DEADSOFTWARE

66c676c9466e00bc20ff7abc132c87c41bae873b
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames (unused)
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
203 // client-side only
204 weaponSwitchKeyReleased: array[0..16] of Boolean; // true: was release
207 function CollideLevel(XInc, YInc: Integer): Boolean;
208 function StayOnStep(XInc, YInc: Integer): Boolean;
209 function HeadInLiquid(XInc, YInc: Integer): Boolean;
210 function BodyInLiquid(XInc, YInc: Integer): Boolean;
211 function BodyInAcid(XInc, YInc: Integer): Boolean;
212 function FullInLift(XInc, YInc: Integer): Integer;
213 {procedure CollideItem();}
214 procedure FlySmoke(Times: DWORD = 1);
215 procedure OnFireFlame(Times: DWORD = 1);
216 function GetAmmoByWeapon(Weapon: Byte): Word;
217 procedure SetAction(Action: Byte; Force: Boolean = False);
218 procedure OnDamage(Angle: SmallInt); virtual;
219 function firediry(): Integer;
220 procedure DoPunch();
222 procedure Run(Direction: TDirection);
223 procedure NextWeapon();
224 procedure PrevWeapon();
225 procedure SeeUp();
226 procedure SeeDown();
227 procedure Fire();
228 procedure Jump();
229 procedure Use();
231 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
232 procedure resetWeaponQueue ();
233 function hasAmmoForWeapon (weapon: Byte): Boolean;
235 procedure doDamage (v: Integer);
237 function followCorpse(): Boolean;
239 public
240 FDamageBuffer: Integer;
242 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
243 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
244 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
245 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
246 FBerserk: Integer;
247 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
248 FReloading: Array [WP_FIRST..WP_LAST] of Word;
249 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
250 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
251 FColor: TRGB;
252 FPreferredTeam: Byte;
253 FSpectator: Boolean;
254 FNoRespawn: Boolean;
255 FWantsInGame: Boolean;
256 FGhost: Boolean;
257 FPhysics: Boolean;
258 FJetpack: Boolean;
259 FActualModelName: string;
260 FClientID: SmallInt;
261 FPing: Word;
262 FLoss: Byte;
263 FDummy: Boolean;
264 FFireTime: Integer;
266 // debug: viewport offset
267 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
269 function isValidViewPort (): Boolean; inline;
271 constructor Create(); virtual;
272 destructor Destroy(); override;
273 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
274 function GetRespawnPoint(): Byte;
275 procedure PressKey(Key: Byte; Time: Word = 1);
276 procedure ReleaseKeys();
277 procedure SetModel(ModelName: String);
278 procedure SetColor(Color: TRGB);
279 procedure SetWeapon(W: Byte);
280 function IsKeyPressed(K: Byte): Boolean;
281 function GetKeys(): Byte;
282 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
283 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
284 function Collide(Panel: TPanel): Boolean; overload;
285 function Collide(X, Y: Integer): Boolean; overload;
286 procedure SetDirection(Direction: TDirection);
287 procedure GetSecret();
288 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
289 procedure Touch();
290 procedure Push(vx, vy: Integer);
291 procedure ChangeModel(ModelName: String);
292 procedure SwitchTeam;
293 procedure ChangeTeam(Team: Byte);
294 procedure BFGHit();
295 function GetFlag(Flag: Byte): Boolean;
296 procedure SetFlag(Flag: Byte);
297 function DropFlag(): Boolean;
298 procedure AllRulez(Health: Boolean);
299 procedure RestoreHealthArmor();
300 procedure FragCombo();
301 procedure GiveItem(ItemType: Byte);
302 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
303 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
304 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
305 procedure MakeBloodSimple(Count: Word);
306 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
307 procedure Reset(Force: Boolean);
308 procedure Spectate(NoMove: Boolean = False);
309 procedure SwitchNoClip;
310 procedure SoftReset();
311 procedure Draw(); virtual;
312 procedure DrawPain();
313 procedure DrawPickup();
314 procedure DrawRulez();
315 procedure DrawAim();
316 procedure DrawBubble();
317 procedure DrawGUI();
318 procedure Update(); virtual;
319 procedure RememberState();
320 procedure RecallState();
321 procedure SaveState (st: TStream); virtual;
322 procedure LoadState (st: TStream); virtual;
323 procedure PauseSounds(Enable: Boolean);
324 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
325 procedure DoLerp(Level: Integer = 2);
326 procedure SetLerp(XTo, YTo: Integer);
327 procedure QueueWeaponSwitch(Weapon: Byte);
328 procedure RealizeCurrentWeapon();
329 procedure JetpackOn;
330 procedure JetpackOff;
331 procedure CatchFire(Attacker: Word);
333 //WARNING! this does nothing for now, but still call it!
334 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
336 procedure getMapBox (out x, y, w, h: Integer); inline;
337 procedure moveBy (dx, dy: Integer); inline;
339 procedure releaseAllWeaponSwitchKeys ();
340 procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
341 function isWeaponSwitchKeyReleased (index: Integer): Boolean;
343 public
344 property Vel: TPoint2i read FObj.Vel;
345 property Obj: TObj read FObj;
347 property Name: String read FName write FName;
348 property Model: TPlayerModel read FModel;
349 property Health: Integer read FHealth write FHealth;
350 property Lives: Byte read FLives write FLives;
351 property Armor: Integer read FArmor write FArmor;
352 property Air: Integer read FAir write FAir;
353 property JetFuel: Integer read FJetFuel write FJetFuel;
354 property Frags: Integer read FFrags write FFrags;
355 property Death: Integer read FDeath write FDeath;
356 property Kills: Integer read FKills write FKills;
357 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
358 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
359 property Secrets: Integer read FSecrets;
360 property GodMode: Boolean read FGodMode write FGodMode;
361 property NoTarget: Boolean read FNoTarget write FNoTarget;
362 property NoReload: Boolean read FNoReload write FNoReload;
363 property alive: Boolean read FAlive write FAlive;
364 property Flag: Byte read FFlag;
365 property Team: Byte read FTeam write FTeam;
366 property Direction: TDirection read FDirection;
367 property GameX: Integer read FObj.X write FObj.X;
368 property GameY: Integer read FObj.Y write FObj.Y;
369 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
370 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
371 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
372 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
373 property IncCam: Integer read FIncCam write FIncCam;
374 property UID: Word read FUID write FUID;
375 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
376 property NetTime: LongWord read FNetTime write FNetTime;
378 published
379 property eName: String read FName write FName;
380 property eHealth: Integer read FHealth write FHealth;
381 property eLives: Byte read FLives write FLives;
382 property eArmor: Integer read FArmor write FArmor;
383 property eAir: Integer read FAir write FAir;
384 property eJetFuel: Integer read FJetFuel write FJetFuel;
385 property eFrags: Integer read FFrags write FFrags;
386 property eDeath: Integer read FDeath write FDeath;
387 property eKills: Integer read FKills write FKills;
388 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
389 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
390 property eSecrets: Integer read FSecrets write FSecrets;
391 property eGodMode: Boolean read FGodMode write FGodMode;
392 property eNoTarget: Boolean read FNoTarget write FNoTarget;
393 property eNoReload: Boolean read FNoReload write FNoReload;
394 property eAlive: Boolean read FAlive write FAlive;
395 property eFlag: Byte read FFlag;
396 property eTeam: Byte read FTeam write FTeam;
397 property eDirection: TDirection read FDirection;
398 property eGameX: Integer read FObj.X write FObj.X;
399 property eGameY: Integer read FObj.Y write FObj.Y;
400 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
401 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
402 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
403 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
404 property eIncCam: Integer read FIncCam write FIncCam;
405 property eUID: Word read FUID;
406 property eJustTeleported: Boolean read FJustTeleported;
407 property eNetTime: LongWord read FNetTime;
409 // set this before assigning something to `eDamage`
410 property eDamageType: Integer read mEDamageType write mEDamageType;
411 property eDamage: Integer write doDamage;
412 end;
414 TDifficult = record
415 public
416 DiagFire: Byte;
417 InvisFire: Byte;
418 DiagPrecision: Byte;
419 FlyPrecision: Byte;
420 Cover: Byte;
421 CloseJump: Byte;
422 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
423 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
424 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
426 public
427 procedure save (st: TStream);
428 procedure load (st: TStream);
429 end;
431 TAIFlag = record
432 Name: String;
433 Value: String;
434 end;
436 TBot = class(TPlayer)
437 private
438 FSelectedWeapon: Byte;
439 FTargetUID: Word;
440 FLastVisible: DWORD;
441 FAIFlags: Array of TAIFlag;
442 FDifficult: TDifficult;
444 function GetRnd(a: Byte): Boolean;
445 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
446 function RunDirection(): TDirection;
447 function FullInStep(XInc, YInc: Integer): Boolean;
448 //function NeedItem(Item: Byte): Byte;
449 procedure SelectWeapon(Dist: Integer);
450 procedure SetAIFlag(aName, fValue: String20);
451 function GetAIFlag(aName: String20): String20;
452 procedure RemoveAIFlag(aName: String20);
453 function Healthy(): Byte;
454 procedure UpdateMove();
455 procedure UpdateCombat();
456 function KeyPressed(Key: Word): Boolean;
457 procedure ReleaseKey(Key: Byte);
458 function TargetOnScreen(TX, TY: Integer): Boolean;
459 procedure OnDamage(Angle: SmallInt); override;
461 public
462 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
463 constructor Create(); override;
464 destructor Destroy(); override;
465 procedure Draw(); override;
466 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
467 function Heal(value: Word; Soft: Boolean): Boolean; override;
468 procedure Update(); override;
469 procedure SaveState (st: TStream); override;
470 procedure LoadState (st: TStream); override;
471 end;
473 PGib = ^TGib;
474 TGib = record
475 alive: Boolean;
476 ID: DWORD;
477 MaskID: DWORD;
478 RAngle: Integer;
479 Color: TRGB;
480 Obj: TObj;
482 procedure getMapBox (out x, y, w, h: Integer); inline;
483 procedure moveBy (dx, dy: Integer); inline;
485 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
486 end;
489 PShell = ^TShell;
490 TShell = record
491 SpriteID: DWORD;
492 alive: Boolean;
493 SType: Byte;
494 RAngle: Integer;
495 Timeout: Cardinal;
496 CX, CY: Integer;
497 Obj: TObj;
499 procedure getMapBox (out x, y, w, h: Integer); inline;
500 procedure moveBy (dx, dy: Integer); inline;
502 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
503 end;
505 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
506 private
507 FModelName: String;
508 FMess: Boolean;
509 FState: Byte;
510 FDamage: Byte;
511 FColor: TRGB;
512 FObj: TObj;
513 FPlayerUID: Word;
514 FAnimation: TAnimation;
515 FAnimationMask: TAnimation;
517 public
518 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
519 destructor Destroy(); override;
520 procedure Damage(Value: Word; vx, vy: Integer);
521 procedure Update();
522 procedure Draw();
523 procedure SaveState (st: TStream);
524 procedure LoadState (st: TStream);
526 procedure getMapBox (out x, y, w, h: Integer); inline;
527 procedure moveBy (dx, dy: Integer); inline;
529 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
531 function ObjPtr (): PObj; inline;
533 property Obj: TObj read FObj; // copies object
534 property State: Byte read FState;
535 property Mess: Boolean read FMess;
536 end;
538 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
539 record
540 Goals: SmallInt;
541 end;
543 var
544 gPlayers: Array of TPlayer;
545 gCorpses: Array of TCorpse;
546 gGibs: Array of TGib;
547 gShells: Array of TShell;
548 gTeamStat: TTeamStat;
549 gFly: Boolean = False;
550 gAimLine: Boolean = False;
551 gChatBubble: Byte = 0;
552 gNumBots: Word = 0;
553 gLMSPID1: Word = 0;
554 gLMSPID2: Word = 0;
555 MAX_RUNVEL: Integer = 8;
556 VEL_JUMP: Integer = 10;
557 SHELL_TIMEOUT: Cardinal = 60000;
559 function Lerp(X, Y, Factor: Integer): Integer;
561 procedure g_Gibs_SetMax(Count: Word);
562 function g_Gibs_GetMax(): Word;
563 procedure g_Corpses_SetMax(Count: Word);
564 function g_Corpses_GetMax(): Word;
565 procedure g_Shells_SetMax(Count: Word);
566 function g_Shells_GetMax(): Word;
568 procedure g_Player_Init();
569 procedure g_Player_Free();
570 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
571 function g_Player_CreateFromState (st: TStream): Word;
572 procedure g_Player_Remove(UID: Word);
573 procedure g_Player_ResetTeams();
574 procedure g_Player_UpdateAll();
575 procedure g_Player_DrawAll();
576 procedure g_Player_DrawDebug(p: TPlayer);
577 procedure g_Player_DrawHealth();
578 procedure g_Player_RememberAll();
579 procedure g_Player_ResetAll(Force, Silent: Boolean);
580 function g_Player_Get(UID: Word): TPlayer;
581 function g_Player_GetCount(): Byte;
582 function g_Player_GetStats(): TPlayerStatArray;
583 function g_Player_ValidName(Name: String): Boolean;
584 procedure g_Player_CreateCorpse(Player: TPlayer);
585 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
586 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
587 procedure g_Player_UpdatePhysicalObjects();
588 procedure g_Player_DrawCorpses();
589 procedure g_Player_DrawShells();
590 procedure g_Player_RemoveAllCorpses();
591 procedure g_Player_Corpses_SaveState (st: TStream);
592 procedure g_Player_Corpses_LoadState (st: TStream);
593 procedure g_Bot_Add(Team, Difficult: Byte);
594 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
595 procedure g_Bot_MixNames();
596 procedure g_Bot_RemoveAll();
598 implementation
600 uses
601 {$INCLUDE ../nogl/noGLuses.inc}
602 {$IFDEF ENABLE_HOLMES}
603 g_holmes,
604 {$ENDIF}
605 e_log, g_map, g_items, g_console, g_gfx, Math,
606 g_options, g_triggers, g_menu, g_game, g_grid,
607 wadreader, g_main, g_monsters, CONFIG, g_language,
608 g_net, g_netmsg, g_window,
609 utils, xstreams;
611 const PLR_SAVE_VERSION = 0;
613 type
614 TBotProfile = record
615 name: ShortString;
616 model: ShortString;
617 team: Byte;
618 color: TRGB;
619 diag_fire: Byte;
620 invis_fire: Byte;
621 diag_precision: Byte;
622 fly_precision: Byte;
623 cover: Byte;
624 close_jump: Byte;
625 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
626 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
627 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
628 end;
630 const
631 TIME_RESPAWN1 = 1500;
632 TIME_RESPAWN2 = 2000;
633 TIME_RESPAWN3 = 3000;
634 AIR_DEF = 360;
635 AIR_MAX = 1091;
636 JET_MAX = 540; // ~30 sec
637 PLAYER_SUIT_TIME = 30000;
638 PLAYER_INVUL_TIME = 30000;
639 PLAYER_INVIS_TIME = 35000;
640 FRAG_COMBO_TIME = 3000;
641 VEL_SW = 4;
642 VEL_FLY = 6;
643 ANGLE_RIGHTUP = 55;
644 ANGLE_RIGHTDOWN = -35;
645 ANGLE_LEFTUP = 125;
646 ANGLE_LEFTDOWN = -145;
647 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
648 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
649 BOT_MAXJUMP = 84;
650 BOT_LONGDIST = 300;
651 BOT_UNSAFEDIST = 128;
652 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
653 (R:0; G:0; B:255));
654 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
655 FlyPrecision: 32; Cover: 32; CloseJump: 32;
656 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
657 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
658 FlyPrecision: 127; Cover: 127; CloseJump: 127;
659 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
660 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
661 FlyPrecision: 255; Cover: 255; CloseJump: 255;
662 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
663 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
664 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
665 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
666 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
667 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
668 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
669 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
670 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
671 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
672 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
673 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
674 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
675 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
676 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
677 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
678 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
679 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
681 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
682 CORPSE_SIGNATURE = $50524F43; // 'CORP'
684 BOTNAMES_FILENAME = 'botnames.txt';
685 BOTLIST_FILENAME = 'botlist.txt';
687 var
688 MaxGibs: Word = 150;
689 MaxCorpses: Word = 20;
690 MaxShells: Word = 300;
691 CurrentGib: Integer = 0;
692 CurrentShell: Integer = 0;
693 BotNames: Array of String;
694 BotList: Array of TBotProfile;
697 function Lerp(X, Y, Factor: Integer): Integer;
698 begin
699 Result := X + ((Y - X) div Factor);
700 end;
702 function SameTeam(UID1, UID2: Word): Boolean;
703 begin
704 Result := False;
706 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
707 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
709 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
711 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
712 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
714 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
715 end;
717 procedure g_Gibs_SetMax(Count: Word);
718 begin
719 MaxGibs := Count;
720 SetLength(gGibs, Count);
722 if CurrentGib >= Count then
723 CurrentGib := 0;
724 end;
726 function g_Gibs_GetMax(): Word;
727 begin
728 Result := MaxGibs;
729 end;
731 procedure g_Shells_SetMax(Count: Word);
732 begin
733 MaxShells := Count;
734 SetLength(gShells, Count);
736 if CurrentShell >= Count then
737 CurrentShell := 0;
738 end;
740 function g_Shells_GetMax(): Word;
741 begin
742 Result := MaxShells;
743 end;
746 procedure g_Corpses_SetMax(Count: Word);
747 begin
748 MaxCorpses := Count;
749 SetLength(gCorpses, Count);
750 end;
752 function g_Corpses_GetMax(): Word;
753 begin
754 Result := MaxCorpses;
755 end;
757 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
758 var
759 a: Integer;
760 ok: Boolean;
761 begin
762 Result := 0;
764 ok := False;
765 a := 0;
767 // Åñòü ëè ìåñòî â gPlayers:
768 if gPlayers <> nil then
769 for a := 0 to High(gPlayers) do
770 if gPlayers[a] = nil then
771 begin
772 ok := True;
773 Break;
774 end;
776 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
777 if not ok then
778 begin
779 SetLength(gPlayers, Length(gPlayers)+1);
780 a := High(gPlayers);
781 end;
783 // Ñîçäàåì îáúåêò èãðîêà:
784 if Bot then
785 gPlayers[a] := TBot.Create()
786 else
787 gPlayers[a] := TPlayer.Create();
790 gPlayers[a].FActualModelName := ModelName;
791 gPlayers[a].SetModel(ModelName);
793 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
794 if gPlayers[a].FModel = nil then
795 begin
796 gPlayers[a].Free();
797 gPlayers[a] := nil;
798 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
799 Exit;
800 end;
802 if not (Team in [TEAM_RED, TEAM_BLUE]) then
803 if Random(2) = 0 then
804 Team := TEAM_RED
805 else
806 Team := TEAM_BLUE;
807 gPlayers[a].FPreferredTeam := Team;
809 case gGameSettings.GameMode of
810 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
811 GM_TDM,
812 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
813 GM_SINGLE,
814 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
815 end;
817 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
818 gPlayers[a].FColor := Color;
819 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
820 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
821 else
822 gPlayers[a].FModel.Color := Color;
824 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
825 gPlayers[a].FAlive := False;
827 Result := gPlayers[a].FUID;
828 end;
830 function g_Player_CreateFromState (st: TStream): Word;
831 var
832 a, i: Integer;
833 ok, Bot: Boolean;
834 b: Byte;
835 begin
836 result := 0;
837 if (st = nil) then exit; //???
839 // Ñèãíàòóðà èãðîêà
840 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
841 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
843 // Áîò èëè ÷åëîâåê:
844 Bot := utils.readBool(st);
846 ok := false;
847 a := 0;
849 // Åñòü ëè ìåñòî â gPlayers:
850 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
852 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
853 if not ok then
854 begin
855 SetLength(gPlayers, Length(gPlayers)+1);
856 a := High(gPlayers);
857 end;
859 // Ñîçäàåì îáúåêò èãðîêà
860 if Bot then
861 gPlayers[a] := TBot.Create()
862 else
863 gPlayers[a] := TPlayer.Create();
864 gPlayers[a].FIamBot := Bot;
865 gPlayers[a].FPhysics := True;
867 // UID èãðîêà
868 gPlayers[a].FUID := utils.readWord(st);
869 // Èìÿ èãðîêà
870 gPlayers[a].FName := utils.readStr(st);
871 // Êîìàíäà
872 gPlayers[a].FTeam := utils.readByte(st);
873 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
874 // Æèâ ëè
875 gPlayers[a].FAlive := utils.readBool(st);
876 // Èçðàñõîäîâàë ëè âñå æèçíè
877 gPlayers[a].FNoRespawn := utils.readBool(st);
878 // Íàïðàâëåíèå
879 b := utils.readByte(st);
880 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
881 // Çäîðîâüå
882 gPlayers[a].FHealth := utils.readLongInt(st);
883 // Æèçíè
884 gPlayers[a].FLives := utils.readByte(st);
885 // Áðîíÿ
886 gPlayers[a].FArmor := utils.readLongInt(st);
887 // Çàïàñ âîçäóõà
888 gPlayers[a].FAir := utils.readLongInt(st);
889 // Çàïàñ ãîðþ÷åãî
890 gPlayers[a].FJetFuel := utils.readLongInt(st);
891 // Áîëü
892 gPlayers[a].FPain := utils.readLongInt(st);
893 // Óáèë
894 gPlayers[a].FKills := utils.readLongInt(st);
895 // Óáèë ìîíñòðîâ
896 gPlayers[a].FMonsterKills := utils.readLongInt(st);
897 // Ôðàãîâ
898 gPlayers[a].FFrags := utils.readLongInt(st);
899 // Ôðàãîâ ïîäðÿä
900 gPlayers[a].FFragCombo := utils.readByte(st);
901 // Âðåìÿ ïîñëåäíåãî ôðàãà
902 gPlayers[a].FLastFrag := utils.readLongWord(st);
903 // Ñìåðòåé
904 gPlayers[a].FDeath := utils.readLongInt(st);
905 // Êàêîé ôëàã íåñåò
906 gPlayers[a].FFlag := utils.readByte(st);
907 // Íàøåë ñåêðåòîâ
908 gPlayers[a].FSecrets := utils.readLongInt(st);
909 // Òåêóùåå îðóæèå
910 gPlayers[a].FCurrWeap := utils.readByte(st);
911 // Ñëåäóþùåå æåëàåìîå îðóæèå
912 gPlayers[a].FNextWeap := utils.readWord(st);
913 // ...è ïàóçà
914 gPlayers[a].FNextWeapDelay := utils.readByte(st);
915 // Âðåìÿ çàðÿäêè BFG
916 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
917 // Áóôåð óðîíà
918 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
919 // Ïîñëåäíèé óäàðèâøèé
920 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
921 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
922 gPlayers[a].FLastHit := utils.readByte(st);
923 // Îáúåêò èãðîêà:
924 Obj_LoadState(@gPlayers[a].FObj, st);
925 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
926 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
927 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
928 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
929 // Íàëè÷èå îðóæèÿ
930 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
931 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
932 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
933 // Íàëè÷èå ðþêçàêà
934 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
935 // Íàëè÷èå êðàñíîãî êëþ÷à
936 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
937 // Íàëè÷èå çåëåíîãî êëþ÷à
938 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
939 // Íàëè÷èå ñèíåãî êëþ÷à
940 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
941 // Íàëè÷èå áåðñåðêà
942 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
943 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
944 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
945 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
946 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
948 // Íàçâàíèå ìîäåëè:
949 gPlayers[a].FActualModelName := utils.readStr(st);
950 // Öâåò ìîäåëè
951 gPlayers[a].FColor.R := utils.readByte(st);
952 gPlayers[a].FColor.G := utils.readByte(st);
953 gPlayers[a].FColor.B := utils.readByte(st);
954 // Îáíîâëÿåì ìîäåëü èãðîêà
955 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
957 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
958 if (gPlayers[a].FModel = nil) then
959 begin
960 gPlayers[a].Free();
961 gPlayers[a] := nil;
962 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
963 exit;
964 end;
966 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
967 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
968 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
969 else
970 gPlayers[a].FModel.Color := gPlayers[a].FColor;
972 result := gPlayers[a].FUID;
973 end;
976 procedure g_Player_ResetTeams();
977 var
978 a: Integer;
979 begin
980 if g_Game_IsClient then
981 Exit;
982 if gPlayers = nil then
983 Exit;
984 for a := Low(gPlayers) to High(gPlayers) do
985 if gPlayers[a] <> nil then
986 case gGameSettings.GameMode of
987 GM_DM:
988 gPlayers[a].ChangeTeam(TEAM_NONE);
989 GM_TDM, GM_CTF:
990 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
991 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
992 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
993 else
994 if a mod 2 = 0 then
995 gPlayers[a].ChangeTeam(TEAM_RED)
996 else
997 gPlayers[a].ChangeTeam(TEAM_BLUE);
998 GM_SINGLE,
999 GM_COOP:
1000 gPlayers[a].ChangeTeam(TEAM_COOP);
1001 end;
1002 end;
1004 procedure g_Bot_Add(Team, Difficult: Byte);
1005 var
1006 m: SSArray;
1007 _name, _model: String;
1008 a, tr, tb: Integer;
1009 begin
1010 if not g_Game_IsServer then Exit;
1012 // Ñïèñîê íàçâàíèé ìîäåëåé:
1013 m := g_PlayerModel_GetNames();
1014 if m = nil then
1015 Exit;
1017 // Êîìàíäà:
1018 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1019 Team := TEAM_COOP // COOP
1020 else
1021 if gGameSettings.GameMode = GM_DM then
1022 Team := TEAM_NONE // DM
1023 else
1024 if Team = TEAM_NONE then // CTF / TDM
1025 begin
1026 // Àâòîáàëàíñ êîìàíä:
1027 tr := 0;
1028 tb := 0;
1030 for a := 0 to High(gPlayers) do
1031 if gPlayers[a] <> nil then
1032 begin
1033 if gPlayers[a].Team = TEAM_RED then
1034 Inc(tr)
1035 else
1036 if gPlayers[a].Team = TEAM_BLUE then
1037 Inc(tb);
1038 end;
1040 if tr > tb then
1041 Team := TEAM_BLUE
1042 else
1043 if tb > tr then
1044 Team := TEAM_RED
1045 else // tr = tb
1046 if Random(2) = 0 then
1047 Team := TEAM_RED
1048 else
1049 Team := TEAM_BLUE;
1050 end;
1052 // Âûáèðàåì áîòó èìÿ:
1053 _name := '';
1054 if BotNames <> nil then
1055 for a := 0 to High(BotNames) do
1056 if g_Player_ValidName(BotNames[a]) then
1057 begin
1058 _name := BotNames[a];
1059 Break;
1060 end;
1062 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1063 if _name = '' then
1064 repeat
1065 _name := Format('DFBOT%.2d', [Random(100)]);
1066 until g_Player_ValidName(_name);
1068 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1069 _model := m[Random(Length(m))];
1071 // Ñîçäàåì áîòà:
1072 with g_Player_Get(g_Player_Create(_model,
1073 _RGB(Min(Random(9)*32, 255),
1074 Min(Random(9)*32, 255),
1075 Min(Random(9)*32, 255)),
1076 Team, True)) as TBot do
1077 begin
1078 Name := _name;
1080 case Difficult of
1081 1: FDifficult := DIFFICULT_EASY;
1082 2: FDifficult := DIFFICULT_MEDIUM;
1083 else FDifficult := DIFFICULT_HARD;
1084 end;
1086 for a := WP_FIRST to WP_LAST do
1087 begin
1088 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1089 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1090 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1091 end;
1093 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1095 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1096 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1097 Spectate();
1098 end;
1099 end;
1101 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1102 var
1103 m: SSArray;
1104 _name, _model: String;
1105 a: Integer;
1106 begin
1107 if not g_Game_IsServer then Exit;
1109 // Ñïèñîê íàçâàíèé ìîäåëåé:
1110 m := g_PlayerModel_GetNames();
1111 if m = nil then
1112 Exit;
1114 // Êîìàíäà:
1115 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1116 Team := TEAM_COOP // COOP
1117 else
1118 if gGameSettings.GameMode = GM_DM then
1119 Team := TEAM_NONE // DM
1120 else
1121 if Team = TEAM_NONE then
1122 Team := BotList[num].team; // CTF / TDM
1124 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1125 lName := AnsiLowerCase(lName);
1126 if (num < 0) or (num > Length(BotList)-1) then
1127 num := -1;
1128 if (num = -1) and (lName <> '') and (BotList <> nil) then
1129 for a := 0 to High(BotList) do
1130 if AnsiLowerCase(BotList[a].name) = lName then
1131 begin
1132 num := a;
1133 Break;
1134 end;
1135 if num = -1 then
1136 Exit;
1138 // Èìÿ áîòà:
1139 _name := BotList[num].name;
1140 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1141 if not g_Player_ValidName(_name) then
1142 repeat
1143 _name := Format('DFBOT%.2d', [Random(100)]);
1144 until g_Player_ValidName(_name);
1146 // Ìîäåëü:
1147 _model := BotList[num].model;
1148 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1149 if not InSArray(_model, m) then
1150 _model := m[Random(Length(m))];
1152 // Ñîçäàåì áîòà:
1153 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1154 begin
1155 Name := _name;
1157 FDifficult.DiagFire := BotList[num].diag_fire;
1158 FDifficult.InvisFire := BotList[num].invis_fire;
1159 FDifficult.DiagPrecision := BotList[num].diag_precision;
1160 FDifficult.FlyPrecision := BotList[num].fly_precision;
1161 FDifficult.Cover := BotList[num].cover;
1162 FDifficult.CloseJump := BotList[num].close_jump;
1164 for a := WP_FIRST to WP_LAST do
1165 begin
1166 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1167 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1168 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1169 end;
1171 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1173 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1174 end;
1175 end;
1177 procedure g_Bot_RemoveAll();
1178 var
1179 a: Integer;
1180 begin
1181 if not g_Game_IsServer then Exit;
1182 if gPlayers = nil then Exit;
1184 for a := 0 to High(gPlayers) do
1185 if gPlayers[a] <> nil then
1186 if gPlayers[a] is TBot then
1187 begin
1188 gPlayers[a].Lives := 0;
1189 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1190 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1191 g_Player_Remove(gPlayers[a].FUID);
1192 end;
1194 g_Bot_MixNames();
1195 end;
1197 procedure g_Bot_MixNames();
1198 var
1199 s: String;
1200 a, b: Integer;
1201 begin
1202 if BotNames <> nil then
1203 for a := 0 to High(BotNames) do
1204 begin
1205 b := Random(Length(BotNames));
1206 s := BotNames[a];
1207 Botnames[a] := BotNames[b];
1208 BotNames[b] := s;
1209 end;
1210 end;
1212 procedure g_Player_Remove(UID: Word);
1213 var
1214 i: Integer;
1215 begin
1216 if gPlayers = nil then Exit;
1218 if g_Game_IsServer and g_Game_IsNet then
1219 MH_SEND_PlayerDelete(UID);
1221 for i := 0 to High(gPlayers) do
1222 if gPlayers[i] <> nil then
1223 if gPlayers[i].FUID = UID then
1224 begin
1225 if gPlayers[i] is TPlayer then
1226 TPlayer(gPlayers[i]).Free()
1227 else
1228 TBot(gPlayers[i]).Free();
1229 gPlayers[i] := nil;
1230 Exit;
1231 end;
1232 end;
1234 procedure g_Player_Init();
1235 var
1236 F: TextFile;
1237 s: String;
1238 a, b: Integer;
1239 config: TConfig;
1240 sa: SSArray;
1241 begin
1242 BotNames := nil;
1244 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1245 Exit;
1247 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1248 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1249 Reset(F);
1251 while not EOF(F) do
1252 begin
1253 ReadLn(F, s);
1255 s := Trim(s);
1256 if s = '' then
1257 Continue;
1259 SetLength(BotNames, Length(BotNames)+1);
1260 BotNames[High(BotNames)] := s;
1261 end;
1263 CloseFile(F);
1265 // Ïåðåìåøèâàåì èõ:
1266 g_Bot_MixNames();
1268 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1269 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1270 BotList := nil;
1271 a := 0;
1273 while config.SectionExists(IntToStr(a)) do
1274 begin
1275 SetLength(BotList, Length(BotList)+1);
1277 with BotList[High(BotList)] do
1278 begin
1279 // Èìÿ áîòà:
1280 name := config.ReadStr(IntToStr(a), 'name', '');
1281 // Ìîäåëü:
1282 model := config.ReadStr(IntToStr(a), 'model', '');
1283 // Êîìàíäà:
1284 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1285 team := TEAM_RED
1286 else
1287 team := TEAM_BLUE;
1288 // Öâåò ìîäåëè:
1289 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1290 color.R := StrToIntDef(sa[0], 0);
1291 color.G := StrToIntDef(sa[1], 0);
1292 color.B := StrToIntDef(sa[2], 0);
1293 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1294 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1295 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1296 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1297 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1298 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1299 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1300 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1301 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1302 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1303 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1304 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1305 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1306 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1307 if Length(sa) = 10 then
1308 for b := 0 to 9 do
1309 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1310 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1311 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1312 if Length(sa) = 10 then
1313 for b := 0 to 9 do
1314 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1316 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1317 if Length(sa) = 10 then
1318 for b := 0 to 9 do
1319 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1320 end;
1322 a := a + 1;
1323 end;
1325 config.Free();
1326 end;
1328 procedure g_Player_Free();
1329 var
1330 i: Integer;
1331 begin
1332 if gPlayers <> nil then
1333 begin
1334 for i := 0 to High(gPlayers) do
1335 if gPlayers[i] <> nil then
1336 begin
1337 if gPlayers[i] is TPlayer then
1338 TPlayer(gPlayers[i]).Free()
1339 else
1340 TBot(gPlayers[i]).Free();
1341 gPlayers[i] := nil;
1342 end;
1344 gPlayers := nil;
1345 end;
1347 gPlayer1 := nil;
1348 gPlayer2 := nil;
1349 end;
1351 procedure g_Player_UpdateAll();
1352 var
1353 i: Integer;
1354 begin
1355 if gPlayers = nil then Exit;
1357 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1358 for i := 0 to High(gPlayers) do
1359 begin
1360 if gPlayers[i] <> nil then
1361 begin
1362 if gPlayers[i] is TPlayer then
1363 begin
1364 gPlayers[i].Update();
1365 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1366 end
1367 else
1368 begin
1369 // bot updates weapons in `UpdateCombat()`
1370 TBot(gPlayers[i]).Update();
1371 end;
1372 end;
1373 end;
1374 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1375 end;
1377 procedure g_Player_DrawAll();
1378 var
1379 i: Integer;
1380 begin
1381 if gPlayers = nil then Exit;
1383 for i := 0 to High(gPlayers) do
1384 if gPlayers[i] <> nil then
1385 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1386 else TBot(gPlayers[i]).Draw();
1387 end;
1389 procedure g_Player_DrawDebug(p: TPlayer);
1390 var
1391 fW, fH: Byte;
1392 begin
1393 if p = nil then Exit;
1394 if (@p.FObj) = nil then Exit;
1396 e_TextureFontGetSize(gStdFont, fW, fH);
1398 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1399 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1400 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1401 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1402 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1403 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1404 end;
1406 procedure g_Player_DrawHealth();
1407 var
1408 i: Integer;
1409 fW, fH: Byte;
1410 begin
1411 if gPlayers = nil then Exit;
1412 e_TextureFontGetSize(gStdFont, fW, fH);
1414 for i := 0 to High(gPlayers) do
1415 if gPlayers[i] <> nil then
1416 begin
1417 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1418 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1419 IntToStr(gPlayers[i].FHealth), gStdFont);
1420 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1421 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1422 IntToStr(gPlayers[i].FArmor), gStdFont);
1423 end;
1424 end;
1426 function g_Player_Get(UID: Word): TPlayer;
1427 var
1428 a: Integer;
1429 begin
1430 Result := nil;
1432 if gPlayers = nil then
1433 Exit;
1435 for a := 0 to High(gPlayers) do
1436 if gPlayers[a] <> nil then
1437 if gPlayers[a].FUID = UID then
1438 begin
1439 Result := gPlayers[a];
1440 Exit;
1441 end;
1442 end;
1444 function g_Player_GetCount(): Byte;
1445 var
1446 a: Integer;
1447 begin
1448 Result := 0;
1450 if gPlayers = nil then
1451 Exit;
1453 for a := 0 to High(gPlayers) do
1454 if gPlayers[a] <> nil then
1455 Result := Result + 1;
1456 end;
1458 function g_Player_GetStats(): TPlayerStatArray;
1459 var
1460 a: Integer;
1461 begin
1462 Result := nil;
1464 if gPlayers = nil then Exit;
1466 for a := 0 to High(gPlayers) do
1467 if gPlayers[a] <> nil then
1468 begin
1469 SetLength(Result, Length(Result)+1);
1470 with Result[High(Result)] do
1471 begin
1472 Ping := gPlayers[a].FPing;
1473 Loss := gPlayers[a].FLoss;
1474 Name := gPlayers[a].FName;
1475 Team := gPlayers[a].FTeam;
1476 Frags := gPlayers[a].FFrags;
1477 Deaths := gPlayers[a].FDeath;
1478 Kills := gPlayers[a].FKills;
1479 Color := gPlayers[a].FModel.Color;
1480 Lives := gPlayers[a].FLives;
1481 Spectator := gPlayers[a].FSpectator;
1482 end;
1483 end;
1484 end;
1486 procedure g_Player_RememberAll;
1487 var
1488 i: Integer;
1489 begin
1490 for i := Low(gPlayers) to High(gPlayers) do
1491 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1492 gPlayers[i].RememberState;
1493 end;
1495 procedure g_Player_ResetAll(Force, Silent: Boolean);
1496 var
1497 i: Integer;
1498 begin
1499 gTeamStat[TEAM_RED].Goals := 0;
1500 gTeamStat[TEAM_BLUE].Goals := 0;
1502 if gPlayers <> nil then
1503 for i := 0 to High(gPlayers) do
1504 if gPlayers[i] <> nil then
1505 begin
1506 gPlayers[i].Reset(Force);
1508 if gPlayers[i] is TPlayer then
1509 begin
1510 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1511 gPlayers[i].Respawn(Silent)
1512 else
1513 gPlayers[i].Spectate();
1514 end
1515 else
1516 TBot(gPlayers[i]).Respawn(Silent);
1517 end;
1518 end;
1520 procedure g_Player_CreateCorpse(Player: TPlayer);
1521 var
1522 i: Integer;
1523 find_id: DWORD;
1524 ok: Boolean;
1525 begin
1526 if Player.alive then
1527 Exit;
1529 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1530 if gCorpses <> nil then
1531 for i := 0 to High(gCorpses) do
1532 if gCorpses[i] <> nil then
1533 if gCorpses[i].FPlayerUID = Player.FUID then
1534 gCorpses[i].FPlayerUID := 0;
1536 if Player.FObj.Y >= gMapInfo.Height+128 then
1537 Exit;
1539 with Player do
1540 begin
1541 if (FHealth >= -50) or (gGibsCount = 0) then
1542 begin
1543 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1544 Exit;
1546 ok := False;
1547 for find_id := 0 to High(gCorpses) do
1548 if gCorpses[find_id] = nil then
1549 begin
1550 ok := True;
1551 Break;
1552 end;
1554 if not ok then
1555 find_id := Random(Length(gCorpses));
1557 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1558 gCorpses[find_id].FColor := FModel.Color;
1559 gCorpses[find_id].FObj.Vel := FObj.Vel;
1560 gCorpses[find_id].FObj.Accel := FObj.Accel;
1561 gCorpses[find_id].FPlayerUID := FUID;
1562 end
1563 else
1564 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1565 FObj.Y + PLAYER_RECT_CY,
1566 FModel.Name, FModel.Color);
1567 end;
1568 end;
1570 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1571 var
1572 SID: DWORD;
1573 begin
1574 if (gShells = nil) or (Length(gShells) = 0) then
1575 Exit;
1577 with gShells[CurrentShell] do
1578 begin
1579 SpriteID := 0;
1580 g_Obj_Init(@Obj);
1581 Obj.Rect.X := 0;
1582 Obj.Rect.Y := 0;
1583 if T = SHELL_BULLET then
1584 begin
1585 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1586 SpriteID := SID;
1587 CX := 2;
1588 CY := 1;
1589 Obj.Rect.Width := 4;
1590 Obj.Rect.Height := 2;
1591 end
1592 else
1593 begin
1594 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1595 SpriteID := SID;
1596 CX := 4;
1597 CY := 2;
1598 Obj.Rect.Width := 7;
1599 Obj.Rect.Height := 3;
1600 end;
1601 SType := T;
1602 alive := True;
1603 Obj.X := fX;
1604 Obj.Y := fY;
1605 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1606 positionChanged(); // this updates spatial accelerators
1607 RAngle := Random(360);
1608 Timeout := gTime + SHELL_TIMEOUT;
1610 if CurrentShell >= High(gShells) then
1611 CurrentShell := 0
1612 else
1613 Inc(CurrentShell);
1614 end;
1615 end;
1617 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1618 var
1619 a: Integer;
1620 GibsArray: TGibsArray;
1621 Blood: TModelBlood;
1622 begin
1623 if (gGibs = nil) or (Length(gGibs) = 0) then
1624 Exit;
1625 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1626 Exit;
1627 Blood := g_PlayerModel_GetBlood(ModelName);
1629 for a := 0 to High(GibsArray) do
1630 with gGibs[CurrentGib] do
1631 begin
1632 Color := fColor;
1633 ID := GibsArray[a].ID;
1634 MaskID := GibsArray[a].MaskID;
1635 alive := True;
1636 g_Obj_Init(@Obj);
1637 Obj.Rect := GibsArray[a].Rect;
1638 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1639 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1640 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1641 positionChanged(); // this updates spatial accelerators
1642 RAngle := Random(360);
1644 if gBloodCount > 0 then
1645 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1646 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1648 if CurrentGib >= High(gGibs) then
1649 CurrentGib := 0
1650 else
1651 Inc(CurrentGib);
1652 end;
1653 end;
1655 procedure g_Player_UpdatePhysicalObjects();
1656 var
1657 i: Integer;
1658 vel: TPoint2i;
1659 mr: Word;
1661 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1662 var
1663 k: Integer;
1664 begin
1665 k := 1 + Random(2);
1666 if T = SHELL_BULLET then
1667 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1668 else
1669 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1670 end;
1672 begin
1673 // Êóñêè ìÿñà:
1674 if gGibs <> nil then
1675 for i := 0 to High(gGibs) do
1676 if gGibs[i].alive then
1677 with gGibs[i] do
1678 begin
1679 vel := Obj.Vel;
1680 mr := g_Obj_Move(@Obj, True, False, True);
1681 positionChanged(); // this updates spatial accelerators
1683 if WordBool(mr and MOVE_FALLOUT) then
1684 begin
1685 alive := False;
1686 Continue;
1687 end;
1689 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1690 if WordBool(mr and MOVE_HITWALL) then
1691 Obj.Vel.X := -(vel.X div 2);
1692 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1693 Obj.Vel.Y := -(vel.Y div 2);
1695 if (Obj.Vel.X >= 0) then
1696 begin // Clockwise
1697 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1698 if RAngle >= 360 then
1699 RAngle := RAngle mod 360;
1700 end else begin // Counter-clockwise
1701 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1702 if RAngle < 0 then
1703 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1704 end;
1706 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1707 if gTime mod (GAME_TICK*3) = 0 then
1708 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1709 end;
1711 // Òðóïû:
1712 if gCorpses <> nil then
1713 for i := 0 to High(gCorpses) do
1714 if gCorpses[i] <> nil then
1715 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1716 begin
1717 gCorpses[i].Free();
1718 gCorpses[i] := nil;
1719 end
1720 else
1721 gCorpses[i].Update();
1723 // Ãèëüçû:
1724 if gShells <> nil then
1725 for i := 0 to High(gShells) do
1726 if gShells[i].alive then
1727 with gShells[i] do
1728 begin
1729 vel := Obj.Vel;
1730 mr := g_Obj_Move(@Obj, True, False, True);
1731 positionChanged(); // this updates spatial accelerators
1733 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1734 begin
1735 alive := False;
1736 Continue;
1737 end;
1739 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1740 if WordBool(mr and MOVE_HITWALL) then
1741 begin
1742 Obj.Vel.X := -(vel.X div 2);
1743 if not WordBool(mr and MOVE_INWATER) then
1744 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1745 end;
1746 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1747 begin
1748 Obj.Vel.Y := -(vel.Y div 2);
1749 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1750 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1751 begin
1752 if RAngle mod 90 <> 0 then
1753 RAngle := (RAngle div 90) * 90;
1754 end
1755 else if not WordBool(mr and MOVE_INWATER) then
1756 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1757 end;
1759 if (Obj.Vel.X >= 0) then
1760 begin // Clockwise
1761 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1762 if RAngle >= 360 then
1763 RAngle := RAngle mod 360;
1764 end else begin // Counter-clockwise
1765 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1766 if RAngle < 0 then
1767 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1768 end;
1769 end;
1770 end;
1773 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1774 begin
1775 x := Obj.X+Obj.Rect.X;
1776 y := Obj.Y+Obj.Rect.Y;
1777 w := Obj.Rect.Width;
1778 h := Obj.Rect.Height;
1779 end;
1781 procedure TGib.moveBy (dx, dy: Integer); inline;
1782 begin
1783 if (dx <> 0) or (dy <> 0) then
1784 begin
1785 Obj.X += dx;
1786 Obj.Y += dy;
1787 positionChanged();
1788 end;
1789 end;
1792 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1793 begin
1794 x := Obj.X;
1795 y := Obj.Y;
1796 w := Obj.Rect.Width;
1797 h := Obj.Rect.Height;
1798 end;
1800 procedure TShell.moveBy (dx, dy: Integer); inline;
1801 begin
1802 if (dx <> 0) or (dy <> 0) then
1803 begin
1804 Obj.X += dx;
1805 Obj.Y += dy;
1806 positionChanged();
1807 end;
1808 end;
1811 procedure TGib.positionChanged (); inline; begin end;
1812 procedure TShell.positionChanged (); inline; begin end;
1815 procedure g_Player_DrawCorpses();
1816 var
1817 i: Integer;
1818 a: TDFPoint;
1819 begin
1820 if gGibs <> nil then
1821 for i := 0 to High(gGibs) do
1822 if gGibs[i].alive then
1823 with gGibs[i] do
1824 begin
1825 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1826 Continue;
1828 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1829 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1831 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1833 e_Colors := Color;
1834 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1835 e_Colors.R := 255;
1836 e_Colors.G := 255;
1837 e_Colors.B := 255;
1838 end;
1840 if gCorpses <> nil then
1841 for i := 0 to High(gCorpses) do
1842 if gCorpses[i] <> nil then
1843 gCorpses[i].Draw();
1844 end;
1846 procedure g_Player_DrawShells();
1847 var
1848 i: Integer;
1849 a: TDFPoint;
1850 begin
1851 if gShells <> nil then
1852 for i := 0 to High(gShells) do
1853 if gShells[i].alive then
1854 with gShells[i] do
1855 begin
1856 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1857 Continue;
1859 a.X := CX;
1860 a.Y := CY;
1862 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1863 end;
1864 end;
1866 procedure g_Player_RemoveAllCorpses();
1867 var
1868 i: Integer;
1869 begin
1870 gGibs := nil;
1871 gShells := nil;
1872 SetLength(gGibs, MaxGibs);
1873 SetLength(gShells, MaxGibs);
1874 CurrentGib := 0;
1875 CurrentShell := 0;
1877 if gCorpses <> nil then
1878 for i := 0 to High(gCorpses) do
1879 gCorpses[i].Free();
1881 gCorpses := nil;
1882 SetLength(gCorpses, MaxCorpses);
1883 end;
1885 procedure g_Player_Corpses_SaveState (st: TStream);
1886 var
1887 count, i: Integer;
1888 begin
1889 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1890 count := 0;
1891 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1893 // Êîëè÷åñòâî òðóïîâ
1894 utils.writeInt(st, LongInt(count));
1896 if (count = 0) then exit;
1898 // Ñîõðàíÿåì òðóïû
1899 for i := 0 to High(gCorpses) do
1900 begin
1901 if gCorpses[i] <> nil then
1902 begin
1903 // Íàçâàíèå ìîäåëè
1904 utils.writeStr(st, gCorpses[i].FModelName);
1905 // Òèï ñìåðòè
1906 utils.writeBool(st, gCorpses[i].Mess);
1907 // Ñîõðàíÿåì äàííûå òðóïà:
1908 gCorpses[i].SaveState(st);
1909 end;
1910 end;
1911 end;
1914 procedure g_Player_Corpses_LoadState (st: TStream);
1915 var
1916 count, i: Integer;
1917 str: String;
1918 b: Boolean;
1919 begin
1920 assert(st <> nil);
1922 g_Player_RemoveAllCorpses();
1924 // Êîëè÷åñòâî òðóïîâ:
1925 count := utils.readLongInt(st);
1926 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1928 if (count = 0) then exit;
1930 // Çàãðóæàåì òðóïû
1931 for i := 0 to count-1 do
1932 begin
1933 // Íàçâàíèå ìîäåëè:
1934 str := utils.readStr(st);
1935 // Òèï ñìåðòè
1936 b := utils.readBool(st);
1937 // Ñîçäàåì òðóï
1938 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1939 // Çàãðóæàåì äàííûå òðóïà
1940 gCorpses[i].LoadState(st);
1941 end;
1942 end;
1945 { T P l a y e r : }
1947 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1949 procedure TPlayer.BFGHit();
1950 begin
1951 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1952 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1953 if g_Game_IsServer and g_Game_IsNet then
1954 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1955 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1956 0, NET_GFX_BFGHIT);
1957 end;
1959 procedure TPlayer.ChangeModel(ModelName: string);
1960 var
1961 locModel: TPlayerModel;
1962 begin
1963 locModel := g_PlayerModel_Get(ModelName);
1964 if locModel = nil then Exit;
1966 FModel.Free();
1967 FModel := locModel;
1968 end;
1970 procedure TPlayer.SetModel(ModelName: string);
1971 var
1972 m: TPlayerModel;
1973 begin
1974 m := g_PlayerModel_Get(ModelName);
1975 if m = nil then
1976 begin
1977 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1978 m := g_PlayerModel_Get('doomer');
1979 if m = nil then
1980 begin
1981 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1982 Exit;
1983 end;
1984 end;
1986 if FModel <> nil then
1987 FModel.Free();
1989 FModel := m;
1991 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1992 FModel.Color := FColor
1993 else
1994 FModel.Color := TEAMCOLOR[FTeam];
1995 FModel.SetWeapon(FCurrWeap);
1996 FModel.SetFlag(FFlag);
1997 SetDirection(FDirection);
1998 end;
2000 procedure TPlayer.SetColor(Color: TRGB);
2001 begin
2002 FColor := Color;
2003 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2004 if FModel <> nil then FModel.Color := Color;
2005 end;
2007 procedure TPlayer.SwitchTeam;
2008 begin
2009 if g_Game_IsClient then
2010 Exit;
2011 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2013 if gGameOn and FAlive then
2014 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2016 if FTeam = TEAM_RED then
2017 begin
2018 ChangeTeam(TEAM_BLUE);
2019 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2020 if g_Game_IsNet then
2021 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2022 end
2023 else
2024 begin
2025 ChangeTeam(TEAM_RED);
2026 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2027 if g_Game_IsNet then
2028 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2029 end;
2030 FPreferredTeam := FTeam;
2031 end;
2033 procedure TPlayer.ChangeTeam(Team: Byte);
2034 var
2035 OldTeam: Byte;
2036 begin
2037 OldTeam := FTeam;
2038 FTeam := Team;
2039 case Team of
2040 TEAM_RED, TEAM_BLUE:
2041 FModel.Color := TEAMCOLOR[Team];
2042 else
2043 FModel.Color := FColor;
2044 end;
2045 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2046 MH_SEND_PlayerStats(FUID);
2047 end;
2050 procedure TPlayer.CollideItem();
2051 var
2052 i: Integer;
2053 r: Boolean;
2054 begin
2055 if gItems = nil then Exit;
2056 if not FAlive then Exit;
2058 for i := 0 to High(gItems) do
2059 with gItems[i] do
2060 begin
2061 if (ItemType <> ITEM_NONE) and alive then
2062 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2063 PLAYER_RECT.Height, @Obj) then
2064 begin
2065 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2067 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2068 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2069 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2070 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2071 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2073 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2074 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2075 (gGameSettings.GameType = GT_SINGLE) and
2076 (g_Player_GetCount() > 1)) then
2077 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2078 end;
2079 end;
2080 end;
2083 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2084 begin
2085 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2086 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2087 False);
2088 end;
2090 constructor TPlayer.Create();
2091 begin
2092 viewPortX := 0;
2093 viewPortY := 0;
2094 viewPortW := 0;
2095 viewPortH := 0;
2096 mEDamageType := HIT_SOME;
2098 FIamBot := False;
2099 FDummy := False;
2100 FSpawned := False;
2102 FSawSound := TPlayableSound.Create();
2103 FSawSoundIdle := TPlayableSound.Create();
2104 FSawSoundHit := TPlayableSound.Create();
2105 FSawSoundSelect := TPlayableSound.Create();
2106 FJetSoundFly := TPlayableSound.Create();
2107 FJetSoundOn := TPlayableSound.Create();
2108 FJetSoundOff := TPlayableSound.Create();
2110 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2111 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2112 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2113 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2114 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2115 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2116 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2118 FSpectatePlayer := -1;
2119 FClientID := -1;
2120 FPing := 0;
2121 FLoss := 0;
2122 FSavedState.WaitRecall := False;
2123 FShellTimer := -1;
2124 FFireTime := 0;
2125 FFirePainTime := 0;
2126 FFireAttacker := 0;
2128 FActualModelName := 'doomer';
2130 g_Obj_Init(@FObj);
2131 FObj.Rect := PLAYER_RECT;
2133 FBFGFireCounter := -1;
2134 FJustTeleported := False;
2135 FNetTime := 0;
2137 resetWeaponQueue();
2138 releaseAllWeaponSwitchKeys();
2139 end;
2142 procedure TPlayer.releaseAllWeaponSwitchKeys ();
2143 var
2144 f: Integer;
2145 begin
2146 for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true;
2147 end;
2149 procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
2150 begin
2151 Inc(index, 2); // -2: prev; -1: next
2152 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
2153 weaponSwitchKeyReleased[index] := not pressed;
2154 end;
2156 function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
2157 begin
2158 Inc(index, 2); // -2: prev; -1: next
2159 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
2160 begin
2161 result := true;
2162 end
2163 else
2164 begin
2165 result := weaponSwitchKeyReleased[index];
2166 end;
2167 end;
2170 procedure TPlayer.positionChanged (); inline;
2171 begin
2172 end;
2174 procedure TPlayer.doDamage (v: Integer);
2175 begin
2176 if (v <= 0) then exit;
2177 if (v > 32767) then v := 32767;
2178 Damage(v, 0, 0, 0, mEDamageType);
2179 end;
2181 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2182 var
2183 c: Word;
2184 begin
2185 if (not g_Game_IsClient) and (not FAlive) then
2186 Exit;
2188 FLastHit := t;
2190 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2191 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2192 begin
2193 if not g_Game_IsClient then
2194 begin
2195 FArmor := 0;
2196 if t = HIT_TRAP then
2197 begin
2198 // Ëîâóøêà óáèâàåò ñðàçó:
2199 FHealth := -100;
2200 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2201 end;
2202 if t = HIT_SELF then
2203 begin
2204 // Ñàìîóáèéñòâî:
2205 FHealth := 0;
2206 Kill(K_SIMPLEKILL, SpawnerUID, t);
2207 end;
2208 end;
2209 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2210 FMegaRulez[MR_SUIT] := 0;
2211 FMegaRulez[MR_INVUL] := 0;
2212 FMegaRulez[MR_INVIS] := 0;
2213 FBerserk := 0;
2214 end;
2216 // Íî îò îñòàëüíîãî ñïàñàåò:
2217 if FMegaRulez[MR_INVUL] >= gTime then
2218 Exit;
2220 // ×èò-êîä "ÃÎÐÅÖ":
2221 if FGodMode then
2222 Exit;
2224 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2225 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2226 (SpawnerUID = FUID) or
2227 (not SameTeam(FUID, SpawnerUID)) then
2228 begin
2229 FLastSpawnerUID := SpawnerUID;
2231 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2232 if gBloodCount > 0 then
2233 begin
2234 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2235 if value div 4 <= c then
2236 c := c - (value div 4)
2237 else
2238 c := 0;
2240 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2241 MakeBloodSimple(c)
2242 else
2243 case t of
2244 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2245 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2246 end;
2248 if t = HIT_WATER then
2249 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2250 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2251 end;
2253 // Áóôåð óðîíà:
2254 if FAlive then
2255 Inc(FDamageBuffer, value);
2257 // Âñïûøêà áîëè:
2258 if gFlash <> 0 then
2259 FPain := FPain + value;
2260 end;
2262 if g_Game_IsServer and g_Game_IsNet then
2263 begin
2264 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2265 MH_SEND_PlayerStats(FUID);
2266 MH_SEND_PlayerPos(False, FUID);
2267 end;
2268 end;
2270 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2271 begin
2272 Result := False;
2273 if g_Game_IsClient then
2274 Exit;
2275 if not FAlive then
2276 Exit;
2278 if Soft and (FHealth < PLAYER_HP_SOFT) then
2279 begin
2280 IncMax(FHealth, value, PLAYER_HP_SOFT);
2281 Result := True;
2282 end;
2283 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2284 begin
2285 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2286 Result := True;
2287 end;
2289 if Result and g_Game_IsServer and g_Game_IsNet then
2290 MH_SEND_PlayerStats(FUID);
2291 end;
2293 destructor TPlayer.Destroy();
2294 begin
2295 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2296 gPlayer1 := nil;
2297 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2298 gPlayer2 := nil;
2300 FSawSound.Free();
2301 FSawSoundIdle.Free();
2302 FSawSoundHit.Free();
2303 FJetSoundFly.Free();
2304 FJetSoundOn.Free();
2305 FJetSoundOff.Free();
2306 FModel.Free();
2307 if FPunchAnim <> nil then
2308 FPunchAnim.Free();
2310 inherited;
2311 end;
2313 procedure TPlayer.DrawBubble();
2314 var
2315 bubX, bubY: Integer;
2316 ID: LongWord;
2317 Rb, Gb, Bb,
2318 Rw, Gw, Bw: SmallInt;
2319 Dot: Byte;
2320 begin
2321 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2322 bubY := FObj.Y+FObj.Rect.Y - 18;
2323 Rb := 64;
2324 Gb := 64;
2325 Bb := 64;
2326 Rw := 240;
2327 Gw := 240;
2328 Bw := 240;
2329 case gChatBubble of
2330 1: // simple textual non-bubble
2331 begin
2332 bubX := FObj.X+FObj.Rect.X - 11;
2333 bubY := FObj.Y+FObj.Rect.Y - 17;
2334 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2335 Exit;
2336 end;
2337 2: // advanced pixel-perfect bubble
2338 begin
2339 if FTeam = TEAM_RED then
2340 Rb := 255
2341 else
2342 if FTeam = TEAM_BLUE then
2343 Bb := 255;
2344 end;
2345 3: // colored bubble
2346 begin
2347 Rb := FModel.Color.R;
2348 Gb := FModel.Color.G;
2349 Bb := FModel.Color.B;
2350 Rw := Min(Rb * 2 + 64, 255);
2351 Gw := Min(Gb * 2 + 64, 255);
2352 Bw := Min(Bb * 2 + 64, 255);
2353 if (Abs(Rw - Rb) < 32)
2354 or (Abs(Gw - Gb) < 32)
2355 or (Abs(Bw - Bb) < 32) then
2356 begin
2357 Rb := Max(Rw div 2 - 16, 0);
2358 Gb := Max(Gw div 2 - 16, 0);
2359 Bb := Max(Bw div 2 - 16, 0);
2360 end;
2361 end;
2362 4: // custom textured bubble
2363 begin
2364 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2365 if FDirection = TDirection.D_RIGHT then
2366 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2367 else
2368 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2369 Exit;
2370 end;
2371 end;
2373 // Outer borders
2374 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2375 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2376 // Inner box
2377 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2379 // Tail
2380 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2381 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2382 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2383 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2384 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2385 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2387 // Dots
2388 Dot := 6;
2389 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2390 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2391 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2392 end;
2394 procedure TPlayer.Draw();
2395 var
2396 ID: DWORD;
2397 w, h: Word;
2398 dr: Boolean;
2399 Mirror: TMirrorType;
2400 begin
2401 if FAlive then
2402 begin
2403 if Direction = TDirection.D_RIGHT then
2404 Mirror := TMirrorType.None
2405 else
2406 Mirror := TMirrorType.Horizontal;
2408 if FPunchAnim <> nil then
2409 begin
2410 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2411 FObj.Y+FObj.Rect.Y-11, Mirror);
2412 if FPunchAnim.played then
2413 begin
2414 FPunchAnim.Free;
2415 FPunchAnim := nil;
2416 end;
2417 end;
2419 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2420 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2421 begin
2422 e_GetTextureSize(ID, @w, @h);
2423 if FDirection = TDirection.D_LEFT then
2424 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2425 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2426 else
2427 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2428 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2429 end;
2431 if FMegaRulez[MR_INVIS] > gTime then
2432 begin
2433 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2434 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2435 begin
2436 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2437 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2438 else
2439 dr := True;
2440 if dr then
2441 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2442 else
2443 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2444 end
2445 else
2446 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2447 end
2448 else
2449 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2450 end;
2452 if g_debug_Frames then
2453 begin
2454 e_DrawQuad(FObj.X+FObj.Rect.X,
2455 FObj.Y+FObj.Rect.Y,
2456 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2457 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2458 0, 255, 0);
2459 end;
2461 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2462 DrawBubble();
2463 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2464 if gAimLine and alive and
2465 ((Self = gPlayer1) or (Self = gPlayer2)) then
2466 DrawAim();
2467 end;
2470 procedure TPlayer.DrawAim();
2471 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2472 var
2473 ex, ey: Integer;
2474 begin
2476 {$IFDEF ENABLE_HOLMES}
2477 if isValidViewPort and (self = gPlayer1) then
2478 begin
2479 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2480 end;
2481 {$ENDIF}
2483 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2484 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2485 begin
2486 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2487 end
2488 else
2489 begin
2490 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2491 end;
2492 end;
2494 var
2495 wx, wy, xx, yy: Integer;
2496 angle: SmallInt;
2497 sz, len: Word;
2498 begin
2499 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2500 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2501 angle := FAngle;
2502 len := 1024;
2503 sz := 2;
2504 case FCurrWeap of
2505 0: begin // Punch
2506 len := 12;
2507 sz := 4;
2508 end;
2509 1: begin // Chainsaw
2510 len := 24;
2511 sz := 6;
2512 end;
2513 2: begin // Pistol
2514 len := 1024;
2515 sz := 2;
2516 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2517 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2518 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2519 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2520 end;
2521 3: begin // Shotgun
2522 len := 1024;
2523 sz := 3;
2524 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2525 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2526 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2527 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2528 end;
2529 4: begin // Double Shotgun
2530 len := 1024;
2531 sz := 4;
2532 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2533 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2534 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2535 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2536 end;
2537 5: begin // Chaingun
2538 len := 1024;
2539 sz := 3;
2540 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2541 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2542 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2543 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2544 end;
2545 6: begin // Rocket Launcher
2546 len := 1024;
2547 sz := 7;
2548 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2549 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2550 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2551 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2552 end;
2553 7: begin // Plasmagun
2554 len := 1024;
2555 sz := 5;
2556 if angle = ANGLE_RIGHTUP then Inc(angle);
2557 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2558 if angle = ANGLE_LEFTUP then Dec(angle);
2559 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2560 end;
2561 8: begin // BFG
2562 len := 1024;
2563 sz := 12;
2564 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2565 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2566 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2567 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2568 end;
2569 9: begin // Super Chaingun
2570 len := 1024;
2571 sz := 4;
2572 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2573 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2574 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2575 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2576 end;
2577 end;
2578 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2579 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2580 {$IF DEFINED(D2F_DEBUG)}
2581 drawCast(sz, wx, wy, xx, yy);
2582 {$ELSE}
2583 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2584 {$ENDIF}
2585 end;
2587 procedure TPlayer.DrawGUI();
2588 var
2589 ID: DWORD;
2590 X, Y, SY, a, p, m: Integer;
2591 tw, th: Word;
2592 cw, ch: Byte;
2593 s: string;
2594 stat: TPlayerStatArray;
2595 begin
2596 X := gPlayerScreenSize.X;
2597 SY := gPlayerScreenSize.Y;
2598 Y := 0;
2600 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2601 begin
2602 if gGameSettings.GameMode = GM_CTF then
2603 a := 32 + 8
2604 else
2605 a := 0;
2606 if gGameSettings.GameMode = GM_CTF then
2607 begin
2608 s := 'TEXTURE_PLAYER_REDFLAG';
2609 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2610 s := 'TEXTURE_PLAYER_REDFLAG_S';
2611 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2612 s := 'TEXTURE_PLAYER_REDFLAG_D';
2613 if g_Texture_Get(s, ID) then
2614 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2615 end;
2617 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2618 e_CharFont_GetSize(gMenuFont, s, tw, th);
2619 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2621 if gGameSettings.GameMode = GM_CTF then
2622 begin
2623 s := 'TEXTURE_PLAYER_BLUEFLAG';
2624 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2625 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2626 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2627 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2628 if g_Texture_Get(s, ID) then
2629 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2630 end;
2632 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2633 e_CharFont_GetSize(gMenuFont, s, tw, th);
2634 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2635 end;
2637 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2638 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2639 0, False, False);
2641 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2642 e_Draw(ID, X+2, Y, 0, True, False);
2644 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2645 begin
2646 if gShowStat then
2647 begin
2648 s := IntToStr(Frags);
2649 e_CharFont_GetSize(gMenuFont, s, tw, th);
2650 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2652 s := '';
2653 p := 1;
2654 m := 0;
2655 stat := g_Player_GetStats();
2656 if stat <> nil then
2657 begin
2658 p := 1;
2660 for a := 0 to High(stat) do
2661 if stat[a].Name <> Name then
2662 begin
2663 if stat[a].Frags > m then m := stat[a].Frags;
2664 if stat[a].Frags > Frags then p := p+1;
2665 end;
2666 end;
2668 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2669 if Frags >= m then s := s+'+' else s := s+'-';
2670 s := s+IntToStr(Abs(Frags-m));
2672 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2673 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2674 end;
2676 if gShowLives and (gGameSettings.MaxLives > 0) then
2677 begin
2678 s := IntToStr(Lives);
2679 e_CharFont_GetSize(gMenuFont, s, tw, th);
2680 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2681 end;
2682 end;
2684 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2685 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2687 if R_BERSERK in FRulez then
2688 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2689 else
2690 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2692 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2693 e_Draw(ID, X+36, Y+77, 0, True, False);
2695 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2696 e_CharFont_GetSize(gMenuFont, s, tw, th);
2697 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2699 s := IntToStr(FArmor);
2700 e_CharFont_GetSize(gMenuFont, s, tw, th);
2701 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2703 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2705 case FCurrWeap of
2706 WEAPON_KASTET:
2707 begin
2708 s := '--';
2709 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2710 end;
2711 WEAPON_SAW:
2712 begin
2713 s := '--';
2714 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2715 end;
2716 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2717 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2718 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2719 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2720 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2721 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2722 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2723 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2724 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2725 end;
2727 e_CharFont_GetSize(gMenuFont, s, tw, th);
2728 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2729 e_Draw(ID, X+20, Y+160, 0, True, False);
2731 if R_KEY_RED in FRulez then
2732 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2734 if R_KEY_GREEN in FRulez then
2735 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2737 if R_KEY_BLUE in FRulez then
2738 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2740 if FJetFuel > 0 then
2741 begin
2742 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2743 e_Draw(ID, X+2, Y+116, 0, True, False);
2744 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2745 e_Draw(ID, X+2, Y+126, 0, True, False);
2746 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2747 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2748 end
2749 else
2750 begin
2751 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2752 e_Draw(ID, X+2, Y+124, 0, True, False);
2753 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2754 end;
2756 if gShowPing and g_Game_IsClient then
2757 begin
2758 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2759 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2760 Y := Y + 16;
2761 end;
2763 if FSpectator then
2764 begin
2765 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2766 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2767 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2768 if FNoRespawn then
2769 begin
2770 e_TextureFontGetSize(gStdFont, cw, ch);
2771 s := _lc[I_PLAYER_SPECT4];
2772 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2773 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2774 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2775 end;
2777 end;
2778 end;
2780 procedure TPlayer.DrawRulez();
2781 var
2782 dr: Boolean;
2783 begin
2784 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2785 if FMegaRulez[MR_INVUL] >= gTime then
2786 begin
2787 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2788 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2789 else
2790 dr := True;
2792 if dr then
2793 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2794 191, 191, 191, 0, TBlending.Invert);
2795 end;
2797 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2798 if FMegaRulez[MR_SUIT] >= gTime then
2799 begin
2800 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2801 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2802 else
2803 dr := True;
2805 if dr then
2806 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2807 0, 96, 0, 200, TBlending.None);
2808 end;
2810 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2811 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2812 begin
2813 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2814 255, 0, 0, 200, TBlending.None);
2815 end;
2816 end;
2818 procedure TPlayer.DrawPain();
2819 var
2820 a, h: Integer;
2821 begin
2822 if FPain = 0 then Exit;
2824 a := FPain;
2826 if a < 15 then h := 0
2827 else if a < 35 then h := 1
2828 else if a < 55 then h := 2
2829 else if a < 75 then h := 3
2830 else if a < 95 then h := 4
2831 else h := 5;
2833 //if a > 255 then a := 255;
2835 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2836 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2837 end;
2839 procedure TPlayer.DrawPickup();
2840 var
2841 a, h: Integer;
2842 begin
2843 if FPickup = 0 then Exit;
2845 a := FPickup;
2847 if a < 15 then h := 1
2848 else if a < 35 then h := 2
2849 else if a < 55 then h := 3
2850 else if a < 75 then h := 4
2851 else h := 5;
2853 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2854 end;
2856 procedure TPlayer.DoPunch();
2857 var
2858 id: DWORD;
2859 st: String;
2860 begin
2861 if FPunchAnim <> nil then begin
2862 FPunchAnim.reset();
2863 FPunchAnim.Free;
2864 FPunchAnim := nil;
2865 end;
2866 st := 'FRAMES_PUNCH';
2867 if R_BERSERK in FRulez then
2868 st := st + '_BERSERK';
2869 if FKeys[KEY_UP].Pressed then
2870 st := st + '_UP'
2871 else if FKeys[KEY_DOWN].Pressed then
2872 st := st + '_DN';
2873 g_Frames_Get(id, st);
2874 FPunchAnim := TAnimation.Create(id, False, 1);
2875 end;
2877 procedure TPlayer.Fire();
2878 var
2879 f, DidFire: Boolean;
2880 wx, wy, xd, yd: Integer;
2881 locobj: TObj;
2882 begin
2883 if g_Game_IsClient then Exit;
2884 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2885 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2887 if FSpectator then
2888 begin
2889 Respawn(False);
2890 Exit;
2891 end;
2893 if FReloading[FCurrWeap] <> 0 then Exit;
2895 DidFire := False;
2897 f := False;
2898 wx := FObj.X+WEAPONPOINT[FDirection].X;
2899 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2900 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2901 yd := wy+firediry();
2903 case FCurrWeap of
2904 WEAPON_KASTET:
2905 begin
2906 DoPunch();
2907 if R_BERSERK in FRulez then
2908 begin
2909 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2910 locobj.X := FObj.X+FObj.Rect.X;
2911 locobj.Y := FObj.Y+FObj.Rect.Y;
2912 locobj.rect.X := 0;
2913 locobj.rect.Y := 0;
2914 locobj.rect.Width := 39;
2915 locobj.rect.Height := 52;
2916 locobj.Vel.X := (xd-wx) div 2;
2917 locobj.Vel.Y := (yd-wy) div 2;
2918 locobj.Accel.X := xd-wx;
2919 locobj.Accel.y := yd-wy;
2921 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2922 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2923 else
2924 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2926 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2927 end
2928 else
2929 begin
2930 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2931 end;
2933 DidFire := True;
2934 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2935 end;
2937 WEAPON_SAW:
2938 begin
2939 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2940 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2941 begin
2942 FSawSoundSelect.Stop();
2943 FSawSound.Stop();
2944 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2945 end
2946 else if not FSawSoundHit.IsPlaying() then
2947 begin
2948 FSawSoundSelect.Stop();
2949 FSawSound.PlayAt(FObj.X, FObj.Y);
2950 end;
2952 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2953 DidFire := True;
2954 f := True;
2955 end;
2957 WEAPON_PISTOL:
2958 if FAmmo[A_BULLETS] > 0 then
2959 begin
2960 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2961 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2962 Dec(FAmmo[A_BULLETS]);
2963 FFireAngle := FAngle;
2964 f := True;
2965 DidFire := True;
2966 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2967 GameVelX, GameVelY-2, SHELL_BULLET);
2968 end;
2970 WEAPON_SHOTGUN1:
2971 if FAmmo[A_SHELLS] > 0 then
2972 begin
2973 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2974 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2975 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2976 Dec(FAmmo[A_SHELLS]);
2977 FFireAngle := FAngle;
2978 f := True;
2979 DidFire := True;
2980 FShellTimer := 10;
2981 FShellType := SHELL_SHELL;
2982 end;
2984 WEAPON_SHOTGUN2:
2985 if FAmmo[A_SHELLS] >= 2 then
2986 begin
2987 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2988 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2989 Dec(FAmmo[A_SHELLS], 2);
2990 FFireAngle := FAngle;
2991 f := True;
2992 DidFire := True;
2993 FShellTimer := 13;
2994 FShellType := SHELL_DBLSHELL;
2995 end;
2997 WEAPON_CHAINGUN:
2998 if FAmmo[A_BULLETS] > 0 then
2999 begin
3000 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3001 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3002 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3003 Dec(FAmmo[A_BULLETS]);
3004 FFireAngle := FAngle;
3005 f := True;
3006 DidFire := True;
3007 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3008 GameVelX, GameVelY-2, SHELL_BULLET);
3009 end;
3011 WEAPON_ROCKETLAUNCHER:
3012 if FAmmo[A_ROCKETS] > 0 then
3013 begin
3014 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3015 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3016 Dec(FAmmo[A_ROCKETS]);
3017 FFireAngle := FAngle;
3018 f := True;
3019 DidFire := True;
3020 end;
3022 WEAPON_PLASMA:
3023 if FAmmo[A_CELLS] > 0 then
3024 begin
3025 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3026 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3027 Dec(FAmmo[A_CELLS]);
3028 FFireAngle := FAngle;
3029 f := True;
3030 DidFire := True;
3031 end;
3033 WEAPON_BFG:
3034 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3035 begin
3036 FBFGFireCounter := 17;
3037 if not FNoReload then
3038 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3039 Dec(FAmmo[A_CELLS], 40);
3040 DidFire := True;
3041 end;
3043 WEAPON_SUPERPULEMET:
3044 if FAmmo[A_SHELLS] > 0 then
3045 begin
3046 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3047 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3048 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3049 Dec(FAmmo[A_SHELLS]);
3050 FFireAngle := FAngle;
3051 f := True;
3052 DidFire := True;
3053 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3054 GameVelX, GameVelY-2, SHELL_SHELL);
3055 end;
3057 WEAPON_FLAMETHROWER:
3058 if FAmmo[A_FUEL] > 0 then
3059 begin
3060 g_Weapon_flame(wx, wy, xd, yd, FUID);
3061 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3062 Dec(FAmmo[A_FUEL]);
3063 FFireAngle := FAngle;
3064 f := True;
3065 DidFire := True;
3066 end;
3067 end;
3069 if g_Game_IsNet then
3070 begin
3071 if DidFire then
3072 begin
3073 if FCurrWeap <> WEAPON_BFG then
3074 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3075 else
3076 if not FNoReload then
3077 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3078 end;
3080 MH_SEND_PlayerStats(FUID);
3081 end;
3083 if not f then Exit;
3085 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3086 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3087 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3088 end;
3090 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3091 begin
3092 case Weapon of
3093 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3094 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3095 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3096 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3097 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3098 else Result := 0;
3099 end;
3100 end;
3102 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3103 begin
3104 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3105 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3106 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3107 end;
3109 procedure TPlayer.JetpackOn;
3110 begin
3111 FJetSoundFly.Stop;
3112 FJetSoundOff.Stop;
3113 FJetSoundOn.SetPosition(0);
3114 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3115 FlySmoke(8);
3116 end;
3118 procedure TPlayer.JetpackOff;
3119 begin
3120 FJetSoundFly.Stop;
3121 FJetSoundOn.Stop;
3122 FJetSoundOff.SetPosition(0);
3123 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3124 end;
3126 procedure TPlayer.CatchFire(Attacker: Word);
3127 begin
3128 FFireTime := 100;
3129 FFireAttacker := Attacker;
3130 if g_Game_IsNet and g_Game_IsServer then
3131 MH_SEND_PlayerStats(FUID);
3132 end;
3134 procedure TPlayer.Jump();
3135 begin
3136 if gFly or FJetpack then
3137 begin
3138 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3139 if FObj.Vel.Y > -VEL_FLY then
3140 FObj.Vel.Y := FObj.Vel.Y - 3;
3141 if FJetpack then
3142 begin
3143 if FJetFuel > 0 then
3144 Dec(FJetFuel);
3145 if (FJetFuel < 1) and g_Game_IsServer then
3146 begin
3147 FJetpack := False;
3148 JetpackOff;
3149 if g_Game_IsNet then
3150 MH_SEND_PlayerStats(FUID);
3151 end;
3152 end;
3153 Exit;
3154 end;
3156 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3157 if FGhost then
3158 FCanJetpack := False;
3160 // Ïðûãàåì èëè âñïëûâàåì:
3161 if (CollideLevel(0, 1) or
3162 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3163 PLAYER_RECT.Height-33, PANEL_STEP, False)
3164 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3165 begin
3166 FObj.Vel.Y := -VEL_JUMP;
3167 FCanJetpack := False;
3168 end
3169 else
3170 begin
3171 if BodyInLiquid(0, 0) then
3172 FObj.Vel.Y := -VEL_SW
3173 else if (FJetFuel > 0) and FCanJetpack and
3174 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3175 begin
3176 FJetpack := True;
3177 JetpackOn;
3178 if g_Game_IsNet then
3179 MH_SEND_PlayerStats(FUID);
3180 end;
3181 end;
3182 end;
3184 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3185 var
3186 a, i, k, ab, ar: Byte;
3187 s: String;
3188 mon: TMonster;
3189 plr: TPlayer;
3190 srv, netsrv: Boolean;
3191 DoFrags: Boolean;
3192 OldLR: Byte;
3193 KP: TPlayer;
3194 it: PItem;
3196 procedure PushItem(t: Byte);
3197 var
3198 id: DWORD;
3199 begin
3200 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3201 it := g_Items_ByIdx(id);
3202 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3203 begin
3204 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3205 (FObj.Vel.Y div 2)-Random(9));
3206 it.positionChanged(); // this updates spatial accelerators
3207 end
3208 else
3209 begin
3210 if KillType = K_HARDKILL then // -5..+5; -5..0
3211 begin
3212 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3213 (FObj.Vel.Y div 2)-Random(6));
3214 end
3215 else // -3..+3; -3..0
3216 begin
3217 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3218 (FObj.Vel.Y div 2)-Random(4));
3219 end;
3220 it.positionChanged(); // this updates spatial accelerators
3221 end;
3223 if g_Game_IsNet and g_Game_IsServer then
3224 MH_SEND_ItemSpawn(True, id);
3225 end;
3227 begin
3228 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3229 Srv := g_Game_IsServer;
3230 Netsrv := g_Game_IsServer and g_Game_IsNet;
3231 if Srv then FDeath := FDeath + 1;
3232 if FAlive then
3233 begin
3234 if FGhost then
3235 FGhost := False;
3236 if not FPhysics then
3237 FPhysics := True;
3238 FAlive := False;
3239 end;
3240 FShellTimer := -1;
3242 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3243 begin
3244 if FLives > 0 then FLives := FLives - 1;
3245 if FLives = 0 then FNoRespawn := True;
3246 end;
3248 // Íîìåð òèïà ñìåðòè:
3249 a := 1;
3250 case KillType of
3251 K_SIMPLEKILL: a := 1;
3252 K_HARDKILL: a := 2;
3253 K_EXTRAHARDKILL: a := 3;
3254 K_FALLKILL: a := 4;
3255 end;
3257 // Çâóê ñìåðòè:
3258 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3259 for i := 1 to 3 do
3260 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3261 Break;
3263 // Âðåìÿ ðåñïàóíà:
3264 if Srv then
3265 case KillType of
3266 K_SIMPLEKILL:
3267 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3268 K_HARDKILL:
3269 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3270 K_EXTRAHARDKILL, K_FALLKILL:
3271 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3272 end;
3274 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3275 case KillType of
3276 K_SIMPLEKILL:
3277 SetAction(A_DIE1);
3278 K_HARDKILL, K_EXTRAHARDKILL:
3279 SetAction(A_DIE2);
3280 end;
3282 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3283 if (KillType <> K_FALLKILL) and (Srv) then
3284 g_Monsters_killedp();
3286 if SpawnerUID = FUID then
3287 begin // Ñàìîóáèëñÿ
3288 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3289 begin
3290 Dec(FFrags);
3291 FLastFrag := 0;
3292 end;
3293 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3294 end
3295 else
3296 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3297 begin // Óáèò äðóãèì èãðîêîì
3298 KP := g_Player_Get(SpawnerUID);
3299 if (KP <> nil) and Srv then
3300 begin
3301 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3302 if SameTeam(FUID, SpawnerUID) then
3303 begin
3304 Dec(KP.FFrags);
3305 KP.FLastFrag := 0;
3306 end else
3307 begin
3308 Inc(KP.FFrags);
3309 KP.FragCombo();
3310 end;
3312 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3313 Inc(gTeamStat[KP.Team].Goals,
3314 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3316 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3317 end;
3319 plr := g_Player_Get(SpawnerUID);
3320 if plr = nil then
3321 s := '?'
3322 else
3323 s := plr.FName;
3325 case KillType of
3326 K_HARDKILL:
3327 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3328 [FName, s]),
3329 gShowKillMsg);
3330 K_EXTRAHARDKILL:
3331 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3332 [FName, s]),
3333 gShowKillMsg);
3334 else
3335 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3336 [FName, s]),
3337 gShowKillMsg);
3338 end;
3339 end
3340 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3341 begin // Óáèò ìîíñòðîì
3342 mon := g_Monsters_ByUID(SpawnerUID);
3343 if mon = nil then
3344 s := '?'
3345 else
3346 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3348 case KillType of
3349 K_HARDKILL:
3350 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3351 [FName, s]),
3352 gShowKillMsg);
3353 K_EXTRAHARDKILL:
3354 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3355 [FName, s]),
3356 gShowKillMsg);
3357 else
3358 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3359 [FName, s]),
3360 gShowKillMsg);
3361 end;
3362 end
3363 else // Îñîáûå òèïû ñìåðòè
3364 case t of
3365 HIT_DISCON: ;
3366 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3367 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3368 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3369 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3370 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3371 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3372 end;
3374 if Srv then
3375 begin
3376 // Âûáðîñ îðóæèÿ:
3377 for a := WP_FIRST to WP_LAST do
3378 if FWeapon[a] then
3379 begin
3380 case a of
3381 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3382 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3383 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3384 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3385 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3386 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3387 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3388 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3389 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3390 else i := 0;
3391 end;
3393 if i <> 0 then
3394 PushItem(i);
3395 end;
3397 // Âûáðîñ ðþêçàêà:
3398 if R_ITEM_BACKPACK in FRulez then
3399 PushItem(ITEM_AMMO_BACKPACK);
3401 // Âûáðîñ ðàêåòíîãî ðàíöà:
3402 if FJetFuel > 0 then
3403 PushItem(ITEM_JETPACK);
3405 // Âûáðîñ êëþ÷åé:
3406 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3407 begin
3408 if R_KEY_RED in FRulez then
3409 PushItem(ITEM_KEY_RED);
3411 if R_KEY_GREEN in FRulez then
3412 PushItem(ITEM_KEY_GREEN);
3414 if R_KEY_BLUE in FRulez then
3415 PushItem(ITEM_KEY_BLUE);
3416 end;
3418 // Âûáðîñ ôëàãà:
3419 DropFlag();
3420 end;
3422 g_Player_CreateCorpse(Self);
3424 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3425 (gLMSRespawn = LMS_RESPAWN_NONE) then
3426 begin
3427 a := 0;
3428 k := 0;
3429 ar := 0;
3430 ab := 0;
3431 for i := Low(gPlayers) to High(gPlayers) do
3432 begin
3433 if gPlayers[i] = nil then continue;
3434 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3435 begin
3436 Inc(a);
3437 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3438 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3439 k := i;
3440 end;
3441 end;
3443 OldLR := gLMSRespawn;
3444 if (gGameSettings.GameMode = GM_COOP) then
3445 begin
3446 if (a = 0) then
3447 begin
3448 // everyone is dead, restart the map
3449 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3450 if Netsrv then
3451 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3452 gLMSRespawn := LMS_RESPAWN_FINAL;
3453 gLMSRespawnTime := gTime + 5000;
3454 end
3455 else if (a = 1) then
3456 begin
3457 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3458 if (gPlayers[k] = gPlayer1) or
3459 (gPlayers[k] = gPlayer2) then
3460 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3461 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3462 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3463 end;
3464 end
3465 else if (gGameSettings.GameMode = GM_TDM) then
3466 begin
3467 if (ab = 0) and (ar <> 0) then
3468 begin
3469 // blu team ded
3470 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3471 if Netsrv then
3472 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3473 Inc(gTeamStat[TEAM_RED].Goals);
3474 gLMSRespawn := LMS_RESPAWN_FINAL;
3475 gLMSRespawnTime := gTime + 5000;
3476 end
3477 else if (ar = 0) and (ab <> 0) then
3478 begin
3479 // red team ded
3480 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3481 if Netsrv then
3482 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3483 Inc(gTeamStat[TEAM_BLUE].Goals);
3484 gLMSRespawn := LMS_RESPAWN_FINAL;
3485 gLMSRespawnTime := gTime + 5000;
3486 end
3487 else if (ar = 0) and (ab = 0) then
3488 begin
3489 // everyone ded
3490 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3491 if Netsrv then
3492 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3493 gLMSRespawn := LMS_RESPAWN_FINAL;
3494 gLMSRespawnTime := gTime + 5000;
3495 end;
3496 end
3497 else if (gGameSettings.GameMode = GM_DM) then
3498 begin
3499 if (a = 1) then
3500 begin
3501 if gPlayers[k] <> nil then
3502 with gPlayers[k] do
3503 begin
3504 // survivor is the winner
3505 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3506 if Netsrv then
3507 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3508 Inc(FFrags);
3509 end;
3510 gLMSRespawn := LMS_RESPAWN_FINAL;
3511 gLMSRespawnTime := gTime + 5000;
3512 end
3513 else if (a = 0) then
3514 begin
3515 // everyone is dead, restart the map
3516 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3517 if Netsrv then
3518 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3519 gLMSRespawn := LMS_RESPAWN_FINAL;
3520 gLMSRespawnTime := gTime + 5000;
3521 end;
3522 end;
3523 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3524 begin
3525 if NetMode = NET_SERVER then
3526 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3527 else
3528 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3529 end;
3530 end;
3532 if Netsrv then
3533 begin
3534 MH_SEND_PlayerStats(FUID);
3535 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3536 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3537 end;
3539 if srv and FNoRespawn then Spectate(True);
3540 FWantsInGame := True;
3541 end;
3543 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3544 begin
3545 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3546 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3547 end;
3549 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3550 begin
3551 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3552 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3553 end;
3555 procedure TPlayer.MakeBloodSimple(Count: Word);
3556 begin
3557 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3558 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3559 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3560 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3561 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3562 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3563 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3564 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3565 end;
3567 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3568 begin
3569 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3570 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3571 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3572 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3573 end;
3575 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3576 begin
3577 if g_Game_IsClient then Exit;
3578 if Weapon > High(FWeapon) then Exit;
3579 FNextWeap := FNextWeap or (1 shl Weapon);
3580 end;
3582 procedure TPlayer.resetWeaponQueue ();
3583 begin
3584 FNextWeap := 0;
3585 FNextWeapDelay := 0;
3586 end;
3588 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3589 begin
3590 result := false;
3591 case weapon of
3592 WEAPON_KASTET, WEAPON_SAW: result := true;
3593 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3594 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3595 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3596 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3597 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3598 else result := (weapon < length(FWeapon));
3599 end;
3600 end;
3602 // return 255 for "no switch"
3603 function TPlayer.getNextWeaponIndex (): Byte;
3604 var
3605 i: Word;
3606 wantThisWeapon: array[0..64] of Boolean;
3607 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3608 wwc: Integer;
3609 f, dir, cwi, rwidx, curlidx: Integer;
3611 function real2log (ridx: Integer): Integer;
3612 var
3613 f: Integer;
3614 begin
3615 if (ridx >= 0) then
3616 begin
3617 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3618 end;
3619 result := -1;
3620 end;
3622 begin
3623 result := 255; // default result: "no switch"
3625 // had weapon cycling on previous frame? remove that flag
3626 if (FNextWeap and $2000) <> 0 then
3627 begin
3628 FNextWeap := FNextWeap and $1FFF;
3629 FNextWeapDelay := 0;
3630 end;
3632 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3634 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3635 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3636 // priorities:
3637 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3638 weaponOrder[0] := WEAPON_SUPERPULEMET;
3639 weaponOrder[1] := WEAPON_BFG;
3640 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3641 weaponOrder[3] := WEAPON_PLASMA;
3642 weaponOrder[4] := WEAPON_FLAMETHROWER;
3643 weaponOrder[5] := WEAPON_SHOTGUN2;
3644 weaponOrder[6] := WEAPON_CHAINGUN;
3645 weaponOrder[7] := WEAPON_SHOTGUN1;
3646 weaponOrder[8] := WEAPON_PISTOL;
3647 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3648 weaponOrder[10] := WEAPON_SAW;
3649 weaponOrder[11] := WEAPON_KASTET; // normal fist
3651 for f := 0 to High(weaponOrder) do
3652 begin
3653 if (weaponOrder[f] = WEAPON_KASTET) then
3654 begin
3655 // normal fist: remove if we have a berserk pack
3656 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3657 end
3658 else
3659 if (weaponOrder[f] = WEAPON_KASTET+666) then
3660 begin
3661 // berserk fist: remove if we don't have a berserk pack
3662 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3663 end;
3664 end;
3666 (*
3667 WEAPON_KASTET = 0;
3668 WEAPON_SAW = 1;
3669 WEAPON_PISTOL = 2;
3670 WEAPON_SHOTGUN1 = 3;
3671 WEAPON_SHOTGUN2 = 4;
3672 WEAPON_CHAINGUN = 5;
3673 WEAPON_ROCKETLAUNCHER = 6;
3674 WEAPON_PLASMA = 7;
3675 WEAPON_BFG = 8;
3676 WEAPON_SUPERPULEMET = 9;
3677 WEAPON_FLAMETHROWER = 10;
3678 *)
3680 // cycling has priority
3681 if (FNextWeap and $C000) <> 0 then
3682 begin
3683 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3684 FNextWeap := FNextWeap or $2000; // we need this
3685 if FNextWeapDelay > 0 then exit; // cooldown time
3686 //cwi := real2log(FCurrWeap);
3687 //if (cwi < 0) then cwi := 0;
3688 cwi := FCurrWeap;
3689 for i := 0 to High(FWeapon) do
3690 begin
3691 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3692 //rwidx := weaponOrder[cwi];
3693 rwidx := cwi; // sorry
3694 if (rwidx < 0) then continue;
3695 if FWeapon[rwidx] then
3696 begin
3697 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3698 result := Byte(rwidx);
3699 //FNextWeapDelay := 10; //k8: not needed anymore
3700 exit;
3701 end;
3702 end;
3703 resetWeaponQueue();
3704 exit;
3705 end;
3707 // no cycling
3708 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3709 wwc := 0;
3710 for i := 0 to High(FWeapon) do
3711 begin
3712 if (FNextWeap and (1 shl i)) <> 0 then
3713 begin
3714 cwi := real2log(i);
3715 if (cwi >= 0) then wantThisWeapon[cwi] := true;
3716 Inc(wwc);
3717 end;
3718 end;
3720 // slow down alterations a little
3721 if (wwc > 1) then
3722 begin
3723 // more than one weapon requested, assume "alteration", and check alteration delay
3724 if FNextWeapDelay > 0 then
3725 begin
3726 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3727 FNextWeap := 0;
3728 exit;
3729 end; // yeah
3730 end;
3732 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3733 // but clear all counters if no weapon should be switched
3734 if (wwc < 1) then
3735 begin
3736 resetWeaponQueue();
3737 exit;
3738 end;
3740 // exclude currently selected weapon from the set
3741 curlidx := real2log(FCurrWeap);
3742 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3743 //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
3744 //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
3745 //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
3747 // find next weapon to switch onto
3748 cwi := curlidx;
3749 for i := 0 to High(weaponOrder) do
3750 begin
3751 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3752 if (cwi = curlidx) then continue; // skip current weapon
3753 if not wantThisWeapon[cwi] then continue;
3754 rwidx := weaponOrder[cwi];
3755 if (rwidx < 0) then continue;
3756 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3757 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3758 begin
3759 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3760 // i found her!
3761 result := Byte(rwidx);
3762 resetWeaponQueue();
3763 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3764 exit;
3765 end;
3766 end;
3768 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3769 resetWeaponQueue();
3770 end;
3772 procedure TPlayer.RealizeCurrentWeapon();
3773 function switchAllowed (): Boolean;
3774 var
3775 i: Byte;
3776 begin
3777 result := false;
3778 if FBFGFireCounter <> -1 then
3779 exit;
3780 if FTime[T_SWITCH] > gTime then
3781 exit;
3782 for i := WP_FIRST to WP_LAST do
3783 if FReloading[i] > 0 then
3784 exit;
3785 result := true;
3786 end;
3788 var
3789 nw: Byte;
3790 begin
3791 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3792 //FNextWeap := FNextWeap and $1FFF;
3793 //HACK: alteration delay will be reset when player released any weapon switch key
3794 FNextWeapDelay := 0; //k8: just in case
3795 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3797 if not switchAllowed then
3798 begin
3799 //HACK for weapon cycling
3800 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3801 exit;
3802 end;
3804 nw := getNextWeaponIndex();
3805 if nw = 255 then exit; // don't reset anything here
3806 if nw > High(FWeapon) then
3807 begin
3808 // don't forget to reset queue here!
3809 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3810 resetWeaponQueue();
3811 exit;
3812 end;
3814 if FWeapon[nw] then
3815 begin
3816 FCurrWeap := nw;
3817 FTime[T_SWITCH] := gTime+156;
3818 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3819 FModel.SetWeapon(FCurrWeap);
3820 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3821 end;
3822 end;
3824 procedure TPlayer.NextWeapon();
3825 begin
3826 if g_Game_IsClient then Exit;
3827 FNextWeap := $8000;
3828 end;
3830 procedure TPlayer.PrevWeapon();
3831 begin
3832 if g_Game_IsClient then Exit;
3833 FNextWeap := $4000;
3834 end;
3836 procedure TPlayer.SetWeapon(W: Byte);
3837 begin
3838 if FCurrWeap <> W then
3839 if W = WEAPON_SAW then
3840 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3842 FCurrWeap := W;
3843 FModel.SetWeapon(CurrWeap);
3844 resetWeaponQueue();
3845 end;
3847 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3849 function allowBerserkSwitching (): Boolean;
3850 begin
3851 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3852 result := true;
3853 if gBerserkAutoswitch then exit;
3854 if not conIsCheatsEnabled then exit;
3855 result := false;
3856 end;
3858 var
3859 a: Boolean;
3860 begin
3861 Result := False;
3862 if g_Game_IsClient then Exit;
3864 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3865 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3866 remove := not a;
3868 case ItemType of
3869 ITEM_MEDKIT_SMALL:
3870 if FHealth < PLAYER_HP_SOFT then
3871 begin
3872 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3873 Result := True;
3874 remove := True;
3875 FFireTime := 0;
3876 if gFlash = 2 then Inc(FPickup, 5);
3877 end;
3879 ITEM_MEDKIT_LARGE:
3880 if FHealth < PLAYER_HP_SOFT then
3881 begin
3882 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3883 Result := True;
3884 remove := True;
3885 FFireTime := 0;
3886 if gFlash = 2 then Inc(FPickup, 5);
3887 end;
3889 ITEM_ARMOR_GREEN:
3890 if FArmor < PLAYER_AP_SOFT then
3891 begin
3892 FArmor := PLAYER_AP_SOFT;
3893 Result := True;
3894 remove := True;
3895 if gFlash = 2 then Inc(FPickup, 5);
3896 end;
3898 ITEM_ARMOR_BLUE:
3899 if FArmor < PLAYER_AP_LIMIT then
3900 begin
3901 FArmor := PLAYER_AP_LIMIT;
3902 Result := True;
3903 remove := True;
3904 if gFlash = 2 then Inc(FPickup, 5);
3905 end;
3907 ITEM_SPHERE_BLUE:
3908 if FHealth < PLAYER_HP_LIMIT then
3909 begin
3910 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3911 Result := True;
3912 remove := True;
3913 FFireTime := 0;
3914 if gFlash = 2 then Inc(FPickup, 5);
3915 end;
3917 ITEM_SPHERE_WHITE:
3918 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3919 begin
3920 if FHealth < PLAYER_HP_LIMIT then
3921 FHealth := PLAYER_HP_LIMIT;
3922 if FArmor < PLAYER_AP_LIMIT then
3923 FArmor := PLAYER_AP_LIMIT;
3924 Result := True;
3925 remove := True;
3926 FFireTime := 0;
3927 if gFlash = 2 then Inc(FPickup, 5);
3928 end;
3930 ITEM_WEAPON_SAW:
3931 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3932 begin
3933 FWeapon[WEAPON_SAW] := True;
3934 Result := True;
3935 if gFlash = 2 then Inc(FPickup, 5);
3936 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3937 end;
3939 ITEM_WEAPON_SHOTGUN1:
3940 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3941 begin
3942 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3943 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3945 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3946 FWeapon[WEAPON_SHOTGUN1] := True;
3947 Result := True;
3948 if gFlash = 2 then Inc(FPickup, 5);
3949 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3950 end;
3952 ITEM_WEAPON_SHOTGUN2:
3953 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3954 begin
3955 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3957 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3958 FWeapon[WEAPON_SHOTGUN2] := True;
3959 Result := True;
3960 if gFlash = 2 then Inc(FPickup, 5);
3961 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3962 end;
3964 ITEM_WEAPON_CHAINGUN:
3965 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3966 begin
3967 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3969 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3970 FWeapon[WEAPON_CHAINGUN] := True;
3971 Result := True;
3972 if gFlash = 2 then Inc(FPickup, 5);
3973 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3974 end;
3976 ITEM_WEAPON_ROCKETLAUNCHER:
3977 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3978 begin
3979 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3981 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3982 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3983 Result := True;
3984 if gFlash = 2 then Inc(FPickup, 5);
3985 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3986 end;
3988 ITEM_WEAPON_PLASMA:
3989 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3990 begin
3991 if a and FWeapon[WEAPON_PLASMA] then Exit;
3993 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3994 FWeapon[WEAPON_PLASMA] := True;
3995 Result := True;
3996 if gFlash = 2 then Inc(FPickup, 5);
3997 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3998 end;
4000 ITEM_WEAPON_BFG:
4001 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4002 begin
4003 if a and FWeapon[WEAPON_BFG] then Exit;
4005 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4006 FWeapon[WEAPON_BFG] := True;
4007 Result := True;
4008 if gFlash = 2 then Inc(FPickup, 5);
4009 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4010 end;
4012 ITEM_WEAPON_SUPERPULEMET:
4013 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4014 begin
4015 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4017 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4018 FWeapon[WEAPON_SUPERPULEMET] := True;
4019 Result := True;
4020 if gFlash = 2 then Inc(FPickup, 5);
4021 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4022 end;
4024 ITEM_WEAPON_FLAMETHROWER:
4025 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4026 begin
4027 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4029 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4030 FWeapon[WEAPON_FLAMETHROWER] := True;
4031 Result := True;
4032 if gFlash = 2 then Inc(FPickup, 5);
4033 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4034 end;
4036 ITEM_AMMO_BULLETS:
4037 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4038 begin
4039 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4040 Result := True;
4041 remove := True;
4042 if gFlash = 2 then Inc(FPickup, 5);
4043 end;
4045 ITEM_AMMO_BULLETS_BOX:
4046 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4047 begin
4048 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4049 Result := True;
4050 remove := True;
4051 if gFlash = 2 then Inc(FPickup, 5);
4052 end;
4054 ITEM_AMMO_SHELLS:
4055 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4056 begin
4057 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4058 Result := True;
4059 remove := True;
4060 if gFlash = 2 then Inc(FPickup, 5);
4061 end;
4063 ITEM_AMMO_SHELLS_BOX:
4064 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4065 begin
4066 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4067 Result := True;
4068 remove := True;
4069 if gFlash = 2 then Inc(FPickup, 5);
4070 end;
4072 ITEM_AMMO_ROCKET:
4073 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4074 begin
4075 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4076 Result := True;
4077 remove := True;
4078 if gFlash = 2 then Inc(FPickup, 5);
4079 end;
4081 ITEM_AMMO_ROCKET_BOX:
4082 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4083 begin
4084 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4085 Result := True;
4086 remove := True;
4087 if gFlash = 2 then Inc(FPickup, 5);
4088 end;
4090 ITEM_AMMO_CELL:
4091 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4092 begin
4093 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4094 Result := True;
4095 remove := True;
4096 if gFlash = 2 then Inc(FPickup, 5);
4097 end;
4099 ITEM_AMMO_CELL_BIG:
4100 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4101 begin
4102 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4103 Result := True;
4104 remove := True;
4105 if gFlash = 2 then Inc(FPickup, 5);
4106 end;
4108 ITEM_AMMO_FUELCAN:
4109 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4110 begin
4111 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4112 Result := True;
4113 remove := True;
4114 if gFlash = 2 then Inc(FPickup, 5);
4115 end;
4117 ITEM_AMMO_BACKPACK:
4118 if not(R_ITEM_BACKPACK in FRulez) or
4119 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4120 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4121 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4122 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4123 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4124 begin
4125 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4126 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4127 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4128 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4129 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4131 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4132 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4133 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4134 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4135 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4136 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4137 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4138 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4140 FRulez := FRulez + [R_ITEM_BACKPACK];
4141 Result := True;
4142 remove := True;
4143 if gFlash = 2 then Inc(FPickup, 5);
4144 end;
4146 ITEM_KEY_RED:
4147 if not(R_KEY_RED in FRulez) then
4148 begin
4149 Include(FRulez, R_KEY_RED);
4150 Result := True;
4151 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4152 if gFlash = 2 then Inc(FPickup, 5);
4153 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4154 end;
4156 ITEM_KEY_GREEN:
4157 if not(R_KEY_GREEN in FRulez) then
4158 begin
4159 Include(FRulez, R_KEY_GREEN);
4160 Result := True;
4161 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4162 if gFlash = 2 then Inc(FPickup, 5);
4163 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4164 end;
4166 ITEM_KEY_BLUE:
4167 if not(R_KEY_BLUE in FRulez) then
4168 begin
4169 Include(FRulez, R_KEY_BLUE);
4170 Result := True;
4171 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4172 if gFlash = 2 then Inc(FPickup, 5);
4173 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4174 end;
4176 ITEM_SUIT:
4177 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4178 begin
4179 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4180 Result := True;
4181 remove := True;
4182 FFireTime := 0;
4183 if gFlash = 2 then Inc(FPickup, 5);
4184 end;
4186 ITEM_OXYGEN:
4187 if FAir < AIR_MAX then
4188 begin
4189 FAir := AIR_MAX;
4190 Result := True;
4191 remove := True;
4192 if gFlash = 2 then Inc(FPickup, 5);
4193 end;
4195 ITEM_MEDKIT_BLACK:
4196 begin
4197 if not (R_BERSERK in FRulez) then
4198 begin
4199 Include(FRulez, R_BERSERK);
4200 if allowBerserkSwitching then
4201 begin
4202 FCurrWeap := WEAPON_KASTET;
4203 resetWeaponQueue();
4204 FModel.SetWeapon(WEAPON_KASTET);
4205 end;
4206 if gFlash <> 0 then
4207 begin
4208 Inc(FPain, 100);
4209 if gFlash = 2 then Inc(FPickup, 5);
4210 end;
4211 FBerserk := gTime+30000;
4212 Result := True;
4213 remove := True;
4214 FFireTime := 0;
4215 end;
4216 if FHealth < PLAYER_HP_SOFT then
4217 begin
4218 FHealth := PLAYER_HP_SOFT;
4219 FBerserk := gTime+30000;
4220 Result := True;
4221 remove := True;
4222 FFireTime := 0;
4223 end;
4224 end;
4226 ITEM_INVUL:
4227 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4228 begin
4229 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4230 Result := True;
4231 remove := True;
4232 if gFlash = 2 then Inc(FPickup, 5);
4233 end;
4235 ITEM_BOTTLE:
4236 if FHealth < PLAYER_HP_LIMIT then
4237 begin
4238 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4239 Result := True;
4240 remove := True;
4241 FFireTime := 0;
4242 if gFlash = 2 then Inc(FPickup, 5);
4243 end;
4245 ITEM_HELMET:
4246 if FArmor < PLAYER_AP_LIMIT then
4247 begin
4248 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4249 Result := True;
4250 remove := True;
4251 if gFlash = 2 then Inc(FPickup, 5);
4252 end;
4254 ITEM_JETPACK:
4255 if FJetFuel < JET_MAX then
4256 begin
4257 FJetFuel := JET_MAX;
4258 Result := True;
4259 remove := True;
4260 if gFlash = 2 then Inc(FPickup, 5);
4261 end;
4263 ITEM_INVIS:
4264 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4265 begin
4266 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4267 Result := True;
4268 remove := True;
4269 if gFlash = 2 then Inc(FPickup, 5);
4270 end;
4271 end;
4272 end;
4274 procedure TPlayer.Touch();
4275 begin
4276 if not FAlive then
4277 Exit;
4278 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4279 if FIamBot then
4280 begin
4281 // Áðîñèòü ôëàã òîâàðèùó:
4282 if gGameSettings.GameMode = GM_CTF then
4283 DropFlag();
4284 end;
4285 end;
4287 procedure TPlayer.Push(vx, vy: Integer);
4288 begin
4289 if (not FPhysics) and FGhost then
4290 Exit;
4291 FObj.Accel.X := FObj.Accel.X + vx;
4292 FObj.Accel.Y := FObj.Accel.Y + vy;
4293 if g_Game_IsNet and g_Game_IsServer then
4294 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4295 end;
4297 procedure TPlayer.Reset(Force: Boolean);
4298 begin
4299 if Force then
4300 FAlive := False;
4302 FSpawned := False;
4303 FTime[T_RESPAWN] := 0;
4304 FTime[T_FLAGCAP] := 0;
4305 FGodMode := False;
4306 FNoTarget := False;
4307 FNoReload := False;
4308 FFrags := 0;
4309 FLastFrag := 0;
4310 FComboEvnt := -1;
4311 FKills := 0;
4312 FMonsterKills := 0;
4313 FDeath := 0;
4314 FSecrets := 0;
4315 if FNoRespawn then
4316 begin
4317 FSpectator := False;
4318 FGhost := False;
4319 FPhysics := True;
4320 FSpectatePlayer := -1;
4321 FNoRespawn := False;
4322 end;
4323 FLives := gGameSettings.MaxLives;
4325 SetFlag(FLAG_NONE);
4326 end;
4328 procedure TPlayer.SoftReset();
4329 begin
4330 ReleaseKeys();
4332 FDamageBuffer := 0;
4333 FIncCam := 0;
4334 FBFGFireCounter := -1;
4335 FShellTimer := -1;
4336 FPain := 0;
4337 FLastHit := 0;
4338 FLastFrag := 0;
4339 FComboEvnt := -1;
4341 SetFlag(FLAG_NONE);
4342 SetAction(A_STAND, True);
4343 end;
4345 function TPlayer.GetRespawnPoint(): Byte;
4346 var
4347 c: Byte;
4348 begin
4349 Result := 255;
4350 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4352 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4353 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4354 begin
4355 if (Self = gPlayer1) or (Self = gPlayer2) then
4356 begin
4357 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4358 if Self = gPlayer1 then
4359 c := RESPAWNPOINT_PLAYER1
4360 else
4361 c := RESPAWNPOINT_PLAYER2;
4362 if g_Map_GetPointCount(c) > 0 then
4363 begin
4364 Result := c;
4365 Exit;
4366 end;
4368 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4369 if Self = gPlayer1 then
4370 c := RESPAWNPOINT_PLAYER2
4371 else
4372 c := RESPAWNPOINT_PLAYER1;
4373 if g_Map_GetPointCount(c) > 0 then
4374 begin
4375 Result := c;
4376 Exit;
4377 end;
4378 end else
4379 begin
4380 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4381 if Random(2) = 0 then
4382 c := RESPAWNPOINT_PLAYER1
4383 else
4384 c := RESPAWNPOINT_PLAYER2;
4385 if g_Map_GetPointCount(c) > 0 then
4386 begin
4387 Result := c;
4388 Exit;
4389 end;
4390 end;
4392 // Òî÷êà ëþáîé èç êîìàíä
4393 if Random(2) = 0 then
4394 c := RESPAWNPOINT_RED
4395 else
4396 c := RESPAWNPOINT_BLUE;
4397 if g_Map_GetPointCount(c) > 0 then
4398 begin
4399 Result := c;
4400 Exit;
4401 end;
4403 // Òî÷êà DM
4404 c := RESPAWNPOINT_DM;
4405 if g_Map_GetPointCount(c) > 0 then
4406 begin
4407 Result := c;
4408 Exit;
4409 end;
4410 end;
4412 // Ìÿñîïîâàë
4413 if gGameSettings.GameMode = GM_DM then
4414 begin
4415 // Òî÷êà DM
4416 c := RESPAWNPOINT_DM;
4417 if g_Map_GetPointCount(c) > 0 then
4418 begin
4419 Result := c;
4420 Exit;
4421 end;
4423 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4424 if Random(2) = 0 then
4425 c := RESPAWNPOINT_PLAYER1
4426 else
4427 c := RESPAWNPOINT_PLAYER2;
4428 if g_Map_GetPointCount(c) > 0 then
4429 begin
4430 Result := c;
4431 Exit;
4432 end;
4434 // Òî÷êà ëþáîé èç êîìàíä
4435 if Random(2) = 0 then
4436 c := RESPAWNPOINT_RED
4437 else
4438 c := RESPAWNPOINT_BLUE;
4439 if g_Map_GetPointCount(c) > 0 then
4440 begin
4441 Result := c;
4442 Exit;
4443 end;
4444 end;
4446 // Êîìàíäíûå
4447 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4448 begin
4449 // Òî÷êà ñâîåé êîìàíäû
4450 c := RESPAWNPOINT_DM;
4451 if FTeam = TEAM_RED then
4452 c := RESPAWNPOINT_RED;
4453 if FTeam = TEAM_BLUE then
4454 c := RESPAWNPOINT_BLUE;
4455 if g_Map_GetPointCount(c) > 0 then
4456 begin
4457 Result := c;
4458 Exit;
4459 end;
4461 // Òî÷êà DM
4462 c := RESPAWNPOINT_DM;
4463 if g_Map_GetPointCount(c) > 0 then
4464 begin
4465 Result := c;
4466 Exit;
4467 end;
4469 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4470 if Random(2) = 0 then
4471 c := RESPAWNPOINT_PLAYER1
4472 else
4473 c := RESPAWNPOINT_PLAYER2;
4474 if g_Map_GetPointCount(c) > 0 then
4475 begin
4476 Result := c;
4477 Exit;
4478 end;
4480 // Òî÷êà äðóãîé êîìàíäû
4481 c := RESPAWNPOINT_DM;
4482 if FTeam = TEAM_RED then
4483 c := RESPAWNPOINT_BLUE;
4484 if FTeam = TEAM_BLUE then
4485 c := RESPAWNPOINT_RED;
4486 if g_Map_GetPointCount(c) > 0 then
4487 begin
4488 Result := c;
4489 Exit;
4490 end;
4491 end;
4492 end;
4494 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4495 var
4496 RespawnPoint: TRespawnPoint;
4497 a, b, c: Byte;
4498 Anim: TAnimation;
4499 ID: DWORD;
4500 begin
4501 FIncCam := 0;
4502 FBFGFireCounter := -1;
4503 FShellTimer := -1;
4504 FPain := 0;
4505 FLastHit := 0;
4507 if not g_Game_IsServer then
4508 Exit;
4509 if FDummy then
4510 Exit;
4511 FWantsInGame := True;
4512 FJustTeleported := True;
4513 if Force then
4514 begin
4515 FTime[T_RESPAWN] := 0;
4516 FAlive := False;
4517 end;
4518 FNetTime := 0;
4519 // if server changes MaxLives we gotta be ready
4520 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4522 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4523 if FTime[T_RESPAWN] > gTime then
4524 Exit;
4526 // Ïðîñðàë âñå æèçíè:
4527 if FNoRespawn then
4528 begin
4529 if not FSpectator then Spectate(True);
4530 FWantsInGame := True;
4531 Exit;
4532 end;
4534 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4535 begin // "Ñâîÿ èãðà"
4536 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4537 FRulez := FRulez-[R_BERSERK];
4538 end
4539 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4540 begin
4541 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4542 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4543 end;
4545 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4546 c := GetRespawnPoint();
4548 ReleaseKeys();
4549 SetFlag(FLAG_NONE);
4551 // Âîñêðåøåíèå áåç îðóæèÿ:
4552 if not FAlive then
4553 begin
4554 FHealth := PLAYER_HP_SOFT;
4555 FArmor := 0;
4556 FAlive := True;
4557 FAir := AIR_DEF;
4558 FJetFuel := 0;
4560 for a := WP_FIRST to WP_LAST do
4561 begin
4562 FWeapon[a] := False;
4563 FReloading[a] := 0;
4564 end;
4566 FWeapon[WEAPON_PISTOL] := True;
4567 FWeapon[WEAPON_KASTET] := True;
4568 FCurrWeap := WEAPON_PISTOL;
4569 resetWeaponQueue();
4571 FModel.SetWeapon(FCurrWeap);
4573 for b := A_BULLETS to A_HIGH do
4574 FAmmo[b] := 0;
4576 FAmmo[A_BULLETS] := 50;
4578 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4579 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4580 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4581 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4582 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4584 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4585 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4586 else
4587 FRulez := [];
4588 end;
4590 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4591 if not g_Map_GetPoint(c, RespawnPoint) then
4592 begin
4593 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4594 Exit;
4595 end;
4597 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4598 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4599 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4600 FObj.Vel.X := 0;
4601 FObj.Vel.Y := 0;
4602 FObj.Accel.X := 0;
4603 FObj.Accel.Y := 0;
4605 FDirection := RespawnPoint.Direction;
4606 if FDirection = TDirection.D_LEFT then
4607 FAngle := 180
4608 else
4609 FAngle := 0;
4611 SetAction(A_STAND, True);
4612 FModel.Direction := FDirection;
4614 for a := Low(FTime) to High(FTime) do
4615 FTime[a] := 0;
4617 for a := Low(FMegaRulez) to High(FMegaRulez) do
4618 FMegaRulez[a] := 0;
4620 FDamageBuffer := 0;
4621 FJetpack := False;
4622 FCanJetpack := False;
4623 FFireTime := 0;
4624 FFirePainTime := 0;
4625 FFireAttacker := 0;
4627 // Àíèìàöèÿ âîçðîæäåíèÿ:
4628 if (not gLoadGameMode) and (not Silent) then
4629 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4630 begin
4631 Anim := TAnimation.Create(ID, False, 3);
4632 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4633 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4634 Anim.Free();
4635 end;
4637 FSpectator := False;
4638 FGhost := False;
4639 FPhysics := True;
4640 FSpectatePlayer := -1;
4641 FSpawned := True;
4643 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4644 gPlayer1 := self;
4645 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4646 gPlayer2 := self;
4648 if g_Game_IsNet then
4649 begin
4650 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4651 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4652 if not Silent then
4653 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4654 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4655 0, NET_GFX_TELE);
4656 end;
4657 end;
4659 procedure TPlayer.Spectate(NoMove: Boolean = False);
4660 begin
4661 if FAlive then
4662 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4663 else if (not NoMove) then
4664 begin
4665 GameX := gMapInfo.Width div 2;
4666 GameY := gMapInfo.Height div 2;
4667 end;
4668 FXTo := GameX;
4669 FYTo := GameY;
4671 FAlive := False;
4672 FSpectator := True;
4673 FGhost := True;
4674 FPhysics := False;
4675 FWantsInGame := False;
4676 FSpawned := False;
4678 if FNoRespawn then
4679 begin
4680 if Self = gPlayer1 then
4681 begin
4682 gLMSPID1 := FUID;
4683 gPlayer1 := nil;
4684 end;
4685 if Self = gPlayer2 then
4686 begin
4687 gLMSPID2 := FUID;
4688 gPlayer2 := nil;
4689 end;
4690 end;
4692 if g_Game_IsNet then
4693 MH_SEND_PlayerStats(FUID);
4694 end;
4696 procedure TPlayer.SwitchNoClip;
4697 begin
4698 if not FAlive then
4699 Exit;
4700 FGhost := not FGhost;
4701 FPhysics := not FGhost;
4702 if FGhost then
4703 begin
4704 FXTo := FObj.X;
4705 FYTo := FObj.Y;
4706 end else
4707 begin
4708 FObj.Accel.X := 0;
4709 FObj.Accel.Y := 0;
4710 end;
4711 end;
4713 procedure TPlayer.Run(Direction: TDirection);
4714 var
4715 a, b: Integer;
4716 begin
4717 if MAX_RUNVEL > 8 then
4718 FlySmoke();
4720 // Áåæèì:
4721 if Direction = TDirection.D_LEFT then
4722 begin
4723 if FObj.Vel.X > -MAX_RUNVEL then
4724 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4725 end
4726 else
4727 if FObj.Vel.X < MAX_RUNVEL then
4728 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4730 // Âîçìîæíî, ïèíàåì êóñêè:
4731 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4732 begin
4733 b := Abs(FObj.Vel.X);
4734 if b > 1 then b := b * (Random(8 div b) + 1);
4735 for a := 0 to High(gGibs) do
4736 begin
4737 if gGibs[a].alive and
4738 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4739 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4740 begin
4741 // Ïèíàåì êóñêè
4742 if FObj.Vel.X < 0 then
4743 begin
4744 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4745 end
4746 else
4747 begin
4748 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4749 end;
4750 gGibs[a].positionChanged(); // this updates spatial accelerators
4751 end;
4752 end;
4753 end;
4755 SetAction(A_WALK);
4756 end;
4758 procedure TPlayer.SeeDown();
4759 begin
4760 SetAction(A_SEEDOWN);
4762 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4764 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4765 end;
4767 procedure TPlayer.SeeUp();
4768 begin
4769 SetAction(A_SEEUP);
4771 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4773 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4774 end;
4776 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4777 var
4778 Prior: Byte;
4779 begin
4780 case Action of
4781 A_WALK: Prior := 3;
4782 A_DIE1: Prior := 5;
4783 A_DIE2: Prior := 5;
4784 A_ATTACK: Prior := 2;
4785 A_SEEUP: Prior := 1;
4786 A_SEEDOWN: Prior := 1;
4787 A_ATTACKUP: Prior := 2;
4788 A_ATTACKDOWN: Prior := 2;
4789 A_PAIN: Prior := 4;
4790 else Prior := 0;
4791 end;
4793 if (Prior > FActionPrior) or Force then
4794 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4795 begin
4796 FActionPrior := Prior;
4797 FActionAnim := Action;
4798 FActionForce := Force;
4799 FActionChanged := True;
4800 end;
4802 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4803 end;
4805 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4806 begin
4807 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4808 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4809 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4810 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4811 end;
4813 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4814 var
4815 Anim: TAnimation;
4816 ID: DWORD;
4817 begin
4818 Result := False;
4820 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4821 begin
4822 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4823 if g_Game_IsServer and g_Game_IsNet then
4824 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4825 Exit;
4826 end;
4828 FJustTeleported := True;
4830 Anim := nil;
4831 if not silent then
4832 begin
4833 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4834 begin
4835 Anim := TAnimation.Create(ID, False, 3);
4836 end;
4838 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4839 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4840 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4841 if g_Game_IsServer and g_Game_IsNet then
4842 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4843 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4844 NET_GFX_TELE);
4845 end;
4847 FObj.X := X-PLAYER_RECT.X;
4848 FObj.Y := Y-PLAYER_RECT.Y;
4849 if FAlive and FGhost then
4850 begin
4851 FXTo := FObj.X;
4852 FYTo := FObj.Y;
4853 end;
4855 if not g_Game_IsNet then
4856 begin
4857 if dir = 1 then
4858 begin
4859 SetDirection(TDirection.D_LEFT);
4860 FAngle := 180;
4861 end
4862 else
4863 if dir = 2 then
4864 begin
4865 SetDirection(TDirection.D_RIGHT);
4866 FAngle := 0;
4867 end
4868 else
4869 if dir = 3 then
4870 begin // îáðàòíîå
4871 if FDirection = TDirection.D_RIGHT then
4872 begin
4873 SetDirection(TDirection.D_LEFT);
4874 FAngle := 180;
4875 end
4876 else
4877 begin
4878 SetDirection(TDirection.D_RIGHT);
4879 FAngle := 0;
4880 end;
4881 end;
4882 end;
4884 if not silent and (Anim <> nil) then
4885 begin
4886 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4887 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4888 Anim.Free();
4890 if g_Game_IsServer and g_Game_IsNet then
4891 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4892 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4893 NET_GFX_TELE);
4894 end;
4896 Result := True;
4897 end;
4899 function nonz(a: Single): Single;
4900 begin
4901 if a <> 0 then
4902 Result := a
4903 else
4904 Result := 1;
4905 end;
4907 function TPlayer.followCorpse(): Boolean;
4908 var
4909 i: Integer;
4910 begin
4911 Result := False;
4912 if FAlive or FSpectator then
4913 Exit;
4914 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4915 Exit;
4916 for i := 0 to High(gCorpses) do
4917 if gCorpses[i] <> nil then
4918 if gCorpses[i].FPlayerUID = FUID then
4919 begin
4920 Result := True;
4921 FObj.X := gCorpses[i].FObj.X;
4922 FObj.Y := gCorpses[i].FObj.Y;
4923 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4924 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4925 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4926 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4927 break;
4928 end;
4929 end;
4931 procedure TPlayer.Update();
4932 var
4933 b: Byte;
4934 i, ii, wx, wy, xd, yd, k: Integer;
4935 blockmon, headwater, dospawn: Boolean;
4936 NetServer: Boolean;
4937 AnyServer: Boolean;
4938 SetSpect: Boolean;
4939 begin
4940 NetServer := g_Game_IsNet and g_Game_IsServer;
4941 AnyServer := g_Game_IsServer;
4943 if g_Game_IsClient and (NetInterpLevel > 0) then
4944 DoLerp(NetInterpLevel + 1)
4945 else
4946 if FGhost then
4947 DoLerp(4);
4949 if NetServer then
4950 if FClientID >= 0 then
4951 begin
4952 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4953 if NetClients[FClientID].Peer^.packetsSent > 0 then
4954 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4955 else
4956 FLoss := 0;
4957 end else
4958 begin
4959 FPing := 0;
4960 FLoss := 0;
4961 end;
4963 if FAlive and (FPunchAnim <> nil) then
4964 FPunchAnim.Update();
4966 if FAlive and (gFly or FJetpack) then
4967 FlySmoke();
4969 if FDirection = TDirection.D_LEFT then
4970 FAngle := 180
4971 else
4972 FAngle := 0;
4974 if FAlive and (not FGhost) then
4975 begin
4976 if FKeys[KEY_UP].Pressed then
4977 SeeUp();
4978 if FKeys[KEY_DOWN].Pressed then
4979 SeeDown();
4980 end;
4982 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4983 (FIncCam <> 0) then
4984 begin
4985 i := g_basic.Sign(FIncCam);
4986 FIncCam := Abs(FIncCam);
4987 DecMin(FIncCam, 5, 0);
4988 FIncCam := FIncCam*i;
4989 end;
4991 // no need to do that each second frame, weapon queue will take care of it
4992 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4993 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4995 if gTime mod (GAME_TICK*2) <> 0 then
4996 begin
4997 if (FObj.Vel.X = 0) and FAlive then
4998 begin
4999 if FKeys[KEY_LEFT].Pressed then
5000 Run(TDirection.D_LEFT);
5001 if FKeys[KEY_RIGHT].Pressed then
5002 Run(TDirection.D_RIGHT);
5003 end;
5005 if FPhysics then
5006 begin
5007 if not followCorpse() then
5008 g_Obj_Move(@FObj, True, True, True);
5009 positionChanged(); // this updates spatial accelerators
5010 end;
5012 Exit;
5013 end;
5015 FActionChanged := False;
5017 if FAlive then
5018 begin
5019 // Let alive player do some actions
5020 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5021 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5022 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5023 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5024 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5025 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5026 if FKeys[KEY_JUMP].Pressed then Jump()
5027 else
5028 begin
5029 if AnyServer and FJetpack then
5030 begin
5031 FJetpack := False;
5032 JetpackOff;
5033 if NetServer then MH_SEND_PlayerStats(FUID);
5034 end;
5035 FCanJetpack := True;
5036 end;
5037 end
5038 else // Dead
5039 begin
5040 dospawn := False;
5041 if not FGhost then
5042 for k := Low(FKeys) to KEY_CHAT-1 do
5043 begin
5044 if FKeys[k].Pressed then
5045 begin
5046 dospawn := True;
5047 break;
5048 end;
5049 end;
5050 if dospawn then
5051 begin
5052 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5053 Respawn(False)
5054 else // Single
5055 if (FTime[T_RESPAWN] <= gTime) and
5056 gGameOn and (not FAlive) then
5057 begin
5058 if (g_Player_GetCount() > 1) then
5059 Respawn(False)
5060 else
5061 begin
5062 gExit := EXIT_RESTART;
5063 Exit;
5064 end;
5065 end;
5066 end;
5067 // Dead spectator actions
5068 if FGhost then
5069 begin
5070 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5071 if FKeys[KEY_FIRE].Pressed and AnyServer then
5072 begin
5073 if FSpectator then
5074 begin
5075 if (FSpectatePlayer >= High(gPlayers)) then
5076 FSpectatePlayer := -1
5077 else
5078 begin
5079 SetSpect := False;
5080 for I := FSpectatePlayer + 1 to High(gPlayers) do
5081 if gPlayers[I] <> nil then
5082 if gPlayers[I].alive then
5083 if gPlayers[I].UID <> FUID then
5084 begin
5085 FSpectatePlayer := I;
5086 SetSpect := True;
5087 break;
5088 end;
5090 if not SetSpect then FSpectatePlayer := -1;
5091 end;
5093 ReleaseKeys;
5094 end;
5095 end;
5096 end;
5097 end;
5098 // No clipping
5099 if FGhost then
5100 begin
5101 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5102 begin
5103 FYTo := FObj.Y - 32;
5104 FSpectatePlayer := -1;
5105 end;
5106 if FKeys[KEY_DOWN].Pressed then
5107 begin
5108 FYTo := FObj.Y + 32;
5109 FSpectatePlayer := -1;
5110 end;
5111 if FKeys[KEY_LEFT].Pressed then
5112 begin
5113 FXTo := FObj.X - 32;
5114 FSpectatePlayer := -1;
5115 end;
5116 if FKeys[KEY_RIGHT].Pressed then
5117 begin
5118 FXTo := FObj.X + 32;
5119 FSpectatePlayer := -1;
5120 end;
5122 if (FXTo < -64) then
5123 FXTo := -64
5124 else if (FXTo > gMapInfo.Width + 32) then
5125 FXTo := gMapInfo.Width + 32;
5126 if (FYTo < -72) then
5127 FYTo := -72
5128 else if (FYTo > gMapInfo.Height + 32) then
5129 FYTo := gMapInfo.Height + 32;
5130 end;
5132 if FPhysics then
5133 begin
5134 if not followCorpse() then
5135 g_Obj_Move(@FObj, True, True, True);
5136 positionChanged(); // this updates spatial accelerators
5137 end
5138 else
5139 begin
5140 FObj.Vel.X := 0;
5141 FObj.Vel.Y := 0;
5142 if FSpectator then
5143 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5144 if gPlayers[FSpectatePlayer] <> nil then
5145 if gPlayers[FSpectatePlayer].alive then
5146 begin
5147 FXTo := gPlayers[FSpectatePlayer].GameX;
5148 FYTo := gPlayers[FSpectatePlayer].GameY;
5149 end;
5150 end;
5152 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5153 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5154 PANEL_BLOCKMON, True);
5155 headwater := HeadInLiquid(0, 0);
5157 // Ñîïðîòèâëåíèå âîçäóõà:
5158 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5159 if FObj.Vel.X <> 0 then
5160 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5162 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5163 DecMin(FPain, 5, 0);
5164 DecMin(FPickup, 1, 0);
5166 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5167 begin
5168 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5169 FMegaRulez[MR_SUIT] := 0;
5170 FMegaRulez[MR_INVUL] := 0;
5171 FMegaRulez[MR_INVIS] := 0;
5172 Kill(K_FALLKILL, 0, HIT_FALL);
5173 end;
5175 i := 9;
5177 if FAlive then
5178 begin
5179 if FCurrWeap = WEAPON_SAW then
5180 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5181 FSawSoundSelect.IsPlaying()) then
5182 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5184 if FJetpack then
5185 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5186 (not FJetSoundOff.IsPlaying()) then
5187 begin
5188 FJetSoundFly.SetPosition(0);
5189 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5190 end;
5192 for b := WP_FIRST to WP_LAST do
5193 if FReloading[b] > 0 then
5194 if FNoReload then
5195 FReloading[b] := 0
5196 else
5197 Dec(FReloading[b]);
5199 if FShellTimer > -1 then
5200 if FShellTimer = 0 then
5201 begin
5202 if FShellType = SHELL_SHELL then
5203 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5204 GameVelX, GameVelY-2, SHELL_SHELL)
5205 else if FShellType = SHELL_DBLSHELL then
5206 begin
5207 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5208 GameVelX+1, GameVelY-2, SHELL_SHELL);
5209 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5210 GameVelX-1, GameVelY-2, SHELL_SHELL);
5211 end;
5212 FShellTimer := -1;
5213 end else Dec(FShellTimer);
5215 if (FBFGFireCounter > -1) then
5216 if FBFGFireCounter = 0 then
5217 begin
5218 if AnyServer then
5219 begin
5220 wx := FObj.X+WEAPONPOINT[FDirection].X;
5221 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5222 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5223 yd := wy+firediry();
5224 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5225 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5226 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5227 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5228 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5229 end;
5231 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5232 FBFGFireCounter := -1;
5233 end else
5234 if FNoReload then
5235 FBFGFireCounter := 0
5236 else
5237 Dec(FBFGFireCounter);
5239 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5240 begin
5241 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5243 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5244 end;
5246 if (headwater or blockmon) then
5247 begin
5248 Dec(FAir);
5250 if FAir < -9 then
5251 begin
5252 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5253 FAir := 0;
5254 end
5255 else if (FAir mod 31 = 0) and not blockmon then
5256 begin
5257 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5258 if Random(2) = 0 then
5259 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5260 else
5261 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5262 end;
5263 end else if FAir < AIR_DEF then
5264 FAir := AIR_DEF;
5266 if FFireTime > 0 then
5267 begin
5268 if BodyInLiquid(0, 0) then
5269 begin
5270 FFireTime := 0;
5271 FFirePainTime := 0;
5272 end
5273 else if FMegaRulez[MR_SUIT] >= gTime then
5274 begin
5275 if FMegaRulez[MR_SUIT] = gTime then
5276 FFireTime := 1;
5277 FFirePainTime := 0;
5278 end
5279 else
5280 begin
5281 OnFireFlame(1);
5282 if FFirePainTime <= 0 then
5283 begin
5284 if g_Game_IsServer then
5285 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5286 FFirePainTime := 18;
5287 end;
5288 FFirePainTime := FFirePainTime - 1;
5289 FFireTime := FFireTime - 1;
5290 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5291 MH_SEND_PlayerStats(FUID);
5292 end;
5293 end;
5295 if FDamageBuffer > 0 then
5296 begin
5297 if FDamageBuffer >= 9 then
5298 begin
5299 SetAction(A_PAIN);
5301 if FDamageBuffer < 30 then i := 9
5302 else if FDamageBuffer < 100 then i := 18
5303 else i := 27;
5304 end;
5306 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5307 FArmor := FArmor-(FDamageBuffer-ii);
5308 FHealth := FHealth-ii;
5309 if FArmor < 0 then
5310 begin
5311 FHealth := FHealth+FArmor;
5312 FArmor := 0;
5313 end;
5315 if AnyServer then
5316 if FHealth <= 0 then
5317 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5318 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5319 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5321 if FAlive then
5322 begin
5323 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5324 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5325 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5326 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5327 end;
5329 FDamageBuffer := 0;
5330 end;
5332 {CollideItem();}
5333 end; // if FAlive then ...
5335 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5336 begin
5337 FModel.ChangeAnimation(FActionAnim, FActionForce);
5338 FModel.GetCurrentAnimation.MinLength := i;
5339 FModel.GetCurrentAnimationMask.MinLength := i;
5340 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5342 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5343 then SetAction(A_STAND, True);
5345 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5347 for b := Low(FKeys) to High(FKeys) do
5348 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5349 end;
5352 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5353 begin
5354 x := FObj.X+PLAYER_RECT.X;
5355 y := FObj.Y+PLAYER_RECT.Y;
5356 w := PLAYER_RECT.Width;
5357 h := PLAYER_RECT.Height;
5358 end;
5361 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5362 begin
5363 if (dx <> 0) or (dy <> 0) then
5364 begin
5365 FObj.X += dx;
5366 FObj.Y += dy;
5367 positionChanged();
5368 end;
5369 end;
5372 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5373 begin
5374 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5375 FObj.Y+PLAYER_RECT.Y,
5376 PLAYER_RECT.Width,
5377 PLAYER_RECT.Height,
5378 X, Y,
5379 Width, Height);
5380 end;
5382 function TPlayer.Collide(Panel: TPanel): Boolean;
5383 begin
5384 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5385 FObj.Y+PLAYER_RECT.Y,
5386 PLAYER_RECT.Width,
5387 PLAYER_RECT.Height,
5388 Panel.X, Panel.Y,
5389 Panel.Width, Panel.Height);
5390 end;
5392 function TPlayer.Collide(X, Y: Integer): Boolean;
5393 begin
5394 X := X-FObj.X-PLAYER_RECT.X;
5395 Y := Y-FObj.Y-PLAYER_RECT.Y;
5396 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5397 (y >= 0) and (y <= PLAYER_RECT.Height);
5398 end;
5400 function g_Player_ValidName(Name: string): Boolean;
5401 var
5402 a: Integer;
5403 begin
5404 Result := True;
5406 if gPlayers = nil then Exit;
5408 for a := 0 to High(gPlayers) do
5409 if gPlayers[a] <> nil then
5410 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5411 begin
5412 Result := False;
5413 Exit;
5414 end;
5415 end;
5417 procedure TPlayer.SetDirection(Direction: TDirection);
5418 var
5419 d: TDirection;
5420 begin
5421 d := FModel.Direction;
5423 FModel.Direction := Direction;
5424 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5426 FDirection := Direction;
5427 end;
5429 function TPlayer.GetKeys(): Byte;
5430 begin
5431 Result := 0;
5433 if R_KEY_RED in FRulez then Result := KEY_RED;
5434 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5435 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5437 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5438 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5439 end;
5441 procedure TPlayer.Use();
5442 var
5443 a: Integer;
5444 begin
5445 if FTime[T_USE] > gTime then Exit;
5447 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5448 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5450 for a := 0 to High(gPlayers) do
5451 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5452 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5453 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5454 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5455 begin
5456 gPlayers[a].Touch();
5457 if g_Game_IsNet and g_Game_IsServer then
5458 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5459 end;
5461 FTime[T_USE] := gTime+120;
5462 end;
5464 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5465 var
5466 locObj: TObj;
5467 F: Boolean;
5468 WX, WY, XD, YD: Integer;
5469 begin
5470 F := False;
5471 WX := X;
5472 WY := Y;
5473 XD := AX;
5474 YD := AY;
5476 case FCurrWeap of
5477 WEAPON_KASTET:
5478 begin
5479 DoPunch();
5480 if R_BERSERK in FRulez then
5481 begin
5482 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5483 locobj.X := FObj.X+FObj.Rect.X;
5484 locobj.Y := FObj.Y+FObj.Rect.Y;
5485 locobj.rect.X := 0;
5486 locobj.rect.Y := 0;
5487 locobj.rect.Width := 39;
5488 locobj.rect.Height := 52;
5489 locobj.Vel.X := (xd-wx) div 2;
5490 locobj.Vel.Y := (yd-wy) div 2;
5491 locobj.Accel.X := xd-wx;
5492 locobj.Accel.y := yd-wy;
5494 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5495 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5496 else
5497 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5499 if gFlash = 1 then
5500 if FPain < 50 then
5501 FPain := min(FPain + 25, 50);
5502 end else
5503 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5504 end;
5506 WEAPON_SAW:
5507 begin
5508 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5509 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5510 begin
5511 FSawSoundSelect.Stop();
5512 FSawSound.Stop();
5513 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5514 end
5515 else if not FSawSoundHit.IsPlaying() then
5516 begin
5517 FSawSoundSelect.Stop();
5518 FSawSound.PlayAt(FObj.X, FObj.Y);
5519 end;
5520 f := True;
5521 end;
5523 WEAPON_PISTOL:
5524 begin
5525 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5526 FFireAngle := FAngle;
5527 f := True;
5528 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5529 GameVelX, GameVelY-2, SHELL_BULLET);
5530 end;
5532 WEAPON_SHOTGUN1:
5533 begin
5534 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5535 FFireAngle := FAngle;
5536 f := True;
5537 FShellTimer := 10;
5538 FShellType := SHELL_SHELL;
5539 end;
5541 WEAPON_SHOTGUN2:
5542 begin
5543 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5544 FFireAngle := FAngle;
5545 f := True;
5546 FShellTimer := 13;
5547 FShellType := SHELL_DBLSHELL;
5548 end;
5550 WEAPON_CHAINGUN:
5551 begin
5552 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5553 FFireAngle := FAngle;
5554 f := True;
5555 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5556 GameVelX, GameVelY-2, SHELL_BULLET);
5557 end;
5559 WEAPON_ROCKETLAUNCHER:
5560 begin
5561 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5562 FFireAngle := FAngle;
5563 f := True;
5564 end;
5566 WEAPON_PLASMA:
5567 begin
5568 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5569 FFireAngle := FAngle;
5570 f := True;
5571 end;
5573 WEAPON_BFG:
5574 begin
5575 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5576 FFireAngle := FAngle;
5577 f := True;
5578 end;
5580 WEAPON_SUPERPULEMET:
5581 begin
5582 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5583 FFireAngle := FAngle;
5584 f := True;
5585 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5586 GameVelX, GameVelY-2, SHELL_SHELL);
5587 end;
5589 WEAPON_FLAMETHROWER:
5590 begin
5591 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5592 FFireAngle := FAngle;
5593 f := True;
5594 end;
5595 end;
5597 if not f then Exit;
5599 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5600 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5601 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5602 end;
5604 procedure TPlayer.DoLerp(Level: Integer = 2);
5605 begin
5606 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5607 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5608 end;
5610 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5611 var
5612 AX, AY: Integer;
5613 begin
5614 if NetInterpLevel < 1 then
5615 begin
5616 FObj.X := XTo;
5617 FObj.Y := YTo;
5618 end
5619 else
5620 begin
5621 FXTo := XTo;
5622 FYTo := YTo;
5624 AX := Abs(FXTo - FObj.X);
5625 AY := Abs(FYTo - FObj.Y);
5626 if (AX > 32) or (AX <= NetInterpLevel) then
5627 FObj.X := FXTo;
5628 if (AY > 32) or (AY <= NetInterpLevel) then
5629 FObj.Y := FYTo;
5630 end;
5631 end;
5633 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5634 begin
5635 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5636 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5637 PANEL_LIFTUP, False) then Result := -1
5638 else
5639 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5640 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5641 PANEL_LIFTDOWN, False) then Result := 1
5642 else Result := 0;
5643 end;
5645 function TPlayer.GetFlag(Flag: Byte): Boolean;
5646 var
5647 s, ts: String;
5648 evtype: Byte;
5649 begin
5650 Result := False;
5652 if Flag = FLAG_NONE then
5653 Exit;
5655 if not g_Game_IsServer then Exit;
5657 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5658 if (Flag = FTeam) and
5659 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5660 (FFlag <> FLAG_NONE) then
5661 begin
5662 if FFlag = FLAG_RED then
5663 s := _lc[I_PLAYER_FLAG_RED]
5664 else
5665 s := _lc[I_PLAYER_FLAG_BLUE];
5667 evtype := FLAG_STATE_SCORED;
5669 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5670 Insert('.', ts, Length(ts) + 1 - 3);
5671 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5673 g_Map_ResetFlag(FFlag);
5674 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5676 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5678 Result := True;
5679 if g_Game_IsNet then
5680 begin
5681 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5682 MH_SEND_GameStats;
5683 end;
5685 gFlags[FFlag].CaptureTime := 0;
5686 SetFlag(FLAG_NONE);
5687 Exit;
5688 end;
5690 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5691 if (Flag = FTeam) and
5692 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5693 begin
5694 if Flag = FLAG_RED then
5695 s := _lc[I_PLAYER_FLAG_RED]
5696 else
5697 s := _lc[I_PLAYER_FLAG_BLUE];
5699 evtype := FLAG_STATE_RETURNED;
5700 gFlags[Flag].CaptureTime := 0;
5702 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5704 g_Map_ResetFlag(Flag);
5705 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5707 Result := True;
5708 if g_Game_IsNet then
5709 begin
5710 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5711 MH_SEND_GameStats;
5712 end;
5713 Exit;
5714 end;
5716 // Ïîäîáðàë ÷óæîé ôëàã:
5717 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5718 begin
5719 SetFlag(Flag);
5721 if Flag = FLAG_RED then
5722 s := _lc[I_PLAYER_FLAG_RED]
5723 else
5724 s := _lc[I_PLAYER_FLAG_BLUE];
5726 evtype := FLAG_STATE_CAPTURED;
5728 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5730 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5732 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5734 Result := True;
5735 if g_Game_IsNet then
5736 begin
5737 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5738 MH_SEND_GameStats;
5739 end;
5740 end;
5741 end;
5743 procedure TPlayer.SetFlag(Flag: Byte);
5744 begin
5745 FFlag := Flag;
5746 if FModel <> nil then
5747 FModel.SetFlag(FFlag);
5748 end;
5750 function TPlayer.DropFlag(): Boolean;
5751 var
5752 s: String;
5753 begin
5754 Result := False;
5755 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5756 Exit;
5757 FTime[T_FLAGCAP] := gTime + 2000;
5758 with gFlags[FFlag] do
5759 begin
5760 Obj.X := FObj.X;
5761 Obj.Y := FObj.Y;
5762 Direction := FDirection;
5763 State := FLAG_STATE_DROPPED;
5764 Count := FLAG_TIME;
5765 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5766 (FObj.Vel.Y div 2)-2+Random(5));
5767 positionChanged(); // this updates spatial accelerators
5769 if FFlag = FLAG_RED then
5770 s := _lc[I_PLAYER_FLAG_RED]
5771 else
5772 s := _lc[I_PLAYER_FLAG_BLUE];
5774 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5775 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5777 if g_Game_IsNet then
5778 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5779 end;
5780 SetFlag(FLAG_NONE);
5781 Result := True;
5782 end;
5784 procedure TPlayer.GetSecret();
5785 begin
5786 Inc(FSecrets);
5787 end;
5789 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5790 begin
5791 Assert(Key <= High(FKeys));
5793 FKeys[Key].Pressed := True;
5794 FKeys[Key].Time := Time;
5795 end;
5797 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5798 begin
5799 Result := FKeys[K].Pressed;
5800 end;
5802 procedure TPlayer.ReleaseKeys();
5803 var
5804 a: Integer;
5805 begin
5806 for a := Low(FKeys) to High(FKeys) do
5807 begin
5808 FKeys[a].Pressed := False;
5809 FKeys[a].Time := 0;
5810 end;
5811 end;
5813 procedure TPlayer.OnDamage(Angle: SmallInt);
5814 begin
5815 end;
5817 function TPlayer.firediry(): Integer;
5818 begin
5819 if FKeys[KEY_UP].Pressed then Result := -42
5820 else if FKeys[KEY_DOWN].Pressed then Result := 19
5821 else Result := 0;
5822 end;
5824 procedure TPlayer.RememberState();
5825 var
5826 i: Integer;
5827 begin
5828 FSavedState.Health := FHealth;
5829 FSavedState.Armor := FArmor;
5830 FSavedState.Air := FAir;
5831 FSavedState.JetFuel := FJetFuel;
5832 FSavedState.CurrWeap := FCurrWeap;
5833 FSavedState.NextWeap := FNextWeap;
5834 FSavedState.NextWeapDelay := FNextWeapDelay;
5836 for i := 0 to 3 do
5837 FSavedState.Ammo[i] := FAmmo[i];
5838 for i := 0 to 3 do
5839 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5841 FSavedState.Rulez := FRulez;
5842 FSavedState.WaitRecall := True;
5843 end;
5845 procedure TPlayer.RecallState();
5846 var
5847 i: Integer;
5848 begin
5849 if not FSavedState.WaitRecall then Exit;
5851 FHealth := FSavedState.Health;
5852 FArmor := FSavedState.Armor;
5853 FAir := FSavedState.Air;
5854 FJetFuel := FSavedState.JetFuel;
5855 FCurrWeap := FSavedState.CurrWeap;
5856 FNextWeap := FSavedState.NextWeap;
5857 FNextWeapDelay := FSavedState.NextWeapDelay;
5859 for i := 0 to 3 do
5860 FAmmo[i] := FSavedState.Ammo[i];
5861 for i := 0 to 3 do
5862 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5864 FRulez := FSavedState.Rulez;
5865 FSavedState.WaitRecall := False;
5867 if gGameSettings.GameType = GT_SERVER then
5868 MH_SEND_PlayerStats(FUID);
5869 end;
5871 procedure TPlayer.SaveState (st: TStream);
5872 var
5873 i: Integer;
5874 b: Byte;
5875 begin
5876 // Ñèãíàòóðà èãðîêà
5877 utils.writeSign(st, 'PLYR');
5878 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5879 // Áîò èëè ÷åëîâåê
5880 utils.writeBool(st, FIamBot);
5881 // UID èãðîêà
5882 utils.writeInt(st, Word(FUID));
5883 // Èìÿ èãðîêà
5884 utils.writeStr(st, FName);
5885 // Êîìàíäà
5886 utils.writeInt(st, Byte(FTeam));
5887 // Æèâ ëè
5888 utils.writeBool(st, FAlive);
5889 // Èçðàñõîäîâàë ëè âñå æèçíè
5890 utils.writeBool(st, FNoRespawn);
5891 // Íàïðàâëåíèå
5892 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5893 utils.writeInt(st, Byte(b));
5894 // Çäîðîâüå
5895 utils.writeInt(st, LongInt(FHealth));
5896 // Æèçíè
5897 utils.writeInt(st, Byte(FLives));
5898 // Áðîíÿ
5899 utils.writeInt(st, LongInt(FArmor));
5900 // Çàïàñ âîçäóõà
5901 utils.writeInt(st, LongInt(FAir));
5902 // Çàïàñ ãîðþ÷åãî
5903 utils.writeInt(st, LongInt(FJetFuel));
5904 // Áîëü
5905 utils.writeInt(st, LongInt(FPain));
5906 // Óáèë
5907 utils.writeInt(st, LongInt(FKills));
5908 // Óáèë ìîíñòðîâ
5909 utils.writeInt(st, LongInt(FMonsterKills));
5910 // Ôðàãîâ
5911 utils.writeInt(st, LongInt(FFrags));
5912 // Ôðàãîâ ïîäðÿä
5913 utils.writeInt(st, Byte(FFragCombo));
5914 // Âðåìÿ ïîñëåäíåãî ôðàãà
5915 utils.writeInt(st, LongWord(FLastFrag));
5916 // Ñìåðòåé
5917 utils.writeInt(st, LongInt(FDeath));
5918 // Êàêîé ôëàã íåñåò
5919 utils.writeInt(st, Byte(FFlag));
5920 // Íàøåë ñåêðåòîâ
5921 utils.writeInt(st, LongInt(FSecrets));
5922 // Òåêóùåå îðóæèå
5923 utils.writeInt(st, Byte(FCurrWeap));
5924 // Æåëàåìîå îðóæèå
5925 utils.writeInt(st, Word(FNextWeap));
5926 // ...è ïàóçà
5927 utils.writeInt(st, Byte(FNextWeapDelay));
5928 // Âðåìÿ çàðÿäêè BFG
5929 utils.writeInt(st, SmallInt(FBFGFireCounter));
5930 // Áóôåð óðîíà
5931 utils.writeInt(st, LongInt(FDamageBuffer));
5932 // Ïîñëåäíèé óäàðèâøèé
5933 utils.writeInt(st, Word(FLastSpawnerUID));
5934 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5935 utils.writeInt(st, Byte(FLastHit));
5936 // Îáúåêò èãðîêà
5937 Obj_SaveState(st, @FObj);
5938 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5939 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5940 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5941 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5942 // Íàëè÷èå îðóæèÿ
5943 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5944 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5945 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5946 // Íàëè÷èå ðþêçàêà
5947 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5948 // Íàëè÷èå êðàñíîãî êëþ÷à
5949 utils.writeBool(st, (R_KEY_RED in FRulez));
5950 // Íàëè÷èå çåëåíîãî êëþ÷à
5951 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5952 // Íàëè÷èå ñèíåãî êëþ÷à
5953 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5954 // Íàëè÷èå áåðñåðêà
5955 utils.writeBool(st, (R_BERSERK in FRulez));
5956 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5957 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5958 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5959 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5960 // Íàçâàíèå ìîäåëè
5961 utils.writeStr(st, FModel.Name);
5962 // Öâåò ìîäåëè
5963 utils.writeInt(st, Byte(FColor.R));
5964 utils.writeInt(st, Byte(FColor.G));
5965 utils.writeInt(st, Byte(FColor.B));
5966 end;
5969 procedure TPlayer.LoadState (st: TStream);
5970 var
5971 i: Integer;
5972 str: String;
5973 b: Byte;
5974 begin
5975 assert(st <> nil);
5977 // Ñèãíàòóðà èãðîêà
5978 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5979 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5980 // Áîò èëè ÷åëîâåê:
5981 FIamBot := utils.readBool(st);
5982 // UID èãðîêà
5983 FUID := utils.readWord(st);
5984 // Èìÿ èãðîêà
5985 str := utils.readStr(st);
5986 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5987 // Êîìàíäà
5988 FTeam := utils.readByte(st);
5989 // Æèâ ëè
5990 FAlive := utils.readBool(st);
5991 // Èçðàñõîäîâàë ëè âñå æèçíè
5992 FNoRespawn := utils.readBool(st);
5993 // Íàïðàâëåíèå
5994 b := utils.readByte(st);
5995 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5996 // Çäîðîâüå
5997 FHealth := utils.readLongInt(st);
5998 // Æèçíè
5999 FLives := utils.readByte(st);
6000 // Áðîíÿ
6001 FArmor := utils.readLongInt(st);
6002 // Çàïàñ âîçäóõà
6003 FAir := utils.readLongInt(st);
6004 // Çàïàñ ãîðþ÷åãî
6005 FJetFuel := utils.readLongInt(st);
6006 // Áîëü
6007 FPain := utils.readLongInt(st);
6008 // Óáèë
6009 FKills := utils.readLongInt(st);
6010 // Óáèë ìîíñòðîâ
6011 FMonsterKills := utils.readLongInt(st);
6012 // Ôðàãîâ
6013 FFrags := utils.readLongInt(st);
6014 // Ôðàãîâ ïîäðÿä
6015 FFragCombo := utils.readByte(st);
6016 // Âðåìÿ ïîñëåäíåãî ôðàãà
6017 FLastFrag := utils.readLongWord(st);
6018 // Ñìåðòåé
6019 FDeath := utils.readLongInt(st);
6020 // Êàêîé ôëàã íåñåò
6021 FFlag := utils.readByte(st);
6022 // Íàøåë ñåêðåòîâ
6023 FSecrets := utils.readLongInt(st);
6024 // Òåêóùåå îðóæèå
6025 FCurrWeap := utils.readByte(st);
6026 // Æåëàåìîå îðóæèå
6027 FNextWeap := utils.readWord(st);
6028 // ...è ïàóçà
6029 FNextWeapDelay := utils.readByte(st);
6030 // Âðåìÿ çàðÿäêè BFG
6031 FBFGFireCounter := utils.readSmallInt(st);
6032 // Áóôåð óðîíà
6033 FDamageBuffer := utils.readLongInt(st);
6034 // Ïîñëåäíèé óäàðèâøèé
6035 FLastSpawnerUID := utils.readWord(st);
6036 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6037 FLastHit := utils.readByte(st);
6038 // Îáúåêò èãðîêà
6039 Obj_LoadState(@FObj, st);
6040 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6041 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6042 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6043 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6044 // Íàëè÷èå îðóæèÿ
6045 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6046 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6047 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6048 // Íàëè÷èå ðþêçàêà
6049 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6050 // Íàëè÷èå êðàñíîãî êëþ÷à
6051 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6052 // Íàëè÷èå çåëåíîãî êëþ÷à
6053 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6054 // Íàëè÷èå ñèíåãî êëþ÷à
6055 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6056 // Íàëè÷èå áåðñåðêà
6057 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6058 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6059 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6060 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6061 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6062 // Íàçâàíèå ìîäåëè
6063 str := utils.readStr(st);
6064 // Öâåò ìîäåëè
6065 FColor.R := utils.readByte(st);
6066 FColor.G := utils.readByte(st);
6067 FColor.B := utils.readByte(st);
6068 if (self = gPlayer1) then
6069 begin
6070 str := gPlayer1Settings.Model;
6071 FColor := gPlayer1Settings.Color;
6072 end
6073 else if (self = gPlayer2) then
6074 begin
6075 str := gPlayer2Settings.Model;
6076 FColor := gPlayer2Settings.Color;
6077 end;
6078 // Îáíîâëÿåì ìîäåëü èãðîêà
6079 SetModel(str);
6080 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6081 FModel.Color := TEAMCOLOR[FTeam]
6082 else
6083 FModel.Color := FColor;
6084 end;
6087 procedure TPlayer.AllRulez(Health: Boolean);
6088 var
6089 a: Integer;
6090 begin
6091 if Health then
6092 begin
6093 FHealth := PLAYER_HP_LIMIT;
6094 FArmor := PLAYER_AP_LIMIT;
6095 Exit;
6096 end;
6098 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6099 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6100 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6101 end;
6103 procedure TPlayer.RestoreHealthArmor();
6104 begin
6105 FHealth := PLAYER_HP_LIMIT;
6106 FArmor := PLAYER_AP_LIMIT;
6107 end;
6109 procedure TPlayer.FragCombo();
6110 var
6111 Param: Integer;
6112 begin
6113 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6114 Exit;
6115 if gTime - FLastFrag < FRAG_COMBO_TIME then
6116 begin
6117 if FFragCombo < 5 then
6118 Inc(FFragCombo);
6119 Param := FUID or (FFragCombo shl 16);
6120 if (FComboEvnt >= Low(gDelayedEvents)) and
6121 (FComboEvnt <= High(gDelayedEvents)) and
6122 gDelayedEvents[FComboEvnt].Pending and
6123 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6124 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6125 begin
6126 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6127 gDelayedEvents[FComboEvnt].DENum := Param;
6128 end
6129 else
6130 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6131 end
6132 else
6133 FFragCombo := 1;
6135 FLastFrag := gTime;
6136 end;
6138 procedure TPlayer.GiveItem(ItemType: Byte);
6139 begin
6140 case ItemType of
6141 ITEM_SUIT:
6142 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6143 begin
6144 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6145 end;
6147 ITEM_OXYGEN:
6148 if FAir < AIR_MAX then
6149 begin
6150 FAir := AIR_MAX;
6151 end;
6153 ITEM_MEDKIT_BLACK:
6154 begin
6155 if not (R_BERSERK in FRulez) then
6156 begin
6157 Include(FRulez, R_BERSERK);
6158 if FBFGFireCounter < 1 then
6159 begin
6160 FCurrWeap := WEAPON_KASTET;
6161 resetWeaponQueue();
6162 FModel.SetWeapon(WEAPON_KASTET);
6163 end;
6164 if gFlash <> 0 then
6165 Inc(FPain, 100);
6166 FBerserk := gTime+30000;
6167 end;
6168 if FHealth < PLAYER_HP_SOFT then
6169 begin
6170 FHealth := PLAYER_HP_SOFT;
6171 FBerserk := gTime+30000;
6172 end;
6173 end;
6175 ITEM_INVUL:
6176 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6177 begin
6178 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6179 end;
6181 ITEM_INVIS:
6182 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6183 begin
6184 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6185 end;
6187 ITEM_JETPACK:
6188 if FJetFuel < JET_MAX then
6189 begin
6190 FJetFuel := JET_MAX;
6191 end;
6193 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6194 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6196 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6197 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6199 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6200 ITEM_SPHERE_WHITE:
6201 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6202 begin
6203 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6204 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6205 end;
6207 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6208 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6209 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6210 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6211 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6212 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6213 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6214 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6215 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6217 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6218 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6219 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6220 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6221 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6222 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6223 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6224 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6225 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6227 ITEM_AMMO_BACKPACK:
6228 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6229 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6230 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6231 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6232 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6233 begin
6234 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6235 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6236 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6237 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6238 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6240 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6241 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6242 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6243 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6245 FRulez := FRulez + [R_ITEM_BACKPACK];
6246 end;
6248 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6249 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6250 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6252 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6253 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6255 else
6256 Exit;
6257 end;
6258 if g_Game_IsNet and g_Game_IsServer then
6259 MH_SEND_PlayerStats(FUID);
6260 end;
6262 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6263 var
6264 id, i: DWORD;
6265 Anim: TAnimation;
6266 begin
6267 if (Random(5) = 1) and (Times = 1) then
6268 Exit;
6270 if BodyInLiquid(0, 0) then
6271 begin
6272 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6273 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6274 if Random(2) = 0 then
6275 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6276 else
6277 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6278 Exit;
6279 end;
6281 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6282 begin
6283 for i := 1 to Times do
6284 begin
6285 Anim := TAnimation.Create(id, False, 3);
6286 Anim.Alpha := 150;
6287 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6288 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6289 Anim.Free();
6290 end;
6291 end;
6292 end;
6294 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6295 var
6296 id, i: DWORD;
6297 Anim: TAnimation;
6298 begin
6299 if (Random(10) = 1) and (Times = 1) then
6300 Exit;
6302 if g_Frames_Get(id, 'FRAMES_FLAME') then
6303 begin
6304 for i := 1 to Times do
6305 begin
6306 Anim := TAnimation.Create(id, False, 3);
6307 Anim.Alpha := 0;
6308 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6309 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6310 Anim.Free();
6311 end;
6312 end;
6313 end;
6315 procedure TPlayer.PauseSounds(Enable: Boolean);
6316 begin
6317 FSawSound.Pause(Enable);
6318 FSawSoundIdle.Pause(Enable);
6319 FSawSoundHit.Pause(Enable);
6320 FSawSoundSelect.Pause(Enable);
6321 end;
6323 { T C o r p s e : }
6325 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6326 begin
6327 g_Obj_Init(@FObj);
6328 FObj.X := X;
6329 FObj.Y := Y;
6330 FObj.Rect := PLAYER_CORPSERECT;
6331 FModelName := ModelName;
6332 FMess := aMess;
6334 if FMess then
6335 begin
6336 FState := CORPSE_STATE_MESS;
6337 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6338 end
6339 else
6340 begin
6341 FState := CORPSE_STATE_NORMAL;
6342 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6343 end;
6344 end;
6346 destructor TCorpse.Destroy();
6347 begin
6348 FAnimation.Free();
6350 inherited;
6351 end;
6353 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6355 procedure TCorpse.positionChanged (); inline; begin end;
6357 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6358 begin
6359 if (dx <> 0) or (dy <> 0) then
6360 begin
6361 FObj.X += dx;
6362 FObj.Y += dy;
6363 positionChanged();
6364 end;
6365 end;
6368 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6369 begin
6370 x := FObj.X+PLAYER_CORPSERECT.X;
6371 y := FObj.Y+PLAYER_CORPSERECT.Y;
6372 w := PLAYER_CORPSERECT.Width;
6373 h := PLAYER_CORPSERECT.Height;
6374 end;
6377 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6378 var
6379 pm: TPlayerModel;
6380 Blood: TModelBlood;
6381 begin
6382 if FState = CORPSE_STATE_REMOVEME then
6383 Exit;
6385 FDamage := FDamage + Value;
6387 if FDamage > 150 then
6388 begin
6389 if FAnimation <> nil then
6390 begin
6391 FAnimation.Free();
6392 FAnimation := nil;
6394 FState := CORPSE_STATE_REMOVEME;
6396 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6397 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6398 FModelName, FColor);
6399 // Çâóê ìÿñà îò òðóïà:
6400 pm := g_PlayerModel_Get(FModelName);
6401 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6402 pm.Free;
6404 // Çëîâåùèé ñìåõ:
6405 if (gBodyKillEvent <> -1)
6406 and gDelayedEvents[gBodyKillEvent].Pending then
6407 gDelayedEvents[gBodyKillEvent].Pending := False;
6408 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6409 end;
6410 end
6411 else
6412 begin
6413 Blood := g_PlayerModel_GetBlood(FModelName);
6414 FObj.Vel.X := FObj.Vel.X + vx;
6415 FObj.Vel.Y := FObj.Vel.Y + vy;
6416 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6417 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6418 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6419 Blood.R, Blood.G, Blood.B, Blood.Kind);
6420 end;
6421 end;
6423 procedure TCorpse.Draw();
6424 begin
6425 if FState = CORPSE_STATE_REMOVEME then
6426 Exit;
6428 if FAnimation <> nil then
6429 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6431 if FAnimationMask <> nil then
6432 begin
6433 e_Colors := FColor;
6434 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6435 e_Colors.R := 255;
6436 e_Colors.G := 255;
6437 e_Colors.B := 255;
6438 end;
6439 end;
6441 procedure TCorpse.Update();
6442 var
6443 st: Word;
6444 begin
6445 if FState = CORPSE_STATE_REMOVEME then
6446 Exit;
6448 if gTime mod (GAME_TICK*2) <> 0 then
6449 begin
6450 g_Obj_Move(@FObj, True, True, True);
6451 positionChanged(); // this updates spatial accelerators
6452 Exit;
6453 end;
6455 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6456 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6458 st := g_Obj_Move(@FObj, True, True, True);
6459 positionChanged(); // this updates spatial accelerators
6461 if WordBool(st and MOVE_FALLOUT) then
6462 begin
6463 FState := CORPSE_STATE_REMOVEME;
6464 Exit;
6465 end;
6467 if FAnimation <> nil then
6468 FAnimation.Update();
6469 if FAnimationMask <> nil then
6470 FAnimationMask.Update();
6471 end;
6474 procedure TCorpse.SaveState (st: TStream);
6475 var
6476 anim: Boolean;
6477 begin
6478 assert(st <> nil);
6480 // Ñèãíàòóðà òðóïà
6481 utils.writeSign(st, 'CORP');
6482 utils.writeInt(st, Byte(0));
6483 // Ñîñòîÿíèå
6484 utils.writeInt(st, Byte(FState));
6485 // Íàêîïëåííûé óðîí
6486 utils.writeInt(st, Byte(FDamage));
6487 // Öâåò
6488 utils.writeInt(st, Byte(FColor.R));
6489 utils.writeInt(st, Byte(FColor.G));
6490 utils.writeInt(st, Byte(FColor.B));
6491 // Îáúåêò òðóïà
6492 Obj_SaveState(st, @FObj);
6493 utils.writeInt(st, Word(FPlayerUID));
6494 // Åñòü ëè àíèìàöèÿ
6495 anim := (FAnimation <> nil);
6496 utils.writeBool(st, anim);
6497 // Åñëè åñòü - ñîõðàíÿåì
6498 if anim then FAnimation.SaveState(st);
6499 // Åñòü ëè ìàñêà àíèìàöèè
6500 anim := (FAnimationMask <> nil);
6501 utils.writeBool(st, anim);
6502 // Åñëè åñòü - ñîõðàíÿåì
6503 if anim then FAnimationMask.SaveState(st);
6504 end;
6507 procedure TCorpse.LoadState (st: TStream);
6508 var
6509 anim: Boolean;
6510 begin
6511 assert(st <> nil);
6513 // Ñèãíàòóðà òðóïà
6514 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6515 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6516 // Ñîñòîÿíèå
6517 FState := utils.readByte(st);
6518 // Íàêîïëåííûé óðîí
6519 FDamage := utils.readByte(st);
6520 // Öâåò
6521 FColor.R := utils.readByte(st);
6522 FColor.G := utils.readByte(st);
6523 FColor.B := utils.readByte(st);
6524 // Îáúåêò òðóïà
6525 Obj_LoadState(@FObj, st);
6526 FPlayerUID := utils.readWord(st);
6527 // Åñòü ëè àíèìàöèÿ
6528 anim := utils.readBool(st);
6529 // Åñëè åñòü - çàãðóæàåì
6530 if anim then
6531 begin
6532 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6533 FAnimation.LoadState(st);
6534 end;
6535 // Åñòü ëè ìàñêà àíèìàöèè
6536 anim := utils.readBool(st);
6537 // Åñëè åñòü - çàãðóæàåì
6538 if anim then
6539 begin
6540 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6541 FAnimationMask.LoadState(st);
6542 end;
6543 end;
6545 { T B o t : }
6547 constructor TBot.Create();
6548 var
6549 a: Integer;
6550 begin
6551 inherited Create();
6553 FPhysics := True;
6554 FSpectator := False;
6555 FGhost := False;
6557 FIamBot := True;
6559 Inc(gNumBots);
6561 for a := WP_FIRST to WP_LAST do
6562 begin
6563 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6564 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6565 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6566 end;
6567 end;
6569 destructor TBot.Destroy();
6570 begin
6571 Dec(gNumBots);
6572 inherited Destroy();
6573 end;
6575 procedure TBot.Draw();
6576 begin
6577 inherited Draw();
6579 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6580 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6581 end;
6583 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6584 begin
6585 inherited Respawn(Silent, Force);
6587 FAIFlags := nil;
6588 FSelectedWeapon := FCurrWeap;
6589 resetWeaponQueue();
6590 FTargetUID := 0;
6591 end;
6593 procedure TBot.UpdateCombat();
6594 type
6595 TTarget = record
6596 UID: Word;
6597 X, Y: Integer;
6598 Rect: TRectWH;
6599 cX, cY: Integer;
6600 Dist: Word;
6601 Line: Boolean;
6602 Visible: Boolean;
6603 IsPlayer: Boolean;
6604 end;
6606 TTargetRecord = array of TTarget;
6608 function Compare(a, b: TTarget): Integer;
6609 begin
6610 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6611 Result := -1
6612 else
6613 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6614 Result := 1
6615 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6616 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6617 begin
6618 if a.Dist > b.Dist then // B áëèæå
6619 Result := 1
6620 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6621 Result := -1;
6622 end
6623 else // Ñòðàííî -> A
6624 Result := -1;
6625 end;
6627 var
6628 a, x1, y1, x2, y2: Integer;
6629 targets: TTargetRecord;
6630 ammo: Word;
6631 Target, BestTarget: TTarget;
6632 firew, fireh: Integer;
6633 angle: SmallInt;
6634 mon: TMonster;
6635 pla, tpla: TPlayer;
6636 vsPlayer, vsMonster, ok: Boolean;
6639 function monsUpdate (mon: TMonster): Boolean;
6640 begin
6641 result := false; // don't stop
6642 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6643 begin
6644 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6646 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6647 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6649 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6650 if g_TraceVector(x1, y1, x2, y2) then
6651 begin
6652 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6653 SetLength(targets, Length(targets)+1);
6654 with targets[High(targets)] do
6655 begin
6656 UID := mon.UID;
6657 X := mon.Obj.X;
6658 Y := mon.Obj.Y;
6659 cX := x2;
6660 cY := y2;
6661 Rect := mon.Obj.Rect;
6662 Dist := g_PatchLength(x1, y1, x2, y2);
6663 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6664 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6665 Visible := True;
6666 IsPlayer := False;
6667 end;
6668 end;
6669 end;
6670 end;
6672 begin
6673 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6674 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6676 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6677 if FCurrWeap <> FSelectedWeapon then
6678 NextWeapon();
6680 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6681 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6682 begin
6683 RemoveAIFlag('NEEDFIRE');
6685 case FCurrWeap of
6686 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6687 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6688 else PressKey(KEY_FIRE);
6689 end;
6690 end;
6692 // Êîîðäèíàòû ñòâîëà:
6693 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6694 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6696 Target.UID := FTargetUID;
6698 ok := False;
6699 if Target.UID <> 0 then
6700 begin // Öåëü åñòü - íàñòðàèâàåì
6701 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6702 vsPlayer then
6703 begin // Èãðîê
6704 tpla := g_Player_Get(Target.UID);
6705 if tpla <> nil then
6706 with tpla do
6707 begin
6708 if (@FObj) <> nil then
6709 begin
6710 Target.X := FObj.X;
6711 Target.Y := FObj.Y;
6712 end;
6713 end;
6715 Target.cX := Target.X + PLAYER_RECT_CX;
6716 Target.cY := Target.Y + PLAYER_RECT_CY;
6717 Target.Rect := PLAYER_RECT;
6718 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6719 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6720 (y1-4 > Target.Y+PLAYER_RECT.Y);
6721 Target.IsPlayer := True;
6722 ok := True;
6723 end
6724 else
6725 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6726 vsMonster then
6727 begin // Ìîíñòð
6728 mon := g_Monsters_ByUID(Target.UID);
6729 if mon <> nil then
6730 begin
6731 Target.X := mon.Obj.X;
6732 Target.Y := mon.Obj.Y;
6734 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6735 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6736 Target.Rect := mon.Obj.Rect;
6737 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6738 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6739 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6740 Target.IsPlayer := False;
6741 ok := True;
6742 end;
6743 end;
6744 end;
6746 if not ok then
6747 begin // Öåëè íåò - îáíóëÿåì
6748 Target.X := 0;
6749 Target.Y := 0;
6750 Target.cX := 0;
6751 Target.cY := 0;
6752 Target.Visible := False;
6753 Target.Line := False;
6754 Target.IsPlayer := False;
6755 end;
6757 targets := nil;
6759 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6760 if (not Target.Line) or (not Target.Visible) then
6761 begin
6762 // Èãðîêè:
6763 if vsPlayer then
6764 for a := 0 to High(gPlayers) do
6765 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6766 (gPlayers[a].FUID <> FUID) and
6767 (not SameTeam(FUID, gPlayers[a].FUID)) and
6768 (not gPlayers[a].NoTarget) and
6769 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6770 begin
6771 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6772 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6773 Continue;
6775 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6776 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6778 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6779 if g_TraceVector(x1, y1, x2, y2) then
6780 begin
6781 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6782 SetLength(targets, Length(targets)+1);
6783 with targets[High(targets)] do
6784 begin
6785 UID := gPlayers[a].FUID;
6786 X := gPlayers[a].FObj.X;
6787 Y := gPlayers[a].FObj.Y;
6788 cX := x2;
6789 cY := y2;
6790 Rect := PLAYER_RECT;
6791 Dist := g_PatchLength(x1, y1, x2, y2);
6792 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6793 (y1-4 > Target.Y+PLAYER_RECT.Y);
6794 Visible := True;
6795 IsPlayer := True;
6796 end;
6797 end;
6798 end;
6800 // Ìîíñòðû:
6801 if vsMonster then g_Mons_ForEach(monsUpdate);
6802 end;
6804 // Åñëè åñòü âîçìîæíûå öåëè:
6805 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6806 if targets <> nil then
6807 begin
6808 // Âûáèðàåì íàèëó÷øóþ öåëü:
6809 BestTarget := targets[0];
6810 if Length(targets) > 1 then
6811 for a := 1 to High(targets) do
6812 if Compare(BestTarget, targets[a]) = 1 then
6813 BestTarget := targets[a];
6815 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6816 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6817 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6818 begin
6819 Target := BestTarget;
6821 if (Healthy() = 3) or ((Healthy() = 2)) then
6822 begin // Åñëè çäîðîâû - äîãîíÿåì
6823 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6824 SetAIFlag('GORIGHT', '1');
6825 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6826 SetAIFlag('GOLEFT', '1');
6827 end
6828 else
6829 begin // Åñëè ïîáèòû - óáåãàåì
6830 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6831 SetAIFlag('GORIGHT', '1');
6832 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6833 SetAIFlag('GOLEFT', '1');
6834 end;
6836 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6837 SelectWeapon(Abs(x1-Target.cX));
6838 end;
6839 end;
6841 // Åñëè åñòü öåëü:
6842 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6843 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6844 if Target.UID <> 0 then
6845 begin
6846 if not TargetOnScreen(Target.X + Target.Rect.X,
6847 Target.Y + Target.Rect.Y) then
6848 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6849 if (Healthy() = 3) or ((Healthy() = 2)) then
6850 begin // Åñëè çäîðîâû - äîãîíÿåì
6851 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6852 SetAIFlag('GORIGHT', '1');
6853 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6854 SetAIFlag('GOLEFT', '1');
6855 end
6856 else
6857 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6858 Target.UID := 0;
6859 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6860 SetAIFlag('GORIGHT', '1');
6861 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6862 SetAIFlag('GOLEFT', '1');
6863 end;
6864 end
6865 else
6866 begin // Öåëü ïîêà íà "ýêðàíå"
6867 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6868 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6869 FLastVisible := gTime;
6870 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6871 if (Abs(FObj.Y-Target.Y) <= 128) then
6872 begin
6873 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6874 SetAIFlag('GORIGHT', '1');
6875 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6876 SetAIFlag('GOLEFT', '1');
6877 end;
6878 end;
6880 // Âûáèðàåì óãîë ââåðõ:
6881 if FDirection = TDirection.D_LEFT then
6882 angle := ANGLE_LEFTUP
6883 else
6884 angle := ANGLE_RIGHTUP;
6886 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6887 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6889 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6890 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6891 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6892 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6893 Target.Rect.Width, Target.Rect.Height) and
6894 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6895 begin // òî íóæíî ñòðåëÿòü ââåðõ
6896 SetAIFlag('NEEDFIRE', '1');
6897 SetAIFlag('NEEDSEEUP', '1');
6898 end;
6900 // Âûáèðàåì óãîë âíèç:
6901 if FDirection = TDirection.D_LEFT then
6902 angle := ANGLE_LEFTDOWN
6903 else
6904 angle := ANGLE_RIGHTDOWN;
6906 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6907 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6909 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6910 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6911 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6912 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6913 Target.Rect.Width, Target.Rect.Height) and
6914 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6915 begin // òî íóæíî ñòðåëÿòü âíèç
6916 SetAIFlag('NEEDFIRE', '1');
6917 SetAIFlag('NEEDSEEDOWN', '1');
6918 end;
6920 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6921 if Target.Visible and
6922 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6923 (y1-4 > Target.Y+Target.Rect.Y) then
6924 begin
6925 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6926 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6927 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6928 begin // òî íóæíî ñòðåëÿòü âïåðåä
6929 SetAIFlag('NEEDFIRE', '1');
6930 SetAIFlag('NEEDSEEDOWN', '');
6931 SetAIFlag('NEEDSEEUP', '');
6932 end;
6933 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6934 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6935 if GetRnd(FDifficult.CloseJump) then
6936 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6937 if Abs(FObj.X-Target.X) < 128 then
6938 a := 4
6939 else
6940 a := 30;
6941 if Random(a) = 0 then
6942 SetAIFlag('NEEDJUMP', '1');
6943 end;
6944 end;
6946 // Åñëè öåëü âñå åùå åñòü:
6947 if Target.UID <> 0 then
6948 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6949 Target.UID := 0 // òî çàáûòü öåëü
6950 else // Åñëè âèäåëè íåäàâíî
6951 begin // íî öåëü óáèëè
6952 if Target.IsPlayer then
6953 begin // Öåëü - èãðîê
6954 pla := g_Player_Get(Target.UID);
6955 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6956 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6957 Target.UID := 0; // òî çàáûòü öåëü
6958 end
6959 else
6960 begin // Öåëü - ìîíñòð
6961 mon := g_Monsters_ByUID(Target.UID);
6962 if (mon = nil) or (not mon.alive) then
6963 Target.UID := 0; // òî çàáûòü öåëü
6964 end;
6965 end;
6966 end; // if Target.UID <> 0
6968 FTargetUID := Target.UID;
6970 // Åñëè âîçìîæíûõ öåëåé íåò:
6971 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6972 if targets = nil then
6973 if GetAIFlag('ATTACKLEFT') <> '' then
6974 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6975 RemoveAIFlag('ATTACKLEFT');
6977 SetAIFlag('NEEDJUMP', '1');
6979 if RunDirection() = TDirection.D_RIGHT then
6980 begin // Èäåì íå â òó ñòîðîíó
6981 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6982 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6983 SetAIFlag('NEEDFIRE', '1');
6984 SetAIFlag('GOLEFT', '1');
6985 end;
6986 end
6987 else
6988 begin // Èäåì â íóæíóþ ñòîðîíó
6989 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6990 SetAIFlag('NEEDFIRE', '1');
6991 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6992 SetAIFlag('GORIGHT', '1');
6993 end;
6994 end
6995 else
6996 if GetAIFlag('ATTACKRIGHT') <> '' then
6997 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6998 RemoveAIFlag('ATTACKRIGHT');
7000 SetAIFlag('NEEDJUMP', '1');
7002 if RunDirection() = TDirection.D_LEFT then
7003 begin // Èäåì íå â òó ñòîðîíó
7004 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7005 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7006 SetAIFlag('NEEDFIRE', '1');
7007 SetAIFlag('GORIGHT', '1');
7008 end;
7009 end
7010 else
7011 begin
7012 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7013 SetAIFlag('NEEDFIRE', '1');
7014 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7015 SetAIFlag('GOLEFT', '1');
7016 end;
7017 end;
7019 //HACK! (does it belongs there?)
7020 RealizeCurrentWeapon();
7022 // Åñëè åñòü âîçìîæíûå öåëè:
7023 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7024 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7025 for a := 0 to High(targets) do
7026 begin
7027 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7028 if GetRnd(FDifficult.DiagFire) then
7029 begin
7030 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7031 if FDirection = TDirection.D_LEFT then
7032 angle := ANGLE_LEFTUP
7033 else
7034 angle := ANGLE_RIGHTUP;
7036 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7037 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7039 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7040 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7041 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7042 targets[a].Rect.Width, targets[a].Rect.Height) and
7043 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7044 begin
7045 SetAIFlag('NEEDFIRE', '1');
7046 SetAIFlag('NEEDSEEUP', '1');
7047 end;
7049 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7050 if FDirection = TDirection.D_LEFT then
7051 angle := ANGLE_LEFTDOWN
7052 else
7053 angle := ANGLE_RIGHTDOWN;
7055 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7056 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7058 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7059 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7060 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7061 targets[a].Rect.Width, targets[a].Rect.Height) and
7062 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7063 begin
7064 SetAIFlag('NEEDFIRE', '1');
7065 SetAIFlag('NEEDSEEDOWN', '1');
7066 end;
7067 end;
7069 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7070 if targets[a].Line and targets[a].Visible and
7071 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7072 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7073 begin
7074 SetAIFlag('NEEDFIRE', '1');
7075 Break;
7076 end;
7077 end;
7079 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7080 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7081 PLAYER_RECT.Width, PLAYER_RECT.Height,
7082 40+GetInterval(FDifficult.Cover, 40)) then
7083 SetAIFlag('NEEDJUMP', '1');
7085 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7086 ammo := GetAmmoByWeapon(FCurrWeap);
7087 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7088 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7089 (ammo = 0) then
7090 SetAIFlag('SELECTWEAPON', '1');
7092 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7093 if GetAIFlag('SELECTWEAPON') = '1' then
7094 begin
7095 SelectWeapon(-1);
7096 RemoveAIFlag('SELECTWEAPON');
7097 end;
7098 end;
7100 procedure TBot.Update();
7101 var
7102 EnableAI: Boolean;
7103 begin
7104 if not FAlive then
7105 begin // Respawn
7106 ReleaseKeys();
7107 PressKey(KEY_UP);
7108 end
7109 else
7110 begin
7111 EnableAI := True;
7113 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7114 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7115 EnableAI := False;
7116 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7117 EnableAI := False;
7118 if g_debug_BotAIOff = 3 then
7119 EnableAI := False;
7121 if EnableAI then
7122 begin
7123 UpdateMove();
7124 UpdateCombat();
7125 end
7126 else
7127 begin
7128 RealizeCurrentWeapon();
7129 end;
7130 end;
7132 inherited Update();
7133 end;
7135 procedure TBot.ReleaseKey(Key: Byte);
7136 begin
7137 with FKeys[Key] do
7138 begin
7139 Pressed := False;
7140 Time := 0;
7141 end;
7142 end;
7144 function TBot.KeyPressed(Key: Word): Boolean;
7145 begin
7146 Result := FKeys[Key].Pressed;
7147 end;
7149 function TBot.GetAIFlag(aName: String20): String20;
7150 var
7151 a: Integer;
7152 begin
7153 Result := '';
7155 aName := LowerCase(aName);
7157 if FAIFlags <> nil then
7158 for a := 0 to High(FAIFlags) do
7159 if LowerCase(FAIFlags[a].Name) = aName then
7160 begin
7161 Result := FAIFlags[a].Value;
7162 Break;
7163 end;
7164 end;
7166 procedure TBot.RemoveAIFlag(aName: String20);
7167 var
7168 a, b: Integer;
7169 begin
7170 if FAIFlags = nil then Exit;
7172 aName := LowerCase(aName);
7174 for a := 0 to High(FAIFlags) do
7175 if LowerCase(FAIFlags[a].Name) = aName then
7176 begin
7177 if a <> High(FAIFlags) then
7178 for b := a to High(FAIFlags)-1 do
7179 FAIFlags[b] := FAIFlags[b+1];
7181 SetLength(FAIFlags, Length(FAIFlags)-1);
7182 Break;
7183 end;
7184 end;
7186 procedure TBot.SetAIFlag(aName, fValue: String20);
7187 var
7188 a: Integer;
7189 ok: Boolean;
7190 begin
7191 a := 0;
7192 ok := False;
7194 aName := LowerCase(aName);
7196 if FAIFlags <> nil then
7197 for a := 0 to High(FAIFlags) do
7198 if LowerCase(FAIFlags[a].Name) = aName then
7199 begin
7200 ok := True;
7201 Break;
7202 end;
7204 if ok then FAIFlags[a].Value := fValue
7205 else
7206 begin
7207 SetLength(FAIFlags, Length(FAIFlags)+1);
7208 with FAIFlags[High(FAIFlags)] do
7209 begin
7210 Name := aName;
7211 Value := fValue;
7212 end;
7213 end;
7214 end;
7216 procedure TBot.UpdateMove;
7218 procedure GoLeft(Time: Word = 1);
7219 begin
7220 ReleaseKey(KEY_LEFT);
7221 ReleaseKey(KEY_RIGHT);
7222 PressKey(KEY_LEFT, Time);
7223 SetDirection(TDirection.D_LEFT);
7224 end;
7226 procedure GoRight(Time: Word = 1);
7227 begin
7228 ReleaseKey(KEY_LEFT);
7229 ReleaseKey(KEY_RIGHT);
7230 PressKey(KEY_RIGHT, Time);
7231 SetDirection(TDirection.D_RIGHT);
7232 end;
7234 function Rnd(a: Word): Boolean;
7235 begin
7236 Result := Random(a) = 0;
7237 end;
7239 procedure Turn(Time: Word = 1200);
7240 begin
7241 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7242 end;
7244 procedure Stop();
7245 begin
7246 ReleaseKey(KEY_LEFT);
7247 ReleaseKey(KEY_RIGHT);
7248 end;
7250 function CanRunLeft(): Boolean;
7251 begin
7252 Result := not CollideLevel(-1, 0);
7253 end;
7255 function CanRunRight(): Boolean;
7256 begin
7257 Result := not CollideLevel(1, 0);
7258 end;
7260 function CanRun(): Boolean;
7261 begin
7262 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7263 end;
7265 procedure Jump(Time: Word = 30);
7266 begin
7267 PressKey(KEY_JUMP, Time);
7268 end;
7270 function NearHole(): Boolean;
7271 var
7272 x, sx: Integer;
7273 begin
7274 { TODO 5 : Ëåñòíèöû }
7275 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7276 for x := 1 to PLAYER_RECT.Width do
7277 if (not StayOnStep(x*sx, 0)) and
7278 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7279 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7280 begin
7281 Result := True;
7282 Exit;
7283 end;
7285 Result := False;
7286 end;
7288 function BorderHole(): Boolean;
7289 var
7290 x, sx, xx: Integer;
7291 begin
7292 { TODO 5 : Ëåñòíèöû }
7293 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7294 for x := 1 to PLAYER_RECT.Width do
7295 if (not StayOnStep(x*sx, 0)) and
7296 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7297 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7298 begin
7299 for xx := x to x+32 do
7300 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7301 begin
7302 Result := True;
7303 Exit;
7304 end;
7305 end;
7307 Result := False;
7308 end;
7310 function NearDeepHole(): Boolean;
7311 var
7312 x, sx, y: Integer;
7313 begin
7314 Result := False;
7316 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7317 y := 3;
7319 for x := 1 to PLAYER_RECT.Width do
7320 if (not StayOnStep(x*sx, 0)) and
7321 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7322 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7323 begin
7324 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7325 begin
7326 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7327 y := y+1;
7328 end;
7330 Result := True;
7331 end else Result := False;
7332 end;
7334 function OverDeepHole(): Boolean;
7335 var
7336 y: Integer;
7337 begin
7338 Result := False;
7340 y := 1;
7341 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7342 begin
7343 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7344 y := y+1;
7345 end;
7347 Result := True;
7348 end;
7350 function OnGround(): Boolean;
7351 begin
7352 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7353 end;
7355 function OnLadder(): Boolean;
7356 begin
7357 Result := FullInStep(0, 0);
7358 end;
7360 function BelowLadder(): Boolean;
7361 begin
7362 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7363 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7364 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7365 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7366 end;
7368 function BelowLiftUp(): Boolean;
7369 begin
7370 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7371 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7372 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7373 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7374 end;
7376 function OnTopLift(): Boolean;
7377 begin
7378 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7379 end;
7381 function CanJumpOver(): Boolean;
7382 var
7383 sx, y: Integer;
7384 begin
7385 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7387 Result := False;
7389 if not CollideLevel(sx, 0) then Exit;
7391 for y := 1 to BOT_MAXJUMP do
7392 if CollideLevel(0, -y) then Exit else
7393 if not CollideLevel(sx, -y) then
7394 begin
7395 Result := True;
7396 Exit;
7397 end;
7398 end;
7400 function CanJumpUp(Dist: ShortInt): Boolean;
7401 var
7402 y, yy: Integer;
7403 c: Boolean;
7404 begin
7405 Result := False;
7407 if CollideLevel(Dist, 0) then Exit;
7409 c := False;
7410 for y := 0 to BOT_MAXJUMP do
7411 if CollideLevel(Dist, -y) then
7412 begin
7413 c := True;
7414 Break;
7415 end;
7417 if not c then Exit;
7419 c := False;
7420 for yy := y+1 to BOT_MAXJUMP do
7421 if not CollideLevel(Dist, -yy) then
7422 begin
7423 c := True;
7424 Break;
7425 end;
7427 if not c then Exit;
7429 c := False;
7430 for y := 0 to BOT_MAXJUMP do
7431 if CollideLevel(0, -y) then
7432 begin
7433 c := True;
7434 Break;
7435 end;
7437 if c then Exit;
7439 if y < yy then Exit;
7441 Result := True;
7442 end;
7444 function IsSafeTrigger(): Boolean;
7445 var
7446 a: Integer;
7447 begin
7448 Result := True;
7449 if gTriggers = nil then
7450 Exit;
7451 for a := 0 to High(gTriggers) do
7452 if Collide(gTriggers[a].X,
7453 gTriggers[a].Y,
7454 gTriggers[a].Width,
7455 gTriggers[a].Height) and
7456 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7457 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7458 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7459 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7460 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7461 Result := False;
7462 end;
7464 begin
7465 // Âîçìîæíî, íàæèìàåì êíîïêó:
7466 if Rnd(16) and IsSafeTrigger() then
7467 PressKey(KEY_OPEN);
7469 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7470 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7471 begin
7472 ReleaseKey(KEY_LEFT);
7473 ReleaseKey(KEY_RIGHT);
7474 Jump();
7475 end;
7477 // Èäåì âëåâî, åñëè íàäî áûëî:
7478 if GetAIFlag('GOLEFT') <> '' then
7479 begin
7480 RemoveAIFlag('GOLEFT');
7481 if CanRunLeft() then
7482 GoLeft(360);
7483 end;
7485 // Èäåì âïðàâî, åñëè íàäî áûëî:
7486 if GetAIFlag('GORIGHT') <> '' then
7487 begin
7488 RemoveAIFlag('GORIGHT');
7489 if CanRunRight() then
7490 GoRight(360);
7491 end;
7493 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7494 if FObj.X < -32 then
7495 GoRight(360)
7496 else
7497 if FObj.X+32 > gMapInfo.Width then
7498 GoLeft(360);
7500 // Ïðûãàåì, åñëè íàäî áûëî:
7501 if GetAIFlag('NEEDJUMP') <> '' then
7502 begin
7503 Jump(0);
7504 RemoveAIFlag('NEEDJUMP');
7505 end;
7507 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7508 if GetAIFlag('NEEDSEEUP') <> '' then
7509 begin
7510 ReleaseKey(KEY_UP);
7511 ReleaseKey(KEY_DOWN);
7512 PressKey(KEY_UP, 20);
7513 RemoveAIFlag('NEEDSEEUP');
7514 end;
7516 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7517 if GetAIFlag('NEEDSEEDOWN') <> '' then
7518 begin
7519 ReleaseKey(KEY_UP);
7520 ReleaseKey(KEY_DOWN);
7521 PressKey(KEY_DOWN, 20);
7522 RemoveAIFlag('NEEDSEEDOWN');
7523 end;
7525 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7526 if GetAIFlag('GOINHOLE') <> '' then
7527 if not OnGround() then
7528 begin
7529 ReleaseKey(KEY_LEFT);
7530 ReleaseKey(KEY_RIGHT);
7531 RemoveAIFlag('GOINHOLE');
7532 SetAIFlag('FALLINHOLE', '1');
7533 end;
7535 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7536 if GetAIFlag('FALLINHOLE') <> '' then
7537 if OnGround() then
7538 RemoveAIFlag('FALLINHOLE');
7540 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7541 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7542 if GetAIFlag('FALLINHOLE') = '' then
7543 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7544 if Rnd(2) then
7545 GoLeft(360)
7546 else
7547 GoRight(360);
7549 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7550 if OnGround() and
7551 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7552 Rnd(8) then
7553 Jump();
7555 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7556 if OnGround() and NearHole() then
7557 if NearDeepHole() then // Åñëè ýòî áåçäíà
7558 case Random(6) of
7559 0..3: Turn(); // Áåæèì îáðàòíî
7560 4: Jump(); // Ïðûãàåì
7561 5: begin // Ïðûãàåì îáðàòíî
7562 Turn();
7563 Jump();
7564 end;
7565 end
7566 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7567 if GetAIFlag('GOINHOLE') = '' then
7568 case Random(6) of
7569 0: Turn(); // Íå íóæíî òóäà
7570 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7571 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7572 if BorderHole() then
7573 SetAIFlag('GOINHOLE', '1');
7574 end;
7576 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7577 if (not CanRun()) and OnGround() then
7578 begin
7579 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7580 if CanJumpOver() or OnLadder() then
7581 Jump()
7582 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7583 if Random(2) = 0 then
7584 begin
7585 if IsSafeTrigger() then
7586 PressKey(KEY_OPEN);
7587 end else
7588 Turn();
7589 end;
7591 // Îñòàëîñü ìàëî âîçäóõà:
7592 if FAir < 36 * 2 then
7593 Jump(20);
7595 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7596 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7597 if BodyInAcid(0, 0) then
7598 Jump();
7599 end;
7601 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7602 begin
7603 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7604 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7605 end;
7607 {function TBot.NeedItem(Item: Byte): Byte;
7608 begin
7609 Result := 4;
7610 end;}
7612 procedure TBot.SelectWeapon(Dist: Integer);
7613 var
7614 a: Integer;
7616 function HaveAmmo(weapon: Byte): Boolean;
7617 begin
7618 case weapon of
7619 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7620 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7621 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7622 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7623 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7624 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7625 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7626 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7627 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7628 else Result := True;
7629 end;
7630 end;
7632 begin
7633 if Dist = -1 then Dist := BOT_LONGDIST;
7635 if Dist > BOT_LONGDIST then
7636 begin // Äàëüíèé áîé
7637 for a := 0 to 9 do
7638 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7639 begin
7640 FSelectedWeapon := FDifficult.WeaponPrior[a];
7641 Break;
7642 end;
7643 end
7644 else //if Dist > BOT_UNSAFEDIST then
7645 begin // Áëèæíèé áîé
7646 for a := 0 to 9 do
7647 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7648 begin
7649 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7650 Break;
7651 end;
7652 end;
7653 { else
7654 begin
7655 for a := 0 to 9 do
7656 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7657 begin
7658 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7659 Break;
7660 end;
7661 end;}
7662 end;
7664 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7665 begin
7666 Result := inherited PickItem(ItemType, force, remove);
7668 if Result then SetAIFlag('SELECTWEAPON', '1');
7669 end;
7671 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7672 begin
7673 Result := inherited Heal(value, Soft);
7674 end;
7676 function TBot.Healthy(): Byte;
7677 begin
7678 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7679 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7680 else if (FHealth > 50) then Result := 2
7681 else if (FHealth > 20) then Result := 1
7682 else Result := 0;
7683 end;
7685 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7686 begin
7687 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7688 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7689 end;
7691 procedure TBot.OnDamage(Angle: SmallInt);
7692 var
7693 pla: TPlayer;
7694 mon: TMonster;
7695 ok: Boolean;
7696 begin
7697 inherited;
7699 if (Angle = 0) or (Angle = 180) then
7700 begin
7701 ok := False;
7702 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7703 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7704 begin // Èãðîê
7705 pla := g_Player_Get(FLastSpawnerUID);
7706 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7707 pla.FObj.Y + PLAYER_RECT.Y);
7708 end
7709 else
7710 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7711 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7712 begin // Ìîíñòð
7713 mon := g_Monsters_ByUID(FLastSpawnerUID);
7714 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7715 mon.Obj.Y + mon.Obj.Rect.Y);
7716 end;
7718 if ok then
7719 if Angle = 0 then
7720 SetAIFlag('ATTACKLEFT', '1')
7721 else
7722 SetAIFlag('ATTACKRIGHT', '1');
7723 end;
7724 end;
7726 function TBot.RunDirection(): TDirection;
7727 begin
7728 if Abs(Vel.X) >= 1 then
7729 begin
7730 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7731 end else
7732 Result := FDirection;
7733 end;
7735 function TBot.GetRnd(a: Byte): Boolean;
7736 begin
7737 if a = 0 then Result := False
7738 else if a = 255 then Result := True
7739 else Result := Random(256) > 255-a;
7740 end;
7742 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7743 begin
7744 Result := Round((255-a)/255*radius*(Random(2)-1));
7745 end;
7748 procedure TDifficult.save (st: TStream);
7749 begin
7750 utils.writeInt(st, Byte(DiagFire));
7751 utils.writeInt(st, Byte(InvisFire));
7752 utils.writeInt(st, Byte(DiagPrecision));
7753 utils.writeInt(st, Byte(FlyPrecision));
7754 utils.writeInt(st, Byte(Cover));
7755 utils.writeInt(st, Byte(CloseJump));
7756 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7757 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7758 end;
7760 procedure TDifficult.load (st: TStream);
7761 begin
7762 DiagFire := utils.readByte(st);
7763 InvisFire := utils.readByte(st);
7764 DiagPrecision := utils.readByte(st);
7765 FlyPrecision := utils.readByte(st);
7766 Cover := utils.readByte(st);
7767 CloseJump := utils.readByte(st);
7768 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7769 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7770 end;
7773 procedure TBot.SaveState (st: TStream);
7774 var
7775 i: Integer;
7776 dw: Integer;
7777 begin
7778 inherited SaveState(st);
7779 utils.writeSign(st, 'BOT0');
7780 // Âûáðàííîå îðóæèå
7781 utils.writeInt(st, Byte(FSelectedWeapon));
7782 // UID öåëè
7783 utils.writeInt(st, Word(FTargetUID));
7784 // Âðåìÿ ïîòåðè öåëè
7785 utils.writeInt(st, LongWord(FLastVisible));
7786 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7787 dw := Length(FAIFlags);
7788 utils.writeInt(st, LongInt(dw));
7789 // Ôëàãè ÈÈ
7790 for i := 0 to dw-1 do
7791 begin
7792 utils.writeStr(st, FAIFlags[i].Name, 20);
7793 utils.writeStr(st, FAIFlags[i].Value, 20);
7794 end;
7795 // Íàñòðîéêè ñëîæíîñòè
7796 FDifficult.save(st);
7797 end;
7800 procedure TBot.LoadState (st: TStream);
7801 var
7802 i: Integer;
7803 dw: Integer;
7804 begin
7805 inherited LoadState(st);
7806 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7807 // Âûáðàííîå îðóæèå
7808 FSelectedWeapon := utils.readByte(st);
7809 // UID öåëè
7810 FTargetUID := utils.readWord(st);
7811 // Âðåìÿ ïîòåðè öåëè
7812 FLastVisible := utils.readLongWord(st);
7813 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7814 dw := utils.readLongInt(st);
7815 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7816 SetLength(FAIFlags, dw);
7817 // Ôëàãè ÈÈ
7818 for i := 0 to dw-1 do
7819 begin
7820 FAIFlags[i].Name := utils.readStr(st, 20);
7821 FAIFlags[i].Value := utils.readStr(st, 20);
7822 end;
7823 // Íàñòðîéêè ñëîæíîñòè
7824 FDifficult.load(st);
7825 end;
7828 begin
7829 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7830 end.