True;
2725 DidFire := True;
2726 FShellTimer := 10;
2727 FShellType := SHELL_SHELL;
2728 end;
2730 WEAPON_SHOTGUN2:
2731 if FAmmo[A_SHELLS] >= 2 then
2732 begin
2733 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2734 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2735 Dec(FAmmo[A_SHELLS], 2);
2736 FFireAngle := FAngle;
2737 f := True;
2738 DidFire := True;
2739 FShellTimer := 13;
2740 FShellType := SHELL_DBLSHELL;
2741 end;
2743 WEAPON_CHAINGUN:
2744 if FAmmo[A_BULLETS] > 0 then
2745 begin
2746 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2747 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2748 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2749 Dec(FAmmo[A_BULLETS]);
2750 FFireAngle := FAngle;
2751 f := True;
2752 DidFire := True;
2753 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2754 GameVelX, GameVelY-2, SHELL_BULLET);
2755 end;
2757 WEAPON_ROCKETLAUNCHER:
2758 if FAmmo[A_ROCKETS] > 0 then
2759 begin
2760 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2761 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2762 Dec(FAmmo[A_ROCKETS]);
2763 FFireAngle := FAngle;
2764 f := True;
2765 DidFire := True;
2766 end;
2768 WEAPON_PLASMA:
2769 if FAmmo[A_CELLS] > 0 then
2770 begin
2771 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2772 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2773 Dec(FAmmo[A_CELLS]);
2774 FFireAngle := FAngle;
2775 f := True;
2776 DidFire := True;
2777 end;
2779 WEAPON_BFG:
2780 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2781 begin
2782 FBFGFireCounter := 17;
2783 if not FNoReload then
2784 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2785 Dec(FAmmo[A_CELLS], 40);
2786 DidFire := True;
2787 end;
2789 WEAPON_SUPERPULEMET:
2790 if FAmmo[A_SHELLS] > 0 then
2791 begin
2792 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2793 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2794 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2795 Dec(FAmmo[A_SHELLS]);
2796 FFireAngle := FAngle;
2797 f := True;
2798 DidFire := True;
2799 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2800 GameVelX, GameVelY-2, SHELL_SHELL);
2801 end;
2802 end;
2804 if g_Game_IsNet then
2805 begin
2806 if DidFire then
2807 begin
2808 if FCurrWeap <> WEAPON_BFG then
2809 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2810 else
2811 if not FNoReload then
2812 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2813 end;
2815 MH_SEND_PlayerStats(FUID);
2816 end;
2818 if not f then Exit;
2820 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2821 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2822 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2823 end;
2825 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2826 begin
2827 case Weapon of
2828 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2829 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2830 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2831 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2832 else Result := 0;
2833 end;
2834 end;
2836 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2837 begin
2838 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2839 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2840 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2841 end;
2843 procedure TPlayer.JetpackOn;
2844 begin
2845 FJetSoundFly.Stop;
2846 FJetSoundOff.Stop;
2847 FJetSoundOn.SetPosition(0);
2848 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2849 FlySmoke(8);
2850 end;
2852 procedure TPlayer.JetpackOff;
2853 begin
2854 FJetSoundFly.Stop;
2855 FJetSoundOn.Stop;
2856 FJetSoundOff.SetPosition(0);
2857 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2858 end;
2860 procedure TPlayer.Jump();
2861 begin
2862 if gFly or FJetpack then
2863 begin
2864 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2865 if FObj.Vel.Y > -VEL_FLY then
2866 FObj.Vel.Y := FObj.Vel.Y - 3;
2867 if FJetpack then
2868 begin
2869 if FJetFuel > 0 then
2870 Dec(FJetFuel);
2871 if (FJetFuel < 1) and g_Game_IsServer then
2872 begin
2873 FJetpack := False;
2874 JetpackOff;
2875 if g_Game_IsNet then
2876 MH_SEND_PlayerStats(FUID);
2877 end;
2878 end;
2879 Exit;
2880 end;
2882 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2883 if FGhost then
2884 FCanJetpack := False;
2886 // Ïðûãàåì èëè âñïëûâàåì:
2887 if (CollideLevel(0, 1) or
2888 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2889 PLAYER_RECT.Height-33, PANEL_STEP, False)
2890 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2891 begin
2892 FObj.Vel.Y := -VEL_JUMP;
2893 FCanJetpack := False;
2894 end
2895 else
2896 begin
2897 if BodyInLiquid(0, 0) then
2898 FObj.Vel.Y := -VEL_SW
2899 else if (FJetFuel > 0) and FCanJetpack and
2900 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2901 begin
2902 FJetpack := True;
2903 JetpackOn;
2904 if g_Game_IsNet then
2905 MH_SEND_PlayerStats(FUID);
2906 end;
2907 end;
2908 end;
2910 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2911 var
2912 a, i, k, ab, ar: Byte;
2913 s: String;
2914 mon: TMonster;
2915 plr: TPlayer;
2916 srv, netsrv: Boolean;
2917 DoFrags: Boolean;
2918 OldLR: Byte;
2919 KP: TPlayer;
2921 procedure PushItem(t: Byte);
2922 var
2923 id: DWORD;
2924 begin
2925 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2926 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2927 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2928 (FObj.Vel.Y div 2)-Random(9))
2929 else
2930 if KillType = K_HARDKILL then // -5..+5; -5..0
2931 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2932 (FObj.Vel.Y div 2)-Random(6))
2933 else // -3..+3; -3..0
2934 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2935 (FObj.Vel.Y div 2)-Random(4));
2937 if g_Game_IsNet and g_Game_IsServer then
2938 MH_SEND_ItemSpawn(True, id);
2939 end;
2941 begin
2942 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2943 Srv := g_Game_IsServer;
2944 Netsrv := g_Game_IsServer and g_Game_IsNet;
2945 if Srv then FDeath := FDeath + 1;
2946 if FLive then
2947 begin
2948 if FGhost then
2949 FGhost := False;
2950 if not FPhysics then
2951 FPhysics := True;
2952 FLive := False;
2953 end;
2954 FShellTimer := -1;
2956 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2957 begin
2958 if FLives > 0 then FLives := FLives - 1;
2959 if FLives = 0 then FNoRespawn := True;
2960 end;
2962 // Íîìåð òèïà ñìåðòè:
2963 a := 1;
2964 case KillType of
2965 K_SIMPLEKILL: a := 1;
2966 K_HARDKILL: a := 2;
2967 K_EXTRAHARDKILL: a := 3;
2968 K_FALLKILL: a := 4;
2969 end;
2971 // Çâóê ñìåðòè:
2972 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
2973 for i := 1 to 3 do
2974 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
2975 Break;
2977 // Âðåìÿ ðåñïàóíà:
2978 if Srv then
2979 case KillType of
2980 K_SIMPLEKILL:
2981 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
2982 K_HARDKILL:
2983 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
2984 K_EXTRAHARDKILL, K_FALLKILL:
2985 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
2986 end;
2988 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
2989 case KillType of
2990 K_SIMPLEKILL:
2991 SetAction(A_DIE1);
2992 K_HARDKILL, K_EXTRAHARDKILL:
2993 SetAction(A_DIE2);
2994 end;
2996 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
2997 if (KillType <> K_FALLKILL) and (Srv) then
2998 g_Monsters_killedp();
3000 if SpawnerUID = FUID then
3001 begin // Ñàìîóáèëñÿ
3002 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3003 begin
3004 Dec(FFrags);
3005 FLastFrag := 0;
3006 end;
3007 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3008 end
3009 else
3010 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3011 begin // Óáèò äðóãèì èãðîêîì
3012 KP := g_Player_Get(SpawnerUID);
3013 if (KP <> nil) and Srv then
3014 begin
3015 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3016 if SameTeam(FUID, SpawnerUID) then
3017 begin
3018 Dec(KP.FFrags);
3019 KP.FLastFrag := 0;
3020 end else
3021 begin
3022 Inc(KP.FFrags);
3023 KP.FragCombo();
3024 end;
3026 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3027 Inc(gTeamStat[KP.Team].Goals,
3028 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3030 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3031 end;
3033 plr := g_Player_Get(SpawnerUID);
3034 if plr = nil then
3035 s := '?'
3036 else
3037 s := plr.FName;
3039 case KillType of
3040 K_HARDKILL:
3041 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3042 [FName, s]),
3043 gShowKillMsg);
3044 K_EXTRAHARDKILL:
3045 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3046 [FName, s]),
3047 gShowKillMsg);
3048 else
3049 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3050 [FName, s]),
3051 gShowKillMsg);
3052 end;
3053 end
3054 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3055 begin // Óáèò ìîíñòðîì
3056 mon := g_Monsters_Get(SpawnerUID);
3057 if mon = nil then
3058 s := '?'
3059 else
3060 s := g_Monsters_GetKilledBy(mon.MonsterType);
3062 case KillType of
3063 K_HARDKILL:
3064 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3065 [FName, s]),
3066 gShowKillMsg);
3067 K_EXTRAHARDKILL:
3068 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3069 [FName, s]),
3070 gShowKillMsg);
3071 else
3072 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3073 [FName, s]),
3074 gShowKillMsg);
3075 end;
3076 end
3077 else // Îñîáûå òèïû ñìåðòè
3078 case t of
3079 HIT_DISCON: ;
3080 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3081 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3082 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3083 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3084 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3085 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3086 end;
3088 if Srv then
3089 begin
3090 // Âûáðîñ îðóæèÿ:
3091 for a := WP_FIRST to WP_LAST do
3092 if FWeapon[a] then
3093 begin
3094 case a of
3095 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3096 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3097 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3098 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3099 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3100 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3101 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3102 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3103 else i := 0;
3104 end;
3106 if i <> 0 then
3107 PushItem(i);
3108 end;
3110 // Âûáðîñ ðþêçàêà:
3111 if R_ITEM_BACKPACK in FRulez then
3112 PushItem(ITEM_AMMO_BACKPACK);
3114 // Âûáðîñ ðàêåòíîãî ðàíöà:
3115 if FJetFuel > 0 then
3116 PushItem(ITEM_JETPACK);
3118 // Âûáðîñ êëþ÷åé:
3119 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3120 begin
3121 if R_KEY_RED in FRulez then
3122 PushItem(ITEM_KEY_RED);
3124 if R_KEY_GREEN in FRulez then
3125 PushItem(ITEM_KEY_GREEN);
3127 if R_KEY_BLUE in FRulez then
3128 PushItem(ITEM_KEY_BLUE);
3129 end;
3131 // Âûáðîñ ôëàãà:
3132 DropFlag();
3133 end;
3135 g_Player_CreateCorpse(Self);
3137 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3138 (gLMSRespawn = LMS_RESPAWN_NONE) then
3139 begin
3140 a := 0;
3141 k := 0;
3142 ar := 0;
3143 ab := 0;
3144 for i := Low(gPlayers) to High(gPlayers) do
3145 begin
3146 if gPlayers[i] = nil then continue;
3147 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3148 begin
3149 Inc(a);
3150 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3151 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3152 k := i;
3153 end;
3154 end;
3156 OldLR := gLMSRespawn;
3157 if (gGameSettings.GameMode = GM_COOP) then
3158 begin
3159 if (a = 0) then
3160 begin
3161 // everyone is dead, restart the map
3162 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3163 if Netsrv then
3164 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3165 gLMSRespawn := LMS_RESPAWN_FINAL;
3166 gLMSRespawnTime := gTime + 5000;
3167 end
3168 else if (a = 1) then
3169 begin
3170 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3171 if (gPlayers[k] = gPlayer1) or
3172 (gPlayers[k] = gPlayer2) then
3173 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3174 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3175 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3176 end;
3177 end
3178 else if (gGameSettings.GameMode = GM_TDM) then
3179 begin
3180 if (ab = 0) and (ar <> 0) then
3181 begin
3182 // blu team ded
3183 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3184 if Netsrv then
3185 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3186 Inc(gTeamStat[TEAM_RED].Goals);
3187 gLMSRespawn := LMS_RESPAWN_FINAL;
3188 gLMSRespawnTime := gTime + 5000;
3189 end
3190 else if (ar = 0) and (ab <> 0) then
3191 begin
3192 // red team ded
3193 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3194 if Netsrv then
3195 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3196 Inc(gTeamStat[TEAM_BLUE].Goals);
3197 gLMSRespawn := LMS_RESPAWN_FINAL;
3198 gLMSRespawnTime := gTime + 5000;
3199 end
3200 else if (ar = 0) and (ab = 0) then
3201 begin
3202 // everyone ded
3203 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3204 if Netsrv then
3205 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3206 gLMSRespawn := LMS_RESPAWN_FINAL;
3207 gLMSRespawnTime := gTime + 5000;
3208 end;
3209 end
3210 else if (gGameSettings.GameMode = GM_DM) then
3211 begin
3212 if (a = 1) then
3213 begin
3214 if gPlayers[k] <> nil then
3215 with gPlayers[k] do
3216 begin
3217 // survivor is the winner
3218 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3219 if Netsrv then
3220 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3221 Inc(FFrags);
3222 end;
3223 gLMSRespawn := LMS_RESPAWN_FINAL;
3224 gLMSRespawnTime := gTime + 5000;
3225 end
3226 else if (a = 0) then
3227 begin
3228 // everyone is dead, restart the map
3229 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3230 if Netsrv then
3231 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3232 gLMSRespawn := LMS_RESPAWN_FINAL;
3233 gLMSRespawnTime := gTime + 5000;
3234 end;
3235 end;
3236 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3237 begin
3238 if NetMode = NET_SERVER then
3239 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3240 else
3241 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3242 end;
3243 end;
3245 if Netsrv then
3246 begin
3247 MH_SEND_PlayerStats(FUID);
3248 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3249 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3250 end;
3252 if srv and FNoRespawn then Spectate(True);
3253 FWantsInGame := True;
3254 end;
3256 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3257 begin
3258 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3259 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3260 end;
3262 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3263 begin
3264 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3265 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3266 end;
3268 procedure TPlayer.MakeBloodSimple(Count: Word);
3269 begin
3270 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3271 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3272 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3273 150, 0, 0);
3274 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3275 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3276 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3277 150, 0, 0);
3278 end;
3280 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3281 begin
3282 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3283 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3284 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3285 150, 0, 0);
3286 end;
3288 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3289 begin
3290 if g_Game_IsClient then Exit;
3291 if Weapon > High(FWeapon) then Exit;
3292 FNextWeap := FNextWeap or (1 shl Weapon);
3293 end;
3295 procedure TPlayer.resetWeaponQueue ();
3296 begin
3297 FNextWeap := 0;
3298 FNextWeapDelay := 0;
3299 end;
3301 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3302 begin
3303 result := false;
3304 case weapon of
3305 WEAPON_KASTET, WEAPON_SAW: result := true;
3306 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3307 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3308 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3309 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3310 else result := (weapon < length(FWeapon));
3311 end;
3312 end;
3314 // return 255 for "no switch"
3315 function TPlayer.getNextWeaponIndex (): Byte;
3316 var
3317 i: Word;
3318 wantThisWeapon: array[0..64] of Boolean;
3319 wwc: Integer = 0; //HACK!
3320 dir, cwi: Integer;
3321 begin
3322 result := 255; // default result: "no switch"
3323 // had weapon cycling on previous frame? remove that flag
3324 if (FNextWeap and $2000) <> 0 then begin FNextWeap := FNextWeap and $1FFF; FNextWeapDelay := 0; end;
3325 // cycling has priority
3326 if (FNextWeap and $C000) <> 0 then
3327 begin
3328 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1;
3329 FNextWeap := FNextWeap or $2000; // we need this
3330 if FNextWeapDelay > 0 then exit; // cooldown time
3331 cwi := FCurrWeap;
3332 for i := 0 to High(FWeapon) do
3333 begin
3334 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3335 if FWeapon[cwi] then
3336 begin
3337 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3338 result := Byte(cwi);
3339 FNextWeapDelay := 10;
3340 exit;
3341 end;
3342 end;
3343 resetWeaponQueue();
3344 exit;
3345 end;
3346 // no cycling
3347 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3348 for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
3349 // exclude currently selected weapon from the set
3350 wantThisWeapon[FCurrWeap] := false;
3351 // slow down alterations a little
3352 if wwc > 1 then
3353 begin
3354 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3355 // more than one weapon requested, assume "alteration" and check alteration delay
3356 if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah
3357 end;
3358 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3359 // but clear all counters if no weapon should be switched
3360 if wwc < 1 then begin resetWeaponQueue(); exit; end;
3361 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3362 // try weapons in descending order
3363 for i := High(FWeapon) downto 0 do
3364 begin
3365 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3366 begin
3367 // i found her!
3368 result := Byte(i);
3369 resetWeaponQueue();
3370 FNextWeapDelay := 10; // anyway, 'cause why not
3371 exit;
3372 end;
3373 end;
3374 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3375 resetWeaponQueue();
3376 end;
3378 procedure TPlayer.RealizeCurrentWeapon();
3379 function switchAllowed (): Boolean;
3380 var
3381 i: Byte;
3382 begin
3383 result := false;
3384 if FBFGFireCounter <> -1 then
3385 exit;
3386 if FTime[T_SWITCH] > gTime then
3387 exit;
3388 for i := WP_FIRST to WP_LAST do
3389 if FReloading[i] > 0 then
3390 exit;
3391 result := true;
3392 end;
3394 var
3395 nw: Byte;
3396 begin
3397 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3398 //FNextWeap := FNextWeap and $1FFF;
3399 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3401 if not switchAllowed then
3402 begin
3403 //HACK for weapon cycling
3404 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3405 exit;
3406 end;
3408 nw := getNextWeaponIndex();
3409 if nw = 255 then exit; // don't reset anything here
3410 if nw > High(FWeapon) then
3411 begin
3412 // don't forget to reset queue here!
3413 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3414 resetWeaponQueue();
3415 exit;
3416 end;
3418 if FWeapon[nw] then
3419 begin
3420 FCurrWeap := nw;
3421 FTime[T_SWITCH] := gTime+156;
3422 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3423 FModel.SetWeapon(FCurrWeap);
3424 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3425 end;
3426 end;
3428 procedure TPlayer.NextWeapon();
3429 begin
3430 if g_Game_IsClient then Exit;
3431 FNextWeap := $8000;
3432 end;
3434 procedure TPlayer.PrevWeapon();
3435 begin
3436 if g_Game_IsClient then Exit;
3437 FNextWeap := $4000;
3438 end;
3440 procedure TPlayer.SetWeapon(W: Byte);
3441 begin
3442 if FCurrWeap <> W then
3443 if W = WEAPON_SAW then
3444 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3446 FCurrWeap := W;
3447 FModel.SetWeapon(CurrWeap);
3448 resetWeaponQueue();
3449 end;
3451 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3452 var
3453 a: Boolean;
3454 begin
3455 Result := False;
3456 if g_Game_IsClient then Exit;
3458 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3459 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3460 remove := not a;
3462 case ItemType of
3463 ITEM_MEDKIT_SMALL:
3464 if FHealth < PLAYER_HP_SOFT then
3465 begin
3466 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3467 Result := True;
3468 remove := True;
3469 if gFlash = 2 then Inc(FPickup, 5);
3470 end;
3472 ITEM_MEDKIT_LARGE:
3473 if FHealth < PLAYER_HP_SOFT then
3474 begin
3475 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3476 Result := True;
3477 remove := True;
3478 if gFlash = 2 then Inc(FPickup, 5);
3479 end;
3481 ITEM_ARMOR_GREEN:
3482 if FArmor < PLAYER_AP_SOFT then
3483 begin
3484 FArmor := PLAYER_AP_SOFT;
3485 Result := True;
3486 remove := True;
3487 if gFlash = 2 then Inc(FPickup, 5);
3488 end;
3490 ITEM_ARMOR_BLUE:
3491 if FArmor < PLAYER_AP_LIMIT then
3492 begin
3493 FArmor := PLAYER_AP_LIMIT;
3494 Result := True;
3495 remove := True;
3496 if gFlash = 2 then Inc(FPickup, 5);
3497 end;
3499 ITEM_SPHERE_BLUE:
3500 if FHealth < PLAYER_HP_LIMIT then
3501 begin
3502 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3503 Result := True;
3504 remove := True;
3505 if gFlash = 2 then Inc(FPickup, 5);
3506 end;
3508 ITEM_SPHERE_WHITE:
3509 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3510 begin
3511 if FHealth < PLAYER_HP_LIMIT then
3512 FHealth := PLAYER_HP_LIMIT;
3513 if FArmor < PLAYER_AP_LIMIT then
3514 FArmor := PLAYER_AP_LIMIT;
3515 Result := True;
3516 remove := True;
3517 if gFlash = 2 then Inc(FPickup, 5);
3518 end;
3520 ITEM_WEAPON_SAW:
3521 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3522 begin
3523 FWeapon[WEAPON_SAW] := True;
3524 Result := True;
3525 if gFlash = 2 then Inc(FPickup, 5);
3526 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3527 end;
3529 ITEM_WEAPON_SHOTGUN1:
3530 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3531 begin
3532 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3533 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3535 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3536 FWeapon[WEAPON_SHOTGUN1] := True;
3537 Result := True;
3538 if gFlash = 2 then Inc(FPickup, 5);
3539 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3540 end;
3542 ITEM_WEAPON_SHOTGUN2:
3543 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3544 begin
3545 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3547 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3548 FWeapon[WEAPON_SHOTGUN2] := True;
3549 Result := True;
3550 if gFlash = 2 then Inc(FPickup, 5);
3551 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3552 end;
3554 ITEM_WEAPON_CHAINGUN:
3555 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3556 begin
3557 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3559 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3560 FWeapon[WEAPON_CHAINGUN] := True;
3561 Result := True;
3562 if gFlash = 2 then Inc(FPickup, 5);
3563 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3564 end;
3566 ITEM_WEAPON_ROCKETLAUNCHER:
3567 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3568 begin
3569 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3571 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3572 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3573 Result := True;
3574 if gFlash = 2 then Inc(FPickup, 5);
3575 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3576 end;
3578 ITEM_WEAPON_PLASMA:
3579 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3580 begin
3581 if a and FWeapon[WEAPON_PLASMA] then Exit;
3583 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3584 FWeapon[WEAPON_PLASMA] := True;
3585 Result := True;
3586 if gFlash = 2 then Inc(FPickup, 5);
3587 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3588 end;
3590 ITEM_WEAPON_BFG:
3591 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3592 begin
3593 if a and FWeapon[WEAPON_BFG] then Exit;
3595 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3596 FWeapon[WEAPON_BFG] := True;
3597 Result := True;
3598 if gFlash = 2 then Inc(FPickup, 5);
3599 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3600 end;
3602 ITEM_WEAPON_SUPERPULEMET:
3603 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3604 begin
3605 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3607 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3608 FWeapon[WEAPON_SUPERPULEMET] := True;
3609 Result := True;
3610 if gFlash = 2 then Inc(FPickup, 5);
3611 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3612 end;
3614 ITEM_AMMO_BULLETS:
3615 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3616 begin
3617 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3618 Result := True;
3619 remove := True;
3620 if gFlash = 2 then Inc(FPickup, 5);
3621 end;
3623 ITEM_AMMO_BULLETS_BOX:
3624 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3625 begin
3626 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3627 Result := True;
3628 remove := True;
3629 if gFlash = 2 then Inc(FPickup, 5);
3630 end;
3632 ITEM_AMMO_SHELLS:
3633 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3634 begin
3635 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3636 Result := True;
3637 remove := True;
3638 if gFlash = 2 then Inc(FPickup, 5);
3639 end;
3641 ITEM_AMMO_SHELLS_BOX:
3642 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3643 begin
3644 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3645 Result := True;
3646 remove := True;
3647 if gFlash = 2 then Inc(FPickup, 5);
3648 end;
3650 ITEM_AMMO_ROCKET:
3651 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3652 begin
3653 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3654 Result := True;
3655 remove := True;
3656 if gFlash = 2 then Inc(FPickup, 5);
3657 end;
3659 ITEM_AMMO_ROCKET_BOX:
3660 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3661 begin
3662 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3663 Result := True;
3664 remove := True;
3665 if gFlash = 2 then Inc(FPickup, 5);
3666 end;
3668 ITEM_AMMO_CELL:
3669 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3670 begin
3671 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3672 Result := True;
3673 remove := True;
3674 if gFlash = 2 then Inc(FPickup, 5);
3675 end;
3677 ITEM_AMMO_CELL_BIG:
3678 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3679 begin
3680 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3681 Result := True;
3682 remove := True;
3683 if gFlash = 2 then Inc(FPickup, 5);
3684 end;
3686 ITEM_AMMO_BACKPACK:
3687 if not(R_ITEM_BACKPACK in FRulez) or
3688 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3689 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3690 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3691 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
3692 begin
3693 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3694 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3695 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3696 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3698 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3699 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3700 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3701 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3702 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3703 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3704 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3705 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3707 FRulez := FRulez + [R_ITEM_BACKPACK];
3708 Result := True;
3709 remove := True;
3710 if gFlash = 2 then Inc(FPickup, 5);
3711 end;
3713 ITEM_KEY_RED:
3714 if not(R_KEY_RED in FRulez) then
3715 begin
3716 Include(FRulez, R_KEY_RED);
3717 Result := True;
3718 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3719 if gFlash = 2 then Inc(FPickup, 5);
3720 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3721 end;
3723 ITEM_KEY_GREEN:
3724 if not(R_KEY_GREEN in FRulez) then
3725 begin
3726 Include(FRulez, R_KEY_GREEN);
3727 Result := True;
3728 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3729 if gFlash = 2 then Inc(FPickup, 5);
3730 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3731 end;
3733 ITEM_KEY_BLUE:
3734 if not(R_KEY_BLUE in FRulez) then
3735 begin
3736 Include(FRulez, R_KEY_BLUE);
3737 Result := True;
3738 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3739 if gFlash = 2 then Inc(FPickup, 5);
3740 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3741 end;
3743 ITEM_SUIT:
3744 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3745 begin
3746 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3747 Result := True;
3748 remove := True;
3749 if gFlash = 2 then Inc(FPickup, 5);
3750 end;
3752 ITEM_OXYGEN:
3753 if FAir < AIR_MAX then
3754 begin
3755 FAir := AIR_MAX;
3756 Result := True;
3757 remove := True;
3758 if gFlash = 2 then Inc(FPickup, 5);
3759 end;
3761 ITEM_MEDKIT_BLACK:
3762 begin
3763 if not (R_BERSERK in FRulez) then
3764 begin
3765 Include(FRulez, R_BERSERK);
3766 if FBFGFireCounter = -1 then
3767 begin
3768 FCurrWeap := WEAPON_KASTET;
3769 resetWeaponQueue();
3770 FModel.SetWeapon(WEAPON_KASTET);
3771 end;
3772 if gFlash <> 0 then
3773 Inc(FPain, 100);
3774 if gFlash = 2 then Inc(FPickup, 5);
3775 FBerserk := gTime+30000;
3776 Result := True;
3777 remove := True;
3778 end;
3779 if FHealth < PLAYER_HP_SOFT then
3780 begin
3781 FHealth := PLAYER_HP_SOFT;
3782 FBerserk := gTime+30000;
3783 Result := True;
3784 remove := True;
3785 end;
3786 end;
3788 ITEM_INVUL:
3789 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3790 begin
3791 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3792 Result := True;
3793 remove := True;
3794 if gFlash = 2 then Inc(FPickup, 5);
3795 end;
3797 ITEM_BOTTLE:
3798 if FHealth < PLAYER_HP_LIMIT then
3799 begin
3800 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3801 Result := True;
3802 remove := True;
3803 if gFlash = 2 then Inc(FPickup, 5);
3804 end;
3806 ITEM_HELMET:
3807 if FArmor < PLAYER_AP_LIMIT then
3808 begin
3809 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3810 Result := True;
3811 remove := True;
3812 if gFlash = 2 then Inc(FPickup, 5);
3813 end;
3815 ITEM_JETPACK:
3816 if FJetFuel < JET_MAX then
3817 begin
3818 FJetFuel := JET_MAX;
3819 Result := True;
3820 remove := True;
3821 if gFlash = 2 then Inc(FPickup, 5);
3822 end;
3824 ITEM_INVIS:
3825 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3826 begin
3827 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3828 Result := True;
3829 remove := True;
3830 if gFlash = 2 then Inc(FPickup, 5);
3831 end;
3832 end;
3833 end;
3835 procedure TPlayer.Touch();
3836 begin
3837 if not FLive then
3838 Exit;
3839 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3840 if FIamBot then
3841 begin
3842 // Áðîñèòü ôëàã òîâàðèùó:
3843 if gGameSettings.GameMode = GM_CTF then
3844 DropFlag();
3845 end;
3846 end;
3848 procedure TPlayer.Push(vx, vy: Integer);
3849 begin
3850 if (not FPhysics) and FGhost then
3851 Exit;
3852 FObj.Accel.X := FObj.Accel.X + vx;
3853 FObj.Accel.Y := FObj.Accel.Y + vy;
3854 if g_Game_IsNet and g_Game_IsServer then
3855 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3856 end;
3858 procedure TPlayer.Reset(Force: Boolean);
3859 begin
3860 if Force then
3861 FLive := False;
3863 FSpawned := False;
3864 FTime[T_RESPAWN] := 0;
3865 FTime[T_FLAGCAP] := 0;
3866 FGodMode := False;
3867 FNoTarget := False;
3868 FNoReload := False;
3869 FFrags := 0;
3870 FLastFrag := 0;
3871 FComboEvnt := -1;
3872 FKills := 0;
3873 FMonsterKills := 0;
3874 FDeath := 0;
3875 FSecrets := 0;
3876 if FNoRespawn then
3877 begin
3878 FSpectator := False;
3879 FGhost := False;
3880 FPhysics := True;
3881 FSpectatePlayer := -1;
3882 FNoRespawn := False;
3883 end;
3884 FLives := gGameSettings.MaxLives;
3886 SetFlag(FLAG_NONE);
3887 end;
3889 procedure TPlayer.SoftReset();
3890 begin
3891 ReleaseKeys();
3893 FDamageBuffer := 0;
3894 FIncCam := 0;
3895 FBFGFireCounter := -1;
3896 FShellTimer := -1;
3897 FPain := 0;
3898 FLastHit := 0;
3899 FLastFrag := 0;
3900 FComboEvnt := -1;
3902 SetFlag(FLAG_NONE);
3903 SetAction(A_STAND, True);
3904 end;
3906 function TPlayer.GetRespawnPoint(): Byte;
3907 var
3908 c: Byte;
3909 begin
3910 Result := 255;
3911 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3913 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3914 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3915 begin
3916 if (Self = gPlayer1) or (Self = gPlayer2) then
3917 begin
3918 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3919 if Self = gPlayer1 then
3920 c := RESPAWNPOINT_PLAYER1
3921 else
3922 c := RESPAWNPOINT_PLAYER2;
3923 if g_Map_GetPointCount(c) > 0 then
3924 begin
3925 Result := c;
3926 Exit;
3927 end;
3929 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3930 if Self = gPlayer1 then
3931 c := RESPAWNPOINT_PLAYER2
3932 else
3933 c := RESPAWNPOINT_PLAYER1;
3934 if g_Map_GetPointCount(c) > 0 then
3935 begin
3936 Result := c;
3937 Exit;
3938 end;
3939 end else
3940 begin
3941 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3942 if Random(2) = 0 then
3943 c := RESPAWNPOINT_PLAYER1
3944 else
3945 c := RESPAWNPOINT_PLAYER2;
3946 if g_Map_GetPointCount(c) > 0 then
3947 begin
3948 Result := c;
3949 Exit;
3950 end;
3951 end;
3953 // Òî÷êà ëþáîé èç êîìàíä
3954 if Random(2) = 0 then
3955 c := RESPAWNPOINT_RED
3956 else
3957 c := RESPAWNPOINT_BLUE;
3958 if g_Map_GetPointCount(c) > 0 then
3959 begin
3960 Result := c;
3961 Exit;
3962 end;
3964 // Òî÷êà DM
3965 c := RESPAWNPOINT_DM;
3966 if g_Map_GetPointCount(c) > 0 then
3967 begin
3968 Result := c;
3969 Exit;
3970 end;
3971 end;
3973 // Ìÿñîïîâàë
3974 if gGameSettings.GameMode = GM_DM then
3975 begin
3976 // Òî÷êà DM
3977 c := RESPAWNPOINT_DM;
3978 if g_Map_GetPointCount(c) > 0 then
3979 begin
3980 Result := c;
3981 Exit;
3982 end;
3984 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3985 if Random(2) = 0 then
3986 c := RESPAWNPOINT_PLAYER1
3987 else
3988 c := RESPAWNPOINT_PLAYER2;
3989 if g_Map_GetPointCount(c) > 0 then
3990 begin
3991 Result := c;
3992 Exit;
3993 end;
3995 // Òî÷êà ëþáîé èç êîìàíä
3996 if Random(2) = 0 then
3997 c := RESPAWNPOINT_RED
3998 else
3999 c := RESPAWNPOINT_BLUE;
4000 if g_Map_GetPointCount(c) > 0 then
4001 begin
4002 Result := c;
4003 Exit;
4004 end;
4005 end;
4007 // Êîìàíäíûå
4008 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4009 begin
4010 // Òî÷êà ñâîåé êîìàíäû
4011 c := RESPAWNPOINT_DM;
4012 if FTeam = TEAM_RED then
4013 c := RESPAWNPOINT_RED;
4014 if FTeam = TEAM_BLUE then
4015 c := RESPAWNPOINT_BLUE;
4016 if g_Map_GetPointCount(c) > 0 then
4017 begin
4018 Result := c;
4019 Exit;
4020 end;
4022 // Òî÷êà DM
4023 c := RESPAWNPOINT_DM;
4024 if g_Map_GetPointCount(c) > 0 then
4025 begin
4026 Result := c;
4027 Exit;
4028 end;
4030 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4031 if Random(2) = 0 then
4032 c := RESPAWNPOINT_PLAYER1
4033 else
4034 c := RESPAWNPOINT_PLAYER2;
4035 if g_Map_GetPointCount(c) > 0 then
4036 begin
4037 Result := c;
4038 Exit;
4039 end;
4041 // Òî÷êà äðóãîé êîìàíäû
4042 c := RESPAWNPOINT_DM;
4043 if FTeam = TEAM_RED then
4044 c := RESPAWNPOINT_BLUE;
4045 if FTeam = TEAM_BLUE then
4046 c := RESPAWNPOINT_RED;
4047 if g_Map_GetPointCount(c) > 0 then
4048 begin
4049 Result := c;
4050 Exit;
4051 end;
4052 end;
4053 end;
4055 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4056 var
4057 RespawnPoint: TRespawnPoint;
4058 a, b, c: Byte;
4059 Anim: TAnimation;
4060 ID: DWORD;
4061 begin
4062 if not g_Game_IsServer then
4063 Exit;
4064 if FDummy then
4065 Exit;
4066 FWantsInGame := True;
4067 FJustTeleported := True;
4068 if Force then
4069 begin
4070 FTime[T_RESPAWN] := 0;
4071 FLive := False;
4072 end;
4073 FNetTime := 0;
4074 // if server changes MaxLives we gotta be ready
4075 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4077 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4078 if FTime[T_RESPAWN] > gTime then
4079 Exit;
4081 // Ïðîñðàë âñå æèçíè:
4082 if FNoRespawn then
4083 begin
4084 if not FSpectator then Spectate(True);
4085 FWantsInGame := True;
4086 Exit;
4087 end;
4089 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4090 begin // "Ñâîÿ èãðà"
4091 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4092 FRulez := FRulez-[R_BERSERK];
4093 end
4094 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4095 begin
4096 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4097 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4098 end;
4100 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4101 c := GetRespawnPoint();
4103 ReleaseKeys();
4104 SetFlag(FLAG_NONE);
4106 // Âîñêðåøåíèå áåç îðóæèÿ:
4107 if not FLive then
4108 begin
4109 FHealth := PLAYER_HP_SOFT;
4110 FArmor := 0;
4111 FLive := True;
4112 FAir := AIR_DEF;
4113 FJetFuel := 0;
4115 for a := WP_FIRST to WP_LAST do
4116 begin
4117 FWeapon[a] := False;
4118 FReloading[a] := 0;
4119 end;
4121 FWeapon[WEAPON_PISTOL] := True;
4122 FWeapon[WEAPON_KASTET] := True;
4123 FCurrWeap := WEAPON_PISTOL;
4124 resetWeaponQueue();
4126 FModel.SetWeapon(FCurrWeap);
4128 for b := A_BULLETS to A_HIGH do
4129 FAmmo[b] := 0;
4131 FAmmo[A_BULLETS] := 50;
4133 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4134 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4135 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4136 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4138 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4139 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4140 else
4141 FRulez := [];
4142 end;
4144 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4145 if not g_Map_GetPoint(c, RespawnPoint) then
4146 begin
4147 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4148 Exit;
4149 end;
4151 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4152 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4153 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4154 FObj.Vel.X := 0;
4155 FObj.Vel.Y := 0;
4156 FObj.Accel.X := 0;
4157 FObj.Accel.Y := 0;
4159 FDirection := RespawnPoint.Direction;
4160 if FDirection = D_LEFT then
4161 FAngle := 180
4162 else
4163 FAngle := 0;
4165 FIncCam := 0;
4166 FBFGFireCounter := -1;
4167 FShellTimer := -1;
4168 FPain := 0;
4169 FLastHit := 0;
4171 SetAction(A_STAND, True);
4172 FModel.Direction := FDirection;
4174 for a := Low(FTime) to High(FTime) do
4175 FTime[a] := 0;
4177 for a := Low(FMegaRulez) to High(FMegaRulez) do
4178 FMegaRulez[a] := 0;
4180 FDamageBuffer := 0;
4181 FJetpack := False;
4182 FCanJetpack := False;
4184 // Àíèìàöèÿ âîçðîæäåíèÿ:
4185 if (not gLoadGameMode) and (not Silent) then
4186 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4187 begin
4188 Anim := TAnimation.Create(ID, False, 3);
4189 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4190 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4191 Anim.Free();
4192 end;
4194 FSpectator := False;
4195 FGhost := False;
4196 FPhysics := True;
4197 FSpectatePlayer := -1;
4198 FSpawned := True;
4200 if g_Game_IsNet then
4201 begin
4202 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4203 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4204 if not Silent then
4205 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4206 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4207 0, NET_GFX_TELE);
4208 end;
4209 end;
4211 procedure TPlayer.Spectate(NoMove: Boolean = False);
4212 begin
4213 if FLive then
4214 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4215 else if (not NoMove) then
4216 begin
4217 GameX := gMapInfo.Width div 2;
4218 GameY := gMapInfo.Height div 2;
4219 end;
4220 FXTo := GameX;
4221 FYTo := GameY;
4223 FLive := False;
4224 FSpectator := True;
4225 FGhost := True;
4226 FPhysics := False;
4227 FWantsInGame := False;
4228 FSpawned := False;
4230 if FNoRespawn then
4231 begin
4232 if Self = gPlayer1 then
4233 begin
4234 gLMSPID1 := FUID;
4235 gPlayer1 := nil;
4236 end;
4237 if Self = gPlayer2 then
4238 begin
4239 gLMSPID2 := FUID;
4240 gPlayer2 := nil;
4241 end;
4242 end;
4244 if g_Game_IsNet then
4245 MH_SEND_PlayerStats(FUID);
4246 end;
4248 procedure TPlayer.SwitchNoClip;
4249 begin
4250 if not FLive then
4251 Exit;
4252 FGhost := not FGhost;
4253 FPhysics := not FGhost;
4254 if FGhost then
4255 begin
4256 FXTo := FObj.X;
4257 FYTo := FObj.Y;
4258 end else
4259 begin
4260 FObj.Accel.X := 0;
4261 FObj.Accel.Y := 0;
4262 end;
4263 end;
4265 procedure TPlayer.Run(Direction: TDirection);
4266 var
4267 a, b: Integer;
4268 begin
4269 if MAX_RUNVEL > 8 then
4270 FlySmoke();
4272 // Áåæèì:
4273 if Direction = D_LEFT then
4274 begin
4275 if FObj.Vel.X > -MAX_RUNVEL then
4276 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4277 end
4278 else
4279 if FObj.Vel.X < MAX_RUNVEL then
4280 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4282 // Âîçìîæíî, ïèíàåì êóñêè:
4283 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4284 begin
4285 b := Abs(FObj.Vel.X);
4286 if b > 1 then b := b * (Random(8 div b) + 1);
4287 for a := 0 to High(gGibs) do
4288 if gGibs[a].Live and
4289 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4290 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4291 // Ïèíàåì êóñêè
4292 if FObj.Vel.X < 0 then
4293 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4294 else
4295 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4296 end;
4298 SetAction(A_WALK);
4299 end;
4301 procedure TPlayer.SeeDown();
4302 begin
4303 SetAction(A_SEEDOWN);
4305 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4307 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4308 end;
4310 procedure TPlayer.SeeUp();
4311 begin
4312 SetAction(A_SEEUP);
4314 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4316 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4317 end;
4319 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4320 var
4321 Prior: Byte;
4322 begin
4323 case Action of
4324 A_WALK: Prior := 3;
4325 A_DIE1: Prior := 5;
4326 A_DIE2: Prior := 5;
4327 A_ATTACK: Prior := 2;
4328 A_SEEUP: Prior := 1;
4329 A_SEEDOWN: Prior := 1;
4330 A_ATTACKUP: Prior := 2;
4331 A_ATTACKDOWN: Prior := 2;
4332 A_PAIN: Prior := 4;
4333 else Prior := 0;
4334 end;
4336 if (Prior > FActionPrior) or Force then
4337 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4338 begin
4339 FActionPrior := Prior;
4340 FActionAnim := Action;
4341 FActionForce := Force;
4342 FActionChanged := True;
4343 end;
4345 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4346 end;
4348 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4349 begin
4350 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4351 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4352 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4353 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4354 end;
4356 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4357 var
4358 Anim: TAnimation;
4359 ID: DWORD;
4360 begin
4361 Result := False;
4363 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4364 begin
4365 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4366 if g_Game_IsServer and g_Game_IsNet then
4367 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4368 Exit;
4369 end;
4371 FJustTeleported := True;
4373 Anim := nil;
4374 if not silent then
4375 begin
4376 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4377 begin
4378 Anim := TAnimation.Create(ID, False, 3);
4379 end;
4381 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4382 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4383 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4384 if g_Game_IsServer and g_Game_IsNet then
4385 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4386 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4387 NET_GFX_TELE);
4388 end;
4390 FObj.X := X-PLAYER_RECT.X;
4391 FObj.Y := Y-PLAYER_RECT.Y;
4392 if FLive and FGhost then
4393 begin
4394 FXTo := FObj.X;
4395 FYTo := FObj.Y;
4396 end;
4398 if not g_Game_IsNet then
4399 begin
4400 if dir = 1 then
4401 begin
4402 SetDirection(D_LEFT);
4403 FAngle := 180;
4404 end
4405 else
4406 if dir = 2 then
4407 begin
4408 SetDirection(D_RIGHT);
4409 FAngle := 0;
4410 end
4411 else
4412 if dir = 3 then
4413 begin // îáðàòíîå
4414 if FDirection = D_RIGHT then
4415 begin
4416 SetDirection(D_LEFT);
4417 FAngle := 180;
4418 end
4419 else
4420 begin
4421 SetDirection(D_RIGHT);
4422 FAngle := 0;
4423 end;
4424 end;
4425 end;
4427 if not silent and (Anim <> nil) then
4428 begin
4429 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4430 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4431 Anim.Free();
4433 if g_Game_IsServer and g_Game_IsNet then
4434 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4435 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4436 NET_GFX_TELE);
4437 end;
4439 Result := True;
4440 end;
4442 function nonz(a: Single): Single;
4443 begin
4444 if a <> 0 then
4445 Result := a
4446 else
4447 Result := 1;
4448 end;
4450 procedure TPlayer.Update();
4451 var
4452 b: Byte;
4453 i, ii, wx, wy, xd, yd, k: Integer;
4454 blockmon, headwater, dospawn: Boolean;
4455 NetServer: Boolean;
4456 AnyServer: Boolean;
4457 SetSpect: Boolean;
4458 begin
4459 NetServer := g_Game_IsNet and g_Game_IsServer;
4460 AnyServer := g_Game_IsServer;
4462 if g_Game_IsClient and (NetInterpLevel > 0) then
4463 DoLerp(NetInterpLevel + 1)
4464 else
4465 if FGhost then
4466 DoLerp(4);
4468 if NetServer then
4469 if FClientID >= 0 then
4470 begin
4471 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4472 if NetClients[FClientID].Peer^.packetsSent > 0 then
4473 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4474 else
4475 FLoss := 0;
4476 end else
4477 begin
4478 FPing := 0;
4479 FLoss := 0;
4480 end;
4482 if FLive and (gFly or FJetpack) then
4483 FlySmoke();
4485 if FDirection = D_LEFT then
4486 FAngle := 180
4487 else
4488 FAngle := 0;
4490 if FLive and (not FGhost) then
4491 begin
4492 if FKeys[KEY_UP].Pressed then
4493 SeeUp();
4494 if FKeys[KEY_DOWN].Pressed then
4495 SeeDown();
4496 end;
4498 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4499 (FIncCam <> 0) then
4500 begin
4501 i := g_basic.Sign(FIncCam);
4502 FIncCam := Abs(FIncCam);
4503 DecMin(FIncCam, 5, 0);
4504 FIncCam := FIncCam*i;
4505 end;
4507 // no need to do that each second frame, weapon queue will take care of it
4508 if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4509 if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4511 if gTime mod (GAME_TICK*2) <> 0 then
4512 begin
4513 if (FObj.Vel.X = 0) and FLive then
4514 begin
4515 if FKeys[KEY_LEFT].Pressed then
4516 Run(D_LEFT);
4517 if FKeys[KEY_RIGHT].Pressed then
4518 Run(D_RIGHT);
4519 end;
4521 if FPhysics then
4522 g_Obj_Move(@FObj, True, True, True);
4524 Exit;
4525 end;
4527 FActionChanged := False;
4529 if FLive then
4530 begin
4531 // Let alive player do some actions
4532 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4533 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4534 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4535 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4536 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4537 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4538 if FKeys[KEY_JUMP].Pressed then Jump()
4539 else
4540 begin
4541 if AnyServer and FJetpack then
4542 begin
4543 FJetpack := False;
4544 JetpackOff;
4545 if NetServer then MH_SEND_PlayerStats(FUID);
4546 end;
4547 FCanJetpack := True;
4548 end;
4549 end
4550 else // Dead
4551 begin
4552 dospawn := False;
4553 if not FGhost then
4554 for k := Low(FKeys) to KEY_CHAT-1 do
4555 begin
4556 if FKeys[k].Pressed then
4557 begin
4558 dospawn := True;
4559 break;
4560 end;
4561 end;
4562 if dospawn then
4563 begin
4564 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4565 Respawn(False)
4566 else // Single
4567 if (FTime[T_RESPAWN] <= gTime) and
4568 gGameOn and (not FLive) then
4569 begin
4570 if (g_Player_GetCount() > 1) then
4571 Respawn(False)
4572 else
4573 begin
4574 gExit := EXIT_RESTART;
4575 Exit;
4576 end;
4577 end;
4578 end;
4579 // Dead spectator actions
4580 if FGhost then
4581 begin
4582 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4583 if FKeys[KEY_FIRE].Pressed and AnyServer then
4584 begin
4585 if FSpectator then
4586 begin
4587 if (FSpectatePlayer >= High(gPlayers)) then
4588 FSpectatePlayer := -1
4589 else
4590 begin
4591 SetSpect := False;
4592 for I := FSpectatePlayer + 1 to High(gPlayers) do
4593 if gPlayers[I] <> nil then
4594 if gPlayers[I].Live then
4595 if gPlayers[I].UID <> FUID then
4596 begin
4597 FSpectatePlayer := I;
4598 SetSpect := True;
4599 break;
4600 end;
4602 if not SetSpect then FSpectatePlayer := -1;
4603 end;
4605 ReleaseKeys;
4606 end;
4607 end;
4608 end;
4609 end;
4610 // No clipping
4611 if FGhost then
4612 begin
4613 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4614 begin
4615 FYTo := FObj.Y - 32;
4616 FSpectatePlayer := -1;
4617 end;
4618 if FKeys[KEY_DOWN].Pressed then
4619 begin
4620 FYTo := FObj.Y + 32;
4621 FSpectatePlayer := -1;
4622 end;
4623 if FKeys[KEY_LEFT].Pressed then
4624 begin
4625 FXTo := FObj.X - 32;
4626 FSpectatePlayer := -1;
4627 end;
4628 if FKeys[KEY_RIGHT].Pressed then
4629 begin
4630 FXTo := FObj.X + 32;
4631 FSpectatePlayer := -1;
4632 end;
4634 if (FXTo < -64) then
4635 FXTo := -64
4636 else if (FXTo > gMapInfo.Width + 32) then
4637 FXTo := gMapInfo.Width + 32;
4638 if (FYTo < -72) then
4639 FYTo := -72
4640 else if (FYTo > gMapInfo.Height + 32) then
4641 FYTo := gMapInfo.Height + 32;
4642 end;
4644 if FPhysics then
4645 g_Obj_Move(@FObj, True, True, True)
4646 else
4647 begin
4648 FObj.Vel.X := 0;
4649 FObj.Vel.Y := 0;
4650 if FSpectator then
4651 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4652 if gPlayers[FSpectatePlayer] <> nil then
4653 if gPlayers[FSpectatePlayer].Live then
4654 begin
4655 FXTo := gPlayers[FSpectatePlayer].GameX;
4656 FYTo := gPlayers[FSpectatePlayer].GameY;
4657 end;
4658 end;
4660 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4661 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4662 PANEL_BLOCKMON, True);
4663 headwater := HeadInLiquid(0, 0);
4665 // Ñîïðîòèâëåíèå âîçäóõà:
4666 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4667 if FObj.Vel.X <> 0 then
4668 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4670 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4671 DecMin(FPain, 5, 0);
4672 DecMin(FPickup, 1, 0);
4674 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4675 begin
4676 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4677 FMegaRulez[MR_SUIT] := 0;
4678 FMegaRulez[MR_INVUL] := 0;
4679 FMegaRulez[MR_INVIS] := 0;
4680 Kill(K_FALLKILL, 0, HIT_FALL);
4681 end;
4683 i := 9;
4685 if FLive then
4686 begin
4687 if FCurrWeap = WEAPON_SAW then
4688 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4689 FSawSoundSelect.IsPlaying()) then
4690 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4692 if FJetpack then
4693 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4694 (not FJetSoundOff.IsPlaying()) then
4695 begin
4696 FJetSoundFly.SetPosition(0);
4697 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4698 end;
4700 for b := WP_FIRST to WP_LAST do
4701 if FReloading[b] > 0 then
4702 if FNoReload then
4703 FReloading[b] := 0
4704 else
4705 Dec(FReloading[b]);
4707 if FShellTimer > -1 then
4708 if FShellTimer = 0 then
4709 begin
4710 if FShellType = SHELL_SHELL then
4711 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4712 GameVelX, GameVelY-2, SHELL_SHELL)
4713 else if FShellType = SHELL_DBLSHELL then
4714 begin
4715 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4716 GameVelX+1, GameVelY-2, SHELL_SHELL);
4717 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4718 GameVelX-1, GameVelY-2, SHELL_SHELL);
4719 end;
4720 FShellTimer := -1;
4721 end else Dec(FShellTimer);
4723 if (FBFGFireCounter > -1) then
4724 if FBFGFireCounter = 0 then
4725 begin
4726 if AnyServer then
4727 begin
4728 wx := FObj.X+WEAPONPOINT[FDirection].X;
4729 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4730 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4731 yd := wy+firediry();
4732 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4733 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4734 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4735 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4736 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4737 end;
4739 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4740 FBFGFireCounter := -1;
4741 end else
4742 if FNoReload then
4743 FBFGFireCounter := 0
4744 else
4745 Dec(FBFGFireCounter);
4747 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4748 begin
4749 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4751 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4752 end;
4754 if (headwater or blockmon) then
4755 begin
4756 Dec(FAir);
4758 if FAir < -9 then
4759 begin
4760 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4761 FAir := 0;
4762 end
4763 else if (FAir mod 31 = 0) and not blockmon then
4764 begin
4765 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4766 if Random(2) = 0 then
4767 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4768 else
4769 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4770 end;
4771 end else if FAir < AIR_DEF then
4772 FAir := AIR_DEF;
4774 if FDamageBuffer > 0 then
4775 begin
4776 if FDamageBuffer >= 9 then
4777 begin
4778 SetAction(A_PAIN);
4780 if FDamageBuffer < 30 then i := 9
4781 else if FDamageBuffer < 100 then i := 18
4782 else i := 27;
4783 end;
4785 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4786 FArmor := FArmor-(FDamageBuffer-ii);
4787 FHealth := FHealth-ii;
4788 if FArmor < 0 then
4789 begin
4790 FHealth := FHealth+FArmor;
4791 FArmor := 0;
4792 end;
4794 if AnyServer then
4795 if FHealth <= 0 then
4796 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4797 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4798 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4800 if FLive then
4801 begin
4802 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4803 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4804 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4805 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4806 end;
4808 FDamageBuffer := 0;
4809 end;
4811 {CollideItem();}
4812 end; // if FLive then ...
4814 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4815 begin
4816 FModel.ChangeAnimation(FActionAnim, FActionForce);
4817 FModel.GetCurrentAnimation.MinLength := i;
4818 FModel.GetCurrentAnimationMask.MinLength := i;
4819 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4821 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4822 then SetAction(A_STAND, True);
4824 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4826 for b := Low(FKeys) to High(FKeys) do
4827 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4828 end;
4830 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4831 begin
4832 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4833 FObj.Y+PLAYER_RECT.Y,
4834 PLAYER_RECT.Width,
4835 PLAYER_RECT.Height,
4836 X, Y,
4837 Width, Height);
4838 end;
4840 function TPlayer.Collide(Panel: TPanel): Boolean;
4841 begin
4842 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4843 FObj.Y+PLAYER_RECT.Y,
4844 PLAYER_RECT.Width,
4845 PLAYER_RECT.Height,
4846 Panel.X, Panel.Y,
4847 Panel.Width, Panel.Height);
4848 end;
4850 function TPlayer.Collide(X, Y: Integer): Boolean;
4851 begin
4852 X := X-FObj.X-PLAYER_RECT.X;
4853 Y := Y-FObj.Y-PLAYER_RECT.Y;
4854 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4855 (y >= 0) and (y <= PLAYER_RECT.Height);
4856 end;
4858 function g_Player_ValidName(Name: string): Boolean;
4859 var
4860 a: Integer;
4861 begin
4862 Result := True;
4864 if gPlayers = nil then Exit;
4866 for a := 0 to High(gPlayers) do
4867 if gPlayers[a] <> nil then
4868 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4869 begin
4870 Result := False;
4871 Exit;
4872 end;
4873 end;
4875 procedure TPlayer.SetDirection(Direction: TDirection);
4876 var
4877 d: TDirection;
4878 begin
4879 d := FModel.Direction;
4881 FModel.Direction := Direction;
4882 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4884 FDirection := Direction;
4885 end;
4887 function TPlayer.GetKeys(): Byte;
4888 begin
4889 Result := 0;
4891 if R_KEY_RED in FRulez then Result := KEY_RED;
4892 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4893 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4895 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4896 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4897 end;
4899 procedure TPlayer.Use();
4900 var
4901 a: Integer;
4902 begin
4903 if FTime[T_USE] > gTime then Exit;
4905 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
4906 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
4908 for a := 0 to High(gPlayers) do
4909 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
4910 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
4911 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4912 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
4913 begin
4914 gPlayers[a].Touch();
4915 if g_Game_IsNet and g_Game_IsServer then
4916 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
4917 end;
4919 FTime[T_USE] := gTime+120;
4920 end;
4922 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
4923 var
4924 Obj: TObj;
4925 F: Boolean;
4926 WX, WY, XD, YD: Integer;
4927 begin
4928 F := False;
4929 WX := X;
4930 WY := Y;
4931 XD := AX;
4932 YD := AY;
4934 case FCurrWeap of
4935 WEAPON_KASTET:
4936 begin
4937 if R_BERSERK in FRulez then
4938 begin
4939 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4940 obj.X := FObj.X+FObj.Rect.X;
4941 obj.Y := FObj.Y+FObj.Rect.Y;
4942 obj.rect.X := 0;
4943 obj.rect.Y := 0;
4944 obj.rect.Width := 39;
4945 obj.rect.Height := 52;
4946 obj.Vel.X := (xd-wx) div 2;
4947 obj.Vel.Y := (yd-wy) div 2;
4948 obj.Accel.X := xd-wx;
4949 obj.Accel.y := yd-wy;
4951 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
4952 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
4953 else
4954 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
4956 if gFlash = 1 then
4957 if FPain < 50 then
4958 FPain := min(FPain + 25, 50);
4959 end else
4960 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
4961 end;
4963 WEAPON_SAW:
4964 begin
4965 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4966 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
4967 begin
4968 FSawSoundSelect.Stop();
4969 FSawSound.Stop();
4970 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
4971 end
4972 else if not FSawSoundHit.IsPlaying() then
4973 begin
4974 FSawSoundSelect.Stop();
4975 FSawSound.PlayAt(FObj.X, FObj.Y);
4976 end;
4977 f := True;
4978 end;
4980 WEAPON_PISTOL:
4981 begin
4982 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
4983 FFireAngle := FAngle;
4984 f := True;
4985 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4986 GameVelX, GameVelY-2, SHELL_BULLET);
4987 end;
4989 WEAPON_SHOTGUN1:
4990 begin
4991 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4992 FFireAngle := FAngle;
4993 f := True;
4994 FShellTimer := 10;
4995 FShellType := SHELL_SHELL;
4996 end;
4998 WEAPON_SHOTGUN2:
4999 begin
5000 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5001 FFireAngle := FAngle;
5002 f := True;
5003 FShellTimer := 13;
5004 FShellType := SHELL_DBLSHELL;
5005 end;
5007 WEAPON_CHAINGUN:
5008 begin
5009 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5010 FFireAngle := FAngle;
5011 f := True;
5012 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5013 GameVelX, GameVelY-2, SHELL_BULLET);
5014 end;
5016 WEAPON_ROCKETLAUNCHER:
5017 begin
5018 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5019 FFireAngle := FAngle;
5020 f := True;
5021 end;
5023 WEAPON_PLASMA:
5024 begin
5025 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5026 FFireAngle := FAngle;
5027 f := True;
5028 end;
5030 WEAPON_BFG:
5031 begin
5032 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5033 FFireAngle := FAngle;
5034 f := True;
5035 end;
5037 WEAPON_SUPERPULEMET:
5038 begin
5039 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5040 FFireAngle := FAngle;
5041 f := True;
5042 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5043 GameVelX, GameVelY-2, SHELL_SHELL);
5044 end;
5045 end;
5047 if not f then Exit;
5049 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5050 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5051 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5052 end;
5054 procedure TPlayer.DoLerp(Level: Integer = 2);
5055 begin
5056 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5057 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5058 end;
5060 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5061 var
5062 AX, AY: Integer;
5063 begin
5064 if NetInterpLevel < 1 then
5065 begin
5066 FObj.X := XTo;
5067 FObj.Y := YTo;
5068 end
5069 else
5070 begin
5071 FXTo := XTo;
5072 FYTo := YTo;
5074 AX := Abs(FXTo - FObj.X);
5075 AY := Abs(FYTo - FObj.Y);
5076 if (AX > 32) or (AX <= NetInterpLevel) then
5077 FObj.X := FXTo;
5078 if (AY > 32) or (AY <= NetInterpLevel) then
5079 FObj.Y := FYTo;
5080 end;
5081 end;
5083 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5084 begin
5085 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5086 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5087 PANEL_LIFTUP, False) then Result := -1
5088 else
5089 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5090 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5091 PANEL_LIFTDOWN, False) then Result := 1
5092 else Result := 0;
5093 end;
5095 function TPlayer.GetFlag(Flag: Byte): Boolean;
5096 var
5097 s, ts: String;
5098 evtype: Byte;
5099 begin
5100 Result := False;
5102 if Flag = FLAG_NONE then
5103 Exit;
5105 if not g_Game_IsServer then Exit;
5107 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5108 if (Flag = FTeam) and
5109 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5110 (FFlag <> FLAG_NONE) then
5111 begin
5112 if FFlag = FLAG_RED then
5113 s := _lc[I_PLAYER_FLAG_RED]
5114 else
5115 s := _lc[I_PLAYER_FLAG_BLUE];
5117 evtype := FLAG_STATE_SCORED;
5119 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5120 Insert('.', ts, Length(ts) + 1 - 3);
5121 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5123 g_Map_ResetFlag(FFlag);
5124 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5126 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5128 Result := True;
5129 if g_Game_IsNet then
5130 begin
5131 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5132 MH_SEND_GameStats;
5133 end;
5135 gFlags[FFlag].CaptureTime := 0;
5136 SetFlag(FLAG_NONE);
5137 Exit;
5138 end;
5140 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5141 if (Flag = FTeam) and
5142 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5143 begin
5144 if Flag = FLAG_RED then
5145 s := _lc[I_PLAYER_FLAG_RED]
5146 else
5147 s := _lc[I_PLAYER_FLAG_BLUE];
5149 evtype := FLAG_STATE_RETURNED;
5150 gFlags[Flag].CaptureTime := 0;
5152 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5154 g_Map_ResetFlag(Flag);
5155 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5157 Result := True;
5158 if g_Game_IsNet then
5159 begin
5160 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5161 MH_SEND_GameStats;
5162 end;
5163 Exit;
5164 end;
5166 // Ïîäîáðàë ÷óæîé ôëàã:
5167 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5168 begin
5169 SetFlag(Flag);
5171 if Flag = FLAG_RED then
5172 s := _lc[I_PLAYER_FLAG_RED]
5173 else
5174 s := _lc[I_PLAYER_FLAG_BLUE];
5176 evtype := FLAG_STATE_CAPTURED;
5178 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5180 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5182 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5184 Result := True;
5185 if g_Game_IsNet then
5186 begin
5187 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5188 MH_SEND_GameStats;
5189 end;
5190 end;
5191 end;
5193 procedure TPlayer.SetFlag(Flag: Byte);
5194 begin
5195 FFlag := Flag;
5196 if FModel <> nil then
5197 FModel.SetFlag(FFlag);
5198 end;
5200 function TPlayer.DropFlag(): Boolean;
5201 var
5202 s: String;
5203 begin
5204 Result := False;
5205 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5206 Exit;
5207 FTime[T_FLAGCAP] := gTime + 2000;
5208 with gFlags[FFlag] do
5209 begin
5210 Obj.X := FObj.X;
5211 Obj.Y := FObj.Y;
5212 Direction := FDirection;
5213 State := FLAG_STATE_DROPPED;
5214 Count := FLAG_TIME;
5215 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5216 (FObj.Vel.Y div 2)-2+Random(5));
5218 if FFlag = FLAG_RED then
5219 s := _lc[I_PLAYER_FLAG_RED]
5220 else
5221 s := _lc[I_PLAYER_FLAG_BLUE];
5223 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5224 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5226 if g_Game_IsNet then
5227 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5228 end;
5229 SetFlag(FLAG_NONE);
5230 Result := True;
5231 end;
5233 procedure TPlayer.GetSecret();
5234 begin
5235 Inc(FSecrets);
5236 end;
5238 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5239 begin
5240 Assert(Key <= High(FKeys));
5242 FKeys[Key].Pressed := True;
5243 FKeys[Key].Time := Time;
5244 end;
5246 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5247 begin
5248 Result := FKeys[K].Pressed;
5249 end;
5251 procedure TPlayer.ReleaseKeys();
5252 var
5253 a: Integer;
5254 begin
5255 for a := Low(FKeys) to High(FKeys) do
5256 begin
5257 FKeys[a].Pressed := False;
5258 FKeys[a].Time := 0;
5259 end;
5260 end;
5262 procedure TPlayer.OnDamage(Angle: SmallInt);
5263 begin
5264 end;
5266 function TPlayer.firediry(): Integer;
5267 begin
5268 if FKeys[KEY_UP].Pressed then Result := -42
5269 else if FKeys[KEY_DOWN].Pressed then Result := 19
5270 else Result := 0;
5271 end;
5273 procedure TPlayer.RememberState();
5274 var
5275 i: Integer;
5276 begin
5277 FSavedState.Health := FHealth;
5278 FSavedState.Armor := FArmor;
5279 FSavedState.Air := FAir;
5280 FSavedState.JetFuel := FJetFuel;
5281 FSavedState.CurrWeap := FCurrWeap;
5282 FSavedState.NextWeap := FNextWeap;
5283 FSavedState.NextWeapDelay := FNextWeapDelay;
5285 for i := 0 to 3 do
5286 FSavedState.Ammo[i] := FAmmo[i];
5287 for i := 0 to 3 do
5288 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5290 FSavedState.Rulez := FRulez;
5291 FSavedState.WaitRecall := True;
5292 end;
5294 procedure TPlayer.RecallState();
5295 var
5296 i: Integer;
5297 begin
5298 if not FSavedState.WaitRecall then Exit;
5300 FHealth := FSavedState.Health;
5301 FArmor := FSavedState.Armor;
5302 FAir := FSavedState.Air;
5303 FJetFuel := FSavedState.JetFuel;
5304 FCurrWeap := FSavedState.CurrWeap;
5305 FNextWeap := FSavedState.NextWeap;
5306 FNextWeapDelay := FSavedState.NextWeapDelay;
5308 for i := 0 to 3 do
5309 FAmmo[i] := FSavedState.Ammo[i];
5310 for i := 0 to 3 do
5311 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5313 FRulez := FSavedState.Rulez;
5314 FSavedState.WaitRecall := False;
5316 if gGameSettings.GameType = GT_SERVER then
5317 MH_SEND_PlayerStats(FUID);
5318 end;
5320 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5321 var
5322 i: Integer;
5323 sig: DWORD;
5324 str: String;
5325 b: Byte;
5326 begin
5327 if FIamBot then
5328 i := 512
5329 else
5330 i := 256;
5332 Mem := TBinMemoryWriter.Create(i);
5334 // Ñèãíàòóðà èãðîêà:
5335 sig := PLAYER_SIGNATURE; // 'PLYR'
5336 Mem.WriteDWORD(sig);
5337 // Áîò èëè ÷åëîâåê:
5338 Mem.WriteBoolean(FIamBot);
5339 // UID èãðîêà:
5340 Mem.WriteWord(FUID);
5341 // Èìÿ èãðîêà:
5342 Mem.WriteString(FName, 32);
5343 // Êîìàíäà:
5344 Mem.WriteByte(FTeam);
5345 // Æèâ ëè:
5346 Mem.WriteBoolean(FLive);
5347 // Èçðàñõîäîâàë ëè âñå æèçíè:
5348 Mem.WriteBoolean(FNoRespawn);
5349 // Íàïðàâëåíèå:
5350 if FDirection = D_LEFT then
5351 b := 1
5352 else // D_RIGHT
5353 b := 2;
5354 Mem.WriteByte(b);
5355 // Çäîðîâüå:
5356 Mem.WriteInt(FHealth);
5357 // Æèçíè:
5358 Mem.WriteByte(FLives);
5359 // Áðîíÿ:
5360 Mem.WriteInt(FArmor);
5361 // Çàïàñ âîçäóõà:
5362 Mem.WriteInt(FAir);
5363 // Çàïàñ ãîðþ÷åãî:
5364 Mem.WriteInt(FJetFuel);
5365 // Áîëü:
5366 Mem.WriteInt(FPain);
5367 // Óáèë:
5368 Mem.WriteInt(FKills);
5369 // Óáèë ìîíñòðîâ:
5370 Mem.WriteInt(FMonsterKills);
5371 // Ôðàãîâ:
5372 Mem.WriteInt(FFrags);
5373 // Ôðàãîâ ïîäðÿä:
5374 Mem.WriteByte(FFragCombo);
5375 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5376 Mem.WriteDWORD(FLastFrag);
5377 // Ñìåðòåé:
5378 Mem.WriteInt(FDeath);
5379 // Êàêîé ôëàã íåñåò:
5380 Mem.WriteByte(FFlag);
5381 // Íàøåë ñåêðåòîâ:
5382 Mem.WriteInt(FSecrets);
5383 // Òåêóùåå îðóæèå:
5384 Mem.WriteByte(FCurrWeap);
5385 // Æåëàåìîå îðóæèå:
5386 Mem.WriteWord(FNextWeap);
5387 // ...è ïàóçà
5388 Mem.WriteByte(FNextWeapDelay);
5389 // Âðåìÿ çàðÿäêè BFG:
5390 Mem.WriteSmallInt(FBFGFireCounter);
5391 // Áóôåð óðîíà:
5392 Mem.WriteInt(FDamageBuffer);
5393 // Ïîñëåäíèé óäàðèâøèé:
5394 Mem.WriteWord(FLastSpawnerUID);
5395 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5396 Mem.WriteByte(FLastHit);
5397 // Îáúåêò èãðîêà:
5398 Obj_SaveState(@FObj, Mem);
5399 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5400 for i := A_BULLETS to A_HIGH do
5401 Mem.WriteWord(FAmmo[i]);
5402 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5403 for i := A_BULLETS to A_HIGH do
5404 Mem.WriteWord(FMaxAmmo[i]);
5405 // Íàëè÷èå îðóæèÿ:
5406 for i := WP_FIRST to WP_LAST do
5407 Mem.WriteBoolean(FWeapon[i]);
5408 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5409 for i := WP_FIRST to WP_LAST do
5410 Mem.WriteWord(FReloading[i]);
5411 // Íàëè÷èå ðþêçàêà:
5412 if R_ITEM_BACKPACK in FRulez then
5413 b := 1
5414 else
5415 b := 0;
5416 Mem.WriteByte(b);
5417 // Íàëè÷èå êðàñíîãî êëþ÷à:
5418 if R_KEY_RED in FRulez then
5419 b := 1
5420 else
5421 b := 0;
5422 Mem.WriteByte(b);
5423 // Íàëè÷èå çåëåíîãî êëþ÷à:
5424 if R_KEY_GREEN in FRulez then
5425 b := 1
5426 else
5427 b := 0;
5428 Mem.WriteByte(b);
5429 // Íàëè÷èå ñèíåãî êëþ÷à:
5430 if R_KEY_BLUE in FRulez then
5431 b := 1
5432 else
5433 b := 0;
5434 Mem.WriteByte(b);
5435 // Íàëè÷èå áåðñåðêà:
5436 if R_BERSERK in FRulez then
5437 b := 1
5438 else
5439 b := 0;
5440 Mem.WriteByte(b);
5441 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5442 for i := MR_SUIT to MR_MAX do
5443 Mem.WriteDWORD(FMegaRulez[i]);
5444 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5445 for i := T_RESPAWN to T_FLAGCAP do
5446 Mem.WriteDWORD(FTime[i]);
5447 // Íàçâàíèå ìîäåëè:
5448 str := FModel.Name;
5449 Mem.WriteString(str);
5450 // Öâåò ìîäåëè:
5451 b := FColor.R;
5452 Mem.WriteByte(b);
5453 b := FColor.G;
5454 Mem.WriteByte(b);
5455 b := FColor.B;
5456 Mem.WriteByte(b);
5457 end;
5459 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5460 var
5461 i: Integer;
5462 sig: DWORD;
5463 str: String;
5464 b: Byte;
5465 begin
5466 if Mem = nil then
5467 Exit;
5469 // Ñèãíàòóðà èãðîêà:
5470 Mem.ReadDWORD(sig);
5471 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5472 begin
5473 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5474 end;
5475 // Áîò èëè ÷åëîâåê:
5476 Mem.ReadBoolean(FIamBot);
5477 // UID èãðîêà:
5478 Mem.ReadWord(FUID);
5479 // Èìÿ èãðîêà:
5480 Mem.ReadString(str);
5481 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5482 FName := str;
5483 // Êîìàíäà:
5484 Mem.ReadByte(FTeam);
5485 // Æèâ ëè:
5486 Mem.ReadBoolean(FLive);
5487 // Èçðàñõîäîâàë ëè âñå æèçíè:
5488 Mem.ReadBoolean(FNoRespawn);
5489 // Íàïðàâëåíèå:
5490 Mem.ReadByte(b);
5491 if b = 1 then
5492 FDirection := D_LEFT
5493 else // b = 2
5494 FDirection := D_RIGHT;
5495 // Çäîðîâüå:
5496 Mem.ReadInt(FHealth);
5497 // Æèçíè:
5498 Mem.ReadByte(FLives);
5499 // Áðîíÿ:
5500 Mem.ReadInt(FArmor);
5501 // Çàïàñ âîçäóõà:
5502 Mem.ReadInt(FAir);
5503 // Çàïàñ ãîðþ÷åãî:
5504 Mem.ReadInt(FJetFuel);
5505 // Áîëü:
5506 Mem.ReadInt(FPain);
5507 // Óáèë:
5508 Mem.ReadInt(FKills);
5509 // Óáèë ìîíñòðîâ:
5510 Mem.ReadInt(FMonsterKills);
5511 // Ôðàãîâ:
5512 Mem.ReadInt(FFrags);
5513 // Ôðàãîâ ïîäðÿä:
5514 Mem.ReadByte(FFragCombo);
5515 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5516 Mem.ReadDWORD(FLastFrag);
5517 // Ñìåðòåé:
5518 Mem.ReadInt(FDeath);
5519 // Êàêîé ôëàã íåñåò:
5520 Mem.ReadByte(FFlag);
5521 // Íàøåë ñåêðåòîâ:
5522 Mem.ReadInt(FSecrets);
5523 // Òåêóùåå îðóæèå:
5524 Mem.ReadByte(FCurrWeap);
5525 // Æåëàåìîå îðóæèå:
5526 Mem.ReadWord(FNextWeap);
5527 // ...è ïàóçà
5528 Mem.ReadByte(FNextWeapDelay);
5529 // Âðåìÿ çàðÿäêè BFG:
5530 Mem.ReadSmallInt(FBFGFireCounter);
5531 // Áóôåð óðîíà:
5532 Mem.ReadInt(FDamageBuffer);
5533 // Ïîñëåäíèé óäàðèâøèé:
5534 Mem.ReadWord(FLastSpawnerUID);
5535 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5536 Mem.ReadByte(FLastHit);
5537 // Îáúåêò èãðîêà:
5538 Obj_LoadState(@FObj, Mem);
5539 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5540 for i := A_BULLETS to A_HIGH do
5541 Mem.ReadWord(FAmmo[i]);
5542 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5543 for i := A_BULLETS to A_HIGH do
5544 Mem.ReadWord(FMaxAmmo[i]);
5545 // Íàëè÷èå îðóæèÿ:
5546 for i := WP_FIRST to WP_LAST do
5547 Mem.ReadBoolean(FWeapon[i]);
5548 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5549 for i := WP_FIRST to WP_LAST do
5550 Mem.ReadWord(FReloading[i]);
5551 // Íàëè÷èå ðþêçàêà:
5552 Mem.ReadByte(b);
5553 if b = 1 then
5554 Include(FRulez, R_ITEM_BACKPACK);
5555 // Íàëè÷èå êðàñíîãî êëþ÷à:
5556 Mem.ReadByte(b);
5557 if b = 1 then
5558 Include(FRulez, R_KEY_RED);
5559 // Íàëè÷èå çåëåíîãî êëþ÷à:
5560 Mem.ReadByte(b);
5561 if b = 1 then
5562 Include(FRulez, R_KEY_GREEN);
5563 // Íàëè÷èå ñèíåãî êëþ÷à:
5564 Mem.ReadByte(b);
5565 if b = 1 then
5566 Include(FRulez, R_KEY_BLUE);
5567 // Íàëè÷èå áåðñåðêà:
5568 Mem.ReadByte(b);
5569 if b = 1 then
5570 Include(FRulez, R_BERSERK);
5571 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5572 for i := MR_SUIT to MR_MAX do
5573 Mem.ReadDWORD(FMegaRulez[i]);
5574 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5575 for i := T_RESPAWN to T_FLAGCAP do
5576 Mem.ReadDWORD(FTime[i]);
5577 // Íàçâàíèå ìîäåëè:
5578 Mem.ReadString(str);
5579 // Öâåò ìîäåëè:
5580 Mem.ReadByte(FColor.R);
5581 Mem.ReadByte(FColor.G);
5582 Mem.ReadByte(FColor.B);
5583 if Self = gPlayer1 then
5584 begin
5585 str := gPlayer1Settings.Model;
5586 FColor := gPlayer1Settings.Color;
5587 end;
5588 if Self = gPlayer2 then
5589 begin
5590 str := gPlayer2Settings.Model;
5591 FColor := gPlayer2Settings.Color;
5592 end;
5593 // Îáíîâëÿåì ìîäåëü èãðîêà:
5594 SetModel(str);
5595 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5596 FModel.Color := TEAMCOLOR[FTeam]
5597 else
5598 FModel.Color := FColor;
5599 end;
5601 procedure TPlayer.AllRulez(Health: Boolean);
5602 var
5603 a: Integer;
5604 begin
5605 if Health then
5606 begin
5607 FHealth := PLAYER_HP_LIMIT;
5608 FArmor := PLAYER_AP_LIMIT;
5609 Exit;
5610 end;
5612 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5613 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5614 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5615 end;
5617 procedure TPlayer.RestoreHealthArmor();
5618 begin
5619 FHealth := PLAYER_HP_LIMIT;
5620 FArmor := PLAYER_AP_LIMIT;
5621 end;
5623 procedure TPlayer.FragCombo();
5624 var
5625 Param: Integer;
5626 begin
5627 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5628 Exit;
5629 if gTime - FLastFrag < FRAG_COMBO_TIME then
5630 begin
5631 if FFragCombo < 5 then
5632 Inc(FFragCombo);
5633 Param := FUID or (FFragCombo shl 16);
5634 if (FComboEvnt >= Low(gDelayedEvents)) and
5635 (FComboEvnt <= High(gDelayedEvents)) and
5636 gDelayedEvents[FComboEvnt].Pending and
5637 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5638 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5639 begin
5640 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5641 gDelayedEvents[FComboEvnt].DENum := Param;
5642 end
5643 else
5644 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5645 end
5646 else
5647 FFragCombo := 1;
5649 FLastFrag := gTime;
5650 end;
5652 procedure TPlayer.GiveItem(ItemType: Byte);
5653 begin
5654 case ItemType of
5655 ITEM_SUIT:
5656 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5657 begin
5658 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5659 end;
5661 ITEM_OXYGEN:
5662 if FAir < AIR_MAX then
5663 begin
5664 FAir := AIR_MAX;
5665 end;
5667 ITEM_MEDKIT_BLACK:
5668 begin
5669 if not (R_BERSERK in FRulez) then
5670 begin
5671 Include(FRulez, R_BERSERK);
5672 if FBFGFireCounter < 1 then
5673 begin
5674 FCurrWeap := WEAPON_KASTET;
5675 resetWeaponQueue();
5676 FModel.SetWeapon(WEAPON_KASTET);
5677 end;
5678 if gFlash <> 0 then
5679 Inc(FPain, 100);
5680 FBerserk := gTime+30000;
5681 end;
5682 if FHealth < PLAYER_HP_SOFT then
5683 begin
5684 FHealth := PLAYER_HP_SOFT;
5685 FBerserk := gTime+30000;
5686 end;
5687 end;
5689 ITEM_INVUL:
5690 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5691 begin
5692 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5693 end;
5695 ITEM_INVIS:
5696 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5697 begin
5698 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5699 end;
5701 ITEM_JETPACK:
5702 if FJetFuel < JET_MAX then
5703 begin
5704 FJetFuel := JET_MAX;
5705 end;
5707 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5708 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5710 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5711 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5713 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5714 ITEM_SPHERE_WHITE:
5715 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5716 begin
5717 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5718 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5719 end;
5721 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5722 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5723 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5724 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5725 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5726 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5727 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5728 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5730 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5731 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5732 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5733 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5734 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5735 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5736 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5737 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5739 ITEM_AMMO_BACKPACK:
5740 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5741 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5742 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5743 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
5744 begin
5745 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
5746 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
5747 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
5748 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
5750 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5751 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5752 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5753 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5755 FRulez := FRulez + [R_ITEM_BACKPACK];
5756 end;
5758 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5759 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5760 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5762 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5763 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5765 else
5766 Exit;
5767 end;
5768 if g_Game_IsNet and g_Game_IsServer then
5769 MH_SEND_PlayerStats(FUID);
5770 end;
5772 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5773 var
5774 id, i: DWORD;
5775 Anim: TAnimation;
5776 begin
5777 if (Random(5) = 1) and (Times = 1) then
5778 Exit;
5780 if BodyInLiquid(0, 0) then
5781 begin
5782 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5783 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5784 if Random(2) = 0 then
5785 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5786 else
5787 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5788 Exit;
5789 end;
5791 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5792 begin
5793 for i := 1 to Times do
5794 begin
5795 Anim := TAnimation.Create(id, False, 3);
5796 Anim.Alpha := 150;
5797 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5798 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5799 Anim.Free();
5800 end;
5801 end;
5802 end;
5804 procedure TPlayer.PauseSounds(Enable: Boolean);
5805 begin
5806 FSawSound.Pause(Enable);
5807 FSawSoundIdle.Pause(Enable);
5808 FSawSoundHit.Pause(Enable);
5809 FSawSoundSelect.Pause(Enable);
5810 end;
5812 { T C o r p s e : }
5814 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5815 begin
5816 g_Obj_Init(@FObj);
5817 FObj.X := X;
5818 FObj.Y := Y;
5819 FObj.Rect := PLAYER_CORPSERECT;
5820 FModelName := ModelName;
5821 FMess := aMess;
5823 if FMess then
5824 begin
5825 FState := CORPSE_STATE_MESS;
5826 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5827 end
5828 else
5829 begin
5830 FState := CORPSE_STATE_NORMAL;
5831 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5832 end;
5833 end;
5835 destructor TCorpse.Destroy();
5836 begin
5837 FAnimation.Free();
5839 inherited;
5840 end;
5842 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5843 var
5844 pm: TPlayerModel;
5845 begin
5846 if FState = CORPSE_STATE_REMOVEME then
5847 Exit;
5849 FDamage := FDamage + Value;
5851 if FDamage > 150 then
5852 begin
5853 if FAnimation <> nil then
5854 begin
5855 FAnimation.Free();
5856 FAnimation := nil;
5858 FState := CORPSE_STATE_REMOVEME;
5860 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5861 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5862 FModelName, FColor);
5863 // Çâóê ìÿñà îò òðóïà:
5864 pm := g_PlayerModel_Get(FModelName);
5865 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
5866 pm.Free;
5867 end;
5868 end
5869 else
5870 begin
5871 FObj.Vel.X := FObj.Vel.X + vx;
5872 FObj.Vel.Y := FObj.Vel.Y + vy;
5873 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
5874 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
5875 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
5876 150, 0, 0);
5877 end;
5878 end;
5880 procedure TCorpse.Draw();
5881 begin
5882 if FState = CORPSE_STATE_REMOVEME then
5883 Exit;
5885 if FAnimation <> nil then
5886 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
5888 if FAnimationMask <> nil then
5889 begin
5890 e_Colors := FColor;
5891 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
5892 e_Colors.R := 255;
5893 e_Colors.G := 255;
5894 e_Colors.B := 255;
5895 end;
5896 end;
5898 procedure TCorpse.Update();
5899 var
5900 st: Word;
5901 begin
5902 if FState = CORPSE_STATE_REMOVEME then
5903 Exit;
5905 if gTime mod (GAME_TICK*2) <> 0 then
5906 begin
5907 g_Obj_Move(@FObj, True, True, True);
5909 Exit;
5910 end;
5912 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
5913 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5915 st := g_Obj_Move(@FObj, True, True, True);
5917 if WordBool(st and MOVE_FALLOUT) then
5918 begin
5919 FState := CORPSE_STATE_REMOVEME;
5920 Exit;
5921 end;
5923 if FAnimation <> nil then
5924 FAnimation.Update();
5925 if FAnimationMask <> nil then
5926 FAnimationMask.Update();
5927 end;
5929 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
5930 var
5931 sig: DWORD;
5932 anim: Boolean;
5933 begin
5934 if Mem = nil then
5935 Exit;
5937 // Ñèãíàòóðà òðóïà:
5938 sig := CORPSE_SIGNATURE; // 'CORP'
5939 Mem.WriteDWORD(sig);
5940 // Ñîñòîÿíèå:
5941 Mem.WriteByte(FState);
5942 // Íàêîïëåííûé óðîí:
5943 Mem.WriteByte(FDamage);
5944 // Öâåò:
5945 Mem.WriteByte(FColor.R);
5946 Mem.WriteByte(FColor.G);
5947 Mem.WriteByte(FColor.B);
5948 // Îáúåêò òðóïà:
5949 Obj_SaveState(@FObj, Mem);
5950 // Åñòü ëè àíèìàöèÿ:
5951 anim := FAnimation <> nil;
5952 Mem.WriteBoolean(anim);
5953 // Åñëè åñòü - ñîõðàíÿåì:
5954 if anim then
5955 FAnimation.SaveState(Mem);
5956 // Åñòü ëè ìàñêà àíèìàöèè:
5957 anim := FAnimationMask <> nil;
5958 Mem.WriteBoolean(anim);
5959 // Åñëè åñòü - ñîõðàíÿåì:
5960 if anim then
5961 FAnimationMask.SaveState(Mem);
5962 end;
5964 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
5965 var
5966 sig: DWORD;
5967 anim: Boolean;
5968 begin
5969 if Mem = nil then
5970 Exit;
5972 // Ñèãíàòóðà òðóïà:
5973 Mem.ReadDWORD(sig);
5974 if sig <> CORPSE_SIGNATURE then // 'CORP'
5975 begin
5976 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
5977 end;
5978 // Ñîñòîÿíèå:
5979 Mem.ReadByte(FState);
5980 // Íàêîïëåííûé óðîí:
5981 Mem.ReadByte(FDamage);
5982 // Öâåò:
5983 Mem.ReadByte(FColor.R);
5984 Mem.ReadByte(FColor.G);
5985 Mem.ReadByte(FColor.B);
5986 // Îáúåêò òðóïà:
5987 Obj_LoadState(@FObj, Mem);
5988 // Åñòü ëè àíèìàöèÿ:
5989 Mem.ReadBoolean(anim);
5990 // Åñëè åñòü - çàãðóæàåì:
5991 if anim then
5992 begin
5993 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
5994 FAnimation.LoadState(Mem);
5995 end;
5996 // Åñòü ëè ìàñêà àíèìàöèè:
5997 Mem.ReadBoolean(anim);
5998 // Åñëè åñòü - çàãðóæàåì:
5999 if anim then
6000 begin
6001 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6002 FAnimationMask.LoadState(Mem);
6003 end;
6004 end;
6006 { T B o t : }
6008 constructor TBot.Create();
6009 var
6010 a: Integer;
6011 begin
6012 inherited Create();
6014 FPhysics := True;
6015 FSpectator := False;
6016 FGhost := False;
6018 FIamBot := True;
6020 Inc(gNumBots);
6022 for a := WP_FIRST to WP_LAST do
6023 begin
6024 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6025 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6026 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6027 end;
6028 end;
6030 destructor TBot.Destroy();
6031 begin
6032 Dec(gNumBots);
6033 inherited Destroy();
6034 end;
6036 procedure TBot.Draw();
6037 begin
6038 inherited Draw();
6040 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6041 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6042 end;
6044 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6045 begin
6046 inherited Respawn(Silent, Force);
6048 FAIFlags := nil;
6049 FSelectedWeapon := FCurrWeap;
6050 resetWeaponQueue();
6051 FTargetUID := 0;
6052 end;
6054 procedure TBot.UpdateCombat();
6055 type
6056 TTarget = record
6057 UID: Word;
6058 X, Y: Integer;
6059 Rect: TRectWH;
6060 cX, cY: Integer;
6061 Dist: Word;
6062 Line: Boolean;
6063 Visible: Boolean;
6064 IsPlayer: Boolean;
6065 end;
6067 TTargetRecord = array of TTarget;
6069 function Compare(a, b: TTarget): Integer;
6070 begin
6071 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6072 Result := -1
6073 else
6074 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6075 Result := 1
6076 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6077 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6078 begin
6079 if a.Dist > b.Dist then // B áëèæå
6080 Result := 1
6081 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6082 Result := -1;
6083 end
6084 else // Ñòðàííî -> A
6085 Result := -1;
6086 end;
6088 var
6089 a, x1, y1, x2, y2: Integer;
6090 targets: TTargetRecord;
6091 ammo: Word;
6092 Target, BestTarget: TTarget;
6093 firew, fireh: Integer;
6094 angle: SmallInt;
6095 mon: TMonster;
6096 pla: TPlayer;
6097 vsPlayer, vsMonster, ok: Boolean;
6098 begin
6099 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6100 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6102 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6103 if FCurrWeap <> FSelectedWeapon then
6104 NextWeapon();
6106 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6107 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6108 begin
6109 RemoveAIFlag('NEEDFIRE');
6111 case FCurrWeap of
6112 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6113 WEAPON_SAW, WEAPON_KASTET, WEAPON_MEGAKASTET: PressKey(KEY_FIRE, 40);
6114 else PressKey(KEY_FIRE);
6115 end;
6116 end;
6118 // Êîîðäèíàòû ñòâîëà:
6119 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6120 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6122 Target.UID := FTargetUID;
6124 ok := False;
6125 if Target.UID <> 0 then
6126 begin // Öåëü åñòü - íàñòðàèâàåì
6127 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6128 vsPlayer then
6129 begin // Èãðîê
6130 with g_Player_Get(Target.UID) do
6131 begin
6132 if (@FObj) <> nil then
6133 begin
6134 Target.X := FObj.X;
6135 Target.Y := FObj.Y;
6136 end;
6137 end;
6139 Target.cX := Target.X + PLAYER_RECT_CX;
6140 Target.cY := Target.Y + PLAYER_RECT_CY;
6141 Target.Rect := PLAYER_RECT;
6142 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6143 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6144 (y1-4 > Target.Y+PLAYER_RECT.Y);
6145 Target.IsPlayer := True;
6146 ok := True;
6147 end
6148 else
6149 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6150 vsMonster then
6151 begin // Ìîíñòð
6152 mon := g_Monsters_Get(Target.UID);
6153 if mon <> nil then
6154 begin
6155 Target.X := mon.Obj.X;
6156 Target.Y := mon.Obj.Y;
6158 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6159 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6160 Target.Rect := mon.Obj.Rect;
6161 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6162 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6163 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6164 Target.IsPlayer := False;
6165 ok := True;
6166 end;
6167 end;
6168 end;
6170 if not ok then
6171 begin // Öåëè íåò - îáíóëÿåì
6172 Target.X := 0;
6173 Target.Y := 0;
6174 Target.cX := 0;
6175 Target.cY := 0;
6176 Target.Visible := False;
6177 Target.Line := False;
6178 Target.IsPlayer := False;
6179 end;
6181 targets := nil;
6183 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6184 if (not Target.Line) or (not Target.Visible) then
6185 begin
6186 // Èãðîêè:
6187 if vsPlayer then
6188 for a := 0 to High(gPlayers) do
6189 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6190 (gPlayers[a].FUID <> FUID) and
6191 (not SameTeam(FUID, gPlayers[a].FUID)) and
6192 (not gPlayers[a].NoTarget) and
6193 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6194 begin
6195 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6196 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6197 Continue;
6199 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6200 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6202 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6203 if g_TraceVector(x1, y1, x2, y2) then
6204 begin
6205 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6206 SetLength(targets, Length(targets)+1);
6207 with targets[High(targets)] do
6208 begin
6209 UID := gPlayers[a].FUID;
6210 X := gPlayers[a].FObj.X;
6211 Y := gPlayers[a].FObj.Y;
6212 cX := x2;
6213 cY := y2;
6214 Rect := PLAYER_RECT;
6215 Dist := g_PatchLength(x1, y1, x2, y2);
6216 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6217 (y1-4 > Target.Y+PLAYER_RECT.Y);
6218 Visible := True;
6219 IsPlayer := True;
6220 end;
6221 end;
6222 end;
6224 // Ìîíñòðû:
6225 if vsMonster and (gMonsters <> nil) then
6226 for a := 0 to High(gMonsters) do
6227 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6228 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6229 begin
6230 mon := gMonsters[a];
6232 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6233 mon.Obj.Y + mon.Obj.Rect.Y) then
6234 Continue;
6236 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6237 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6239 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6240 if g_TraceVector(x1, y1, x2, y2) then
6241 begin
6242 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6243 SetLength(targets, Length(targets)+1);
6244 with targets[High(targets)] do
6245 begin
6246 UID := mon.UID;
6247 X := mon.Obj.X;
6248 Y := mon.Obj.Y;
6249 cX := x2;
6250 cY := y2;
6251 Rect := mon.Obj.Rect;
6252 Dist := g_PatchLength(x1, y1, x2, y2);
6253 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6254 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6255 Visible := True;
6256 IsPlayer := False;
6257 end;
6258 end;
6259 end;
6260 end;
6262 // Åñëè åñòü âîçìîæíûå öåëè:
6263 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6264 if targets <> nil then
6265 begin
6266 // Âûáèðàåì íàèëó÷øóþ öåëü:
6267 BestTarget := targets[0];
6268 if Length(targets) > 1 then
6269 for a := 1 to High(targets) do
6270 if Compare(BestTarget, targets[a]) = 1 then
6271 BestTarget := targets[a];
6273 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6274 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6275 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6276 begin
6277 Target := BestTarget;
6279 if (Healthy() = 3) or ((Healthy() = 2)) then
6280 begin // Åñëè çäîðîâû - äîãîíÿåì
6281 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6282 SetAIFlag('GORIGHT', '1');
6283 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6284 SetAIFlag('GOLEFT', '1');
6285 end
6286 else
6287 begin // Åñëè ïîáèòû - óáåãàåì
6288 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6289 SetAIFlag('GORIGHT', '1');
6290 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6291 SetAIFlag('GOLEFT', '1');
6292 end;
6294 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6295 SelectWeapon(Abs(x1-Target.cX));
6296 end;
6297 end;
6299 // Åñëè åñòü öåëü:
6300 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6301 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6302 if Target.UID <> 0 then
6303 begin
6304 if not TargetOnScreen(Target.X + Target.Rect.X,
6305 Target.Y + Target.Rect.Y) then
6306 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6307 if (Healthy() = 3) or ((Healthy() = 2)) then
6308 begin // Åñëè çäîðîâû - äîãîíÿåì
6309 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6310 SetAIFlag('GORIGHT', '1');
6311 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6312 SetAIFlag('GOLEFT', '1');
6313 end
6314 else
6315 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6316 Target.UID := 0;
6317 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6318 SetAIFlag('GORIGHT', '1');
6319 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6320 SetAIFlag('GOLEFT', '1');
6321 end;
6322 end
6323 else
6324 begin // Öåëü ïîêà íà "ýêðàíå"
6325 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6326 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6327 FLastVisible := gTime;
6328 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6329 if (Abs(FObj.Y-Target.Y) <= 128) then
6330 begin
6331 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6332 SetAIFlag('GORIGHT', '1');
6333 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6334 SetAIFlag('GOLEFT', '1');
6335 end;
6336 end;
6338 // Âûáèðàåì óãîë ââåðõ:
6339 if FDirection = D_LEFT then
6340 angle := ANGLE_LEFTUP
6341 else
6342 angle := ANGLE_RIGHTUP;
6344 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6345 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6347 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6348 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6349 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6350 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6351 Target.Rect.Width, Target.Rect.Height) and
6352 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6353 begin // òî íóæíî ñòðåëÿòü ââåðõ
6354 SetAIFlag('NEEDFIRE', '1');
6355 SetAIFlag('NEEDSEEUP', '1');
6356 end;
6358 // Âûáèðàåì óãîë âíèç:
6359 if FDirection = D_LEFT then
6360 angle := ANGLE_LEFTDOWN
6361 else
6362 angle := ANGLE_RIGHTDOWN;
6364 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6365 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6367 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6368 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6369 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6370 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6371 Target.Rect.Width, Target.Rect.Height) and
6372 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6373 begin // òî íóæíî ñòðåëÿòü âíèç
6374 SetAIFlag('NEEDFIRE', '1');
6375 SetAIFlag('NEEDSEEDOWN', '1');
6376 end;
6378 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6379 if Target.Visible and
6380 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6381 (y1-4 > Target.Y+Target.Rect.Y) then
6382 begin
6383 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6384 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6385 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6386 begin // òî íóæíî ñòðåëÿòü âïåðåä
6387 SetAIFlag('NEEDFIRE', '1');
6388 SetAIFlag('NEEDSEEDOWN', '');
6389 SetAIFlag('NEEDSEEUP', '');
6390 end;
6391 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6392 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6393 if GetRnd(FDifficult.CloseJump) then
6394 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6395 if Abs(FObj.X-Target.X) < 128 then
6396 a := 4
6397 else
6398 a := 30;
6399 if Random(a) = 0 then
6400 SetAIFlag('NEEDJUMP', '1');
6401 end;
6402 end;
6404 // Åñëè öåëü âñå åùå åñòü:
6405 if Target.UID <> 0 then
6406 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6407 Target.UID := 0 // òî çàáûòü öåëü
6408 else // Åñëè âèäåëè íåäàâíî
6409 begin // íî öåëü óáèëè
6410 if Target.IsPlayer then
6411 begin // Öåëü - èãðîê
6412 pla := g_Player_Get(Target.UID);
6413 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6414 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6415 Target.UID := 0; // òî çàáûòü öåëü
6416 end
6417 else
6418 begin // Öåëü - ìîíñòð
6419 mon := g_Monsters_Get(Target.UID);
6420 if (mon = nil) or (not mon.Live) then
6421 Target.UID := 0; // òî çàáûòü öåëü
6422 end;
6423 end;
6424 end; // if Target.UID <> 0
6426 FTargetUID := Target.UID;
6428 // Åñëè âîçìîæíûõ öåëåé íåò:
6429 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6430 if targets = nil then
6431 if GetAIFlag('ATTACKLEFT') <> '' then
6432 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6433 RemoveAIFlag('ATTACKLEFT');
6435 SetAIFlag('NEEDJUMP', '1');
6437 if RunDirection() = D_RIGHT then
6438 begin // Èäåì íå â òó ñòîðîíó
6439 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6440 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6441 SetAIFlag('NEEDFIRE', '1');
6442 SetAIFlag('GOLEFT', '1');
6443 end;
6444 end
6445 else
6446 begin // Èäåì â íóæíóþ ñòîðîíó
6447 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6448 SetAIFlag('NEEDFIRE', '1');
6449 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6450 SetAIFlag('GORIGHT', '1');
6451 end;
6452 end
6453 else
6454 if GetAIFlag('ATTACKRIGHT') <> '' then
6455 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6456 RemoveAIFlag('ATTACKRIGHT');
6458 SetAIFlag('NEEDJUMP', '1');
6460 if RunDirection() = D_LEFT then
6461 begin // Èäåì íå â òó ñòîðîíó
6462 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6463 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6464 SetAIFlag('NEEDFIRE', '1');
6465 SetAIFlag('GORIGHT', '1');
6466 end;
6467 end
6468 else
6469 begin
6470 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6471 SetAIFlag('NEEDFIRE', '1');
6472 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6473 SetAIFlag('GOLEFT', '1');
6474 end;
6475 end;
6477 //HACK! (does it belongs there?)
6478 RealizeCurrentWeapon();
6480 // Åñëè åñòü âîçìîæíûå öåëè:
6481 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6482 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6483 for a := 0 to High(targets) do
6484 begin
6485 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6486 if GetRnd(FDifficult.DiagFire) then
6487 begin
6488 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6489 if FDirection = D_LEFT then
6490 angle := ANGLE_LEFTUP
6491 else
6492 angle := ANGLE_RIGHTUP;
6494 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6495 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6497 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6498 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6499 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6500 targets[a].Rect.Width, targets[a].Rect.Height) and
6501 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6502 begin
6503 SetAIFlag('NEEDFIRE', '1');
6504 SetAIFlag('NEEDSEEUP', '1');
6505 end;
6507 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6508 if FDirection = D_LEFT then
6509 angle := ANGLE_LEFTDOWN
6510 else
6511 angle := ANGLE_RIGHTDOWN;
6513 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6514 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6516 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6517 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6518 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6519 targets[a].Rect.Width, targets[a].Rect.Height) and
6520 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6521 begin
6522 SetAIFlag('NEEDFIRE', '1');
6523 SetAIFlag('NEEDSEEDOWN', '1');
6524 end;
6525 end;
6527 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6528 if targets[a].Line and targets[a].Visible and
6529 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6530 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6531 begin
6532 SetAIFlag('NEEDFIRE', '1');
6533 Break;
6534 end;
6535 end;
6537 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6538 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6539 PLAYER_RECT.Width, PLAYER_RECT.Height,
6540 40+GetInterval(FDifficult.Cover, 40)) then
6541 SetAIFlag('NEEDJUMP', '1');
6543 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6544 ammo := GetAmmoByWeapon(FCurrWeap);
6545 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6546 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6547 (ammo = 0) then
6548 SetAIFlag('SELECTWEAPON', '1');
6550 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6551 if GetAIFlag('SELECTWEAPON') = '1' then
6552 begin
6553 SelectWeapon(-1);
6554 RemoveAIFlag('SELECTWEAPON');
6555 end;
6556 end;
6558 procedure TBot.Update();
6559 var
6560 EnableAI: Boolean;
6561 begin
6562 if not FLive then
6563 begin // Respawn
6564 ReleaseKeys();
6565 PressKey(KEY_UP);
6566 end
6567 else
6568 begin
6569 EnableAI := True;
6571 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6572 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6573 EnableAI := False;
6574 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6575 EnableAI := False;
6576 if g_debug_BotAIOff = 3 then
6577 EnableAI := False;
6579 if EnableAI then
6580 begin
6581 UpdateMove();
6582 UpdateCombat();
6583 end
6584 else
6585 begin
6586 RealizeCurrentWeapon();
6587 end;
6588 end;
6590 inherited Update();
6591 end;
6593 procedure TBot.ReleaseKey(Key: Byte);
6594 begin
6595 with FKeys[Key] do
6596 begin
6597 Pressed := False;
6598 Time := 0;
6599 end;
6600 end;
6602 function TBot.KeyPressed(Key: Word): Boolean;
6603 begin
6604 Result := FKeys[Key].Pressed;
6605 end;
6607 function TBot.GetAIFlag(fName: String20): String20;
6608 var
6609 a: Integer;
6610 begin
6611 Result := '';
6613 fName := LowerCase(fName);
6615 if FAIFlags <> nil then
6616 for a := 0 to High(FAIFlags) do
6617 if LowerCase(FAIFlags[a].Name) = fName then
6618 begin
6619 Result := FAIFlags[a].Value;
6620 Break;
6621 end;
6622 end;
6624 procedure TBot.RemoveAIFlag(fName: String20);
6625 var
6626 a, b: Integer;
6627 begin
6628 if FAIFlags = nil then Exit;
6630 fName := LowerCase(fName);
6632 for a := 0 to High(FAIFlags) do
6633 if LowerCase(FAIFlags[a].Name) = fName then
6634 begin
6635 if a <> High(FAIFlags) then
6636 for b := a to High(FAIFlags)-1 do
6637 FAIFlags[b] := FAIFlags[b+1];
6639 SetLength(FAIFlags, Length(FAIFlags)-1);
6640 Break;
6641 end;
6642 end;
6644 procedure TBot.SetAIFlag(fName, fValue: String20);
6645 var
6646 a: Integer;
6647 ok: Boolean;
6648 begin
6649 a := 0;
6650 ok := False;
6652 fName := LowerCase(fName);
6654 if FAIFlags <> nil then
6655 for a := 0 to High(FAIFlags) do
6656 if LowerCase(FAIFlags[a].Name) = fName then
6657 begin
6658 ok := True;
6659 Break;
6660 end;
6662 if ok then FAIFlags[a].Value := fValue
6663 else
6664 begin
6665 SetLength(FAIFlags, Length(FAIFlags)+1);
6666 with FAIFlags[High(FAIFlags)] do
6667 begin
6668 Name := fName;
6669 Value := fValue;
6670 end;
6671 end;
6672 end;
6674 procedure TBot.UpdateMove;
6676 procedure GoLeft(Time: Word = 1);
6677 begin
6678 ReleaseKey(KEY_LEFT);
6679 ReleaseKey(KEY_RIGHT);
6680 PressKey(KEY_LEFT, Time);
6681 SetDirection(D_LEFT);
6682 end;
6684 procedure GoRight(Time: Word = 1);
6685 begin
6686 ReleaseKey(KEY_LEFT);
6687 ReleaseKey(KEY_RIGHT);
6688 PressKey(KEY_RIGHT, Time);
6689 SetDirection(D_RIGHT);
6690 end;
6692 function Rnd(a: Word): Boolean;
6693 begin
6694 Result := Random(a) = 0;
6695 end;
6697 procedure Turn(Time: Word = 1200);
6698 begin
6699 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6700 end;
6702 procedure Stop();
6703 begin
6704 ReleaseKey(KEY_LEFT);
6705 ReleaseKey(KEY_RIGHT);
6706 end;
6708 function CanRunLeft(): Boolean;
6709 begin
6710 Result := not CollideLevel(-1, 0);
6711 end;
6713 function CanRunRight(): Boolean;
6714 begin
6715 Result := not CollideLevel(1, 0);
6716 end;
6718 function CanRun(): Boolean;
6719 begin
6720 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6721 end;
6723 procedure Jump(Time: Word = 30);
6724 begin
6725 PressKey(KEY_JUMP, Time);
6726 end;
6728 function NearHole(): Boolean;
6729 var
6730 x, sx: Integer;
6731 begin
6732 { TODO 5 : Ëåñòíèöû }
6733 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6734 for x := 1 to PLAYER_RECT.Width do
6735 if (not StayOnStep(x*sx, 0)) and
6736 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6737 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6738 begin
6739 Result := True;
6740 Exit;
6741 end;
6743 Result := False;
6744 end;
6746 function BorderHole(): Boolean;
6747 var
6748 x, sx, xx: Integer;
6749 begin
6750 { TODO 5 : Ëåñòíèöû }
6751 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6752 for x := 1 to PLAYER_RECT.Width do
6753 if (not StayOnStep(x*sx, 0)) and
6754 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6755 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6756 begin
6757 for xx := x to x+32 do
6758 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6759 begin
6760 Result := True;
6761 Exit;
6762 end;
6763 end;
6765 Result := False;
6766 end;
6768 function NearDeepHole(): Boolean;
6769 var
6770 x, sx, y: Integer;
6771 begin
6772 Result := False;
6774 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6775 y := 3;
6777 for x := 1 to PLAYER_RECT.Width do
6778 if (not StayOnStep(x*sx, 0)) and
6779 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6780 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6781 begin
6782 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6783 begin
6784 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6785 y := y+1;
6786 end;
6788 Result := True;
6789 end else Result := False;
6790 end;
6792 function OverDeepHole(): Boolean;
6793 var
6794 y: Integer;
6795 begin
6796 Result := False;
6798 y := 1;
6799 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6800 begin
6801 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6802 y := y+1;
6803 end;
6805 Result := True;
6806 end;
6808 function OnGround(): Boolean;
6809 begin
6810 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6811 end;
6813 function OnLadder(): Boolean;
6814 begin
6815 Result := FullInStep(0, 0);
6816 end;
6818 function BelowLadder(): Boolean;
6819 begin
6820 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6821 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6822 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6823 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6824 end;
6826 function BelowLiftUp(): Boolean;
6827 begin
6828 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6829 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6830 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6831 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6832 end;
6834 function OnTopLift(): Boolean;
6835 begin
6836 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6837 end;
6839 function CanJumpOver(): Boolean;
6840 var
6841 sx, y: Integer;
6842 begin
6843 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6845 Result := False;
6847 if not CollideLevel(sx, 0) then Exit;
6849 for y := 1 to BOT_MAXJUMP do
6850 if CollideLevel(0, -y) then Exit else
6851 if not CollideLevel(sx, -y) then
6852 begin
6853 Result := True;
6854 Exit;
6855 end;
6856 end;
6858 function CanJumpUp(Dist: ShortInt): Boolean;
6859 var
6860 y, yy: Integer;
6861 c: Boolean;
6862 begin
6863 Result := False;
6865 if CollideLevel(Dist, 0) then Exit;
6867 c := False;
6868 for y := 0 to BOT_MAXJUMP do
6869 if CollideLevel(Dist, -y) then
6870 begin
6871 c := True;
6872 Break;
6873 end;
6875 if not c then Exit;
6877 c := False;
6878 for yy := y+1 to BOT_MAXJUMP do
6879 if not CollideLevel(Dist, -yy) then
6880 begin
6881 c := True;
6882 Break;
6883 end;
6885 if not c then Exit;
6887 c := False;
6888 for y := 0 to BOT_MAXJUMP do
6889 if CollideLevel(0, -y) then
6890 begin
6891 c := True;
6892 Break;
6893 end;
6895 if c then Exit;
6897 if y < yy then Exit;
6899 Result := True;
6900 end;
6902 function IsSafeTrigger(): Boolean;
6903 var
6904 a: Integer;
6905 begin
6906 Result := True;
6907 if gTriggers = nil then
6908 Exit;
6909 for a := 0 to High(gTriggers) do
6910 if Collide(gTriggers[a].X,
6911 gTriggers[a].Y,
6912 gTriggers[a].Width,
6913 gTriggers[a].Height) and
6914 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
6915 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
6916 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
6917 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
6918 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
6919 Result := False;
6920 end;
6922 begin
6923 // Âîçìîæíî, íàæèìàåì êíîïêó:
6924 if Rnd(16) and IsSafeTrigger() then
6925 PressKey(KEY_OPEN);
6927 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
6928 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6929 begin
6930 ReleaseKey(KEY_LEFT);
6931 ReleaseKey(KEY_RIGHT);
6932 Jump();
6933 end;
6935 // Èäåì âëåâî, åñëè íàäî áûëî:
6936 if GetAIFlag('GOLEFT') <> '' then
6937 begin
6938 RemoveAIFlag('GOLEFT');
6939 if CanRunLeft() then
6940 GoLeft(360);
6941 end;
6943 // Èäåì âïðàâî, åñëè íàäî áûëî:
6944 if GetAIFlag('GORIGHT') <> '' then
6945 begin
6946 RemoveAIFlag('GORIGHT');
6947 if CanRunRight() then
6948 GoRight(360);
6949 end;
6951 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
6952 if FObj.X < -32 then
6953 GoRight(360)
6954 else
6955 if FObj.X+32 > gMapInfo.Width then
6956 GoLeft(360);
6958 // Ïðûãàåì, åñëè íàäî áûëî:
6959 if GetAIFlag('NEEDJUMP') <> '' then
6960 begin
6961 Jump(0);
6962 RemoveAIFlag('NEEDJUMP');
6963 end;
6965 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
6966 if GetAIFlag('NEEDSEEUP') <> '' then
6967 begin
6968 ReleaseKey(KEY_UP);
6969 ReleaseKey(KEY_DOWN);
6970 PressKey(KEY_UP, 20);
6971 RemoveAIFlag('NEEDSEEUP');
6972 end;
6974 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
6975 if GetAIFlag('NEEDSEEDOWN') <> '' then
6976 begin
6977 ReleaseKey(KEY_UP);
6978 ReleaseKey(KEY_DOWN);
6979 PressKey(KEY_DOWN, 20);
6980 RemoveAIFlag('NEEDSEEDOWN');
6981 end;
6983 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
6984 if GetAIFlag('GOINHOLE') <> '' then
6985 if not OnGround() then
6986 begin
6987 ReleaseKey(KEY_LEFT);
6988 ReleaseKey(KEY_RIGHT);
6989 RemoveAIFlag('GOINHOLE');
6990 SetAIFlag('FALLINHOLE', '1');
6991 end;
6993 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
6994 if GetAIFlag('FALLINHOLE') <> '' then
6995 if OnGround() then
6996 RemoveAIFlag('FALLINHOLE');
6998 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
6999 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7000 if GetAIFlag('FALLINHOLE') = '' then
7001 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7002 if Rnd(2) then
7003 GoLeft(360)
7004 else
7005 GoRight(360);
7007 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7008 if OnGround() and
7009 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7010 Rnd(8) then
7011 Jump();
7013 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7014 if OnGround() and NearHole() then
7015 if NearDeepHole() then // Åñëè ýòî áåçäíà
7016 case Random(6) of
7017 0..3: Turn(); // Áåæèì îáðàòíî
7018 4: Jump(); // Ïðûãàåì
7019 5: begin // Ïðûãàåì îáðàòíî
7020 Turn();
7021 Jump();
7022 end;
7023 end
7024 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7025 if GetAIFlag('GOINHOLE') = '' then
7026 case Random(6) of
7027 0: Turn(); // Íå íóæíî òóäà
7028 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7029 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7030 if BorderHole() then
7031 SetAIFlag('GOINHOLE', '1');
7032 end;
7034 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7035 if (not CanRun()) and OnGround() then
7036 begin
7037 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7038 if CanJumpOver() or OnLadder() then
7039 Jump()
7040 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7041 if Random(2) = 0 then
7042 begin
7043 if IsSafeTrigger() then
7044 PressKey(KEY_OPEN);
7045 end else
7046 Turn();
7047 end;
7049 // Îñòàëîñü ìàëî âîçäóõà:
7050 if FAir < 36 * 2 then
7051 Jump(20);
7053 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7054 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7055 if BodyInAcid(0, 0) then
7056 Jump();
7057 end;
7059 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7060 begin
7061 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7062 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7063 end;
7065 {function TBot.NeedItem(Item: Byte): Byte;
7066 begin
7067 Result := 4;
7068 end;}
7070 procedure TBot.SelectWeapon(Dist: Integer);
7071 var
7072 a: Integer;
7074 function HaveAmmo(weapon: Byte): Boolean;
7075 begin
7076 case weapon of
7077 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7078 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7079 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7080 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7081 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7082 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7083 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7084 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7085 else Result := True;
7086 end;
7087 end;
7089 begin
7090 if Dist = -1 then Dist := BOT_LONGDIST;
7092 if Dist > BOT_LONGDIST then
7093 begin // Äàëüíèé áîé
7094 for a := 0 to 9 do
7095 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7096 begin
7097 FSelectedWeapon := FDifficult.WeaponPrior[a];
7098 Break;
7099 end;
7100 end
7101 else //if Dist > BOT_UNSAFEDIST then
7102 begin // Áëèæíèé áîé
7103 for a := 0 to 9 do
7104 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7105 begin
7106 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7107 Break;
7108 end;
7109 end;
7110 { else
7111 begin
7112 for a := 0 to 9 do
7113 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7114 begin
7115 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7116 Break;
7117 end;
7118 end;}
7119 end;
7121 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7122 begin
7123 Result := inherited PickItem(ItemType, force, remove);
7125 if Result then SetAIFlag('SELECTWEAPON', '1');
7126 end;
7128 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7129 begin
7130 Result := inherited Heal(value, Soft);
7131 end;
7133 function TBot.Healthy(): Byte;
7134 begin
7135 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7136 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7137 else if (FHealth > 50) then Result := 2
7138 else if (FHealth > 20) then Result := 1
7139 else Result := 0;
7140 end;
7142 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7143 begin
7144 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7145 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7146 end;
7148 procedure TBot.OnDamage(Angle: SmallInt);
7149 var
7150 pla: TPlayer;
7151 mon: TMonster;
7152 ok: Boolean;
7153 begin
7154 inherited;
7156 if (Angle = 0) or (Angle = 180) then
7157 begin
7158 ok := False;
7159 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7160 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7161 begin // Èãðîê
7162 pla := g_Player_Get(FLastSpawnerUID);
7163 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7164 pla.FObj.Y + PLAYER_RECT.Y);
7165 end
7166 else
7167 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7168 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7169 begin // Ìîíñòð
7170 mon := g_Monsters_Get(FLastSpawnerUID);
7171 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7172 mon.Obj.Y + mon.Obj.Rect.Y);
7173 end;
7175 if ok then
7176 if Angle = 0 then
7177 SetAIFlag('ATTACKLEFT', '1')
7178 else
7179 SetAIFlag('ATTACKRIGHT', '1');
7180 end;
7181 end;
7183 function TBot.RunDirection(): TDirection;
7184 begin
7185 if Abs(Vel.X) >= 1 then
7186 begin
7187 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7188 end else
7189 Result := FDirection;
7190 end;
7192 function TBot.GetRnd(a: Byte): Boolean;
7193 begin
7194 if a = 0 then Result := False
7195 else if a = 255 then Result := True
7196 else Result := Random(256) > 255-a;
7197 end;
7199 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7200 begin
7201 Result := Round((255-a)/255*radius*(Random(2)-1));
7202 end;
7204 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7205 var
7206 i: Integer;
7207 dw: DWORD;
7208 p: Pointer;
7209 begin
7210 inherited SaveState(Mem);
7212 // Âûáðàííîå îðóæèå:
7213 Mem.WriteByte(FSelectedWeapon);
7214 // UID öåëè:
7215 Mem.WriteWord(FTargetUID);
7216 // Âðåìÿ ïîòåðè öåëè:
7217 Mem.WriteDWORD(FLastVisible);
7218 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7219 dw := Length(FAIFlags);
7220 Mem.WriteDWORD(dw);
7221 // Ôëàãè ÈÈ:
7222 for i := 0 to Integer(dw)-1 do
7223 begin
7224 Mem.WriteString(FAIFlags[i].Name, 20);
7225 Mem.WriteString(FAIFlags[i].Value, 20);
7226 end;
7227 // Íàñòðîéêè ñëîæíîñòè:
7228 p := @FDifficult;
7229 Mem.WriteMemory(p, SizeOf(TDifficult));
7230 end;
7232 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7233 var
7234 i: Integer;
7235 dw: DWORD;
7236 p: Pointer;
7237 begin
7238 inherited LoadState(Mem);
7240 // Âûáðàííîå îðóæèå:
7241 Mem.ReadByte(FSelectedWeapon);
7242 // UID öåëè:
7243 Mem.ReadWord(FTargetUID);
7244 // Âðåìÿ ïîòåðè öåëè:
7245 Mem.ReadDWORD(FLastVisible);
7246 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7247 Mem.ReadDWORD(dw);
7248 SetLength(FAIFlags, dw);
7249 // Ôëàãè ÈÈ:
7250 for i := 0 to Integer(dw)-1 do
7251 begin
7252 Mem.ReadString(FAIFlags[i].Name);
7253 Mem.ReadString(FAIFlags[i].Value);
7254 end;
7255 // Íàñòðîéêè ñëîæíîñòè:
7256 Mem.ReadMemory(p, dw);
7257 if dw <> SizeOf(TDifficult) then
7258 begin
7259 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7260 end;
7261 FDifficult := TDifficult(p^);
7262 end;
7264 end.