DEADSOFTWARE

Initial Player Indicator Implementation.
[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 FNetWeapCtr: LongWord; // spam server with our current weapon until we'll receive this in plrpos packet
166 FNextWeap: WORD;
167 FNextWeapDelay: Byte; // frames (unused)
168 FBFGFireCounter: SmallInt;
169 FLastSpawnerUID: Word;
170 FLastHit: Byte;
171 FObj: TObj;
172 FXTo, FYTo: Integer;
173 FSpectatePlayer: Integer;
174 FFirePainTime: Integer;
175 FFireAttacker: Word;
177 FSavedState: TPlayerSavedState;
179 FModel: TPlayerModel;
180 FPunchAnim: TAnimation;
181 FActionPrior: Byte;
182 FActionAnim: Byte;
183 FActionForce: Boolean;
184 FActionChanged: Boolean;
185 FAngle: SmallInt;
186 FFireAngle: SmallInt;
187 FIncCam: Integer;
188 FShellTimer: Integer;
189 FShellType: Byte;
190 FSawSound: TPlayableSound;
191 FSawSoundIdle: TPlayableSound;
192 FSawSoundHit: TPlayableSound;
193 FSawSoundSelect: TPlayableSound;
194 FJetSoundOn: TPlayableSound;
195 FJetSoundOff: TPlayableSound;
196 FJetSoundFly: TPlayableSound;
197 FGodMode: Boolean;
198 FNoTarget: Boolean;
199 FNoReload: Boolean;
200 FJustTeleported: Boolean;
201 FNetTime: LongWord;
202 mEDamageType: Integer;
204 // client-side only
205 weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
208 function CollideLevel(XInc, YInc: Integer): Boolean;
209 function StayOnStep(XInc, YInc: Integer): Boolean;
210 function HeadInLiquid(XInc, YInc: Integer): Boolean;
211 function BodyInLiquid(XInc, YInc: Integer): Boolean;
212 function BodyInAcid(XInc, YInc: Integer): Boolean;
213 function FullInLift(XInc, YInc: Integer): Integer;
214 {procedure CollideItem();}
215 procedure FlySmoke(Times: DWORD = 1);
216 procedure OnFireFlame(Times: DWORD = 1);
217 function GetAmmoByWeapon(Weapon: Byte): Word;
218 procedure SetAction(Action: Byte; Force: Boolean = False);
219 procedure OnDamage(Angle: SmallInt); virtual;
220 function firediry(): Integer;
221 procedure DoPunch();
223 procedure Run(Direction: TDirection);
224 procedure NextWeapon();
225 procedure PrevWeapon();
226 procedure SeeUp();
227 procedure SeeDown();
228 procedure Fire();
229 procedure Jump();
230 procedure Use();
232 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
233 procedure resetWeaponQueue ();
234 function hasAmmoForWeapon (weapon: Byte): Boolean;
236 procedure doDamage (v: Integer);
238 function followCorpse(): Boolean;
240 public
241 FDamageBuffer: Integer;
243 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
244 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
245 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
246 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
247 FBerserk: Integer;
248 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
249 FReloading: Array [WP_FIRST..WP_LAST] of Word;
250 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
251 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
252 FColor: TRGB;
253 FPreferredTeam: Byte;
254 FSpectator: Boolean;
255 FNoRespawn: Boolean;
256 FWantsInGame: Boolean;
257 FGhost: Boolean;
258 FPhysics: Boolean;
259 FJetpack: Boolean;
260 FActualModelName: string;
261 FClientID: SmallInt;
262 FPing: Word;
263 FLoss: Byte;
264 FDummy: Boolean;
265 FFireTime: Integer;
267 // debug: viewport offset
268 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
270 function isValidViewPort (): Boolean; inline;
271 procedure SetCurrWeapProp (newweap: Byte);
273 constructor Create(); virtual;
274 destructor Destroy(); override;
275 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
276 function GetRespawnPoint(): Byte;
277 procedure PressKey(Key: Byte; Time: Word = 1);
278 procedure ReleaseKeys();
279 procedure ReleaseKeysNoWeapon();
280 procedure SetModel(ModelName: String);
281 procedure SetColor(Color: TRGB);
282 procedure SetWeaponHost(W: Byte);
283 function IsKeyPressed(K: Byte): Boolean;
284 function GetKeys(): Byte;
285 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
286 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
287 function Collide(Panel: TPanel): Boolean; overload;
288 function Collide(X, Y: Integer): Boolean; overload;
289 procedure SetDirection(Direction: TDirection);
290 procedure GetSecret();
291 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
292 procedure Touch();
293 procedure Push(vx, vy: Integer);
294 procedure ChangeModel(ModelName: String);
295 procedure SwitchTeam;
296 procedure ChangeTeam(Team: Byte);
297 procedure BFGHit();
298 function GetFlag(Flag: Byte): Boolean;
299 procedure SetFlag(Flag: Byte);
300 function DropFlag(): Boolean;
301 procedure AllRulez(Health: Boolean);
302 procedure RestoreHealthArmor();
303 procedure FragCombo();
304 procedure GiveItem(ItemType: Byte);
305 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
306 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
307 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
308 procedure MakeBloodSimple(Count: Word);
309 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
310 procedure Reset(Force: Boolean);
311 procedure Spectate(NoMove: Boolean = False);
312 procedure SwitchNoClip;
313 procedure SoftReset();
314 procedure Draw(); virtual;
315 procedure DrawPain();
316 procedure DrawPickup();
317 procedure DrawRulez();
318 procedure DrawAim();
319 procedure DrawIndicator();
320 procedure DrawBubble();
321 procedure DrawGUI();
322 procedure Update(); virtual;
323 procedure RememberState();
324 procedure RecallState();
325 procedure SaveState (st: TStream); virtual;
326 procedure LoadState (st: TStream); virtual;
327 procedure PauseSounds(Enable: Boolean);
328 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
329 procedure DoLerp(Level: Integer = 2);
330 procedure SetLerp(XTo, YTo: Integer);
331 procedure QueueWeaponSwitch(Weapon: Byte);
332 procedure RealizeCurrentWeapon();
333 procedure JetpackOn;
334 procedure JetpackOff;
335 procedure CatchFire(Attacker: Word);
337 //WARNING! this does nothing for now, but still call it!
338 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
340 procedure getMapBox (out x, y, w, h: Integer); inline;
341 procedure moveBy (dx, dy: Integer); inline;
343 procedure releaseAllWeaponSwitchKeys ();
344 procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
345 function isWeaponSwitchKeyReleased (index: Integer): Boolean;
346 procedure weaponSwitchKeysShiftNewStates ();
348 public
349 property Vel: TPoint2i read FObj.Vel;
350 property Obj: TObj read FObj;
352 property Name: String read FName write FName;
353 property Model: TPlayerModel read FModel;
354 property Health: Integer read FHealth write FHealth;
355 property Lives: Byte read FLives write FLives;
356 property Armor: Integer read FArmor write FArmor;
357 property Air: Integer read FAir write FAir;
358 property JetFuel: Integer read FJetFuel write FJetFuel;
359 property Frags: Integer read FFrags write FFrags;
360 property Death: Integer read FDeath write FDeath;
361 property Kills: Integer read FKills write FKills;
362 property CurrWeap: Byte read FCurrWeap write SetCurrWeapProp;
363 property NetWeapCtr: LongWord read FNetWeapCtr write FNetWeapCtr;
364 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
365 property Secrets: Integer read FSecrets;
366 property GodMode: Boolean read FGodMode write FGodMode;
367 property NoTarget: Boolean read FNoTarget write FNoTarget;
368 property NoReload: Boolean read FNoReload write FNoReload;
369 property alive: Boolean read FAlive write FAlive;
370 property Flag: Byte read FFlag;
371 property Team: Byte read FTeam write FTeam;
372 property Direction: TDirection read FDirection;
373 property GameX: Integer read FObj.X write FObj.X;
374 property GameY: Integer read FObj.Y write FObj.Y;
375 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
376 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
377 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
378 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
379 property IncCam: Integer read FIncCam write FIncCam;
380 property UID: Word read FUID write FUID;
381 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
382 property NetTime: LongWord read FNetTime write FNetTime;
384 published
385 property eName: String read FName write FName;
386 property eHealth: Integer read FHealth write FHealth;
387 property eLives: Byte read FLives write FLives;
388 property eArmor: Integer read FArmor write FArmor;
389 property eAir: Integer read FAir write FAir;
390 property eJetFuel: Integer read FJetFuel write FJetFuel;
391 property eFrags: Integer read FFrags write FFrags;
392 property eDeath: Integer read FDeath write FDeath;
393 property eKills: Integer read FKills write FKills;
394 property eCurrWeap: Byte read FCurrWeap write SetCurrWeapProp;
395 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
396 property eSecrets: Integer read FSecrets write FSecrets;
397 property eGodMode: Boolean read FGodMode write FGodMode;
398 property eNoTarget: Boolean read FNoTarget write FNoTarget;
399 property eNoReload: Boolean read FNoReload write FNoReload;
400 property eAlive: Boolean read FAlive write FAlive;
401 property eFlag: Byte read FFlag;
402 property eTeam: Byte read FTeam write FTeam;
403 property eDirection: TDirection read FDirection;
404 property eGameX: Integer read FObj.X write FObj.X;
405 property eGameY: Integer read FObj.Y write FObj.Y;
406 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
407 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
408 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
409 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
410 property eIncCam: Integer read FIncCam write FIncCam;
411 property eUID: Word read FUID;
412 property eJustTeleported: Boolean read FJustTeleported;
413 property eNetTime: LongWord read FNetTime;
415 // set this before assigning something to `eDamage`
416 property eDamageType: Integer read mEDamageType write mEDamageType;
417 property eDamage: Integer write doDamage;
418 end;
420 TDifficult = record
421 public
422 DiagFire: Byte;
423 InvisFire: Byte;
424 DiagPrecision: Byte;
425 FlyPrecision: Byte;
426 Cover: Byte;
427 CloseJump: Byte;
428 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
429 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
430 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
432 public
433 procedure save (st: TStream);
434 procedure load (st: TStream);
435 end;
437 TAIFlag = record
438 Name: String;
439 Value: String;
440 end;
442 TBot = class(TPlayer)
443 private
444 FSelectedWeapon: Byte;
445 FTargetUID: Word;
446 FLastVisible: DWORD;
447 FAIFlags: Array of TAIFlag;
448 FDifficult: TDifficult;
450 function GetRnd(a: Byte): Boolean;
451 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
452 function RunDirection(): TDirection;
453 function FullInStep(XInc, YInc: Integer): Boolean;
454 //function NeedItem(Item: Byte): Byte;
455 procedure SelectWeapon(Dist: Integer);
456 procedure SetAIFlag(aName, fValue: String20);
457 function GetAIFlag(aName: String20): String20;
458 procedure RemoveAIFlag(aName: String20);
459 function Healthy(): Byte;
460 procedure UpdateMove();
461 procedure UpdateCombat();
462 function KeyPressed(Key: Word): Boolean;
463 procedure ReleaseKey(Key: Byte);
464 function TargetOnScreen(TX, TY: Integer): Boolean;
465 procedure OnDamage(Angle: SmallInt); override;
467 public
468 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
469 constructor Create(); override;
470 destructor Destroy(); override;
471 procedure Draw(); override;
472 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
473 function Heal(value: Word; Soft: Boolean): Boolean; override;
474 procedure Update(); override;
475 procedure SaveState (st: TStream); override;
476 procedure LoadState (st: TStream); override;
477 end;
479 PGib = ^TGib;
480 TGib = record
481 alive: Boolean;
482 ID: DWORD;
483 MaskID: DWORD;
484 RAngle: Integer;
485 Color: TRGB;
486 Obj: TObj;
488 procedure getMapBox (out x, y, w, h: Integer); inline;
489 procedure moveBy (dx, dy: Integer); inline;
491 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
492 end;
495 PShell = ^TShell;
496 TShell = record
497 SpriteID: DWORD;
498 alive: Boolean;
499 SType: Byte;
500 RAngle: Integer;
501 Timeout: Cardinal;
502 CX, CY: Integer;
503 Obj: TObj;
505 procedure getMapBox (out x, y, w, h: Integer); inline;
506 procedure moveBy (dx, dy: Integer); inline;
508 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
509 end;
511 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
512 private
513 FModelName: String;
514 FMess: Boolean;
515 FState: Byte;
516 FDamage: Byte;
517 FColor: TRGB;
518 FObj: TObj;
519 FPlayerUID: Word;
520 FAnimation: TAnimation;
521 FAnimationMask: TAnimation;
523 public
524 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
525 destructor Destroy(); override;
526 procedure Damage(Value: Word; vx, vy: Integer);
527 procedure Update();
528 procedure Draw();
529 procedure SaveState (st: TStream);
530 procedure LoadState (st: TStream);
532 procedure getMapBox (out x, y, w, h: Integer); inline;
533 procedure moveBy (dx, dy: Integer); inline;
535 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
537 function ObjPtr (): PObj; inline;
539 property Obj: TObj read FObj; // copies object
540 property State: Byte read FState;
541 property Mess: Boolean read FMess;
542 end;
544 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
545 record
546 Goals: SmallInt;
547 end;
549 var
550 gPlayers: Array of TPlayer;
551 gCorpses: Array of TCorpse;
552 gGibs: Array of TGib;
553 gShells: Array of TShell;
554 gTeamStat: TTeamStat;
555 gFly: Boolean = False;
556 gAimLine: Boolean = False;
557 gChatBubble: Byte = 0;
558 gPlayerIndicator: Boolean = True;
559 gNumBots: Word = 0;
560 gLMSPID1: Word = 0;
561 gLMSPID2: Word = 0;
562 MAX_RUNVEL: Integer = 8;
563 VEL_JUMP: Integer = 10;
564 SHELL_TIMEOUT: Cardinal = 60000;
566 function Lerp(X, Y, Factor: Integer): Integer;
568 procedure g_Gibs_SetMax(Count: Word);
569 function g_Gibs_GetMax(): Word;
570 procedure g_Corpses_SetMax(Count: Word);
571 function g_Corpses_GetMax(): Word;
572 procedure g_Shells_SetMax(Count: Word);
573 function g_Shells_GetMax(): Word;
575 procedure g_Player_Init();
576 procedure g_Player_Free();
577 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
578 function g_Player_CreateFromState (st: TStream): Word;
579 procedure g_Player_Remove(UID: Word);
580 procedure g_Player_ResetTeams();
581 procedure g_Player_UpdateAll();
582 procedure g_Player_DrawAll();
583 procedure g_Player_DrawDebug(p: TPlayer);
584 procedure g_Player_DrawHealth();
585 procedure g_Player_RememberAll();
586 procedure g_Player_ResetAll(Force, Silent: Boolean);
587 function g_Player_Get(UID: Word): TPlayer;
588 function g_Player_GetCount(): Byte;
589 function g_Player_GetStats(): TPlayerStatArray;
590 function g_Player_ValidName(Name: String): Boolean;
591 procedure g_Player_CreateCorpse(Player: TPlayer);
592 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
593 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
594 procedure g_Player_UpdatePhysicalObjects();
595 procedure g_Player_DrawCorpses();
596 procedure g_Player_DrawShells();
597 procedure g_Player_RemoveAllCorpses();
598 procedure g_Player_Corpses_SaveState (st: TStream);
599 procedure g_Player_Corpses_LoadState (st: TStream);
600 procedure g_Bot_Add(Team, Difficult: Byte);
601 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
602 procedure g_Bot_MixNames();
603 procedure g_Bot_RemoveAll();
605 implementation
607 uses
608 {$INCLUDE ../nogl/noGLuses.inc}
609 {$IFDEF ENABLE_HOLMES}
610 g_holmes,
611 {$ENDIF}
612 e_log, g_map, g_items, g_console, g_gfx, Math,
613 g_options, g_triggers, g_menu, g_game, g_grid,
614 wadreader, g_main, g_monsters, CONFIG, g_language,
615 g_net, g_netmsg, g_window,
616 utils, xstreams;
618 const PLR_SAVE_VERSION = 0;
620 type
621 TBotProfile = record
622 name: ShortString;
623 model: ShortString;
624 team: Byte;
625 color: TRGB;
626 diag_fire: Byte;
627 invis_fire: Byte;
628 diag_precision: Byte;
629 fly_precision: Byte;
630 cover: Byte;
631 close_jump: Byte;
632 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
633 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
634 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
635 end;
637 const
638 TIME_RESPAWN1 = 1500;
639 TIME_RESPAWN2 = 2000;
640 TIME_RESPAWN3 = 3000;
641 AIR_DEF = 360;
642 AIR_MAX = 1091;
643 JET_MAX = 540; // ~30 sec
644 PLAYER_SUIT_TIME = 30000;
645 PLAYER_INVUL_TIME = 30000;
646 PLAYER_INVIS_TIME = 35000;
647 FRAG_COMBO_TIME = 3000;
648 VEL_SW = 4;
649 VEL_FLY = 6;
650 ANGLE_RIGHTUP = 55;
651 ANGLE_RIGHTDOWN = -35;
652 ANGLE_LEFTUP = 125;
653 ANGLE_LEFTDOWN = -145;
654 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
655 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
656 BOT_MAXJUMP = 84;
657 BOT_LONGDIST = 300;
658 BOT_UNSAFEDIST = 128;
659 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
660 (R:0; G:0; B:255));
661 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
662 FlyPrecision: 32; Cover: 32; CloseJump: 32;
663 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
664 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
665 FlyPrecision: 127; Cover: 127; CloseJump: 127;
666 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
667 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
668 FlyPrecision: 255; Cover: 255; CloseJump: 255;
669 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
670 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
671 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
672 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
673 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
674 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
675 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
676 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
677 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
678 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
679 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
680 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
681 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
682 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
683 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
684 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
685 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
686 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
688 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
689 CORPSE_SIGNATURE = $50524F43; // 'CORP'
691 BOTNAMES_FILENAME = 'botnames.txt';
692 BOTLIST_FILENAME = 'botlist.txt';
694 var
695 MaxGibs: Word = 150;
696 MaxCorpses: Word = 20;
697 MaxShells: Word = 300;
698 CurrentGib: Integer = 0;
699 CurrentShell: Integer = 0;
700 BotNames: Array of String;
701 BotList: Array of TBotProfile;
704 function Lerp(X, Y, Factor: Integer): Integer;
705 begin
706 Result := X + ((Y - X) div Factor);
707 end;
709 function SameTeam(UID1, UID2: Word): Boolean;
710 begin
711 Result := False;
713 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
714 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
716 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
718 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
719 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
721 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
722 end;
724 procedure g_Gibs_SetMax(Count: Word);
725 begin
726 MaxGibs := Count;
727 SetLength(gGibs, Count);
729 if CurrentGib >= Count then
730 CurrentGib := 0;
731 end;
733 function g_Gibs_GetMax(): Word;
734 begin
735 Result := MaxGibs;
736 end;
738 procedure g_Shells_SetMax(Count: Word);
739 begin
740 MaxShells := Count;
741 SetLength(gShells, Count);
743 if CurrentShell >= Count then
744 CurrentShell := 0;
745 end;
747 function g_Shells_GetMax(): Word;
748 begin
749 Result := MaxShells;
750 end;
753 procedure g_Corpses_SetMax(Count: Word);
754 begin
755 MaxCorpses := Count;
756 SetLength(gCorpses, Count);
757 end;
759 function g_Corpses_GetMax(): Word;
760 begin
761 Result := MaxCorpses;
762 end;
764 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
765 var
766 a: Integer;
767 ok: Boolean;
768 begin
769 Result := 0;
771 ok := False;
772 a := 0;
774 // Åñòü ëè ìåñòî â gPlayers:
775 if gPlayers <> nil then
776 for a := 0 to High(gPlayers) do
777 if gPlayers[a] = nil then
778 begin
779 ok := True;
780 Break;
781 end;
783 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
784 if not ok then
785 begin
786 SetLength(gPlayers, Length(gPlayers)+1);
787 a := High(gPlayers);
788 end;
790 // Ñîçäàåì îáúåêò èãðîêà:
791 if Bot then
792 gPlayers[a] := TBot.Create()
793 else
794 gPlayers[a] := TPlayer.Create();
797 gPlayers[a].FActualModelName := ModelName;
798 gPlayers[a].SetModel(ModelName);
800 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
801 if gPlayers[a].FModel = nil then
802 begin
803 gPlayers[a].Free();
804 gPlayers[a] := nil;
805 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
806 Exit;
807 end;
809 if not (Team in [TEAM_RED, TEAM_BLUE]) then
810 if Random(2) = 0 then
811 Team := TEAM_RED
812 else
813 Team := TEAM_BLUE;
814 gPlayers[a].FPreferredTeam := Team;
816 case gGameSettings.GameMode of
817 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
818 GM_TDM,
819 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
820 GM_SINGLE,
821 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
822 end;
824 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
825 gPlayers[a].FColor := Color;
826 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
827 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
828 else
829 gPlayers[a].FModel.Color := Color;
831 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
832 gPlayers[a].FAlive := False;
834 Result := gPlayers[a].FUID;
835 end;
837 function g_Player_CreateFromState (st: TStream): Word;
838 var
839 a, i: Integer;
840 ok, Bot: Boolean;
841 b: Byte;
842 begin
843 result := 0;
844 if (st = nil) then exit; //???
846 // Ñèãíàòóðà èãðîêà
847 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
848 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
850 // Áîò èëè ÷åëîâåê:
851 Bot := utils.readBool(st);
853 ok := false;
854 a := 0;
856 // Åñòü ëè ìåñòî â gPlayers:
857 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
859 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
860 if not ok then
861 begin
862 SetLength(gPlayers, Length(gPlayers)+1);
863 a := High(gPlayers);
864 end;
866 // Ñîçäàåì îáúåêò èãðîêà
867 if Bot then
868 gPlayers[a] := TBot.Create()
869 else
870 gPlayers[a] := TPlayer.Create();
871 gPlayers[a].FIamBot := Bot;
872 gPlayers[a].FPhysics := True;
874 // UID èãðîêà
875 gPlayers[a].FUID := utils.readWord(st);
876 // Èìÿ èãðîêà
877 gPlayers[a].FName := utils.readStr(st);
878 // Êîìàíäà
879 gPlayers[a].FTeam := utils.readByte(st);
880 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
881 // Æèâ ëè
882 gPlayers[a].FAlive := utils.readBool(st);
883 // Èçðàñõîäîâàë ëè âñå æèçíè
884 gPlayers[a].FNoRespawn := utils.readBool(st);
885 // Íàïðàâëåíèå
886 b := utils.readByte(st);
887 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
888 // Çäîðîâüå
889 gPlayers[a].FHealth := utils.readLongInt(st);
890 // Æèçíè
891 gPlayers[a].FLives := utils.readByte(st);
892 // Áðîíÿ
893 gPlayers[a].FArmor := utils.readLongInt(st);
894 // Çàïàñ âîçäóõà
895 gPlayers[a].FAir := utils.readLongInt(st);
896 // Çàïàñ ãîðþ÷åãî
897 gPlayers[a].FJetFuel := utils.readLongInt(st);
898 // Áîëü
899 gPlayers[a].FPain := utils.readLongInt(st);
900 // Óáèë
901 gPlayers[a].FKills := utils.readLongInt(st);
902 // Óáèë ìîíñòðîâ
903 gPlayers[a].FMonsterKills := utils.readLongInt(st);
904 // Ôðàãîâ
905 gPlayers[a].FFrags := utils.readLongInt(st);
906 // Ôðàãîâ ïîäðÿä
907 gPlayers[a].FFragCombo := utils.readByte(st);
908 // Âðåìÿ ïîñëåäíåãî ôðàãà
909 gPlayers[a].FLastFrag := utils.readLongWord(st);
910 // Ñìåðòåé
911 gPlayers[a].FDeath := utils.readLongInt(st);
912 // Êàêîé ôëàã íåñåò
913 gPlayers[a].FFlag := utils.readByte(st);
914 // Íàøåë ñåêðåòîâ
915 gPlayers[a].FSecrets := utils.readLongInt(st);
916 // Òåêóùåå îðóæèå
917 gPlayers[a].FCurrWeap := utils.readByte(st);
918 gPlayers[a].FNetWeapCtr := 0;
919 // Ñëåäóþùåå æåëàåìîå îðóæèå
920 gPlayers[a].FNextWeap := utils.readWord(st);
921 // ...è ïàóçà
922 gPlayers[a].FNextWeapDelay := utils.readByte(st);
923 // Âðåìÿ çàðÿäêè BFG
924 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
925 // Áóôåð óðîíà
926 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
927 // Ïîñëåäíèé óäàðèâøèé
928 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
929 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
930 gPlayers[a].FLastHit := utils.readByte(st);
931 // Îáúåêò èãðîêà:
932 Obj_LoadState(@gPlayers[a].FObj, st);
933 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
934 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
935 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
936 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
937 // Íàëè÷èå îðóæèÿ
938 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
939 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
940 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
941 // Íàëè÷èå ðþêçàêà
942 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
943 // Íàëè÷èå êðàñíîãî êëþ÷à
944 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
945 // Íàëè÷èå çåëåíîãî êëþ÷à
946 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
947 // Íàëè÷èå ñèíåãî êëþ÷à
948 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
949 // Íàëè÷èå áåðñåðêà
950 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
951 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
952 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
953 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
954 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
956 // Íàçâàíèå ìîäåëè:
957 gPlayers[a].FActualModelName := utils.readStr(st);
958 // Öâåò ìîäåëè
959 gPlayers[a].FColor.R := utils.readByte(st);
960 gPlayers[a].FColor.G := utils.readByte(st);
961 gPlayers[a].FColor.B := utils.readByte(st);
962 // Îáíîâëÿåì ìîäåëü èãðîêà
963 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
965 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
966 if (gPlayers[a].FModel = nil) then
967 begin
968 gPlayers[a].Free();
969 gPlayers[a] := nil;
970 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
971 exit;
972 end;
974 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
975 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
976 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
977 else
978 gPlayers[a].FModel.Color := gPlayers[a].FColor;
980 result := gPlayers[a].FUID;
981 end;
984 procedure g_Player_ResetTeams();
985 var
986 a: Integer;
987 begin
988 if g_Game_IsClient then
989 Exit;
990 if gPlayers = nil then
991 Exit;
992 for a := Low(gPlayers) to High(gPlayers) do
993 if gPlayers[a] <> nil then
994 case gGameSettings.GameMode of
995 GM_DM:
996 gPlayers[a].ChangeTeam(TEAM_NONE);
997 GM_TDM, GM_CTF:
998 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
999 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1000 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1001 else
1002 if a mod 2 = 0 then
1003 gPlayers[a].ChangeTeam(TEAM_RED)
1004 else
1005 gPlayers[a].ChangeTeam(TEAM_BLUE);
1006 GM_SINGLE,
1007 GM_COOP:
1008 gPlayers[a].ChangeTeam(TEAM_COOP);
1009 end;
1010 end;
1012 procedure g_Bot_Add(Team, Difficult: Byte);
1013 var
1014 m: SSArray;
1015 _name, _model: String;
1016 a, tr, tb: Integer;
1017 begin
1018 if not g_Game_IsServer then Exit;
1020 // Ñïèñîê íàçâàíèé ìîäåëåé:
1021 m := g_PlayerModel_GetNames();
1022 if m = nil then
1023 Exit;
1025 // Êîìàíäà:
1026 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1027 Team := TEAM_COOP // COOP
1028 else
1029 if gGameSettings.GameMode = GM_DM then
1030 Team := TEAM_NONE // DM
1031 else
1032 if Team = TEAM_NONE then // CTF / TDM
1033 begin
1034 // Àâòîáàëàíñ êîìàíä:
1035 tr := 0;
1036 tb := 0;
1038 for a := 0 to High(gPlayers) do
1039 if gPlayers[a] <> nil then
1040 begin
1041 if gPlayers[a].Team = TEAM_RED then
1042 Inc(tr)
1043 else
1044 if gPlayers[a].Team = TEAM_BLUE then
1045 Inc(tb);
1046 end;
1048 if tr > tb then
1049 Team := TEAM_BLUE
1050 else
1051 if tb > tr then
1052 Team := TEAM_RED
1053 else // tr = tb
1054 if Random(2) = 0 then
1055 Team := TEAM_RED
1056 else
1057 Team := TEAM_BLUE;
1058 end;
1060 // Âûáèðàåì áîòó èìÿ:
1061 _name := '';
1062 if BotNames <> nil then
1063 for a := 0 to High(BotNames) do
1064 if g_Player_ValidName(BotNames[a]) then
1065 begin
1066 _name := BotNames[a];
1067 Break;
1068 end;
1070 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1071 if _name = '' then
1072 repeat
1073 _name := Format('DFBOT%.2d', [Random(100)]);
1074 until g_Player_ValidName(_name);
1076 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1077 _model := m[Random(Length(m))];
1079 // Ñîçäàåì áîòà:
1080 with g_Player_Get(g_Player_Create(_model,
1081 _RGB(Min(Random(9)*32, 255),
1082 Min(Random(9)*32, 255),
1083 Min(Random(9)*32, 255)),
1084 Team, True)) as TBot do
1085 begin
1086 Name := _name;
1088 case Difficult of
1089 1: FDifficult := DIFFICULT_EASY;
1090 2: FDifficult := DIFFICULT_MEDIUM;
1091 else FDifficult := DIFFICULT_HARD;
1092 end;
1094 for a := WP_FIRST to WP_LAST do
1095 begin
1096 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1097 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1098 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1099 end;
1101 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1103 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1104 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1105 Spectate();
1106 end;
1107 end;
1109 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1110 var
1111 m: SSArray;
1112 _name, _model: String;
1113 a: Integer;
1114 begin
1115 if not g_Game_IsServer then Exit;
1117 // Ñïèñîê íàçâàíèé ìîäåëåé:
1118 m := g_PlayerModel_GetNames();
1119 if m = nil then
1120 Exit;
1122 // Êîìàíäà:
1123 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1124 Team := TEAM_COOP // COOP
1125 else
1126 if gGameSettings.GameMode = GM_DM then
1127 Team := TEAM_NONE // DM
1128 else
1129 if Team = TEAM_NONE then
1130 Team := BotList[num].team; // CTF / TDM
1132 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1133 lName := AnsiLowerCase(lName);
1134 if (num < 0) or (num > Length(BotList)-1) then
1135 num := -1;
1136 if (num = -1) and (lName <> '') and (BotList <> nil) then
1137 for a := 0 to High(BotList) do
1138 if AnsiLowerCase(BotList[a].name) = lName then
1139 begin
1140 num := a;
1141 Break;
1142 end;
1143 if num = -1 then
1144 Exit;
1146 // Èìÿ áîòà:
1147 _name := BotList[num].name;
1148 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1149 if not g_Player_ValidName(_name) then
1150 repeat
1151 _name := Format('DFBOT%.2d', [Random(100)]);
1152 until g_Player_ValidName(_name);
1154 // Ìîäåëü:
1155 _model := BotList[num].model;
1156 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1157 if not InSArray(_model, m) then
1158 _model := m[Random(Length(m))];
1160 // Ñîçäàåì áîòà:
1161 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1162 begin
1163 Name := _name;
1165 FDifficult.DiagFire := BotList[num].diag_fire;
1166 FDifficult.InvisFire := BotList[num].invis_fire;
1167 FDifficult.DiagPrecision := BotList[num].diag_precision;
1168 FDifficult.FlyPrecision := BotList[num].fly_precision;
1169 FDifficult.Cover := BotList[num].cover;
1170 FDifficult.CloseJump := BotList[num].close_jump;
1172 for a := WP_FIRST to WP_LAST do
1173 begin
1174 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1175 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1176 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1177 end;
1179 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1181 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1182 end;
1183 end;
1185 procedure g_Bot_RemoveAll();
1186 var
1187 a: Integer;
1188 begin
1189 if not g_Game_IsServer then Exit;
1190 if gPlayers = nil then Exit;
1192 for a := 0 to High(gPlayers) do
1193 if gPlayers[a] <> nil then
1194 if gPlayers[a] is TBot then
1195 begin
1196 gPlayers[a].Lives := 0;
1197 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1198 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1199 g_Player_Remove(gPlayers[a].FUID);
1200 end;
1202 g_Bot_MixNames();
1203 end;
1205 procedure g_Bot_MixNames();
1206 var
1207 s: String;
1208 a, b: Integer;
1209 begin
1210 if BotNames <> nil then
1211 for a := 0 to High(BotNames) do
1212 begin
1213 b := Random(Length(BotNames));
1214 s := BotNames[a];
1215 Botnames[a] := BotNames[b];
1216 BotNames[b] := s;
1217 end;
1218 end;
1220 procedure g_Player_Remove(UID: Word);
1221 var
1222 i: Integer;
1223 begin
1224 if gPlayers = nil then Exit;
1226 if g_Game_IsServer and g_Game_IsNet then
1227 MH_SEND_PlayerDelete(UID);
1229 for i := 0 to High(gPlayers) do
1230 if gPlayers[i] <> nil then
1231 if gPlayers[i].FUID = UID then
1232 begin
1233 if gPlayers[i] is TPlayer then
1234 TPlayer(gPlayers[i]).Free()
1235 else
1236 TBot(gPlayers[i]).Free();
1237 gPlayers[i] := nil;
1238 Exit;
1239 end;
1240 end;
1242 procedure g_Player_Init();
1243 var
1244 F: TextFile;
1245 s: String;
1246 a, b: Integer;
1247 config: TConfig;
1248 sa: SSArray;
1249 begin
1250 BotNames := nil;
1252 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1253 Exit;
1255 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1256 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1257 Reset(F);
1259 while not EOF(F) do
1260 begin
1261 ReadLn(F, s);
1263 s := Trim(s);
1264 if s = '' then
1265 Continue;
1267 SetLength(BotNames, Length(BotNames)+1);
1268 BotNames[High(BotNames)] := s;
1269 end;
1271 CloseFile(F);
1273 // Ïåðåìåøèâàåì èõ:
1274 g_Bot_MixNames();
1276 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1277 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1278 BotList := nil;
1279 a := 0;
1281 while config.SectionExists(IntToStr(a)) do
1282 begin
1283 SetLength(BotList, Length(BotList)+1);
1285 with BotList[High(BotList)] do
1286 begin
1287 // Èìÿ áîòà:
1288 name := config.ReadStr(IntToStr(a), 'name', '');
1289 // Ìîäåëü:
1290 model := config.ReadStr(IntToStr(a), 'model', '');
1291 // Êîìàíäà:
1292 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1293 team := TEAM_RED
1294 else
1295 team := TEAM_BLUE;
1296 // Öâåò ìîäåëè:
1297 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1298 color.R := StrToIntDef(sa[0], 0);
1299 color.G := StrToIntDef(sa[1], 0);
1300 color.B := StrToIntDef(sa[2], 0);
1301 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1302 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1303 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1304 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1305 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1306 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1307 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1308 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1309 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1310 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1311 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1312 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1313 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1314 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1315 if Length(sa) = 10 then
1316 for b := 0 to 9 do
1317 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1318 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1319 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1320 if Length(sa) = 10 then
1321 for b := 0 to 9 do
1322 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1324 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1325 if Length(sa) = 10 then
1326 for b := 0 to 9 do
1327 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1328 end;
1330 a := a + 1;
1331 end;
1333 config.Free();
1334 end;
1336 procedure g_Player_Free();
1337 var
1338 i: Integer;
1339 begin
1340 if gPlayers <> nil then
1341 begin
1342 for i := 0 to High(gPlayers) do
1343 if gPlayers[i] <> nil then
1344 begin
1345 if gPlayers[i] is TPlayer then
1346 TPlayer(gPlayers[i]).Free()
1347 else
1348 TBot(gPlayers[i]).Free();
1349 gPlayers[i] := nil;
1350 end;
1352 gPlayers := nil;
1353 end;
1355 gPlayer1 := nil;
1356 gPlayer2 := nil;
1357 end;
1359 procedure g_Player_UpdateAll();
1360 var
1361 i: Integer;
1362 begin
1363 if gPlayers = nil then Exit;
1365 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1366 for i := 0 to High(gPlayers) do
1367 begin
1368 if gPlayers[i] <> nil then
1369 begin
1370 if gPlayers[i] is TPlayer then
1371 begin
1372 gPlayers[i].Update();
1373 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1374 end
1375 else
1376 begin
1377 // bot updates weapons in `UpdateCombat()`
1378 TBot(gPlayers[i]).Update();
1379 end;
1380 end;
1381 end;
1382 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1383 end;
1385 procedure g_Player_DrawAll();
1386 var
1387 i: Integer;
1388 begin
1389 if gPlayers = nil then Exit;
1391 for i := 0 to High(gPlayers) do
1392 if gPlayers[i] <> nil then
1393 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1394 else TBot(gPlayers[i]).Draw();
1395 end;
1397 procedure g_Player_DrawDebug(p: TPlayer);
1398 var
1399 fW, fH: Byte;
1400 begin
1401 if p = nil then Exit;
1402 if (@p.FObj) = nil then Exit;
1404 e_TextureFontGetSize(gStdFont, fW, fH);
1406 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1407 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1408 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1409 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1410 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1411 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1412 end;
1414 procedure g_Player_DrawHealth();
1415 var
1416 i: Integer;
1417 fW, fH: Byte;
1418 begin
1419 if gPlayers = nil then Exit;
1420 e_TextureFontGetSize(gStdFont, fW, fH);
1422 for i := 0 to High(gPlayers) do
1423 if gPlayers[i] <> nil then
1424 begin
1425 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1426 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1427 IntToStr(gPlayers[i].FHealth), gStdFont);
1428 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1429 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1430 IntToStr(gPlayers[i].FArmor), gStdFont);
1431 end;
1432 end;
1434 function g_Player_Get(UID: Word): TPlayer;
1435 var
1436 a: Integer;
1437 begin
1438 Result := nil;
1440 if gPlayers = nil then
1441 Exit;
1443 for a := 0 to High(gPlayers) do
1444 if gPlayers[a] <> nil then
1445 if gPlayers[a].FUID = UID then
1446 begin
1447 Result := gPlayers[a];
1448 Exit;
1449 end;
1450 end;
1452 function g_Player_GetCount(): Byte;
1453 var
1454 a: Integer;
1455 begin
1456 Result := 0;
1458 if gPlayers = nil then
1459 Exit;
1461 for a := 0 to High(gPlayers) do
1462 if gPlayers[a] <> nil then
1463 Result := Result + 1;
1464 end;
1466 function g_Player_GetStats(): TPlayerStatArray;
1467 var
1468 a: Integer;
1469 begin
1470 Result := nil;
1472 if gPlayers = nil then Exit;
1474 for a := 0 to High(gPlayers) do
1475 if gPlayers[a] <> nil then
1476 begin
1477 SetLength(Result, Length(Result)+1);
1478 with Result[High(Result)] do
1479 begin
1480 Ping := gPlayers[a].FPing;
1481 Loss := gPlayers[a].FLoss;
1482 Name := gPlayers[a].FName;
1483 Team := gPlayers[a].FTeam;
1484 Frags := gPlayers[a].FFrags;
1485 Deaths := gPlayers[a].FDeath;
1486 Kills := gPlayers[a].FKills;
1487 Color := gPlayers[a].FModel.Color;
1488 Lives := gPlayers[a].FLives;
1489 Spectator := gPlayers[a].FSpectator;
1490 end;
1491 end;
1492 end;
1494 procedure g_Player_RememberAll;
1495 var
1496 i: Integer;
1497 begin
1498 for i := Low(gPlayers) to High(gPlayers) do
1499 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1500 gPlayers[i].RememberState;
1501 end;
1503 procedure g_Player_ResetAll(Force, Silent: Boolean);
1504 var
1505 i: Integer;
1506 begin
1507 gTeamStat[TEAM_RED].Goals := 0;
1508 gTeamStat[TEAM_BLUE].Goals := 0;
1510 if gPlayers <> nil then
1511 for i := 0 to High(gPlayers) do
1512 if gPlayers[i] <> nil then
1513 begin
1514 gPlayers[i].Reset(Force);
1516 if gPlayers[i] is TPlayer then
1517 begin
1518 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1519 gPlayers[i].Respawn(Silent)
1520 else
1521 gPlayers[i].Spectate();
1522 end
1523 else
1524 TBot(gPlayers[i]).Respawn(Silent);
1525 end;
1526 end;
1528 procedure g_Player_CreateCorpse(Player: TPlayer);
1529 var
1530 i: Integer;
1531 find_id: DWORD;
1532 ok: Boolean;
1533 begin
1534 if Player.alive then
1535 Exit;
1537 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1538 if gCorpses <> nil then
1539 for i := 0 to High(gCorpses) do
1540 if gCorpses[i] <> nil then
1541 if gCorpses[i].FPlayerUID = Player.FUID then
1542 gCorpses[i].FPlayerUID := 0;
1544 if Player.FObj.Y >= gMapInfo.Height+128 then
1545 Exit;
1547 with Player do
1548 begin
1549 if (FHealth >= -50) or (gGibsCount = 0) then
1550 begin
1551 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1552 Exit;
1554 ok := False;
1555 for find_id := 0 to High(gCorpses) do
1556 if gCorpses[find_id] = nil then
1557 begin
1558 ok := True;
1559 Break;
1560 end;
1562 if not ok then
1563 find_id := Random(Length(gCorpses));
1565 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1566 gCorpses[find_id].FColor := FModel.Color;
1567 gCorpses[find_id].FObj.Vel := FObj.Vel;
1568 gCorpses[find_id].FObj.Accel := FObj.Accel;
1569 gCorpses[find_id].FPlayerUID := FUID;
1570 end
1571 else
1572 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1573 FObj.Y + PLAYER_RECT_CY,
1574 FModel.Name, FModel.Color);
1575 end;
1576 end;
1578 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1579 var
1580 SID: DWORD;
1581 begin
1582 if (gShells = nil) or (Length(gShells) = 0) then
1583 Exit;
1585 with gShells[CurrentShell] do
1586 begin
1587 SpriteID := 0;
1588 g_Obj_Init(@Obj);
1589 Obj.Rect.X := 0;
1590 Obj.Rect.Y := 0;
1591 if T = SHELL_BULLET then
1592 begin
1593 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1594 SpriteID := SID;
1595 CX := 2;
1596 CY := 1;
1597 Obj.Rect.Width := 4;
1598 Obj.Rect.Height := 2;
1599 end
1600 else
1601 begin
1602 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1603 SpriteID := SID;
1604 CX := 4;
1605 CY := 2;
1606 Obj.Rect.Width := 7;
1607 Obj.Rect.Height := 3;
1608 end;
1609 SType := T;
1610 alive := True;
1611 Obj.X := fX;
1612 Obj.Y := fY;
1613 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1614 positionChanged(); // this updates spatial accelerators
1615 RAngle := Random(360);
1616 Timeout := gTime + SHELL_TIMEOUT;
1618 if CurrentShell >= High(gShells) then
1619 CurrentShell := 0
1620 else
1621 Inc(CurrentShell);
1622 end;
1623 end;
1625 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1626 var
1627 a: Integer;
1628 GibsArray: TGibsArray;
1629 Blood: TModelBlood;
1630 begin
1631 if (gGibs = nil) or (Length(gGibs) = 0) then
1632 Exit;
1633 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1634 Exit;
1635 Blood := g_PlayerModel_GetBlood(ModelName);
1637 for a := 0 to High(GibsArray) do
1638 with gGibs[CurrentGib] do
1639 begin
1640 Color := fColor;
1641 ID := GibsArray[a].ID;
1642 MaskID := GibsArray[a].MaskID;
1643 alive := True;
1644 g_Obj_Init(@Obj);
1645 Obj.Rect := GibsArray[a].Rect;
1646 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1647 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1648 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1649 positionChanged(); // this updates spatial accelerators
1650 RAngle := Random(360);
1652 if gBloodCount > 0 then
1653 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1654 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1656 if CurrentGib >= High(gGibs) then
1657 CurrentGib := 0
1658 else
1659 Inc(CurrentGib);
1660 end;
1661 end;
1663 procedure g_Player_UpdatePhysicalObjects();
1664 var
1665 i: Integer;
1666 vel: TPoint2i;
1667 mr: Word;
1669 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1670 var
1671 k: Integer;
1672 begin
1673 k := 1 + Random(2);
1674 if T = SHELL_BULLET then
1675 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1676 else
1677 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1678 end;
1680 begin
1681 // Êóñêè ìÿñà:
1682 if gGibs <> nil then
1683 for i := 0 to High(gGibs) do
1684 if gGibs[i].alive then
1685 with gGibs[i] do
1686 begin
1687 vel := Obj.Vel;
1688 mr := g_Obj_Move(@Obj, True, False, True);
1689 positionChanged(); // this updates spatial accelerators
1691 if WordBool(mr and MOVE_FALLOUT) then
1692 begin
1693 alive := False;
1694 Continue;
1695 end;
1697 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1698 if WordBool(mr and MOVE_HITWALL) then
1699 Obj.Vel.X := -(vel.X div 2);
1700 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1701 Obj.Vel.Y := -(vel.Y div 2);
1703 if (Obj.Vel.X >= 0) then
1704 begin // Clockwise
1705 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1706 if RAngle >= 360 then
1707 RAngle := RAngle mod 360;
1708 end else begin // Counter-clockwise
1709 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1710 if RAngle < 0 then
1711 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1712 end;
1714 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1715 if gTime mod (GAME_TICK*3) = 0 then
1716 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1717 end;
1719 // Òðóïû:
1720 if gCorpses <> nil then
1721 for i := 0 to High(gCorpses) do
1722 if gCorpses[i] <> nil then
1723 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1724 begin
1725 gCorpses[i].Free();
1726 gCorpses[i] := nil;
1727 end
1728 else
1729 gCorpses[i].Update();
1731 // Ãèëüçû:
1732 if gShells <> nil then
1733 for i := 0 to High(gShells) do
1734 if gShells[i].alive then
1735 with gShells[i] do
1736 begin
1737 vel := Obj.Vel;
1738 mr := g_Obj_Move(@Obj, True, False, True);
1739 positionChanged(); // this updates spatial accelerators
1741 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1742 begin
1743 alive := False;
1744 Continue;
1745 end;
1747 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1748 if WordBool(mr and MOVE_HITWALL) then
1749 begin
1750 Obj.Vel.X := -(vel.X div 2);
1751 if not WordBool(mr and MOVE_INWATER) then
1752 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1753 end;
1754 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1755 begin
1756 Obj.Vel.Y := -(vel.Y div 2);
1757 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1758 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1759 begin
1760 if RAngle mod 90 <> 0 then
1761 RAngle := (RAngle div 90) * 90;
1762 end
1763 else if not WordBool(mr and MOVE_INWATER) then
1764 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1765 end;
1767 if (Obj.Vel.X >= 0) then
1768 begin // Clockwise
1769 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1770 if RAngle >= 360 then
1771 RAngle := RAngle mod 360;
1772 end else begin // Counter-clockwise
1773 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1774 if RAngle < 0 then
1775 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1776 end;
1777 end;
1778 end;
1781 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1782 begin
1783 x := Obj.X+Obj.Rect.X;
1784 y := Obj.Y+Obj.Rect.Y;
1785 w := Obj.Rect.Width;
1786 h := Obj.Rect.Height;
1787 end;
1789 procedure TGib.moveBy (dx, dy: Integer); inline;
1790 begin
1791 if (dx <> 0) or (dy <> 0) then
1792 begin
1793 Obj.X += dx;
1794 Obj.Y += dy;
1795 positionChanged();
1796 end;
1797 end;
1800 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1801 begin
1802 x := Obj.X;
1803 y := Obj.Y;
1804 w := Obj.Rect.Width;
1805 h := Obj.Rect.Height;
1806 end;
1808 procedure TShell.moveBy (dx, dy: Integer); inline;
1809 begin
1810 if (dx <> 0) or (dy <> 0) then
1811 begin
1812 Obj.X += dx;
1813 Obj.Y += dy;
1814 positionChanged();
1815 end;
1816 end;
1819 procedure TGib.positionChanged (); inline; begin end;
1820 procedure TShell.positionChanged (); inline; begin end;
1823 procedure g_Player_DrawCorpses();
1824 var
1825 i: Integer;
1826 a: TDFPoint;
1827 begin
1828 if gGibs <> nil then
1829 for i := 0 to High(gGibs) do
1830 if gGibs[i].alive then
1831 with gGibs[i] do
1832 begin
1833 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1834 Continue;
1836 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1837 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1839 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1841 e_Colors := Color;
1842 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1843 e_Colors.R := 255;
1844 e_Colors.G := 255;
1845 e_Colors.B := 255;
1846 end;
1848 if gCorpses <> nil then
1849 for i := 0 to High(gCorpses) do
1850 if gCorpses[i] <> nil then
1851 gCorpses[i].Draw();
1852 end;
1854 procedure g_Player_DrawShells();
1855 var
1856 i: Integer;
1857 a: TDFPoint;
1858 begin
1859 if gShells <> nil then
1860 for i := 0 to High(gShells) do
1861 if gShells[i].alive then
1862 with gShells[i] do
1863 begin
1864 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1865 Continue;
1867 a.X := CX;
1868 a.Y := CY;
1870 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1871 end;
1872 end;
1874 procedure g_Player_RemoveAllCorpses();
1875 var
1876 i: Integer;
1877 begin
1878 gGibs := nil;
1879 gShells := nil;
1880 SetLength(gGibs, MaxGibs);
1881 SetLength(gShells, MaxGibs);
1882 CurrentGib := 0;
1883 CurrentShell := 0;
1885 if gCorpses <> nil then
1886 for i := 0 to High(gCorpses) do
1887 gCorpses[i].Free();
1889 gCorpses := nil;
1890 SetLength(gCorpses, MaxCorpses);
1891 end;
1893 procedure g_Player_Corpses_SaveState (st: TStream);
1894 var
1895 count, i: Integer;
1896 begin
1897 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1898 count := 0;
1899 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1901 // Êîëè÷åñòâî òðóïîâ
1902 utils.writeInt(st, LongInt(count));
1904 if (count = 0) then exit;
1906 // Ñîõðàíÿåì òðóïû
1907 for i := 0 to High(gCorpses) do
1908 begin
1909 if gCorpses[i] <> nil then
1910 begin
1911 // Íàçâàíèå ìîäåëè
1912 utils.writeStr(st, gCorpses[i].FModelName);
1913 // Òèï ñìåðòè
1914 utils.writeBool(st, gCorpses[i].Mess);
1915 // Ñîõðàíÿåì äàííûå òðóïà:
1916 gCorpses[i].SaveState(st);
1917 end;
1918 end;
1919 end;
1922 procedure g_Player_Corpses_LoadState (st: TStream);
1923 var
1924 count, i: Integer;
1925 str: String;
1926 b: Boolean;
1927 begin
1928 assert(st <> nil);
1930 g_Player_RemoveAllCorpses();
1932 // Êîëè÷åñòâî òðóïîâ:
1933 count := utils.readLongInt(st);
1934 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1936 if (count = 0) then exit;
1938 // Çàãðóæàåì òðóïû
1939 for i := 0 to count-1 do
1940 begin
1941 // Íàçâàíèå ìîäåëè:
1942 str := utils.readStr(st);
1943 // Òèï ñìåðòè
1944 b := utils.readBool(st);
1945 // Ñîçäàåì òðóï
1946 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1947 // Çàãðóæàåì äàííûå òðóïà
1948 gCorpses[i].LoadState(st);
1949 end;
1950 end;
1953 { T P l a y e r : }
1955 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1957 procedure TPlayer.SetCurrWeapProp (newweap: Byte);
1958 begin
1959 if (newweap > High(FWeapon)) then exit;
1960 if (not FWeapon[newweap]) then exit;
1961 if not g_Game_IsClient then Inc(FNetWeapCtr, 2); // just in case, to really override client's counter
1962 if (FCurrWeap <> newweap) then
1963 begin
1964 if (newweap = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
1965 end;
1966 FCurrWeap := newweap;
1967 FModel.SetWeapon(newweap);
1968 end;
1970 procedure TPlayer.BFGHit();
1971 begin
1972 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1973 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1974 if g_Game_IsServer and g_Game_IsNet then
1975 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1976 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1977 0, NET_GFX_BFGHIT);
1978 end;
1980 procedure TPlayer.ChangeModel(ModelName: string);
1981 var
1982 locModel: TPlayerModel;
1983 begin
1984 locModel := g_PlayerModel_Get(ModelName);
1985 if locModel = nil then Exit;
1987 FModel.Free();
1988 FModel := locModel;
1989 end;
1991 procedure TPlayer.SetModel(ModelName: string);
1992 var
1993 m: TPlayerModel;
1994 begin
1995 m := g_PlayerModel_Get(ModelName);
1996 if m = nil then
1997 begin
1998 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1999 m := g_PlayerModel_Get('doomer');
2000 if m = nil then
2001 begin
2002 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2003 Exit;
2004 end;
2005 end;
2007 if FModel <> nil then
2008 FModel.Free();
2010 FModel := m;
2012 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2013 FModel.Color := FColor
2014 else
2015 FModel.Color := TEAMCOLOR[FTeam];
2016 FModel.SetWeapon(FCurrWeap);
2017 FModel.SetFlag(FFlag);
2018 SetDirection(FDirection);
2019 end;
2021 procedure TPlayer.SetColor(Color: TRGB);
2022 begin
2023 FColor := Color;
2024 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2025 if FModel <> nil then FModel.Color := Color;
2026 end;
2028 procedure TPlayer.SwitchTeam;
2029 begin
2030 if g_Game_IsClient then
2031 Exit;
2032 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2034 if gGameOn and FAlive then
2035 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2037 if FTeam = TEAM_RED then
2038 begin
2039 ChangeTeam(TEAM_BLUE);
2040 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2041 if g_Game_IsNet then
2042 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2043 end
2044 else
2045 begin
2046 ChangeTeam(TEAM_RED);
2047 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2048 if g_Game_IsNet then
2049 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2050 end;
2051 FPreferredTeam := FTeam;
2052 end;
2054 procedure TPlayer.ChangeTeam(Team: Byte);
2055 var
2056 OldTeam: Byte;
2057 begin
2058 OldTeam := FTeam;
2059 FTeam := Team;
2060 case Team of
2061 TEAM_RED, TEAM_BLUE:
2062 FModel.Color := TEAMCOLOR[Team];
2063 else
2064 FModel.Color := FColor;
2065 end;
2066 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2067 MH_SEND_PlayerStats(FUID);
2068 end;
2071 procedure TPlayer.CollideItem();
2072 var
2073 i: Integer;
2074 r: Boolean;
2075 begin
2076 if gItems = nil then Exit;
2077 if not FAlive then Exit;
2079 for i := 0 to High(gItems) do
2080 with gItems[i] do
2081 begin
2082 if (ItemType <> ITEM_NONE) and alive then
2083 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2084 PLAYER_RECT.Height, @Obj) then
2085 begin
2086 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2088 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2089 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2090 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2091 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2092 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2094 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2095 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2096 (gGameSettings.GameType = GT_SINGLE) and
2097 (g_Player_GetCount() > 1)) then
2098 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2099 end;
2100 end;
2101 end;
2104 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2105 begin
2106 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2107 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2108 False);
2109 end;
2111 constructor TPlayer.Create();
2112 begin
2113 viewPortX := 0;
2114 viewPortY := 0;
2115 viewPortW := 0;
2116 viewPortH := 0;
2117 mEDamageType := HIT_SOME;
2119 FIamBot := False;
2120 FDummy := False;
2121 FSpawned := False;
2123 FSawSound := TPlayableSound.Create();
2124 FSawSoundIdle := TPlayableSound.Create();
2125 FSawSoundHit := TPlayableSound.Create();
2126 FSawSoundSelect := TPlayableSound.Create();
2127 FJetSoundFly := TPlayableSound.Create();
2128 FJetSoundOn := TPlayableSound.Create();
2129 FJetSoundOff := TPlayableSound.Create();
2131 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2132 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2133 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2134 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2135 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2136 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2137 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2139 FSpectatePlayer := -1;
2140 FClientID := -1;
2141 FPing := 0;
2142 FLoss := 0;
2143 FSavedState.WaitRecall := False;
2144 FShellTimer := -1;
2145 FFireTime := 0;
2146 FFirePainTime := 0;
2147 FFireAttacker := 0;
2149 FActualModelName := 'doomer';
2151 g_Obj_Init(@FObj);
2152 FObj.Rect := PLAYER_RECT;
2154 FBFGFireCounter := -1;
2155 FJustTeleported := False;
2156 FNetTime := 0;
2158 FNetWeapCtr := 0;
2160 resetWeaponQueue();
2161 releaseAllWeaponSwitchKeys();
2162 end;
2165 procedure TPlayer.releaseAllWeaponSwitchKeys ();
2166 var
2167 f: Integer;
2168 begin
2169 for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
2170 end;
2172 procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
2173 begin
2174 Inc(index, 2); // -2: prev; -1: next
2175 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
2176 weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
2177 if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
2178 end;
2180 function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
2181 begin
2182 Inc(index, 2); // -2: prev; -1: next
2183 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
2184 begin
2185 result := true;
2186 end
2187 else
2188 begin
2189 result := (weaponSwitchKeyReleased[index] and $01) <> 0;
2190 end;
2191 end;
2193 procedure TPlayer.weaponSwitchKeysShiftNewStates ();
2194 var
2195 f: Integer;
2196 begin
2197 // copy bit 1 to bit 0
2198 for f := 0 to High(weaponSwitchKeyReleased) do
2199 begin
2200 weaponSwitchKeyReleased[f] :=
2201 (weaponSwitchKeyReleased[f] and $02) or
2202 ((weaponSwitchKeyReleased[f] shr 1) and $01);
2203 end;
2204 end;
2207 procedure TPlayer.positionChanged (); inline;
2208 begin
2209 end;
2211 procedure TPlayer.doDamage (v: Integer);
2212 begin
2213 if (v <= 0) then exit;
2214 if (v > 32767) then v := 32767;
2215 Damage(v, 0, 0, 0, mEDamageType);
2216 end;
2218 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2219 var
2220 c: Word;
2221 begin
2222 if (not g_Game_IsClient) and (not FAlive) then
2223 Exit;
2225 FLastHit := t;
2227 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2228 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2229 begin
2230 if not g_Game_IsClient then
2231 begin
2232 FArmor := 0;
2233 if t = HIT_TRAP then
2234 begin
2235 // Ëîâóøêà óáèâàåò ñðàçó:
2236 FHealth := -100;
2237 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2238 end;
2239 if t = HIT_SELF then
2240 begin
2241 // Ñàìîóáèéñòâî:
2242 FHealth := 0;
2243 Kill(K_SIMPLEKILL, SpawnerUID, t);
2244 end;
2245 end;
2246 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2247 FMegaRulez[MR_SUIT] := 0;
2248 FMegaRulez[MR_INVUL] := 0;
2249 FMegaRulez[MR_INVIS] := 0;
2250 FBerserk := 0;
2251 end;
2253 // Íî îò îñòàëüíîãî ñïàñàåò:
2254 if FMegaRulez[MR_INVUL] >= gTime then
2255 Exit;
2257 // ×èò-êîä "ÃÎÐÅÖ":
2258 if FGodMode then
2259 Exit;
2261 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2262 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2263 (SpawnerUID = FUID) or
2264 (not SameTeam(FUID, SpawnerUID)) then
2265 begin
2266 FLastSpawnerUID := SpawnerUID;
2268 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2269 if gBloodCount > 0 then
2270 begin
2271 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2272 if value div 4 <= c then
2273 c := c - (value div 4)
2274 else
2275 c := 0;
2277 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2278 MakeBloodSimple(c)
2279 else
2280 case t of
2281 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2282 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2283 end;
2285 if t = HIT_WATER then
2286 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2287 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2288 end;
2290 // Áóôåð óðîíà:
2291 if FAlive then
2292 Inc(FDamageBuffer, value);
2294 // Âñïûøêà áîëè:
2295 if gFlash <> 0 then
2296 FPain := FPain + value;
2297 end;
2299 if g_Game_IsServer and g_Game_IsNet then
2300 begin
2301 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2302 MH_SEND_PlayerStats(FUID);
2303 MH_SEND_PlayerPos(False, FUID);
2304 end;
2305 end;
2307 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2308 begin
2309 Result := False;
2310 if g_Game_IsClient then
2311 Exit;
2312 if not FAlive then
2313 Exit;
2315 if Soft and (FHealth < PLAYER_HP_SOFT) then
2316 begin
2317 IncMax(FHealth, value, PLAYER_HP_SOFT);
2318 Result := True;
2319 end;
2320 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2321 begin
2322 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2323 Result := True;
2324 end;
2326 if Result and g_Game_IsServer and g_Game_IsNet then
2327 MH_SEND_PlayerStats(FUID);
2328 end;
2330 destructor TPlayer.Destroy();
2331 begin
2332 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2333 gPlayer1 := nil;
2334 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2335 gPlayer2 := nil;
2337 FSawSound.Free();
2338 FSawSoundIdle.Free();
2339 FSawSoundHit.Free();
2340 FJetSoundFly.Free();
2341 FJetSoundOn.Free();
2342 FJetSoundOff.Free();
2343 FModel.Free();
2344 if FPunchAnim <> nil then
2345 FPunchAnim.Free();
2347 inherited;
2348 end;
2350 procedure TPlayer.DrawIndicator();
2351 var
2352 indX, indY: Integer;
2353 indW, indH: Word;
2354 ID: DWORD;
2355 begin
2356 if FAlive then
2357 begin
2358 indX := FObj.X+FObj.Rect.X;
2359 indY := FObj.Y - 12;
2360 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2361 begin
2362 e_GetTextureSize(ID, @indW, @indH);
2363 e_Draw(ID, indX + indW div 2, indY, 0, True, False);
2364 end;
2365 end;
2366 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2367 end;
2369 procedure TPlayer.DrawBubble();
2370 var
2371 bubX, bubY: Integer;
2372 ID: LongWord;
2373 Rb, Gb, Bb,
2374 Rw, Gw, Bw: SmallInt;
2375 Dot: Byte;
2376 begin
2377 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2378 bubY := FObj.Y+FObj.Rect.Y - 18;
2379 Rb := 64;
2380 Gb := 64;
2381 Bb := 64;
2382 Rw := 240;
2383 Gw := 240;
2384 Bw := 240;
2385 case gChatBubble of
2386 1: // simple textual non-bubble
2387 begin
2388 bubX := FObj.X+FObj.Rect.X - 11;
2389 bubY := FObj.Y+FObj.Rect.Y - 17;
2390 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2391 Exit;
2392 end;
2393 2: // advanced pixel-perfect bubble
2394 begin
2395 if FTeam = TEAM_RED then
2396 Rb := 255
2397 else
2398 if FTeam = TEAM_BLUE then
2399 Bb := 255;
2400 end;
2401 3: // colored bubble
2402 begin
2403 Rb := FModel.Color.R;
2404 Gb := FModel.Color.G;
2405 Bb := FModel.Color.B;
2406 Rw := Min(Rb * 2 + 64, 255);
2407 Gw := Min(Gb * 2 + 64, 255);
2408 Bw := Min(Bb * 2 + 64, 255);
2409 if (Abs(Rw - Rb) < 32)
2410 or (Abs(Gw - Gb) < 32)
2411 or (Abs(Bw - Bb) < 32) then
2412 begin
2413 Rb := Max(Rw div 2 - 16, 0);
2414 Gb := Max(Gw div 2 - 16, 0);
2415 Bb := Max(Bw div 2 - 16, 0);
2416 end;
2417 end;
2418 4: // custom textured bubble
2419 begin
2420 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2421 if FDirection = TDirection.D_RIGHT then
2422 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2423 else
2424 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2425 Exit;
2426 end;
2427 end;
2429 // Outer borders
2430 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2431 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2432 // Inner box
2433 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2435 // Tail
2436 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2437 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2438 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);
2439 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);
2440 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);
2441 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);
2443 // Dots
2444 Dot := 6;
2445 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2446 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2447 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2448 end;
2450 procedure TPlayer.Draw();
2451 var
2452 ID: DWORD;
2453 w, h: Word;
2454 dr: Boolean;
2455 Mirror: TMirrorType;
2456 begin
2457 if FAlive then
2458 begin
2459 if Direction = TDirection.D_RIGHT then
2460 Mirror := TMirrorType.None
2461 else
2462 Mirror := TMirrorType.Horizontal;
2464 if FPunchAnim <> nil then
2465 begin
2466 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2467 FObj.Y+FObj.Rect.Y-11, Mirror);
2468 if FPunchAnim.played then
2469 begin
2470 FPunchAnim.Free;
2471 FPunchAnim := nil;
2472 end;
2473 end;
2475 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2476 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2477 begin
2478 e_GetTextureSize(ID, @w, @h);
2479 if FDirection = TDirection.D_LEFT then
2480 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2481 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2482 else
2483 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2484 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2485 end;
2487 if FMegaRulez[MR_INVIS] > gTime then
2488 begin
2489 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2490 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2491 begin
2492 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2493 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2494 else
2495 dr := True;
2496 if dr then
2497 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2498 else
2499 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2500 end
2501 else
2502 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2503 end
2504 else
2505 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2506 end;
2508 if g_debug_Frames then
2509 begin
2510 e_DrawQuad(FObj.X+FObj.Rect.X,
2511 FObj.Y+FObj.Rect.Y,
2512 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2513 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2514 0, 255, 0);
2515 end;
2517 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2518 DrawBubble();
2519 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2520 if gAimLine and alive and
2521 ((Self = gPlayer1) or (Self = gPlayer2)) then
2522 DrawAim();
2523 end;
2526 procedure TPlayer.DrawAim();
2527 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2528 var
2529 ex, ey: Integer;
2530 begin
2532 {$IFDEF ENABLE_HOLMES}
2533 if isValidViewPort and (self = gPlayer1) then
2534 begin
2535 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2536 end;
2537 {$ENDIF}
2539 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2540 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2541 begin
2542 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2543 end
2544 else
2545 begin
2546 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2547 end;
2548 end;
2550 var
2551 wx, wy, xx, yy: Integer;
2552 angle: SmallInt;
2553 sz, len: Word;
2554 begin
2555 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2556 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2557 angle := FAngle;
2558 len := 1024;
2559 sz := 2;
2560 case FCurrWeap of
2561 0: begin // Punch
2562 len := 12;
2563 sz := 4;
2564 end;
2565 1: begin // Chainsaw
2566 len := 24;
2567 sz := 6;
2568 end;
2569 2: begin // Pistol
2570 len := 1024;
2571 sz := 2;
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 3: begin // Shotgun
2578 len := 1024;
2579 sz := 3;
2580 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2581 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2582 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2583 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2584 end;
2585 4: begin // Double Shotgun
2586 len := 1024;
2587 sz := 4;
2588 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2589 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2590 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2591 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2592 end;
2593 5: begin // Chaingun
2594 len := 1024;
2595 sz := 3;
2596 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2597 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2598 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2599 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2600 end;
2601 6: begin // Rocket Launcher
2602 len := 1024;
2603 sz := 7;
2604 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2605 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2606 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2607 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2608 end;
2609 7: begin // Plasmagun
2610 len := 1024;
2611 sz := 5;
2612 if angle = ANGLE_RIGHTUP then Inc(angle);
2613 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2614 if angle = ANGLE_LEFTUP then Dec(angle);
2615 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2616 end;
2617 8: begin // BFG
2618 len := 1024;
2619 sz := 12;
2620 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2621 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2622 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2623 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2624 end;
2625 9: begin // Super Chaingun
2626 len := 1024;
2627 sz := 4;
2628 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2629 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2630 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2631 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2632 end;
2633 end;
2634 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2635 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2636 {$IF DEFINED(D2F_DEBUG)}
2637 drawCast(sz, wx, wy, xx, yy);
2638 {$ELSE}
2639 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2640 {$ENDIF}
2641 end;
2643 procedure TPlayer.DrawGUI();
2644 var
2645 ID: DWORD;
2646 X, Y, SY, a, p, m: Integer;
2647 tw, th: Word;
2648 cw, ch: Byte;
2649 s: string;
2650 stat: TPlayerStatArray;
2651 begin
2652 X := gPlayerScreenSize.X;
2653 SY := gPlayerScreenSize.Y;
2654 Y := 0;
2656 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2657 begin
2658 if gGameSettings.GameMode = GM_CTF then
2659 a := 32 + 8
2660 else
2661 a := 0;
2662 if gGameSettings.GameMode = GM_CTF then
2663 begin
2664 s := 'TEXTURE_PLAYER_REDFLAG';
2665 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2666 s := 'TEXTURE_PLAYER_REDFLAG_S';
2667 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2668 s := 'TEXTURE_PLAYER_REDFLAG_D';
2669 if g_Texture_Get(s, ID) then
2670 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2671 end;
2673 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2674 e_CharFont_GetSize(gMenuFont, s, tw, th);
2675 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2677 if gGameSettings.GameMode = GM_CTF then
2678 begin
2679 s := 'TEXTURE_PLAYER_BLUEFLAG';
2680 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2681 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2682 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2683 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2684 if g_Texture_Get(s, ID) then
2685 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2686 end;
2688 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2689 e_CharFont_GetSize(gMenuFont, s, tw, th);
2690 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2691 end;
2693 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2694 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2695 0, False, False);
2697 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2698 e_Draw(ID, X+2, Y, 0, True, False);
2700 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2701 begin
2702 if gShowStat then
2703 begin
2704 s := IntToStr(Frags);
2705 e_CharFont_GetSize(gMenuFont, s, tw, th);
2706 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2708 s := '';
2709 p := 1;
2710 m := 0;
2711 stat := g_Player_GetStats();
2712 if stat <> nil then
2713 begin
2714 p := 1;
2716 for a := 0 to High(stat) do
2717 if stat[a].Name <> Name then
2718 begin
2719 if stat[a].Frags > m then m := stat[a].Frags;
2720 if stat[a].Frags > Frags then p := p+1;
2721 end;
2722 end;
2724 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2725 if Frags >= m then s := s+'+' else s := s+'-';
2726 s := s+IntToStr(Abs(Frags-m));
2728 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2729 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2730 end;
2732 if gShowLives and (gGameSettings.MaxLives > 0) then
2733 begin
2734 s := IntToStr(Lives);
2735 e_CharFont_GetSize(gMenuFont, s, tw, th);
2736 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2737 end;
2738 end;
2740 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2741 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2743 if R_BERSERK in FRulez then
2744 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2745 else
2746 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2748 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2749 e_Draw(ID, X+36, Y+77, 0, True, False);
2751 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2752 e_CharFont_GetSize(gMenuFont, s, tw, th);
2753 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2755 s := IntToStr(FArmor);
2756 e_CharFont_GetSize(gMenuFont, s, tw, th);
2757 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2759 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2761 case FCurrWeap of
2762 WEAPON_KASTET:
2763 begin
2764 s := '--';
2765 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2766 end;
2767 WEAPON_SAW:
2768 begin
2769 s := '--';
2770 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2771 end;
2772 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2773 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2774 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2775 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2776 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2777 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2778 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2779 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2780 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2781 end;
2783 e_CharFont_GetSize(gMenuFont, s, tw, th);
2784 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2785 e_Draw(ID, X+20, Y+160, 0, True, False);
2787 if R_KEY_RED in FRulez then
2788 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2790 if R_KEY_GREEN in FRulez then
2791 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2793 if R_KEY_BLUE in FRulez then
2794 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2796 if FJetFuel > 0 then
2797 begin
2798 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2799 e_Draw(ID, X+2, Y+116, 0, True, False);
2800 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2801 e_Draw(ID, X+2, Y+126, 0, True, False);
2802 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2803 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2804 end
2805 else
2806 begin
2807 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2808 e_Draw(ID, X+2, Y+124, 0, True, False);
2809 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2810 end;
2812 if gShowPing and g_Game_IsClient then
2813 begin
2814 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2815 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2816 Y := Y + 16;
2817 end;
2819 if FSpectator then
2820 begin
2821 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2822 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2823 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2824 if FNoRespawn then
2825 begin
2826 e_TextureFontGetSize(gStdFont, cw, ch);
2827 s := _lc[I_PLAYER_SPECT4];
2828 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2829 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2830 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2831 end;
2833 end;
2834 end;
2836 procedure TPlayer.DrawRulez();
2837 var
2838 dr: Boolean;
2839 begin
2840 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2841 if FMegaRulez[MR_INVUL] >= gTime then
2842 begin
2843 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2844 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2845 else
2846 dr := True;
2848 if dr then
2849 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2850 191, 191, 191, 0, TBlending.Invert);
2851 end;
2853 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2854 if FMegaRulez[MR_SUIT] >= gTime then
2855 begin
2856 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2857 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2858 else
2859 dr := True;
2861 if dr then
2862 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2863 0, 96, 0, 200, TBlending.None);
2864 end;
2866 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2867 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2868 begin
2869 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2870 255, 0, 0, 200, TBlending.None);
2871 end;
2872 end;
2874 procedure TPlayer.DrawPain();
2875 var
2876 a, h: Integer;
2877 begin
2878 if FPain = 0 then Exit;
2880 a := FPain;
2882 if a < 15 then h := 0
2883 else if a < 35 then h := 1
2884 else if a < 55 then h := 2
2885 else if a < 75 then h := 3
2886 else if a < 95 then h := 4
2887 else h := 5;
2889 //if a > 255 then a := 255;
2891 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2892 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2893 end;
2895 procedure TPlayer.DrawPickup();
2896 var
2897 a, h: Integer;
2898 begin
2899 if FPickup = 0 then Exit;
2901 a := FPickup;
2903 if a < 15 then h := 1
2904 else if a < 35 then h := 2
2905 else if a < 55 then h := 3
2906 else if a < 75 then h := 4
2907 else h := 5;
2909 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2910 end;
2912 procedure TPlayer.DoPunch();
2913 var
2914 id: DWORD;
2915 st: String;
2916 begin
2917 if FPunchAnim <> nil then begin
2918 FPunchAnim.reset();
2919 FPunchAnim.Free;
2920 FPunchAnim := nil;
2921 end;
2922 st := 'FRAMES_PUNCH';
2923 if R_BERSERK in FRulez then
2924 st := st + '_BERSERK';
2925 if FKeys[KEY_UP].Pressed then
2926 st := st + '_UP'
2927 else if FKeys[KEY_DOWN].Pressed then
2928 st := st + '_DN';
2929 g_Frames_Get(id, st);
2930 FPunchAnim := TAnimation.Create(id, False, 1);
2931 end;
2933 procedure TPlayer.Fire();
2934 var
2935 f, DidFire: Boolean;
2936 wx, wy, xd, yd: Integer;
2937 locobj: TObj;
2938 begin
2939 if g_Game_IsClient then Exit;
2940 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2941 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2943 if FSpectator then
2944 begin
2945 Respawn(False);
2946 Exit;
2947 end;
2949 if FReloading[FCurrWeap] <> 0 then Exit;
2951 DidFire := False;
2953 f := False;
2954 wx := FObj.X+WEAPONPOINT[FDirection].X;
2955 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2956 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2957 yd := wy+firediry();
2959 case FCurrWeap of
2960 WEAPON_KASTET:
2961 begin
2962 DoPunch();
2963 if R_BERSERK in FRulez then
2964 begin
2965 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2966 locobj.X := FObj.X+FObj.Rect.X;
2967 locobj.Y := FObj.Y+FObj.Rect.Y;
2968 locobj.rect.X := 0;
2969 locobj.rect.Y := 0;
2970 locobj.rect.Width := 39;
2971 locobj.rect.Height := 52;
2972 locobj.Vel.X := (xd-wx) div 2;
2973 locobj.Vel.Y := (yd-wy) div 2;
2974 locobj.Accel.X := xd-wx;
2975 locobj.Accel.y := yd-wy;
2977 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2978 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2979 else
2980 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2982 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2983 end
2984 else
2985 begin
2986 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2987 end;
2989 DidFire := True;
2990 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2991 end;
2993 WEAPON_SAW:
2994 begin
2995 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2996 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2997 begin
2998 FSawSoundSelect.Stop();
2999 FSawSound.Stop();
3000 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3001 end
3002 else if not FSawSoundHit.IsPlaying() then
3003 begin
3004 FSawSoundSelect.Stop();
3005 FSawSound.PlayAt(FObj.X, FObj.Y);
3006 end;
3008 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3009 DidFire := True;
3010 f := True;
3011 end;
3013 WEAPON_PISTOL:
3014 if FAmmo[A_BULLETS] > 0 then
3015 begin
3016 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3017 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3018 Dec(FAmmo[A_BULLETS]);
3019 FFireAngle := FAngle;
3020 f := True;
3021 DidFire := True;
3022 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3023 GameVelX, GameVelY-2, SHELL_BULLET);
3024 end;
3026 WEAPON_SHOTGUN1:
3027 if FAmmo[A_SHELLS] > 0 then
3028 begin
3029 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3030 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3031 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3032 Dec(FAmmo[A_SHELLS]);
3033 FFireAngle := FAngle;
3034 f := True;
3035 DidFire := True;
3036 FShellTimer := 10;
3037 FShellType := SHELL_SHELL;
3038 end;
3040 WEAPON_SHOTGUN2:
3041 if FAmmo[A_SHELLS] >= 2 then
3042 begin
3043 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3044 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3045 Dec(FAmmo[A_SHELLS], 2);
3046 FFireAngle := FAngle;
3047 f := True;
3048 DidFire := True;
3049 FShellTimer := 13;
3050 FShellType := SHELL_DBLSHELL;
3051 end;
3053 WEAPON_CHAINGUN:
3054 if FAmmo[A_BULLETS] > 0 then
3055 begin
3056 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3057 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3058 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3059 Dec(FAmmo[A_BULLETS]);
3060 FFireAngle := FAngle;
3061 f := True;
3062 DidFire := True;
3063 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3064 GameVelX, GameVelY-2, SHELL_BULLET);
3065 end;
3067 WEAPON_ROCKETLAUNCHER:
3068 if FAmmo[A_ROCKETS] > 0 then
3069 begin
3070 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3071 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3072 Dec(FAmmo[A_ROCKETS]);
3073 FFireAngle := FAngle;
3074 f := True;
3075 DidFire := True;
3076 end;
3078 WEAPON_PLASMA:
3079 if FAmmo[A_CELLS] > 0 then
3080 begin
3081 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3082 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3083 Dec(FAmmo[A_CELLS]);
3084 FFireAngle := FAngle;
3085 f := True;
3086 DidFire := True;
3087 end;
3089 WEAPON_BFG:
3090 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3091 begin
3092 FBFGFireCounter := 17;
3093 if not FNoReload then
3094 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3095 Dec(FAmmo[A_CELLS], 40);
3096 DidFire := True;
3097 end;
3099 WEAPON_SUPERPULEMET:
3100 if FAmmo[A_SHELLS] > 0 then
3101 begin
3102 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3103 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3104 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3105 Dec(FAmmo[A_SHELLS]);
3106 FFireAngle := FAngle;
3107 f := True;
3108 DidFire := True;
3109 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3110 GameVelX, GameVelY-2, SHELL_SHELL);
3111 end;
3113 WEAPON_FLAMETHROWER:
3114 if FAmmo[A_FUEL] > 0 then
3115 begin
3116 g_Weapon_flame(wx, wy, xd, yd, FUID);
3117 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3118 Dec(FAmmo[A_FUEL]);
3119 FFireAngle := FAngle;
3120 f := True;
3121 DidFire := True;
3122 end;
3123 end;
3125 if g_Game_IsNet then
3126 begin
3127 if DidFire then
3128 begin
3129 if FCurrWeap <> WEAPON_BFG then
3130 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3131 else
3132 if not FNoReload then
3133 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3134 end;
3136 MH_SEND_PlayerStats(FUID);
3137 end;
3139 if not f then Exit;
3141 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3142 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3143 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3144 end;
3146 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3147 begin
3148 case Weapon of
3149 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3150 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3151 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3152 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3153 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3154 else Result := 0;
3155 end;
3156 end;
3158 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3159 begin
3160 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3161 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3162 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3163 end;
3165 procedure TPlayer.JetpackOn;
3166 begin
3167 FJetSoundFly.Stop;
3168 FJetSoundOff.Stop;
3169 FJetSoundOn.SetPosition(0);
3170 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3171 FlySmoke(8);
3172 end;
3174 procedure TPlayer.JetpackOff;
3175 begin
3176 FJetSoundFly.Stop;
3177 FJetSoundOn.Stop;
3178 FJetSoundOff.SetPosition(0);
3179 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3180 end;
3182 procedure TPlayer.CatchFire(Attacker: Word);
3183 begin
3184 FFireTime := 100;
3185 FFireAttacker := Attacker;
3186 if g_Game_IsNet and g_Game_IsServer then
3187 MH_SEND_PlayerStats(FUID);
3188 end;
3190 procedure TPlayer.Jump();
3191 begin
3192 if gFly or FJetpack then
3193 begin
3194 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3195 if FObj.Vel.Y > -VEL_FLY then
3196 FObj.Vel.Y := FObj.Vel.Y - 3;
3197 if FJetpack then
3198 begin
3199 if FJetFuel > 0 then
3200 Dec(FJetFuel);
3201 if (FJetFuel < 1) and g_Game_IsServer then
3202 begin
3203 FJetpack := False;
3204 JetpackOff;
3205 if g_Game_IsNet then
3206 MH_SEND_PlayerStats(FUID);
3207 end;
3208 end;
3209 Exit;
3210 end;
3212 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3213 if FGhost then
3214 FCanJetpack := False;
3216 // Ïðûãàåì èëè âñïëûâàåì:
3217 if (CollideLevel(0, 1) or
3218 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3219 PLAYER_RECT.Height-33, PANEL_STEP, False)
3220 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3221 begin
3222 FObj.Vel.Y := -VEL_JUMP;
3223 FCanJetpack := False;
3224 end
3225 else
3226 begin
3227 if BodyInLiquid(0, 0) then
3228 FObj.Vel.Y := -VEL_SW
3229 else if (FJetFuel > 0) and FCanJetpack and
3230 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3231 begin
3232 FJetpack := True;
3233 JetpackOn;
3234 if g_Game_IsNet then
3235 MH_SEND_PlayerStats(FUID);
3236 end;
3237 end;
3238 end;
3240 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3241 var
3242 a, i, k, ab, ar: Byte;
3243 s: String;
3244 mon: TMonster;
3245 plr: TPlayer;
3246 srv, netsrv: Boolean;
3247 DoFrags: Boolean;
3248 OldLR: Byte;
3249 KP: TPlayer;
3250 it: PItem;
3252 procedure PushItem(t: Byte);
3253 var
3254 id: DWORD;
3255 begin
3256 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3257 it := g_Items_ByIdx(id);
3258 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3259 begin
3260 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3261 (FObj.Vel.Y div 2)-Random(9));
3262 it.positionChanged(); // this updates spatial accelerators
3263 end
3264 else
3265 begin
3266 if KillType = K_HARDKILL then // -5..+5; -5..0
3267 begin
3268 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3269 (FObj.Vel.Y div 2)-Random(6));
3270 end
3271 else // -3..+3; -3..0
3272 begin
3273 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3274 (FObj.Vel.Y div 2)-Random(4));
3275 end;
3276 it.positionChanged(); // this updates spatial accelerators
3277 end;
3279 if g_Game_IsNet and g_Game_IsServer then
3280 MH_SEND_ItemSpawn(True, id);
3281 end;
3283 begin
3284 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3285 Srv := g_Game_IsServer;
3286 Netsrv := g_Game_IsServer and g_Game_IsNet;
3287 if Srv then FDeath := FDeath + 1;
3288 if FAlive then
3289 begin
3290 if FGhost then
3291 FGhost := False;
3292 if not FPhysics then
3293 FPhysics := True;
3294 FAlive := False;
3295 end;
3296 FShellTimer := -1;
3298 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3299 begin
3300 if FLives > 0 then FLives := FLives - 1;
3301 if FLives = 0 then FNoRespawn := True;
3302 end;
3304 // Íîìåð òèïà ñìåðòè:
3305 a := 1;
3306 case KillType of
3307 K_SIMPLEKILL: a := 1;
3308 K_HARDKILL: a := 2;
3309 K_EXTRAHARDKILL: a := 3;
3310 K_FALLKILL: a := 4;
3311 end;
3313 // Çâóê ñìåðòè:
3314 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3315 for i := 1 to 3 do
3316 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3317 Break;
3319 // Âðåìÿ ðåñïàóíà:
3320 if Srv then
3321 case KillType of
3322 K_SIMPLEKILL:
3323 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3324 K_HARDKILL:
3325 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3326 K_EXTRAHARDKILL, K_FALLKILL:
3327 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3328 end;
3330 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3331 case KillType of
3332 K_SIMPLEKILL:
3333 SetAction(A_DIE1);
3334 K_HARDKILL, K_EXTRAHARDKILL:
3335 SetAction(A_DIE2);
3336 end;
3338 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3339 if (KillType <> K_FALLKILL) and (Srv) then
3340 g_Monsters_killedp();
3342 if SpawnerUID = FUID then
3343 begin // Ñàìîóáèëñÿ
3344 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3345 begin
3346 Dec(FFrags);
3347 FLastFrag := 0;
3348 end;
3349 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3350 end
3351 else
3352 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3353 begin // Óáèò äðóãèì èãðîêîì
3354 KP := g_Player_Get(SpawnerUID);
3355 if (KP <> nil) and Srv then
3356 begin
3357 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3358 if SameTeam(FUID, SpawnerUID) then
3359 begin
3360 Dec(KP.FFrags);
3361 KP.FLastFrag := 0;
3362 end else
3363 begin
3364 Inc(KP.FFrags);
3365 KP.FragCombo();
3366 end;
3368 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3369 Inc(gTeamStat[KP.Team].Goals,
3370 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3372 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3373 end;
3375 plr := g_Player_Get(SpawnerUID);
3376 if plr = nil then
3377 s := '?'
3378 else
3379 s := plr.FName;
3381 case KillType of
3382 K_HARDKILL:
3383 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3384 [FName, s]),
3385 gShowKillMsg);
3386 K_EXTRAHARDKILL:
3387 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3388 [FName, s]),
3389 gShowKillMsg);
3390 else
3391 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3392 [FName, s]),
3393 gShowKillMsg);
3394 end;
3395 end
3396 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3397 begin // Óáèò ìîíñòðîì
3398 mon := g_Monsters_ByUID(SpawnerUID);
3399 if mon = nil then
3400 s := '?'
3401 else
3402 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3404 case KillType of
3405 K_HARDKILL:
3406 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3407 [FName, s]),
3408 gShowKillMsg);
3409 K_EXTRAHARDKILL:
3410 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3411 [FName, s]),
3412 gShowKillMsg);
3413 else
3414 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3415 [FName, s]),
3416 gShowKillMsg);
3417 end;
3418 end
3419 else // Îñîáûå òèïû ñìåðòè
3420 case t of
3421 HIT_DISCON: ;
3422 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3423 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3424 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3425 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3426 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3427 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3428 end;
3430 if Srv then
3431 begin
3432 // Âûáðîñ îðóæèÿ:
3433 for a := WP_FIRST to WP_LAST do
3434 if FWeapon[a] then
3435 begin
3436 case a of
3437 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3438 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3439 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3440 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3441 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3442 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3443 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3444 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3445 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3446 else i := 0;
3447 end;
3449 if i <> 0 then
3450 PushItem(i);
3451 end;
3453 // Âûáðîñ ðþêçàêà:
3454 if R_ITEM_BACKPACK in FRulez then
3455 PushItem(ITEM_AMMO_BACKPACK);
3457 // Âûáðîñ ðàêåòíîãî ðàíöà:
3458 if FJetFuel > 0 then
3459 PushItem(ITEM_JETPACK);
3461 // Âûáðîñ êëþ÷åé:
3462 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3463 begin
3464 if R_KEY_RED in FRulez then
3465 PushItem(ITEM_KEY_RED);
3467 if R_KEY_GREEN in FRulez then
3468 PushItem(ITEM_KEY_GREEN);
3470 if R_KEY_BLUE in FRulez then
3471 PushItem(ITEM_KEY_BLUE);
3472 end;
3474 // Âûáðîñ ôëàãà:
3475 DropFlag();
3476 end;
3478 g_Player_CreateCorpse(Self);
3480 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3481 (gLMSRespawn = LMS_RESPAWN_NONE) then
3482 begin
3483 a := 0;
3484 k := 0;
3485 ar := 0;
3486 ab := 0;
3487 for i := Low(gPlayers) to High(gPlayers) do
3488 begin
3489 if gPlayers[i] = nil then continue;
3490 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3491 begin
3492 Inc(a);
3493 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3494 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3495 k := i;
3496 end;
3497 end;
3499 OldLR := gLMSRespawn;
3500 if (gGameSettings.GameMode = GM_COOP) then
3501 begin
3502 if (a = 0) then
3503 begin
3504 // everyone is dead, restart the map
3505 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3506 if Netsrv then
3507 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3508 gLMSRespawn := LMS_RESPAWN_FINAL;
3509 gLMSRespawnTime := gTime + 5000;
3510 end
3511 else if (a = 1) then
3512 begin
3513 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3514 if (gPlayers[k] = gPlayer1) or
3515 (gPlayers[k] = gPlayer2) then
3516 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3517 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3518 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3519 end;
3520 end
3521 else if (gGameSettings.GameMode = GM_TDM) then
3522 begin
3523 if (ab = 0) and (ar <> 0) then
3524 begin
3525 // blu team ded
3526 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3527 if Netsrv then
3528 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3529 Inc(gTeamStat[TEAM_RED].Goals);
3530 gLMSRespawn := LMS_RESPAWN_FINAL;
3531 gLMSRespawnTime := gTime + 5000;
3532 end
3533 else if (ar = 0) and (ab <> 0) then
3534 begin
3535 // red team ded
3536 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3537 if Netsrv then
3538 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3539 Inc(gTeamStat[TEAM_BLUE].Goals);
3540 gLMSRespawn := LMS_RESPAWN_FINAL;
3541 gLMSRespawnTime := gTime + 5000;
3542 end
3543 else if (ar = 0) and (ab = 0) then
3544 begin
3545 // everyone ded
3546 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3547 if Netsrv then
3548 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3549 gLMSRespawn := LMS_RESPAWN_FINAL;
3550 gLMSRespawnTime := gTime + 5000;
3551 end;
3552 end
3553 else if (gGameSettings.GameMode = GM_DM) then
3554 begin
3555 if (a = 1) then
3556 begin
3557 if gPlayers[k] <> nil then
3558 with gPlayers[k] do
3559 begin
3560 // survivor is the winner
3561 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3562 if Netsrv then
3563 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3564 Inc(FFrags);
3565 end;
3566 gLMSRespawn := LMS_RESPAWN_FINAL;
3567 gLMSRespawnTime := gTime + 5000;
3568 end
3569 else if (a = 0) then
3570 begin
3571 // everyone is dead, restart the map
3572 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3573 if Netsrv then
3574 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3575 gLMSRespawn := LMS_RESPAWN_FINAL;
3576 gLMSRespawnTime := gTime + 5000;
3577 end;
3578 end;
3579 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3580 begin
3581 if NetMode = NET_SERVER then
3582 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3583 else
3584 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3585 end;
3586 end;
3588 if Netsrv then
3589 begin
3590 MH_SEND_PlayerStats(FUID);
3591 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3592 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3593 end;
3595 if srv and FNoRespawn then Spectate(True);
3596 FWantsInGame := True;
3597 end;
3599 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3600 begin
3601 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3602 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3603 end;
3605 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3606 begin
3607 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3608 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3609 end;
3611 procedure TPlayer.MakeBloodSimple(Count: Word);
3612 begin
3613 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3614 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3615 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3616 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3617 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3618 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3619 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3620 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3621 end;
3623 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3624 begin
3625 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3626 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3627 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3628 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3629 end;
3631 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3632 begin
3633 //if g_Game_IsClient then Exit;
3634 if Weapon > High(FWeapon) then Exit;
3635 FNextWeap := FNextWeap or (1 shl Weapon);
3636 end;
3638 procedure TPlayer.resetWeaponQueue ();
3639 begin
3640 FNextWeap := 0;
3641 FNextWeapDelay := 0;
3642 end;
3644 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3645 begin
3646 result := false;
3647 case weapon of
3648 WEAPON_KASTET, WEAPON_SAW: result := true;
3649 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3650 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3651 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3652 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3653 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3654 else result := (weapon < length(FWeapon));
3655 end;
3656 end;
3658 // return 255 for "no switch"
3659 function TPlayer.getNextWeaponIndex (): Byte;
3660 var
3661 i: Word;
3662 wantThisWeapon: array[0..64] of Boolean;
3663 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3664 wwc: Integer;
3665 f, dir, cwi, rwidx, curlidx: Integer;
3667 function real2log (ridx: Integer): Integer;
3668 var
3669 f: Integer;
3670 begin
3671 if (ridx >= 0) then
3672 begin
3673 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3674 end;
3675 result := -1;
3676 end;
3678 begin
3679 result := 255; // default result: "no switch"
3681 // had weapon cycling on previous frame? remove that flag
3682 if (FNextWeap and $2000) <> 0 then
3683 begin
3684 FNextWeap := FNextWeap and $1FFF;
3685 FNextWeapDelay := 0;
3686 end;
3688 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3690 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3691 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3692 // priorities:
3693 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3694 weaponOrder[0] := WEAPON_SUPERPULEMET;
3695 weaponOrder[1] := WEAPON_BFG;
3696 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3697 weaponOrder[3] := WEAPON_PLASMA;
3698 weaponOrder[4] := WEAPON_FLAMETHROWER;
3699 weaponOrder[5] := WEAPON_SHOTGUN2;
3700 weaponOrder[6] := WEAPON_CHAINGUN;
3701 weaponOrder[7] := WEAPON_SHOTGUN1;
3702 weaponOrder[8] := WEAPON_PISTOL;
3703 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3704 weaponOrder[10] := WEAPON_SAW;
3705 weaponOrder[11] := WEAPON_KASTET; // normal fist
3707 for f := 0 to High(weaponOrder) do
3708 begin
3709 if (weaponOrder[f] = WEAPON_KASTET) then
3710 begin
3711 // normal fist: remove if we have a berserk pack
3712 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3713 end
3714 else
3715 if (weaponOrder[f] = WEAPON_KASTET+666) then
3716 begin
3717 // berserk fist: remove if we don't have a berserk pack
3718 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3719 end;
3720 end;
3722 (*
3723 WEAPON_KASTET = 0;
3724 WEAPON_SAW = 1;
3725 WEAPON_PISTOL = 2;
3726 WEAPON_SHOTGUN1 = 3;
3727 WEAPON_SHOTGUN2 = 4;
3728 WEAPON_CHAINGUN = 5;
3729 WEAPON_ROCKETLAUNCHER = 6;
3730 WEAPON_PLASMA = 7;
3731 WEAPON_BFG = 8;
3732 WEAPON_SUPERPULEMET = 9;
3733 WEAPON_FLAMETHROWER = 10;
3734 *)
3737 if (FNextWeap <> 0) or (FNextWeapDelay <> 0) then
3738 begin
3739 e_WriteLog(Format('!!! FNextWeap=%04x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3740 end;
3743 // cycling has priority
3744 if (FNextWeap and $C000) <> 0 then
3745 begin
3746 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3747 FNextWeap := FNextWeap or $2000; // we need this
3748 if FNextWeapDelay > 0 then exit; // cooldown time
3749 //cwi := real2log(FCurrWeap);
3750 //if (cwi < 0) then cwi := 0;
3751 cwi := FCurrWeap;
3752 for i := 0 to High(FWeapon) do
3753 begin
3754 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3755 //rwidx := weaponOrder[cwi];
3756 rwidx := cwi; // sorry
3757 if (rwidx < 0) then continue;
3758 if FWeapon[rwidx] then
3759 begin
3760 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3761 result := Byte(rwidx);
3762 //FNextWeapDelay := 10; //k8: not needed anymore
3763 exit;
3764 end;
3765 end;
3766 resetWeaponQueue();
3767 exit;
3768 end;
3770 // no cycling
3771 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3772 wwc := 0;
3774 curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3776 for i := 0 to High(FWeapon) do
3777 begin
3778 if (FNextWeap and (1 shl i)) <> 0 then
3779 begin
3780 cwi := real2log(i);
3781 if (cwi >= 0) then
3782 begin
3783 wantThisWeapon[cwi] := true;
3784 Inc(wwc);
3785 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3786 if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
3787 end;
3788 end;
3789 end;
3791 // slow down alterations a little
3792 if (wwc > 1) then
3793 begin
3794 // more than one weapon requested, assume "alteration", and check alteration delay
3795 if FNextWeapDelay > 0 then
3796 begin
3797 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3798 FNextWeap := 0;
3799 exit;
3800 end; // yeah
3801 end;
3803 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3804 // but clear all counters if no weapon should be switched
3805 if (wwc < 1) then
3806 begin
3807 resetWeaponQueue();
3808 exit;
3809 end;
3811 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3813 // find next weapon to switch onto
3814 cwi := curlidx;
3815 for i := 0 to High(weaponOrder) do
3816 begin
3817 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3818 if (cwi = curlidx) then continue; // skip current weapon
3819 if not wantThisWeapon[cwi] then continue;
3820 rwidx := weaponOrder[cwi];
3821 if (rwidx < 0) then continue;
3822 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3823 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3824 begin
3825 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3826 // i found her!
3827 result := Byte(rwidx);
3828 resetWeaponQueue();
3829 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3830 exit;
3831 end;
3832 end;
3834 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3835 resetWeaponQueue();
3836 end;
3838 procedure TPlayer.RealizeCurrentWeapon();
3839 function switchAllowed (): Boolean;
3840 var
3841 i: Byte;
3842 begin
3843 result := false;
3844 if FBFGFireCounter <> -1 then
3845 exit;
3846 if FTime[T_SWITCH] > gTime then
3847 exit;
3848 for i := WP_FIRST to WP_LAST do
3849 if FReloading[i] > 0 then
3850 exit;
3851 result := true;
3852 end;
3854 var
3855 nw: Byte;
3856 begin
3857 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3858 //FNextWeap := FNextWeap and $1FFF;
3859 //HACK: alteration delay will be reset when player released any weapon switch key
3860 FNextWeapDelay := 0; //k8: just in case
3861 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3863 if not switchAllowed then
3864 begin
3865 //writeln('WEAPON SWITCHING IS NOT ALLOWED! FBFGFireCounter=', FBFGFireCounter, '; gTime=', gTime, '; FTime[T_SWITCH]=', FTime[T_SWITCH]);
3866 //HACK for weapon cycling
3867 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3868 exit;
3869 end;
3871 nw := getNextWeaponIndex();
3872 if nw = 255 then exit; // don't reset anything here
3873 if nw > High(FWeapon) then
3874 begin
3875 // don't forget to reset queue here!
3876 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3877 resetWeaponQueue();
3878 exit;
3879 end;
3881 if FWeapon[nw] then
3882 begin
3883 //k8: emulate this on client immediately, or wait for server confirmation?
3884 Inc(FNetWeapCtr);
3885 FCurrWeap := nw;
3886 if (nw = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3887 FModel.SetWeapon(nw);
3888 FTime[T_SWITCH] := gTime+156;
3889 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3890 end;
3891 end;
3893 procedure TPlayer.NextWeapon();
3894 begin
3895 //if g_Game_IsClient then Exit;
3896 FNextWeap := $8000;
3897 end;
3899 procedure TPlayer.PrevWeapon();
3900 begin
3901 //if g_Game_IsClient then Exit;
3902 FNextWeap := $4000;
3903 end;
3905 // used exclusively by network layer
3906 procedure TPlayer.SetWeaponHost(W: Byte);
3907 begin
3908 if (W > High(FWeapon)) then exit;
3909 if (not FWeapon[W]) then exit; // server is authority!
3911 if FCurrWeap <> W then
3912 begin
3913 if (W = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3914 end;
3916 FCurrWeap := W;
3917 FModel.SetWeapon(W);
3918 //if g_Game_IsClient then resetWeaponQueue();
3919 end;
3921 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3923 function allowBerserkSwitching (): Boolean;
3924 begin
3925 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3926 result := true;
3927 if gBerserkAutoswitch then exit;
3928 if not conIsCheatsEnabled then exit;
3929 result := false;
3930 end;
3932 var
3933 a: Boolean;
3934 begin
3935 Result := False;
3936 if g_Game_IsClient then Exit;
3938 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3939 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3940 remove := not a;
3942 case ItemType of
3943 ITEM_MEDKIT_SMALL:
3944 if FHealth < PLAYER_HP_SOFT then
3945 begin
3946 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3947 Result := True;
3948 remove := True;
3949 FFireTime := 0;
3950 if gFlash = 2 then Inc(FPickup, 5);
3951 end;
3953 ITEM_MEDKIT_LARGE:
3954 if FHealth < PLAYER_HP_SOFT then
3955 begin
3956 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3957 Result := True;
3958 remove := True;
3959 FFireTime := 0;
3960 if gFlash = 2 then Inc(FPickup, 5);
3961 end;
3963 ITEM_ARMOR_GREEN:
3964 if FArmor < PLAYER_AP_SOFT then
3965 begin
3966 FArmor := PLAYER_AP_SOFT;
3967 Result := True;
3968 remove := True;
3969 if gFlash = 2 then Inc(FPickup, 5);
3970 end;
3972 ITEM_ARMOR_BLUE:
3973 if FArmor < PLAYER_AP_LIMIT then
3974 begin
3975 FArmor := PLAYER_AP_LIMIT;
3976 Result := True;
3977 remove := True;
3978 if gFlash = 2 then Inc(FPickup, 5);
3979 end;
3981 ITEM_SPHERE_BLUE:
3982 if FHealth < PLAYER_HP_LIMIT then
3983 begin
3984 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3985 Result := True;
3986 remove := True;
3987 FFireTime := 0;
3988 if gFlash = 2 then Inc(FPickup, 5);
3989 end;
3991 ITEM_SPHERE_WHITE:
3992 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3993 begin
3994 if FHealth < PLAYER_HP_LIMIT then
3995 FHealth := PLAYER_HP_LIMIT;
3996 if FArmor < PLAYER_AP_LIMIT then
3997 FArmor := PLAYER_AP_LIMIT;
3998 Result := True;
3999 remove := True;
4000 FFireTime := 0;
4001 if gFlash = 2 then Inc(FPickup, 5);
4002 end;
4004 ITEM_WEAPON_SAW:
4005 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
4006 begin
4007 FWeapon[WEAPON_SAW] := True;
4008 Result := True;
4009 if gFlash = 2 then Inc(FPickup, 5);
4010 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4011 end;
4013 ITEM_WEAPON_SHOTGUN1:
4014 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
4015 begin
4016 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4017 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4019 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4020 FWeapon[WEAPON_SHOTGUN1] := True;
4021 Result := True;
4022 if gFlash = 2 then Inc(FPickup, 5);
4023 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4024 end;
4026 ITEM_WEAPON_SHOTGUN2:
4027 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4028 begin
4029 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4031 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4032 FWeapon[WEAPON_SHOTGUN2] := True;
4033 Result := True;
4034 if gFlash = 2 then Inc(FPickup, 5);
4035 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4036 end;
4038 ITEM_WEAPON_CHAINGUN:
4039 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4040 begin
4041 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4043 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4044 FWeapon[WEAPON_CHAINGUN] := True;
4045 Result := True;
4046 if gFlash = 2 then Inc(FPickup, 5);
4047 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4048 end;
4050 ITEM_WEAPON_ROCKETLAUNCHER:
4051 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4052 begin
4053 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4055 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4056 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4057 Result := True;
4058 if gFlash = 2 then Inc(FPickup, 5);
4059 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4060 end;
4062 ITEM_WEAPON_PLASMA:
4063 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4064 begin
4065 if a and FWeapon[WEAPON_PLASMA] then Exit;
4067 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4068 FWeapon[WEAPON_PLASMA] := True;
4069 Result := True;
4070 if gFlash = 2 then Inc(FPickup, 5);
4071 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4072 end;
4074 ITEM_WEAPON_BFG:
4075 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4076 begin
4077 if a and FWeapon[WEAPON_BFG] then Exit;
4079 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4080 FWeapon[WEAPON_BFG] := True;
4081 Result := True;
4082 if gFlash = 2 then Inc(FPickup, 5);
4083 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4084 end;
4086 ITEM_WEAPON_SUPERPULEMET:
4087 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4088 begin
4089 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4091 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4092 FWeapon[WEAPON_SUPERPULEMET] := True;
4093 Result := True;
4094 if gFlash = 2 then Inc(FPickup, 5);
4095 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4096 end;
4098 ITEM_WEAPON_FLAMETHROWER:
4099 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4100 begin
4101 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4103 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4104 FWeapon[WEAPON_FLAMETHROWER] := True;
4105 Result := True;
4106 if gFlash = 2 then Inc(FPickup, 5);
4107 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4108 end;
4110 ITEM_AMMO_BULLETS:
4111 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4112 begin
4113 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4114 Result := True;
4115 remove := True;
4116 if gFlash = 2 then Inc(FPickup, 5);
4117 end;
4119 ITEM_AMMO_BULLETS_BOX:
4120 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4121 begin
4122 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4123 Result := True;
4124 remove := True;
4125 if gFlash = 2 then Inc(FPickup, 5);
4126 end;
4128 ITEM_AMMO_SHELLS:
4129 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4130 begin
4131 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4132 Result := True;
4133 remove := True;
4134 if gFlash = 2 then Inc(FPickup, 5);
4135 end;
4137 ITEM_AMMO_SHELLS_BOX:
4138 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4139 begin
4140 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4141 Result := True;
4142 remove := True;
4143 if gFlash = 2 then Inc(FPickup, 5);
4144 end;
4146 ITEM_AMMO_ROCKET:
4147 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4148 begin
4149 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4150 Result := True;
4151 remove := True;
4152 if gFlash = 2 then Inc(FPickup, 5);
4153 end;
4155 ITEM_AMMO_ROCKET_BOX:
4156 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4157 begin
4158 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4159 Result := True;
4160 remove := True;
4161 if gFlash = 2 then Inc(FPickup, 5);
4162 end;
4164 ITEM_AMMO_CELL:
4165 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4166 begin
4167 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4168 Result := True;
4169 remove := True;
4170 if gFlash = 2 then Inc(FPickup, 5);
4171 end;
4173 ITEM_AMMO_CELL_BIG:
4174 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4175 begin
4176 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4177 Result := True;
4178 remove := True;
4179 if gFlash = 2 then Inc(FPickup, 5);
4180 end;
4182 ITEM_AMMO_FUELCAN:
4183 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4184 begin
4185 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4186 Result := True;
4187 remove := True;
4188 if gFlash = 2 then Inc(FPickup, 5);
4189 end;
4191 ITEM_AMMO_BACKPACK:
4192 if not(R_ITEM_BACKPACK in FRulez) or
4193 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4194 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4195 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4196 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4197 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4198 begin
4199 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4200 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4201 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4202 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4203 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4205 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4206 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4207 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4208 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4209 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4210 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4211 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4212 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4214 FRulez := FRulez + [R_ITEM_BACKPACK];
4215 Result := True;
4216 remove := True;
4217 if gFlash = 2 then Inc(FPickup, 5);
4218 end;
4220 ITEM_KEY_RED:
4221 if not(R_KEY_RED in FRulez) then
4222 begin
4223 Include(FRulez, R_KEY_RED);
4224 Result := True;
4225 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4226 if gFlash = 2 then Inc(FPickup, 5);
4227 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4228 end;
4230 ITEM_KEY_GREEN:
4231 if not(R_KEY_GREEN in FRulez) then
4232 begin
4233 Include(FRulez, R_KEY_GREEN);
4234 Result := True;
4235 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4236 if gFlash = 2 then Inc(FPickup, 5);
4237 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4238 end;
4240 ITEM_KEY_BLUE:
4241 if not(R_KEY_BLUE in FRulez) then
4242 begin
4243 Include(FRulez, R_KEY_BLUE);
4244 Result := True;
4245 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4246 if gFlash = 2 then Inc(FPickup, 5);
4247 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4248 end;
4250 ITEM_SUIT:
4251 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4252 begin
4253 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4254 Result := True;
4255 remove := True;
4256 FFireTime := 0;
4257 if gFlash = 2 then Inc(FPickup, 5);
4258 end;
4260 ITEM_OXYGEN:
4261 if FAir < AIR_MAX then
4262 begin
4263 FAir := AIR_MAX;
4264 Result := True;
4265 remove := True;
4266 if gFlash = 2 then Inc(FPickup, 5);
4267 end;
4269 ITEM_MEDKIT_BLACK:
4270 begin
4271 if not (R_BERSERK in FRulez) then
4272 begin
4273 Include(FRulez, R_BERSERK);
4274 if allowBerserkSwitching then
4275 begin
4276 CurrWeap := WEAPON_KASTET;
4277 resetWeaponQueue();
4278 FModel.SetWeapon(WEAPON_KASTET);
4279 end;
4280 if gFlash <> 0 then
4281 begin
4282 Inc(FPain, 100);
4283 if gFlash = 2 then Inc(FPickup, 5);
4284 end;
4285 FBerserk := gTime+30000;
4286 Result := True;
4287 remove := True;
4288 FFireTime := 0;
4289 //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
4290 end;
4291 if FHealth < PLAYER_HP_SOFT then
4292 begin
4293 FHealth := PLAYER_HP_SOFT;
4294 FBerserk := gTime+30000;
4295 Result := True;
4296 remove := True;
4297 FFireTime := 0;
4298 end;
4299 end;
4301 ITEM_INVUL:
4302 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4303 begin
4304 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4305 Result := True;
4306 remove := True;
4307 if gFlash = 2 then Inc(FPickup, 5);
4308 end;
4310 ITEM_BOTTLE:
4311 if FHealth < PLAYER_HP_LIMIT then
4312 begin
4313 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4314 Result := True;
4315 remove := True;
4316 FFireTime := 0;
4317 if gFlash = 2 then Inc(FPickup, 5);
4318 end;
4320 ITEM_HELMET:
4321 if FArmor < PLAYER_AP_LIMIT then
4322 begin
4323 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4324 Result := True;
4325 remove := True;
4326 if gFlash = 2 then Inc(FPickup, 5);
4327 end;
4329 ITEM_JETPACK:
4330 if FJetFuel < JET_MAX then
4331 begin
4332 FJetFuel := JET_MAX;
4333 Result := True;
4334 remove := True;
4335 if gFlash = 2 then Inc(FPickup, 5);
4336 end;
4338 ITEM_INVIS:
4339 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4340 begin
4341 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4342 Result := True;
4343 remove := True;
4344 if gFlash = 2 then Inc(FPickup, 5);
4345 end;
4346 end;
4347 end;
4349 procedure TPlayer.Touch();
4350 begin
4351 if not FAlive then
4352 Exit;
4353 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4354 if FIamBot then
4355 begin
4356 // Áðîñèòü ôëàã òîâàðèùó:
4357 if gGameSettings.GameMode = GM_CTF then
4358 DropFlag();
4359 end;
4360 end;
4362 procedure TPlayer.Push(vx, vy: Integer);
4363 begin
4364 if (not FPhysics) and FGhost then
4365 Exit;
4366 FObj.Accel.X := FObj.Accel.X + vx;
4367 FObj.Accel.Y := FObj.Accel.Y + vy;
4368 if g_Game_IsNet and g_Game_IsServer then
4369 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4370 end;
4372 procedure TPlayer.Reset(Force: Boolean);
4373 var
4374 i: Integer;
4375 begin
4376 if Force then
4377 FAlive := False;
4379 FSpawned := False;
4380 FTime[T_RESPAWN] := 0;
4381 FTime[T_FLAGCAP] := 0;
4382 FGodMode := False;
4383 FNoTarget := False;
4384 FNoReload := False;
4385 FFrags := 0;
4386 FLastFrag := 0;
4387 FComboEvnt := -1;
4388 FKills := 0;
4389 FMonsterKills := 0;
4390 FDeath := 0;
4391 FSecrets := 0;
4392 if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2);
4393 resetWeaponQueue();
4394 if FNoRespawn then
4395 begin
4396 FSpectator := False;
4397 FGhost := False;
4398 FPhysics := True;
4399 FSpectatePlayer := -1;
4400 FNoRespawn := False;
4401 end;
4402 FLives := gGameSettings.MaxLives;
4404 FBFGFireCounter := -1;
4405 FTime[T_SWITCH] := 0;
4406 for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
4408 SetFlag(FLAG_NONE);
4409 end;
4411 procedure TPlayer.SoftReset();
4412 var
4413 i: Integer;
4414 begin
4415 ReleaseKeys();
4417 FDamageBuffer := 0;
4418 FIncCam := 0;
4419 FBFGFireCounter := -1;
4420 FShellTimer := -1;
4421 FPain := 0;
4422 FLastHit := 0;
4423 FLastFrag := 0;
4424 FComboEvnt := -1;
4425 if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2);
4426 resetWeaponQueue();
4428 FBFGFireCounter := -1;
4429 FTime[T_SWITCH] := 0;
4430 for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
4432 SetFlag(FLAG_NONE);
4433 SetAction(A_STAND, True);
4434 end;
4436 function TPlayer.GetRespawnPoint(): Byte;
4437 var
4438 c: Byte;
4439 begin
4440 Result := 255;
4441 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4443 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4444 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4445 begin
4446 if (Self = gPlayer1) or (Self = gPlayer2) then
4447 begin
4448 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4449 if Self = gPlayer1 then
4450 c := RESPAWNPOINT_PLAYER1
4451 else
4452 c := RESPAWNPOINT_PLAYER2;
4453 if g_Map_GetPointCount(c) > 0 then
4454 begin
4455 Result := c;
4456 Exit;
4457 end;
4459 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4460 if Self = gPlayer1 then
4461 c := RESPAWNPOINT_PLAYER2
4462 else
4463 c := RESPAWNPOINT_PLAYER1;
4464 if g_Map_GetPointCount(c) > 0 then
4465 begin
4466 Result := c;
4467 Exit;
4468 end;
4469 end else
4470 begin
4471 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4472 if Random(2) = 0 then
4473 c := RESPAWNPOINT_PLAYER1
4474 else
4475 c := RESPAWNPOINT_PLAYER2;
4476 if g_Map_GetPointCount(c) > 0 then
4477 begin
4478 Result := c;
4479 Exit;
4480 end;
4481 end;
4483 // Òî÷êà ëþáîé èç êîìàíä
4484 if Random(2) = 0 then
4485 c := RESPAWNPOINT_RED
4486 else
4487 c := RESPAWNPOINT_BLUE;
4488 if g_Map_GetPointCount(c) > 0 then
4489 begin
4490 Result := c;
4491 Exit;
4492 end;
4494 // Òî÷êà DM
4495 c := RESPAWNPOINT_DM;
4496 if g_Map_GetPointCount(c) > 0 then
4497 begin
4498 Result := c;
4499 Exit;
4500 end;
4501 end;
4503 // Ìÿñîïîâàë
4504 if gGameSettings.GameMode = GM_DM then
4505 begin
4506 // Òî÷êà DM
4507 c := RESPAWNPOINT_DM;
4508 if g_Map_GetPointCount(c) > 0 then
4509 begin
4510 Result := c;
4511 Exit;
4512 end;
4514 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4515 if Random(2) = 0 then
4516 c := RESPAWNPOINT_PLAYER1
4517 else
4518 c := RESPAWNPOINT_PLAYER2;
4519 if g_Map_GetPointCount(c) > 0 then
4520 begin
4521 Result := c;
4522 Exit;
4523 end;
4525 // Òî÷êà ëþáîé èç êîìàíä
4526 if Random(2) = 0 then
4527 c := RESPAWNPOINT_RED
4528 else
4529 c := RESPAWNPOINT_BLUE;
4530 if g_Map_GetPointCount(c) > 0 then
4531 begin
4532 Result := c;
4533 Exit;
4534 end;
4535 end;
4537 // Êîìàíäíûå
4538 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4539 begin
4540 // Òî÷êà ñâîåé êîìàíäû
4541 c := RESPAWNPOINT_DM;
4542 if FTeam = TEAM_RED then
4543 c := RESPAWNPOINT_RED;
4544 if FTeam = TEAM_BLUE then
4545 c := RESPAWNPOINT_BLUE;
4546 if g_Map_GetPointCount(c) > 0 then
4547 begin
4548 Result := c;
4549 Exit;
4550 end;
4552 // Òî÷êà DM
4553 c := RESPAWNPOINT_DM;
4554 if g_Map_GetPointCount(c) > 0 then
4555 begin
4556 Result := c;
4557 Exit;
4558 end;
4560 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4561 if Random(2) = 0 then
4562 c := RESPAWNPOINT_PLAYER1
4563 else
4564 c := RESPAWNPOINT_PLAYER2;
4565 if g_Map_GetPointCount(c) > 0 then
4566 begin
4567 Result := c;
4568 Exit;
4569 end;
4571 // Òî÷êà äðóãîé êîìàíäû
4572 c := RESPAWNPOINT_DM;
4573 if FTeam = TEAM_RED then
4574 c := RESPAWNPOINT_BLUE;
4575 if FTeam = TEAM_BLUE then
4576 c := RESPAWNPOINT_RED;
4577 if g_Map_GetPointCount(c) > 0 then
4578 begin
4579 Result := c;
4580 Exit;
4581 end;
4582 end;
4583 end;
4585 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4586 var
4587 RespawnPoint: TRespawnPoint;
4588 a, b, c: Byte;
4589 Anim: TAnimation;
4590 ID: DWORD;
4591 i: Integer;
4592 begin
4593 FIncCam := 0;
4594 FBFGFireCounter := -1;
4595 FShellTimer := -1;
4596 FPain := 0;
4597 FLastHit := 0;
4598 if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2);
4599 resetWeaponQueue();
4601 FBFGFireCounter := -1;
4602 FTime[T_SWITCH] := 0;
4603 for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
4605 if not g_Game_IsServer then
4606 Exit;
4607 if FDummy then
4608 Exit;
4609 FWantsInGame := True;
4610 FJustTeleported := True;
4611 if Force then
4612 begin
4613 FTime[T_RESPAWN] := 0;
4614 FAlive := False;
4615 end;
4616 FNetTime := 0;
4617 // if server changes MaxLives we gotta be ready
4618 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4620 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4621 if FTime[T_RESPAWN] > gTime then
4622 Exit;
4624 // Ïðîñðàë âñå æèçíè:
4625 if FNoRespawn then
4626 begin
4627 if not FSpectator then Spectate(True);
4628 FWantsInGame := True;
4629 Exit;
4630 end;
4632 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4633 begin // "Ñâîÿ èãðà"
4634 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4635 FRulez := FRulez-[R_BERSERK];
4636 end
4637 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4638 begin
4639 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4640 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4641 end;
4643 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4644 c := GetRespawnPoint();
4646 ReleaseKeys();
4647 SetFlag(FLAG_NONE);
4649 // Âîñêðåøåíèå áåç îðóæèÿ:
4650 if not FAlive then
4651 begin
4652 FHealth := PLAYER_HP_SOFT;
4653 FArmor := 0;
4654 FAlive := True;
4655 FAir := AIR_DEF;
4656 FJetFuel := 0;
4658 for a := WP_FIRST to WP_LAST do
4659 begin
4660 FWeapon[a] := False;
4661 FReloading[a] := 0;
4662 end;
4664 FWeapon[WEAPON_PISTOL] := True;
4665 FWeapon[WEAPON_KASTET] := True;
4666 CurrWeap := WEAPON_PISTOL;
4667 if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2);
4668 resetWeaponQueue();
4670 for b := A_BULLETS to A_HIGH do
4671 FAmmo[b] := 0;
4673 FAmmo[A_BULLETS] := 50;
4675 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4676 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4677 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4678 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4679 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4681 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4682 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4683 else
4684 FRulez := [];
4685 end;
4687 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4688 if not g_Map_GetPoint(c, RespawnPoint) then
4689 begin
4690 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4691 Exit;
4692 end;
4694 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4695 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4696 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4697 FObj.Vel.X := 0;
4698 FObj.Vel.Y := 0;
4699 FObj.Accel.X := 0;
4700 FObj.Accel.Y := 0;
4702 FDirection := RespawnPoint.Direction;
4703 if FDirection = TDirection.D_LEFT then
4704 FAngle := 180
4705 else
4706 FAngle := 0;
4708 SetAction(A_STAND, True);
4709 FModel.Direction := FDirection;
4711 for a := Low(FTime) to High(FTime) do
4712 FTime[a] := 0;
4714 for a := Low(FMegaRulez) to High(FMegaRulez) do
4715 FMegaRulez[a] := 0;
4717 FDamageBuffer := 0;
4718 FJetpack := False;
4719 FCanJetpack := False;
4720 FFireTime := 0;
4721 FFirePainTime := 0;
4722 FFireAttacker := 0;
4724 // Àíèìàöèÿ âîçðîæäåíèÿ:
4725 if (not gLoadGameMode) and (not Silent) then
4726 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4727 begin
4728 Anim := TAnimation.Create(ID, False, 3);
4729 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4730 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4731 Anim.Free();
4732 end;
4734 FSpectator := False;
4735 FGhost := False;
4736 FPhysics := True;
4737 FSpectatePlayer := -1;
4738 FSpawned := True;
4740 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4741 gPlayer1 := self;
4742 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4743 gPlayer2 := self;
4745 if g_Game_IsNet then
4746 begin
4747 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4748 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4749 if not Silent then
4750 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4751 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4752 0, NET_GFX_TELE);
4753 end;
4754 end;
4756 procedure TPlayer.Spectate(NoMove: Boolean = False);
4757 begin
4758 if FAlive then
4759 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4760 else if (not NoMove) then
4761 begin
4762 GameX := gMapInfo.Width div 2;
4763 GameY := gMapInfo.Height div 2;
4764 end;
4765 FXTo := GameX;
4766 FYTo := GameY;
4768 FAlive := False;
4769 FSpectator := True;
4770 FGhost := True;
4771 FPhysics := False;
4772 FWantsInGame := False;
4773 FSpawned := False;
4775 if FNoRespawn then
4776 begin
4777 if Self = gPlayer1 then
4778 begin
4779 gLMSPID1 := FUID;
4780 gPlayer1 := nil;
4781 end;
4782 if Self = gPlayer2 then
4783 begin
4784 gLMSPID2 := FUID;
4785 gPlayer2 := nil;
4786 end;
4787 end;
4789 if g_Game_IsNet then
4790 MH_SEND_PlayerStats(FUID);
4791 end;
4793 procedure TPlayer.SwitchNoClip;
4794 begin
4795 if not FAlive then
4796 Exit;
4797 FGhost := not FGhost;
4798 FPhysics := not FGhost;
4799 if FGhost then
4800 begin
4801 FXTo := FObj.X;
4802 FYTo := FObj.Y;
4803 end else
4804 begin
4805 FObj.Accel.X := 0;
4806 FObj.Accel.Y := 0;
4807 end;
4808 end;
4810 procedure TPlayer.Run(Direction: TDirection);
4811 var
4812 a, b: Integer;
4813 begin
4814 if MAX_RUNVEL > 8 then
4815 FlySmoke();
4817 // Áåæèì:
4818 if Direction = TDirection.D_LEFT then
4819 begin
4820 if FObj.Vel.X > -MAX_RUNVEL then
4821 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4822 end
4823 else
4824 if FObj.Vel.X < MAX_RUNVEL then
4825 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4827 // Âîçìîæíî, ïèíàåì êóñêè:
4828 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4829 begin
4830 b := Abs(FObj.Vel.X);
4831 if b > 1 then b := b * (Random(8 div b) + 1);
4832 for a := 0 to High(gGibs) do
4833 begin
4834 if gGibs[a].alive and
4835 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4836 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4837 begin
4838 // Ïèíàåì êóñêè
4839 if FObj.Vel.X < 0 then
4840 begin
4841 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4842 end
4843 else
4844 begin
4845 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4846 end;
4847 gGibs[a].positionChanged(); // this updates spatial accelerators
4848 end;
4849 end;
4850 end;
4852 SetAction(A_WALK);
4853 end;
4855 procedure TPlayer.SeeDown();
4856 begin
4857 SetAction(A_SEEDOWN);
4859 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4861 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4862 end;
4864 procedure TPlayer.SeeUp();
4865 begin
4866 SetAction(A_SEEUP);
4868 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4870 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4871 end;
4873 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4874 var
4875 Prior: Byte;
4876 begin
4877 case Action of
4878 A_WALK: Prior := 3;
4879 A_DIE1: Prior := 5;
4880 A_DIE2: Prior := 5;
4881 A_ATTACK: Prior := 2;
4882 A_SEEUP: Prior := 1;
4883 A_SEEDOWN: Prior := 1;
4884 A_ATTACKUP: Prior := 2;
4885 A_ATTACKDOWN: Prior := 2;
4886 A_PAIN: Prior := 4;
4887 else Prior := 0;
4888 end;
4890 if (Prior > FActionPrior) or Force then
4891 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4892 begin
4893 FActionPrior := Prior;
4894 FActionAnim := Action;
4895 FActionForce := Force;
4896 FActionChanged := True;
4897 end;
4899 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4900 end;
4902 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4903 begin
4904 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4905 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4906 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4907 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4908 end;
4910 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4911 var
4912 Anim: TAnimation;
4913 ID: DWORD;
4914 begin
4915 Result := False;
4917 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4918 begin
4919 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4920 if g_Game_IsServer and g_Game_IsNet then
4921 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4922 Exit;
4923 end;
4925 FJustTeleported := True;
4927 Anim := nil;
4928 if not silent then
4929 begin
4930 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4931 begin
4932 Anim := TAnimation.Create(ID, False, 3);
4933 end;
4935 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4936 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4937 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4938 if g_Game_IsServer and g_Game_IsNet then
4939 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4940 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4941 NET_GFX_TELE);
4942 end;
4944 FObj.X := X-PLAYER_RECT.X;
4945 FObj.Y := Y-PLAYER_RECT.Y;
4946 if FAlive and FGhost then
4947 begin
4948 FXTo := FObj.X;
4949 FYTo := FObj.Y;
4950 end;
4952 if not g_Game_IsNet then
4953 begin
4954 if dir = 1 then
4955 begin
4956 SetDirection(TDirection.D_LEFT);
4957 FAngle := 180;
4958 end
4959 else
4960 if dir = 2 then
4961 begin
4962 SetDirection(TDirection.D_RIGHT);
4963 FAngle := 0;
4964 end
4965 else
4966 if dir = 3 then
4967 begin // îáðàòíîå
4968 if FDirection = TDirection.D_RIGHT then
4969 begin
4970 SetDirection(TDirection.D_LEFT);
4971 FAngle := 180;
4972 end
4973 else
4974 begin
4975 SetDirection(TDirection.D_RIGHT);
4976 FAngle := 0;
4977 end;
4978 end;
4979 end;
4981 if not silent and (Anim <> nil) then
4982 begin
4983 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4984 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4985 Anim.Free();
4987 if g_Game_IsServer and g_Game_IsNet then
4988 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4989 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4990 NET_GFX_TELE);
4991 end;
4993 Result := True;
4994 end;
4996 function nonz(a: Single): Single;
4997 begin
4998 if a <> 0 then
4999 Result := a
5000 else
5001 Result := 1;
5002 end;
5004 function TPlayer.followCorpse(): Boolean;
5005 var
5006 i: Integer;
5007 begin
5008 Result := False;
5009 if FAlive or FSpectator then
5010 Exit;
5011 if (gCorpses = nil) or (Length(gCorpses) = 0) then
5012 Exit;
5013 for i := 0 to High(gCorpses) do
5014 if gCorpses[i] <> nil then
5015 if gCorpses[i].FPlayerUID = FUID then
5016 begin
5017 Result := True;
5018 FObj.X := gCorpses[i].FObj.X;
5019 FObj.Y := gCorpses[i].FObj.Y;
5020 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
5021 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
5022 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
5023 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
5024 break;
5025 end;
5026 end;
5028 procedure TPlayer.Update();
5029 var
5030 b: Byte;
5031 i, ii, wx, wy, xd, yd, k: Integer;
5032 blockmon, headwater, dospawn: Boolean;
5033 NetServer: Boolean;
5034 AnyServer: Boolean;
5035 SetSpect: Boolean;
5036 begin
5037 NetServer := g_Game_IsNet and g_Game_IsServer;
5038 AnyServer := g_Game_IsServer;
5040 if g_Game_IsClient and (NetInterpLevel > 0) then
5041 DoLerp(NetInterpLevel + 1)
5042 else
5043 if FGhost then
5044 DoLerp(4);
5046 if NetServer then
5047 begin
5048 if FClientID >= 0 then
5049 begin
5050 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5051 if NetClients[FClientID].Peer^.packetsSent > 0 then
5052 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5053 else
5054 FLoss := 0;
5055 end else
5056 begin
5057 FPing := 0;
5058 FLoss := 0;
5059 end;
5060 end;
5062 if FAlive and (FPunchAnim <> nil) then
5063 FPunchAnim.Update();
5065 if FAlive and (gFly or FJetpack) then
5066 FlySmoke();
5068 if FDirection = TDirection.D_LEFT then
5069 FAngle := 180
5070 else
5071 FAngle := 0;
5073 if FAlive and (not FGhost) then
5074 begin
5075 if FKeys[KEY_UP].Pressed then
5076 SeeUp();
5077 if FKeys[KEY_DOWN].Pressed then
5078 SeeDown();
5079 end;
5081 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5082 (FIncCam <> 0) then
5083 begin
5084 i := g_basic.Sign(FIncCam);
5085 FIncCam := Abs(FIncCam);
5086 DecMin(FIncCam, 5, 0);
5087 FIncCam := FIncCam*i;
5088 end;
5090 // no need to do that each second frame, weapon queue will take care of it
5091 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed {and AnyServer} then NextWeapon();
5092 if FAlive and FKeys[KEY_PREVWEAPON].Pressed {and AnyServer} then PrevWeapon();
5094 if gTime mod (GAME_TICK*2) <> 0 then
5095 begin
5096 if (FObj.Vel.X = 0) and FAlive then
5097 begin
5098 if FKeys[KEY_LEFT].Pressed then
5099 Run(TDirection.D_LEFT);
5100 if FKeys[KEY_RIGHT].Pressed then
5101 Run(TDirection.D_RIGHT);
5102 end;
5104 if FPhysics then
5105 begin
5106 if not followCorpse() then
5107 g_Obj_Move(@FObj, True, True, True);
5108 positionChanged(); // this updates spatial accelerators
5109 end;
5111 Exit;
5112 end;
5114 FActionChanged := False;
5116 if FAlive then
5117 begin
5118 // Let alive player do some actions
5119 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5120 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5121 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5122 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5123 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5124 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5125 if FKeys[KEY_JUMP].Pressed then Jump()
5126 else
5127 begin
5128 if AnyServer and FJetpack then
5129 begin
5130 FJetpack := False;
5131 JetpackOff;
5132 if NetServer then MH_SEND_PlayerStats(FUID);
5133 end;
5134 FCanJetpack := True;
5135 end;
5136 end
5137 else // Dead
5138 begin
5139 dospawn := False;
5140 if not FGhost then
5141 for k := Low(FKeys) to KEY_CHAT-1 do
5142 begin
5143 if FKeys[k].Pressed then
5144 begin
5145 dospawn := True;
5146 break;
5147 end;
5148 end;
5149 if dospawn then
5150 begin
5151 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5152 Respawn(False)
5153 else // Single
5154 if (FTime[T_RESPAWN] <= gTime) and
5155 gGameOn and (not FAlive) then
5156 begin
5157 if (g_Player_GetCount() > 1) then
5158 Respawn(False)
5159 else
5160 begin
5161 gExit := EXIT_RESTART;
5162 Exit;
5163 end;
5164 end;
5165 end;
5166 // Dead spectator actions
5167 if FGhost then
5168 begin
5169 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5170 if FKeys[KEY_FIRE].Pressed and AnyServer then
5171 begin
5172 if FSpectator then
5173 begin
5174 if (FSpectatePlayer >= High(gPlayers)) then
5175 FSpectatePlayer := -1
5176 else
5177 begin
5178 SetSpect := False;
5179 for I := FSpectatePlayer + 1 to High(gPlayers) do
5180 if gPlayers[I] <> nil then
5181 if gPlayers[I].alive then
5182 if gPlayers[I].UID <> FUID then
5183 begin
5184 FSpectatePlayer := I;
5185 SetSpect := True;
5186 break;
5187 end;
5189 if not SetSpect then FSpectatePlayer := -1;
5190 end;
5192 ReleaseKeys;
5193 end;
5194 end;
5195 end;
5196 end;
5197 // No clipping
5198 if FGhost then
5199 begin
5200 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5201 begin
5202 FYTo := FObj.Y - 32;
5203 FSpectatePlayer := -1;
5204 end;
5205 if FKeys[KEY_DOWN].Pressed then
5206 begin
5207 FYTo := FObj.Y + 32;
5208 FSpectatePlayer := -1;
5209 end;
5210 if FKeys[KEY_LEFT].Pressed then
5211 begin
5212 FXTo := FObj.X - 32;
5213 FSpectatePlayer := -1;
5214 end;
5215 if FKeys[KEY_RIGHT].Pressed then
5216 begin
5217 FXTo := FObj.X + 32;
5218 FSpectatePlayer := -1;
5219 end;
5221 if (FXTo < -64) then
5222 FXTo := -64
5223 else if (FXTo > gMapInfo.Width + 32) then
5224 FXTo := gMapInfo.Width + 32;
5225 if (FYTo < -72) then
5226 FYTo := -72
5227 else if (FYTo > gMapInfo.Height + 32) then
5228 FYTo := gMapInfo.Height + 32;
5229 end;
5231 if FPhysics then
5232 begin
5233 if not followCorpse() then
5234 g_Obj_Move(@FObj, True, True, True);
5235 positionChanged(); // this updates spatial accelerators
5236 end
5237 else
5238 begin
5239 FObj.Vel.X := 0;
5240 FObj.Vel.Y := 0;
5241 if FSpectator then
5242 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5243 if gPlayers[FSpectatePlayer] <> nil then
5244 if gPlayers[FSpectatePlayer].alive then
5245 begin
5246 FXTo := gPlayers[FSpectatePlayer].GameX;
5247 FYTo := gPlayers[FSpectatePlayer].GameY;
5248 end;
5249 end;
5251 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5252 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5253 PANEL_BLOCKMON, True);
5254 headwater := HeadInLiquid(0, 0);
5256 // Ñîïðîòèâëåíèå âîçäóõà:
5257 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5258 if FObj.Vel.X <> 0 then
5259 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5261 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5262 DecMin(FPain, 5, 0);
5263 DecMin(FPickup, 1, 0);
5265 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5266 begin
5267 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5268 FMegaRulez[MR_SUIT] := 0;
5269 FMegaRulez[MR_INVUL] := 0;
5270 FMegaRulez[MR_INVIS] := 0;
5271 Kill(K_FALLKILL, 0, HIT_FALL);
5272 end;
5274 i := 9;
5276 if FAlive then
5277 begin
5278 if FCurrWeap = WEAPON_SAW then
5279 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5280 FSawSoundSelect.IsPlaying()) then
5281 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5283 if FJetpack then
5284 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5285 (not FJetSoundOff.IsPlaying()) then
5286 begin
5287 FJetSoundFly.SetPosition(0);
5288 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5289 end;
5291 for b := WP_FIRST to WP_LAST do
5292 if FReloading[b] > 0 then
5293 if FNoReload then
5294 FReloading[b] := 0
5295 else
5296 Dec(FReloading[b]);
5298 if FShellTimer > -1 then
5299 if FShellTimer = 0 then
5300 begin
5301 if FShellType = SHELL_SHELL then
5302 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5303 GameVelX, GameVelY-2, SHELL_SHELL)
5304 else if FShellType = SHELL_DBLSHELL then
5305 begin
5306 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5307 GameVelX+1, GameVelY-2, SHELL_SHELL);
5308 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5309 GameVelX-1, GameVelY-2, SHELL_SHELL);
5310 end;
5311 FShellTimer := -1;
5312 end else Dec(FShellTimer);
5314 if (FBFGFireCounter > -1) then
5315 if FBFGFireCounter = 0 then
5316 begin
5317 if AnyServer then
5318 begin
5319 wx := FObj.X+WEAPONPOINT[FDirection].X;
5320 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5321 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5322 yd := wy+firediry();
5323 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5324 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5325 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5326 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5327 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5328 end;
5330 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5331 FBFGFireCounter := -1;
5332 end else
5333 if FNoReload then
5334 FBFGFireCounter := 0
5335 else
5336 Dec(FBFGFireCounter);
5338 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5339 begin
5340 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5342 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5343 end;
5345 if (headwater or blockmon) then
5346 begin
5347 Dec(FAir);
5349 if FAir < -9 then
5350 begin
5351 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5352 FAir := 0;
5353 end
5354 else if (FAir mod 31 = 0) and not blockmon then
5355 begin
5356 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5357 if Random(2) = 0 then
5358 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5359 else
5360 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5361 end;
5362 end else if FAir < AIR_DEF then
5363 FAir := AIR_DEF;
5365 if FFireTime > 0 then
5366 begin
5367 if BodyInLiquid(0, 0) then
5368 begin
5369 FFireTime := 0;
5370 FFirePainTime := 0;
5371 end
5372 else if FMegaRulez[MR_SUIT] >= gTime then
5373 begin
5374 if FMegaRulez[MR_SUIT] = gTime then
5375 FFireTime := 1;
5376 FFirePainTime := 0;
5377 end
5378 else
5379 begin
5380 OnFireFlame(1);
5381 if FFirePainTime <= 0 then
5382 begin
5383 if g_Game_IsServer then
5384 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5385 FFirePainTime := 18;
5386 end;
5387 FFirePainTime := FFirePainTime - 1;
5388 FFireTime := FFireTime - 1;
5389 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5390 MH_SEND_PlayerStats(FUID);
5391 end;
5392 end;
5394 if FDamageBuffer > 0 then
5395 begin
5396 if FDamageBuffer >= 9 then
5397 begin
5398 SetAction(A_PAIN);
5400 if FDamageBuffer < 30 then i := 9
5401 else if FDamageBuffer < 100 then i := 18
5402 else i := 27;
5403 end;
5405 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5406 FArmor := FArmor-(FDamageBuffer-ii);
5407 FHealth := FHealth-ii;
5408 if FArmor < 0 then
5409 begin
5410 FHealth := FHealth+FArmor;
5411 FArmor := 0;
5412 end;
5414 if AnyServer then
5415 if FHealth <= 0 then
5416 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5417 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5418 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5420 if FAlive then
5421 begin
5422 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5423 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5424 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5425 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5426 end;
5428 FDamageBuffer := 0;
5429 end;
5431 {CollideItem();}
5432 end; // if FAlive then ...
5434 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5435 begin
5436 FModel.ChangeAnimation(FActionAnim, FActionForce);
5437 FModel.GetCurrentAnimation.MinLength := i;
5438 FModel.GetCurrentAnimationMask.MinLength := i;
5439 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5441 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5442 then SetAction(A_STAND, True);
5444 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5446 for b := Low(FKeys) to High(FKeys) do
5447 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5448 end;
5451 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5452 begin
5453 x := FObj.X+PLAYER_RECT.X;
5454 y := FObj.Y+PLAYER_RECT.Y;
5455 w := PLAYER_RECT.Width;
5456 h := PLAYER_RECT.Height;
5457 end;
5460 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5461 begin
5462 if (dx <> 0) or (dy <> 0) then
5463 begin
5464 FObj.X += dx;
5465 FObj.Y += dy;
5466 positionChanged();
5467 end;
5468 end;
5471 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5472 begin
5473 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5474 FObj.Y+PLAYER_RECT.Y,
5475 PLAYER_RECT.Width,
5476 PLAYER_RECT.Height,
5477 X, Y,
5478 Width, Height);
5479 end;
5481 function TPlayer.Collide(Panel: TPanel): Boolean;
5482 begin
5483 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5484 FObj.Y+PLAYER_RECT.Y,
5485 PLAYER_RECT.Width,
5486 PLAYER_RECT.Height,
5487 Panel.X, Panel.Y,
5488 Panel.Width, Panel.Height);
5489 end;
5491 function TPlayer.Collide(X, Y: Integer): Boolean;
5492 begin
5493 X := X-FObj.X-PLAYER_RECT.X;
5494 Y := Y-FObj.Y-PLAYER_RECT.Y;
5495 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5496 (y >= 0) and (y <= PLAYER_RECT.Height);
5497 end;
5499 function g_Player_ValidName(Name: string): Boolean;
5500 var
5501 a: Integer;
5502 begin
5503 Result := True;
5505 if gPlayers = nil then Exit;
5507 for a := 0 to High(gPlayers) do
5508 if gPlayers[a] <> nil then
5509 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5510 begin
5511 Result := False;
5512 Exit;
5513 end;
5514 end;
5516 procedure TPlayer.SetDirection(Direction: TDirection);
5517 var
5518 d: TDirection;
5519 begin
5520 d := FModel.Direction;
5522 FModel.Direction := Direction;
5523 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5525 FDirection := Direction;
5526 end;
5528 function TPlayer.GetKeys(): Byte;
5529 begin
5530 Result := 0;
5532 if R_KEY_RED in FRulez then Result := KEY_RED;
5533 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5534 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5536 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5537 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5538 end;
5540 procedure TPlayer.Use();
5541 var
5542 a: Integer;
5543 begin
5544 if FTime[T_USE] > gTime then Exit;
5546 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5547 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5549 for a := 0 to High(gPlayers) do
5550 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5551 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5552 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5553 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5554 begin
5555 gPlayers[a].Touch();
5556 if g_Game_IsNet and g_Game_IsServer then
5557 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5558 end;
5560 FTime[T_USE] := gTime+120;
5561 end;
5563 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5564 var
5565 locObj: TObj;
5566 F: Boolean;
5567 WX, WY, XD, YD: Integer;
5568 begin
5569 F := False;
5570 WX := X;
5571 WY := Y;
5572 XD := AX;
5573 YD := AY;
5575 case FCurrWeap of
5576 WEAPON_KASTET:
5577 begin
5578 DoPunch();
5579 if R_BERSERK in FRulez then
5580 begin
5581 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5582 locobj.X := FObj.X+FObj.Rect.X;
5583 locobj.Y := FObj.Y+FObj.Rect.Y;
5584 locobj.rect.X := 0;
5585 locobj.rect.Y := 0;
5586 locobj.rect.Width := 39;
5587 locobj.rect.Height := 52;
5588 locobj.Vel.X := (xd-wx) div 2;
5589 locobj.Vel.Y := (yd-wy) div 2;
5590 locobj.Accel.X := xd-wx;
5591 locobj.Accel.y := yd-wy;
5593 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5594 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5595 else
5596 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5598 if gFlash = 1 then
5599 if FPain < 50 then
5600 FPain := min(FPain + 25, 50);
5601 end else
5602 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5603 end;
5605 WEAPON_SAW:
5606 begin
5607 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5608 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5609 begin
5610 FSawSoundSelect.Stop();
5611 FSawSound.Stop();
5612 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5613 end
5614 else if not FSawSoundHit.IsPlaying() then
5615 begin
5616 FSawSoundSelect.Stop();
5617 FSawSound.PlayAt(FObj.X, FObj.Y);
5618 end;
5619 f := True;
5620 end;
5622 WEAPON_PISTOL:
5623 begin
5624 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5625 FFireAngle := FAngle;
5626 f := True;
5627 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5628 GameVelX, GameVelY-2, SHELL_BULLET);
5629 end;
5631 WEAPON_SHOTGUN1:
5632 begin
5633 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5634 FFireAngle := FAngle;
5635 f := True;
5636 FShellTimer := 10;
5637 FShellType := SHELL_SHELL;
5638 end;
5640 WEAPON_SHOTGUN2:
5641 begin
5642 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5643 FFireAngle := FAngle;
5644 f := True;
5645 FShellTimer := 13;
5646 FShellType := SHELL_DBLSHELL;
5647 end;
5649 WEAPON_CHAINGUN:
5650 begin
5651 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5652 FFireAngle := FAngle;
5653 f := True;
5654 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5655 GameVelX, GameVelY-2, SHELL_BULLET);
5656 end;
5658 WEAPON_ROCKETLAUNCHER:
5659 begin
5660 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5661 FFireAngle := FAngle;
5662 f := True;
5663 end;
5665 WEAPON_PLASMA:
5666 begin
5667 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5668 FFireAngle := FAngle;
5669 f := True;
5670 end;
5672 WEAPON_BFG:
5673 begin
5674 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5675 FFireAngle := FAngle;
5676 f := True;
5677 end;
5679 WEAPON_SUPERPULEMET:
5680 begin
5681 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5682 FFireAngle := FAngle;
5683 f := True;
5684 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5685 GameVelX, GameVelY-2, SHELL_SHELL);
5686 end;
5688 WEAPON_FLAMETHROWER:
5689 begin
5690 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5691 FFireAngle := FAngle;
5692 f := True;
5693 end;
5694 end;
5696 if not f then Exit;
5698 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5699 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5700 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5701 end;
5703 procedure TPlayer.DoLerp(Level: Integer = 2);
5704 begin
5705 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5706 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5707 end;
5709 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5710 var
5711 AX, AY: Integer;
5712 begin
5713 if NetInterpLevel < 1 then
5714 begin
5715 FObj.X := XTo;
5716 FObj.Y := YTo;
5717 end
5718 else
5719 begin
5720 FXTo := XTo;
5721 FYTo := YTo;
5723 AX := Abs(FXTo - FObj.X);
5724 AY := Abs(FYTo - FObj.Y);
5725 if (AX > 32) or (AX <= NetInterpLevel) then
5726 FObj.X := FXTo;
5727 if (AY > 32) or (AY <= NetInterpLevel) then
5728 FObj.Y := FYTo;
5729 end;
5730 end;
5732 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5733 begin
5734 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5735 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5736 PANEL_LIFTUP, False) then Result := -1
5737 else
5738 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5739 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5740 PANEL_LIFTDOWN, False) then Result := 1
5741 else Result := 0;
5742 end;
5744 function TPlayer.GetFlag(Flag: Byte): Boolean;
5745 var
5746 s, ts: String;
5747 evtype: Byte;
5748 begin
5749 Result := False;
5751 if Flag = FLAG_NONE then
5752 Exit;
5754 if not g_Game_IsServer then Exit;
5756 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5757 if (Flag = FTeam) and
5758 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5759 (FFlag <> FLAG_NONE) then
5760 begin
5761 if FFlag = FLAG_RED then
5762 s := _lc[I_PLAYER_FLAG_RED]
5763 else
5764 s := _lc[I_PLAYER_FLAG_BLUE];
5766 evtype := FLAG_STATE_SCORED;
5768 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5769 Insert('.', ts, Length(ts) + 1 - 3);
5770 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5772 g_Map_ResetFlag(FFlag);
5773 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5775 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5777 Result := True;
5778 if g_Game_IsNet then
5779 begin
5780 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5781 MH_SEND_GameStats;
5782 end;
5784 gFlags[FFlag].CaptureTime := 0;
5785 SetFlag(FLAG_NONE);
5786 Exit;
5787 end;
5789 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5790 if (Flag = FTeam) and
5791 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5792 begin
5793 if Flag = FLAG_RED then
5794 s := _lc[I_PLAYER_FLAG_RED]
5795 else
5796 s := _lc[I_PLAYER_FLAG_BLUE];
5798 evtype := FLAG_STATE_RETURNED;
5799 gFlags[Flag].CaptureTime := 0;
5801 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5803 g_Map_ResetFlag(Flag);
5804 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5806 Result := True;
5807 if g_Game_IsNet then
5808 begin
5809 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5810 MH_SEND_GameStats;
5811 end;
5812 Exit;
5813 end;
5815 // Ïîäîáðàë ÷óæîé ôëàã:
5816 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5817 begin
5818 SetFlag(Flag);
5820 if Flag = FLAG_RED then
5821 s := _lc[I_PLAYER_FLAG_RED]
5822 else
5823 s := _lc[I_PLAYER_FLAG_BLUE];
5825 evtype := FLAG_STATE_CAPTURED;
5827 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5829 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5831 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5833 Result := True;
5834 if g_Game_IsNet then
5835 begin
5836 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5837 MH_SEND_GameStats;
5838 end;
5839 end;
5840 end;
5842 procedure TPlayer.SetFlag(Flag: Byte);
5843 begin
5844 FFlag := Flag;
5845 if FModel <> nil then
5846 FModel.SetFlag(FFlag);
5847 end;
5849 function TPlayer.DropFlag(): Boolean;
5850 var
5851 s: String;
5852 begin
5853 Result := False;
5854 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5855 Exit;
5856 FTime[T_FLAGCAP] := gTime + 2000;
5857 with gFlags[FFlag] do
5858 begin
5859 Obj.X := FObj.X;
5860 Obj.Y := FObj.Y;
5861 Direction := FDirection;
5862 State := FLAG_STATE_DROPPED;
5863 Count := FLAG_TIME;
5864 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5865 (FObj.Vel.Y div 2)-2+Random(5));
5866 positionChanged(); // this updates spatial accelerators
5868 if FFlag = FLAG_RED then
5869 s := _lc[I_PLAYER_FLAG_RED]
5870 else
5871 s := _lc[I_PLAYER_FLAG_BLUE];
5873 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5874 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5876 if g_Game_IsNet then
5877 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5878 end;
5879 SetFlag(FLAG_NONE);
5880 Result := True;
5881 end;
5883 procedure TPlayer.GetSecret();
5884 begin
5885 Inc(FSecrets);
5886 end;
5888 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5889 begin
5890 Assert(Key <= High(FKeys));
5892 FKeys[Key].Pressed := True;
5893 FKeys[Key].Time := Time;
5894 end;
5896 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5897 begin
5898 Result := FKeys[K].Pressed;
5899 end;
5901 procedure TPlayer.ReleaseKeys();
5902 var
5903 a: Integer;
5904 begin
5905 for a := Low(FKeys) to High(FKeys) do
5906 begin
5907 FKeys[a].Pressed := False;
5908 FKeys[a].Time := 0;
5909 end;
5910 end;
5912 procedure TPlayer.ReleaseKeysNoWeapon();
5913 var
5914 a: Integer;
5915 begin
5916 for a := Low(FKeys) to High(FKeys) do
5917 begin
5918 if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue;
5919 FKeys[a].Pressed := False;
5920 FKeys[a].Time := 0;
5921 end;
5922 end;
5924 procedure TPlayer.OnDamage(Angle: SmallInt);
5925 begin
5926 end;
5928 function TPlayer.firediry(): Integer;
5929 begin
5930 if FKeys[KEY_UP].Pressed then Result := -42
5931 else if FKeys[KEY_DOWN].Pressed then Result := 19
5932 else Result := 0;
5933 end;
5935 procedure TPlayer.RememberState();
5936 var
5937 i: Integer;
5938 begin
5939 FSavedState.Health := FHealth;
5940 FSavedState.Armor := FArmor;
5941 FSavedState.Air := FAir;
5942 FSavedState.JetFuel := FJetFuel;
5943 FSavedState.CurrWeap := FCurrWeap;
5944 FSavedState.NextWeap := FNextWeap;
5945 FSavedState.NextWeapDelay := FNextWeapDelay;
5947 for i := 0 to 3 do
5948 FSavedState.Ammo[i] := FAmmo[i];
5949 for i := 0 to 3 do
5950 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5952 FSavedState.Rulez := FRulez;
5953 FSavedState.WaitRecall := True;
5954 end;
5956 procedure TPlayer.RecallState();
5957 var
5958 i: Integer;
5959 begin
5960 if not FSavedState.WaitRecall then Exit;
5962 FHealth := FSavedState.Health;
5963 FArmor := FSavedState.Armor;
5964 FAir := FSavedState.Air;
5965 FJetFuel := FSavedState.JetFuel;
5966 FCurrWeap := FSavedState.CurrWeap;
5967 FModel.SetWeapon(FCurrWeap);
5968 FNextWeap := FSavedState.NextWeap;
5969 FNextWeapDelay := FSavedState.NextWeapDelay;
5971 for i := 0 to 3 do
5972 FAmmo[i] := FSavedState.Ammo[i];
5973 for i := 0 to 3 do
5974 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5976 FRulez := FSavedState.Rulez;
5977 FSavedState.WaitRecall := False;
5979 if gGameSettings.GameType = GT_SERVER then
5980 MH_SEND_PlayerStats(FUID);
5981 end;
5983 procedure TPlayer.SaveState (st: TStream);
5984 var
5985 i: Integer;
5986 b: Byte;
5987 begin
5988 // Ñèãíàòóðà èãðîêà
5989 utils.writeSign(st, 'PLYR');
5990 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5991 // Áîò èëè ÷åëîâåê
5992 utils.writeBool(st, FIamBot);
5993 // UID èãðîêà
5994 utils.writeInt(st, Word(FUID));
5995 // Èìÿ èãðîêà
5996 utils.writeStr(st, FName);
5997 // Êîìàíäà
5998 utils.writeInt(st, Byte(FTeam));
5999 // Æèâ ëè
6000 utils.writeBool(st, FAlive);
6001 // Èçðàñõîäîâàë ëè âñå æèçíè
6002 utils.writeBool(st, FNoRespawn);
6003 // Íàïðàâëåíèå
6004 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6005 utils.writeInt(st, Byte(b));
6006 // Çäîðîâüå
6007 utils.writeInt(st, LongInt(FHealth));
6008 // Æèçíè
6009 utils.writeInt(st, Byte(FLives));
6010 // Áðîíÿ
6011 utils.writeInt(st, LongInt(FArmor));
6012 // Çàïàñ âîçäóõà
6013 utils.writeInt(st, LongInt(FAir));
6014 // Çàïàñ ãîðþ÷åãî
6015 utils.writeInt(st, LongInt(FJetFuel));
6016 // Áîëü
6017 utils.writeInt(st, LongInt(FPain));
6018 // Óáèë
6019 utils.writeInt(st, LongInt(FKills));
6020 // Óáèë ìîíñòðîâ
6021 utils.writeInt(st, LongInt(FMonsterKills));
6022 // Ôðàãîâ
6023 utils.writeInt(st, LongInt(FFrags));
6024 // Ôðàãîâ ïîäðÿä
6025 utils.writeInt(st, Byte(FFragCombo));
6026 // Âðåìÿ ïîñëåäíåãî ôðàãà
6027 utils.writeInt(st, LongWord(FLastFrag));
6028 // Ñìåðòåé
6029 utils.writeInt(st, LongInt(FDeath));
6030 // Êàêîé ôëàã íåñåò
6031 utils.writeInt(st, Byte(FFlag));
6032 // Íàøåë ñåêðåòîâ
6033 utils.writeInt(st, LongInt(FSecrets));
6034 // Òåêóùåå îðóæèå
6035 utils.writeInt(st, Byte(FCurrWeap));
6036 // Æåëàåìîå îðóæèå
6037 utils.writeInt(st, Word(FNextWeap));
6038 // ...è ïàóçà
6039 utils.writeInt(st, Byte(FNextWeapDelay));
6040 // Âðåìÿ çàðÿäêè BFG
6041 utils.writeInt(st, SmallInt(FBFGFireCounter));
6042 // Áóôåð óðîíà
6043 utils.writeInt(st, LongInt(FDamageBuffer));
6044 // Ïîñëåäíèé óäàðèâøèé
6045 utils.writeInt(st, Word(FLastSpawnerUID));
6046 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6047 utils.writeInt(st, Byte(FLastHit));
6048 // Îáúåêò èãðîêà
6049 Obj_SaveState(st, @FObj);
6050 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6051 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6052 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6053 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6054 // Íàëè÷èå îðóæèÿ
6055 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6056 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6057 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6058 // Íàëè÷èå ðþêçàêà
6059 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6060 // Íàëè÷èå êðàñíîãî êëþ÷à
6061 utils.writeBool(st, (R_KEY_RED in FRulez));
6062 // Íàëè÷èå çåëåíîãî êëþ÷à
6063 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6064 // Íàëè÷èå ñèíåãî êëþ÷à
6065 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6066 // Íàëè÷èå áåðñåðêà
6067 utils.writeBool(st, (R_BERSERK in FRulez));
6068 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6069 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6070 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6071 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6072 // Íàçâàíèå ìîäåëè
6073 utils.writeStr(st, FModel.Name);
6074 // Öâåò ìîäåëè
6075 utils.writeInt(st, Byte(FColor.R));
6076 utils.writeInt(st, Byte(FColor.G));
6077 utils.writeInt(st, Byte(FColor.B));
6078 end;
6081 procedure TPlayer.LoadState (st: TStream);
6082 var
6083 i: Integer;
6084 str: String;
6085 b: Byte;
6086 begin
6087 assert(st <> nil);
6089 // Ñèãíàòóðà èãðîêà
6090 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6091 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6092 // Áîò èëè ÷åëîâåê:
6093 FIamBot := utils.readBool(st);
6094 // UID èãðîêà
6095 FUID := utils.readWord(st);
6096 // Èìÿ èãðîêà
6097 str := utils.readStr(st);
6098 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6099 // Êîìàíäà
6100 FTeam := utils.readByte(st);
6101 // Æèâ ëè
6102 FAlive := utils.readBool(st);
6103 // Èçðàñõîäîâàë ëè âñå æèçíè
6104 FNoRespawn := utils.readBool(st);
6105 // Íàïðàâëåíèå
6106 b := utils.readByte(st);
6107 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6108 // Çäîðîâüå
6109 FHealth := utils.readLongInt(st);
6110 // Æèçíè
6111 FLives := utils.readByte(st);
6112 // Áðîíÿ
6113 FArmor := utils.readLongInt(st);
6114 // Çàïàñ âîçäóõà
6115 FAir := utils.readLongInt(st);
6116 // Çàïàñ ãîðþ÷åãî
6117 FJetFuel := utils.readLongInt(st);
6118 // Áîëü
6119 FPain := utils.readLongInt(st);
6120 // Óáèë
6121 FKills := utils.readLongInt(st);
6122 // Óáèë ìîíñòðîâ
6123 FMonsterKills := utils.readLongInt(st);
6124 // Ôðàãîâ
6125 FFrags := utils.readLongInt(st);
6126 // Ôðàãîâ ïîäðÿä
6127 FFragCombo := utils.readByte(st);
6128 // Âðåìÿ ïîñëåäíåãî ôðàãà
6129 FLastFrag := utils.readLongWord(st);
6130 // Ñìåðòåé
6131 FDeath := utils.readLongInt(st);
6132 // Êàêîé ôëàã íåñåò
6133 FFlag := utils.readByte(st);
6134 // Íàøåë ñåêðåòîâ
6135 FSecrets := utils.readLongInt(st);
6136 // Òåêóùåå îðóæèå
6137 FCurrWeap := utils.readByte(st);
6138 if not g_Game_IsClient then Inc(FNetWeapCtr, 2);
6139 // Æåëàåìîå îðóæèå
6140 FNextWeap := utils.readWord(st);
6141 // ...è ïàóçà
6142 FNextWeapDelay := utils.readByte(st);
6143 // Âðåìÿ çàðÿäêè BFG
6144 FBFGFireCounter := utils.readSmallInt(st);
6145 // Áóôåð óðîíà
6146 FDamageBuffer := utils.readLongInt(st);
6147 // Ïîñëåäíèé óäàðèâøèé
6148 FLastSpawnerUID := utils.readWord(st);
6149 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6150 FLastHit := utils.readByte(st);
6151 // Îáúåêò èãðîêà
6152 Obj_LoadState(@FObj, st);
6153 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6154 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6155 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6156 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6157 // Íàëè÷èå îðóæèÿ
6158 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6159 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6160 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6161 // Íàëè÷èå ðþêçàêà
6162 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6163 // Íàëè÷èå êðàñíîãî êëþ÷à
6164 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6165 // Íàëè÷èå çåëåíîãî êëþ÷à
6166 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6167 // Íàëè÷èå ñèíåãî êëþ÷à
6168 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6169 // Íàëè÷èå áåðñåðêà
6170 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6171 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6172 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6173 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6174 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6175 // Íàçâàíèå ìîäåëè
6176 str := utils.readStr(st);
6177 // Öâåò ìîäåëè
6178 FColor.R := utils.readByte(st);
6179 FColor.G := utils.readByte(st);
6180 FColor.B := utils.readByte(st);
6181 if (self = gPlayer1) then
6182 begin
6183 str := gPlayer1Settings.Model;
6184 FColor := gPlayer1Settings.Color;
6185 end
6186 else if (self = gPlayer2) then
6187 begin
6188 str := gPlayer2Settings.Model;
6189 FColor := gPlayer2Settings.Color;
6190 end;
6191 // Îáíîâëÿåì ìîäåëü èãðîêà
6192 SetModel(str);
6193 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6194 FModel.Color := TEAMCOLOR[FTeam]
6195 else
6196 FModel.Color := FColor;
6197 end;
6200 procedure TPlayer.AllRulez(Health: Boolean);
6201 var
6202 a: Integer;
6203 begin
6204 if Health then
6205 begin
6206 FHealth := PLAYER_HP_LIMIT;
6207 FArmor := PLAYER_AP_LIMIT;
6208 Exit;
6209 end;
6211 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6212 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6213 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6214 end;
6216 procedure TPlayer.RestoreHealthArmor();
6217 begin
6218 FHealth := PLAYER_HP_LIMIT;
6219 FArmor := PLAYER_AP_LIMIT;
6220 end;
6222 procedure TPlayer.FragCombo();
6223 var
6224 Param: Integer;
6225 begin
6226 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6227 Exit;
6228 if gTime - FLastFrag < FRAG_COMBO_TIME then
6229 begin
6230 if FFragCombo < 5 then
6231 Inc(FFragCombo);
6232 Param := FUID or (FFragCombo shl 16);
6233 if (FComboEvnt >= Low(gDelayedEvents)) and
6234 (FComboEvnt <= High(gDelayedEvents)) and
6235 gDelayedEvents[FComboEvnt].Pending and
6236 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6237 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6238 begin
6239 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6240 gDelayedEvents[FComboEvnt].DENum := Param;
6241 end
6242 else
6243 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6244 end
6245 else
6246 FFragCombo := 1;
6248 FLastFrag := gTime;
6249 end;
6251 procedure TPlayer.GiveItem(ItemType: Byte);
6252 begin
6253 case ItemType of
6254 ITEM_SUIT:
6255 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6256 begin
6257 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6258 end;
6260 ITEM_OXYGEN:
6261 if FAir < AIR_MAX then
6262 begin
6263 FAir := AIR_MAX;
6264 end;
6266 ITEM_MEDKIT_BLACK:
6267 begin
6268 if not (R_BERSERK in FRulez) then
6269 begin
6270 Include(FRulez, R_BERSERK);
6271 if FBFGFireCounter < 1 then
6272 begin
6273 CurrWeap := WEAPON_KASTET;
6274 resetWeaponQueue();
6275 FModel.SetWeapon(WEAPON_KASTET);
6276 end;
6277 if gFlash <> 0 then
6278 Inc(FPain, 100);
6279 FBerserk := gTime+30000;
6280 end;
6281 if FHealth < PLAYER_HP_SOFT then
6282 begin
6283 FHealth := PLAYER_HP_SOFT;
6284 FBerserk := gTime+30000;
6285 end;
6286 end;
6288 ITEM_INVUL:
6289 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6290 begin
6291 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6292 end;
6294 ITEM_INVIS:
6295 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6296 begin
6297 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6298 end;
6300 ITEM_JETPACK:
6301 if FJetFuel < JET_MAX then
6302 begin
6303 FJetFuel := JET_MAX;
6304 end;
6306 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6307 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6309 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6310 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6312 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6313 ITEM_SPHERE_WHITE:
6314 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6315 begin
6316 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6317 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6318 end;
6320 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6321 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6322 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6323 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6324 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6325 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6326 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6327 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6328 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6330 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6331 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6332 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6333 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6334 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6335 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6336 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6337 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6338 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6340 ITEM_AMMO_BACKPACK:
6341 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6342 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6343 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6344 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6345 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6346 begin
6347 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6348 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6349 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6350 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6351 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6353 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6354 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6355 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6356 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6358 FRulez := FRulez + [R_ITEM_BACKPACK];
6359 end;
6361 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6362 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6363 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6365 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6366 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6368 else
6369 Exit;
6370 end;
6371 if g_Game_IsNet and g_Game_IsServer then
6372 MH_SEND_PlayerStats(FUID);
6373 end;
6375 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6376 var
6377 id, i: DWORD;
6378 Anim: TAnimation;
6379 begin
6380 if (Random(5) = 1) and (Times = 1) then
6381 Exit;
6383 if BodyInLiquid(0, 0) then
6384 begin
6385 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6386 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6387 if Random(2) = 0 then
6388 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6389 else
6390 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6391 Exit;
6392 end;
6394 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6395 begin
6396 for i := 1 to Times do
6397 begin
6398 Anim := TAnimation.Create(id, False, 3);
6399 Anim.Alpha := 150;
6400 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6401 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6402 Anim.Free();
6403 end;
6404 end;
6405 end;
6407 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6408 var
6409 id, i: DWORD;
6410 Anim: TAnimation;
6411 begin
6412 if (Random(10) = 1) and (Times = 1) then
6413 Exit;
6415 if g_Frames_Get(id, 'FRAMES_FLAME') then
6416 begin
6417 for i := 1 to Times do
6418 begin
6419 Anim := TAnimation.Create(id, False, 3);
6420 Anim.Alpha := 0;
6421 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6422 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6423 Anim.Free();
6424 end;
6425 end;
6426 end;
6428 procedure TPlayer.PauseSounds(Enable: Boolean);
6429 begin
6430 FSawSound.Pause(Enable);
6431 FSawSoundIdle.Pause(Enable);
6432 FSawSoundHit.Pause(Enable);
6433 FSawSoundSelect.Pause(Enable);
6434 end;
6436 { T C o r p s e : }
6438 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6439 begin
6440 g_Obj_Init(@FObj);
6441 FObj.X := X;
6442 FObj.Y := Y;
6443 FObj.Rect := PLAYER_CORPSERECT;
6444 FModelName := ModelName;
6445 FMess := aMess;
6447 if FMess then
6448 begin
6449 FState := CORPSE_STATE_MESS;
6450 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6451 end
6452 else
6453 begin
6454 FState := CORPSE_STATE_NORMAL;
6455 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6456 end;
6457 end;
6459 destructor TCorpse.Destroy();
6460 begin
6461 FAnimation.Free();
6463 inherited;
6464 end;
6466 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6468 procedure TCorpse.positionChanged (); inline; begin end;
6470 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6471 begin
6472 if (dx <> 0) or (dy <> 0) then
6473 begin
6474 FObj.X += dx;
6475 FObj.Y += dy;
6476 positionChanged();
6477 end;
6478 end;
6481 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6482 begin
6483 x := FObj.X+PLAYER_CORPSERECT.X;
6484 y := FObj.Y+PLAYER_CORPSERECT.Y;
6485 w := PLAYER_CORPSERECT.Width;
6486 h := PLAYER_CORPSERECT.Height;
6487 end;
6490 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6491 var
6492 pm: TPlayerModel;
6493 Blood: TModelBlood;
6494 begin
6495 if FState = CORPSE_STATE_REMOVEME then
6496 Exit;
6498 FDamage := FDamage + Value;
6500 if FDamage > 150 then
6501 begin
6502 if FAnimation <> nil then
6503 begin
6504 FAnimation.Free();
6505 FAnimation := nil;
6507 FState := CORPSE_STATE_REMOVEME;
6509 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6510 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6511 FModelName, FColor);
6512 // Çâóê ìÿñà îò òðóïà:
6513 pm := g_PlayerModel_Get(FModelName);
6514 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6515 pm.Free;
6517 // Çëîâåùèé ñìåõ:
6518 if (gBodyKillEvent <> -1)
6519 and gDelayedEvents[gBodyKillEvent].Pending then
6520 gDelayedEvents[gBodyKillEvent].Pending := False;
6521 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6522 end;
6523 end
6524 else
6525 begin
6526 Blood := g_PlayerModel_GetBlood(FModelName);
6527 FObj.Vel.X := FObj.Vel.X + vx;
6528 FObj.Vel.Y := FObj.Vel.Y + vy;
6529 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6530 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6531 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6532 Blood.R, Blood.G, Blood.B, Blood.Kind);
6533 end;
6534 end;
6536 procedure TCorpse.Draw();
6537 begin
6538 if FState = CORPSE_STATE_REMOVEME then
6539 Exit;
6541 if FAnimation <> nil then
6542 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6544 if FAnimationMask <> nil then
6545 begin
6546 e_Colors := FColor;
6547 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6548 e_Colors.R := 255;
6549 e_Colors.G := 255;
6550 e_Colors.B := 255;
6551 end;
6552 end;
6554 procedure TCorpse.Update();
6555 var
6556 st: Word;
6557 begin
6558 if FState = CORPSE_STATE_REMOVEME then
6559 Exit;
6561 if gTime mod (GAME_TICK*2) <> 0 then
6562 begin
6563 g_Obj_Move(@FObj, True, True, True);
6564 positionChanged(); // this updates spatial accelerators
6565 Exit;
6566 end;
6568 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6569 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6571 st := g_Obj_Move(@FObj, True, True, True);
6572 positionChanged(); // this updates spatial accelerators
6574 if WordBool(st and MOVE_FALLOUT) then
6575 begin
6576 FState := CORPSE_STATE_REMOVEME;
6577 Exit;
6578 end;
6580 if FAnimation <> nil then
6581 FAnimation.Update();
6582 if FAnimationMask <> nil then
6583 FAnimationMask.Update();
6584 end;
6587 procedure TCorpse.SaveState (st: TStream);
6588 var
6589 anim: Boolean;
6590 begin
6591 assert(st <> nil);
6593 // Ñèãíàòóðà òðóïà
6594 utils.writeSign(st, 'CORP');
6595 utils.writeInt(st, Byte(0));
6596 // Ñîñòîÿíèå
6597 utils.writeInt(st, Byte(FState));
6598 // Íàêîïëåííûé óðîí
6599 utils.writeInt(st, Byte(FDamage));
6600 // Öâåò
6601 utils.writeInt(st, Byte(FColor.R));
6602 utils.writeInt(st, Byte(FColor.G));
6603 utils.writeInt(st, Byte(FColor.B));
6604 // Îáúåêò òðóïà
6605 Obj_SaveState(st, @FObj);
6606 utils.writeInt(st, Word(FPlayerUID));
6607 // Åñòü ëè àíèìàöèÿ
6608 anim := (FAnimation <> nil);
6609 utils.writeBool(st, anim);
6610 // Åñëè åñòü - ñîõðàíÿåì
6611 if anim then FAnimation.SaveState(st);
6612 // Åñòü ëè ìàñêà àíèìàöèè
6613 anim := (FAnimationMask <> nil);
6614 utils.writeBool(st, anim);
6615 // Åñëè åñòü - ñîõðàíÿåì
6616 if anim then FAnimationMask.SaveState(st);
6617 end;
6620 procedure TCorpse.LoadState (st: TStream);
6621 var
6622 anim: Boolean;
6623 begin
6624 assert(st <> nil);
6626 // Ñèãíàòóðà òðóïà
6627 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6628 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6629 // Ñîñòîÿíèå
6630 FState := utils.readByte(st);
6631 // Íàêîïëåííûé óðîí
6632 FDamage := utils.readByte(st);
6633 // Öâåò
6634 FColor.R := utils.readByte(st);
6635 FColor.G := utils.readByte(st);
6636 FColor.B := utils.readByte(st);
6637 // Îáúåêò òðóïà
6638 Obj_LoadState(@FObj, st);
6639 FPlayerUID := utils.readWord(st);
6640 // Åñòü ëè àíèìàöèÿ
6641 anim := utils.readBool(st);
6642 // Åñëè åñòü - çàãðóæàåì
6643 if anim then
6644 begin
6645 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6646 FAnimation.LoadState(st);
6647 end;
6648 // Åñòü ëè ìàñêà àíèìàöèè
6649 anim := utils.readBool(st);
6650 // Åñëè åñòü - çàãðóæàåì
6651 if anim then
6652 begin
6653 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6654 FAnimationMask.LoadState(st);
6655 end;
6656 end;
6658 { T B o t : }
6660 constructor TBot.Create();
6661 var
6662 a: Integer;
6663 begin
6664 inherited Create();
6666 FPhysics := True;
6667 FSpectator := False;
6668 FGhost := False;
6670 FIamBot := True;
6672 Inc(gNumBots);
6674 for a := WP_FIRST to WP_LAST do
6675 begin
6676 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6677 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6678 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6679 end;
6680 end;
6682 destructor TBot.Destroy();
6683 begin
6684 Dec(gNumBots);
6685 inherited Destroy();
6686 end;
6688 procedure TBot.Draw();
6689 begin
6690 inherited Draw();
6692 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6693 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6694 end;
6696 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6697 begin
6698 inherited Respawn(Silent, Force);
6700 FAIFlags := nil;
6701 FSelectedWeapon := FCurrWeap;
6702 FNetWeapCtr := 0;
6703 resetWeaponQueue();
6704 FTargetUID := 0;
6705 end;
6707 procedure TBot.UpdateCombat();
6708 type
6709 TTarget = record
6710 UID: Word;
6711 X, Y: Integer;
6712 Rect: TRectWH;
6713 cX, cY: Integer;
6714 Dist: Word;
6715 Line: Boolean;
6716 Visible: Boolean;
6717 IsPlayer: Boolean;
6718 end;
6720 TTargetRecord = array of TTarget;
6722 function Compare(a, b: TTarget): Integer;
6723 begin
6724 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6725 Result := -1
6726 else
6727 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6728 Result := 1
6729 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6730 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6731 begin
6732 if a.Dist > b.Dist then // B áëèæå
6733 Result := 1
6734 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6735 Result := -1;
6736 end
6737 else // Ñòðàííî -> A
6738 Result := -1;
6739 end;
6741 var
6742 a, x1, y1, x2, y2: Integer;
6743 targets: TTargetRecord;
6744 ammo: Word;
6745 Target, BestTarget: TTarget;
6746 firew, fireh: Integer;
6747 angle: SmallInt;
6748 mon: TMonster;
6749 pla, tpla: TPlayer;
6750 vsPlayer, vsMonster, ok: Boolean;
6753 function monsUpdate (mon: TMonster): Boolean;
6754 begin
6755 result := false; // don't stop
6756 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6757 begin
6758 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6760 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6761 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6763 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6764 if g_TraceVector(x1, y1, x2, y2) then
6765 begin
6766 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6767 SetLength(targets, Length(targets)+1);
6768 with targets[High(targets)] do
6769 begin
6770 UID := mon.UID;
6771 X := mon.Obj.X;
6772 Y := mon.Obj.Y;
6773 cX := x2;
6774 cY := y2;
6775 Rect := mon.Obj.Rect;
6776 Dist := g_PatchLength(x1, y1, x2, y2);
6777 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6778 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6779 Visible := True;
6780 IsPlayer := False;
6781 end;
6782 end;
6783 end;
6784 end;
6786 begin
6787 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6788 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6790 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6791 if FCurrWeap <> FSelectedWeapon then
6792 NextWeapon();
6794 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6795 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6796 begin
6797 RemoveAIFlag('NEEDFIRE');
6799 case FCurrWeap of
6800 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6801 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6802 else PressKey(KEY_FIRE);
6803 end;
6804 end;
6806 // Êîîðäèíàòû ñòâîëà:
6807 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6808 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6810 Target.UID := FTargetUID;
6812 ok := False;
6813 if Target.UID <> 0 then
6814 begin // Öåëü åñòü - íàñòðàèâàåì
6815 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6816 vsPlayer then
6817 begin // Èãðîê
6818 tpla := g_Player_Get(Target.UID);
6819 if tpla <> nil then
6820 with tpla do
6821 begin
6822 if (@FObj) <> nil then
6823 begin
6824 Target.X := FObj.X;
6825 Target.Y := FObj.Y;
6826 end;
6827 end;
6829 Target.cX := Target.X + PLAYER_RECT_CX;
6830 Target.cY := Target.Y + PLAYER_RECT_CY;
6831 Target.Rect := PLAYER_RECT;
6832 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6833 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6834 (y1-4 > Target.Y+PLAYER_RECT.Y);
6835 Target.IsPlayer := True;
6836 ok := True;
6837 end
6838 else
6839 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6840 vsMonster then
6841 begin // Ìîíñòð
6842 mon := g_Monsters_ByUID(Target.UID);
6843 if mon <> nil then
6844 begin
6845 Target.X := mon.Obj.X;
6846 Target.Y := mon.Obj.Y;
6848 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6849 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6850 Target.Rect := mon.Obj.Rect;
6851 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6852 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6853 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6854 Target.IsPlayer := False;
6855 ok := True;
6856 end;
6857 end;
6858 end;
6860 if not ok then
6861 begin // Öåëè íåò - îáíóëÿåì
6862 Target.X := 0;
6863 Target.Y := 0;
6864 Target.cX := 0;
6865 Target.cY := 0;
6866 Target.Visible := False;
6867 Target.Line := False;
6868 Target.IsPlayer := False;
6869 end;
6871 targets := nil;
6873 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6874 if (not Target.Line) or (not Target.Visible) then
6875 begin
6876 // Èãðîêè:
6877 if vsPlayer then
6878 for a := 0 to High(gPlayers) do
6879 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6880 (gPlayers[a].FUID <> FUID) and
6881 (not SameTeam(FUID, gPlayers[a].FUID)) and
6882 (not gPlayers[a].NoTarget) and
6883 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6884 begin
6885 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6886 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6887 Continue;
6889 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6890 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6892 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6893 if g_TraceVector(x1, y1, x2, y2) then
6894 begin
6895 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6896 SetLength(targets, Length(targets)+1);
6897 with targets[High(targets)] do
6898 begin
6899 UID := gPlayers[a].FUID;
6900 X := gPlayers[a].FObj.X;
6901 Y := gPlayers[a].FObj.Y;
6902 cX := x2;
6903 cY := y2;
6904 Rect := PLAYER_RECT;
6905 Dist := g_PatchLength(x1, y1, x2, y2);
6906 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6907 (y1-4 > Target.Y+PLAYER_RECT.Y);
6908 Visible := True;
6909 IsPlayer := True;
6910 end;
6911 end;
6912 end;
6914 // Ìîíñòðû:
6915 if vsMonster then g_Mons_ForEach(monsUpdate);
6916 end;
6918 // Åñëè åñòü âîçìîæíûå öåëè:
6919 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6920 if targets <> nil then
6921 begin
6922 // Âûáèðàåì íàèëó÷øóþ öåëü:
6923 BestTarget := targets[0];
6924 if Length(targets) > 1 then
6925 for a := 1 to High(targets) do
6926 if Compare(BestTarget, targets[a]) = 1 then
6927 BestTarget := targets[a];
6929 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6930 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6931 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6932 begin
6933 Target := BestTarget;
6935 if (Healthy() = 3) or ((Healthy() = 2)) then
6936 begin // Åñëè çäîðîâû - äîãîíÿåì
6937 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6938 SetAIFlag('GORIGHT', '1');
6939 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6940 SetAIFlag('GOLEFT', '1');
6941 end
6942 else
6943 begin // Åñëè ïîáèòû - óáåãàåì
6944 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6945 SetAIFlag('GORIGHT', '1');
6946 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6947 SetAIFlag('GOLEFT', '1');
6948 end;
6950 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6951 SelectWeapon(Abs(x1-Target.cX));
6952 end;
6953 end;
6955 // Åñëè åñòü öåëü:
6956 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6957 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6958 if Target.UID <> 0 then
6959 begin
6960 if not TargetOnScreen(Target.X + Target.Rect.X,
6961 Target.Y + Target.Rect.Y) then
6962 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6963 if (Healthy() = 3) or ((Healthy() = 2)) then
6964 begin // Åñëè çäîðîâû - äîãîíÿåì
6965 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6966 SetAIFlag('GORIGHT', '1');
6967 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6968 SetAIFlag('GOLEFT', '1');
6969 end
6970 else
6971 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6972 Target.UID := 0;
6973 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6974 SetAIFlag('GORIGHT', '1');
6975 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6976 SetAIFlag('GOLEFT', '1');
6977 end;
6978 end
6979 else
6980 begin // Öåëü ïîêà íà "ýêðàíå"
6981 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6982 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6983 FLastVisible := gTime;
6984 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6985 if (Abs(FObj.Y-Target.Y) <= 128) then
6986 begin
6987 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6988 SetAIFlag('GORIGHT', '1');
6989 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6990 SetAIFlag('GOLEFT', '1');
6991 end;
6992 end;
6994 // Âûáèðàåì óãîë ââåðõ:
6995 if FDirection = TDirection.D_LEFT then
6996 angle := ANGLE_LEFTUP
6997 else
6998 angle := ANGLE_RIGHTUP;
7000 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7001 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7003 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7004 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7005 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7006 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7007 Target.Rect.Width, Target.Rect.Height) and
7008 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7009 begin // òî íóæíî ñòðåëÿòü ââåðõ
7010 SetAIFlag('NEEDFIRE', '1');
7011 SetAIFlag('NEEDSEEUP', '1');
7012 end;
7014 // Âûáèðàåì óãîë âíèç:
7015 if FDirection = TDirection.D_LEFT then
7016 angle := ANGLE_LEFTDOWN
7017 else
7018 angle := ANGLE_RIGHTDOWN;
7020 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7021 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7023 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7024 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7025 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7026 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7027 Target.Rect.Width, Target.Rect.Height) and
7028 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7029 begin // òî íóæíî ñòðåëÿòü âíèç
7030 SetAIFlag('NEEDFIRE', '1');
7031 SetAIFlag('NEEDSEEDOWN', '1');
7032 end;
7034 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7035 if Target.Visible and
7036 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7037 (y1-4 > Target.Y+Target.Rect.Y) then
7038 begin
7039 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7040 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7041 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7042 begin // òî íóæíî ñòðåëÿòü âïåðåä
7043 SetAIFlag('NEEDFIRE', '1');
7044 SetAIFlag('NEEDSEEDOWN', '');
7045 SetAIFlag('NEEDSEEUP', '');
7046 end;
7047 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7048 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7049 if GetRnd(FDifficult.CloseJump) then
7050 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7051 if Abs(FObj.X-Target.X) < 128 then
7052 a := 4
7053 else
7054 a := 30;
7055 if Random(a) = 0 then
7056 SetAIFlag('NEEDJUMP', '1');
7057 end;
7058 end;
7060 // Åñëè öåëü âñå åùå åñòü:
7061 if Target.UID <> 0 then
7062 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7063 Target.UID := 0 // òî çàáûòü öåëü
7064 else // Åñëè âèäåëè íåäàâíî
7065 begin // íî öåëü óáèëè
7066 if Target.IsPlayer then
7067 begin // Öåëü - èãðîê
7068 pla := g_Player_Get(Target.UID);
7069 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7070 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7071 Target.UID := 0; // òî çàáûòü öåëü
7072 end
7073 else
7074 begin // Öåëü - ìîíñòð
7075 mon := g_Monsters_ByUID(Target.UID);
7076 if (mon = nil) or (not mon.alive) then
7077 Target.UID := 0; // òî çàáûòü öåëü
7078 end;
7079 end;
7080 end; // if Target.UID <> 0
7082 FTargetUID := Target.UID;
7084 // Åñëè âîçìîæíûõ öåëåé íåò:
7085 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7086 if targets = nil then
7087 if GetAIFlag('ATTACKLEFT') <> '' then
7088 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7089 RemoveAIFlag('ATTACKLEFT');
7091 SetAIFlag('NEEDJUMP', '1');
7093 if RunDirection() = TDirection.D_RIGHT then
7094 begin // Èäåì íå â òó ñòîðîíó
7095 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7096 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7097 SetAIFlag('NEEDFIRE', '1');
7098 SetAIFlag('GOLEFT', '1');
7099 end;
7100 end
7101 else
7102 begin // Èäåì â íóæíóþ ñòîðîíó
7103 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7104 SetAIFlag('NEEDFIRE', '1');
7105 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7106 SetAIFlag('GORIGHT', '1');
7107 end;
7108 end
7109 else
7110 if GetAIFlag('ATTACKRIGHT') <> '' then
7111 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7112 RemoveAIFlag('ATTACKRIGHT');
7114 SetAIFlag('NEEDJUMP', '1');
7116 if RunDirection() = TDirection.D_LEFT then
7117 begin // Èäåì íå â òó ñòîðîíó
7118 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7119 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7120 SetAIFlag('NEEDFIRE', '1');
7121 SetAIFlag('GORIGHT', '1');
7122 end;
7123 end
7124 else
7125 begin
7126 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7127 SetAIFlag('NEEDFIRE', '1');
7128 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7129 SetAIFlag('GOLEFT', '1');
7130 end;
7131 end;
7133 //HACK! (does it belong there?)
7134 RealizeCurrentWeapon();
7136 // Åñëè åñòü âîçìîæíûå öåëè:
7137 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7138 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7139 for a := 0 to High(targets) do
7140 begin
7141 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7142 if GetRnd(FDifficult.DiagFire) then
7143 begin
7144 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7145 if FDirection = TDirection.D_LEFT then
7146 angle := ANGLE_LEFTUP
7147 else
7148 angle := ANGLE_RIGHTUP;
7150 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7151 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7153 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7154 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7155 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7156 targets[a].Rect.Width, targets[a].Rect.Height) and
7157 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7158 begin
7159 SetAIFlag('NEEDFIRE', '1');
7160 SetAIFlag('NEEDSEEUP', '1');
7161 end;
7163 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7164 if FDirection = TDirection.D_LEFT then
7165 angle := ANGLE_LEFTDOWN
7166 else
7167 angle := ANGLE_RIGHTDOWN;
7169 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7170 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7172 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7173 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7174 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7175 targets[a].Rect.Width, targets[a].Rect.Height) and
7176 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7177 begin
7178 SetAIFlag('NEEDFIRE', '1');
7179 SetAIFlag('NEEDSEEDOWN', '1');
7180 end;
7181 end;
7183 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7184 if targets[a].Line and targets[a].Visible and
7185 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7186 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7187 begin
7188 SetAIFlag('NEEDFIRE', '1');
7189 Break;
7190 end;
7191 end;
7193 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7194 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7195 PLAYER_RECT.Width, PLAYER_RECT.Height,
7196 40+GetInterval(FDifficult.Cover, 40)) then
7197 SetAIFlag('NEEDJUMP', '1');
7199 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7200 ammo := GetAmmoByWeapon(FCurrWeap);
7201 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7202 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7203 (ammo = 0) then
7204 SetAIFlag('SELECTWEAPON', '1');
7206 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7207 if GetAIFlag('SELECTWEAPON') = '1' then
7208 begin
7209 SelectWeapon(-1);
7210 RemoveAIFlag('SELECTWEAPON');
7211 end;
7212 end;
7214 procedure TBot.Update();
7215 var
7216 EnableAI: Boolean;
7217 begin
7218 if not FAlive then
7219 begin // Respawn
7220 ReleaseKeys();
7221 PressKey(KEY_UP);
7222 end
7223 else
7224 begin
7225 EnableAI := True;
7227 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7228 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7229 EnableAI := False;
7230 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7231 EnableAI := False;
7232 if g_debug_BotAIOff = 3 then
7233 EnableAI := False;
7235 if EnableAI then
7236 begin
7237 UpdateMove();
7238 UpdateCombat();
7239 end
7240 else
7241 begin
7242 RealizeCurrentWeapon();
7243 end;
7244 end;
7246 inherited Update();
7247 end;
7249 procedure TBot.ReleaseKey(Key: Byte);
7250 begin
7251 with FKeys[Key] do
7252 begin
7253 Pressed := False;
7254 Time := 0;
7255 end;
7256 end;
7258 function TBot.KeyPressed(Key: Word): Boolean;
7259 begin
7260 Result := FKeys[Key].Pressed;
7261 end;
7263 function TBot.GetAIFlag(aName: String20): String20;
7264 var
7265 a: Integer;
7266 begin
7267 Result := '';
7269 aName := LowerCase(aName);
7271 if FAIFlags <> nil then
7272 for a := 0 to High(FAIFlags) do
7273 if LowerCase(FAIFlags[a].Name) = aName then
7274 begin
7275 Result := FAIFlags[a].Value;
7276 Break;
7277 end;
7278 end;
7280 procedure TBot.RemoveAIFlag(aName: String20);
7281 var
7282 a, b: Integer;
7283 begin
7284 if FAIFlags = nil then Exit;
7286 aName := LowerCase(aName);
7288 for a := 0 to High(FAIFlags) do
7289 if LowerCase(FAIFlags[a].Name) = aName then
7290 begin
7291 if a <> High(FAIFlags) then
7292 for b := a to High(FAIFlags)-1 do
7293 FAIFlags[b] := FAIFlags[b+1];
7295 SetLength(FAIFlags, Length(FAIFlags)-1);
7296 Break;
7297 end;
7298 end;
7300 procedure TBot.SetAIFlag(aName, fValue: String20);
7301 var
7302 a: Integer;
7303 ok: Boolean;
7304 begin
7305 a := 0;
7306 ok := False;
7308 aName := LowerCase(aName);
7310 if FAIFlags <> nil then
7311 for a := 0 to High(FAIFlags) do
7312 if LowerCase(FAIFlags[a].Name) = aName then
7313 begin
7314 ok := True;
7315 Break;
7316 end;
7318 if ok then FAIFlags[a].Value := fValue
7319 else
7320 begin
7321 SetLength(FAIFlags, Length(FAIFlags)+1);
7322 with FAIFlags[High(FAIFlags)] do
7323 begin
7324 Name := aName;
7325 Value := fValue;
7326 end;
7327 end;
7328 end;
7330 procedure TBot.UpdateMove;
7332 procedure GoLeft(Time: Word = 1);
7333 begin
7334 ReleaseKey(KEY_LEFT);
7335 ReleaseKey(KEY_RIGHT);
7336 PressKey(KEY_LEFT, Time);
7337 SetDirection(TDirection.D_LEFT);
7338 end;
7340 procedure GoRight(Time: Word = 1);
7341 begin
7342 ReleaseKey(KEY_LEFT);
7343 ReleaseKey(KEY_RIGHT);
7344 PressKey(KEY_RIGHT, Time);
7345 SetDirection(TDirection.D_RIGHT);
7346 end;
7348 function Rnd(a: Word): Boolean;
7349 begin
7350 Result := Random(a) = 0;
7351 end;
7353 procedure Turn(Time: Word = 1200);
7354 begin
7355 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7356 end;
7358 procedure Stop();
7359 begin
7360 ReleaseKey(KEY_LEFT);
7361 ReleaseKey(KEY_RIGHT);
7362 end;
7364 function CanRunLeft(): Boolean;
7365 begin
7366 Result := not CollideLevel(-1, 0);
7367 end;
7369 function CanRunRight(): Boolean;
7370 begin
7371 Result := not CollideLevel(1, 0);
7372 end;
7374 function CanRun(): Boolean;
7375 begin
7376 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7377 end;
7379 procedure Jump(Time: Word = 30);
7380 begin
7381 PressKey(KEY_JUMP, Time);
7382 end;
7384 function NearHole(): Boolean;
7385 var
7386 x, sx: Integer;
7387 begin
7388 { TODO 5 : Ëåñòíèöû }
7389 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7390 for x := 1 to PLAYER_RECT.Width do
7391 if (not StayOnStep(x*sx, 0)) and
7392 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7393 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7394 begin
7395 Result := True;
7396 Exit;
7397 end;
7399 Result := False;
7400 end;
7402 function BorderHole(): Boolean;
7403 var
7404 x, sx, xx: Integer;
7405 begin
7406 { TODO 5 : Ëåñòíèöû }
7407 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7408 for x := 1 to PLAYER_RECT.Width do
7409 if (not StayOnStep(x*sx, 0)) and
7410 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7411 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7412 begin
7413 for xx := x to x+32 do
7414 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7415 begin
7416 Result := True;
7417 Exit;
7418 end;
7419 end;
7421 Result := False;
7422 end;
7424 function NearDeepHole(): Boolean;
7425 var
7426 x, sx, y: Integer;
7427 begin
7428 Result := False;
7430 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7431 y := 3;
7433 for x := 1 to PLAYER_RECT.Width do
7434 if (not StayOnStep(x*sx, 0)) and
7435 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7436 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7437 begin
7438 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7439 begin
7440 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7441 y := y+1;
7442 end;
7444 Result := True;
7445 end else Result := False;
7446 end;
7448 function OverDeepHole(): Boolean;
7449 var
7450 y: Integer;
7451 begin
7452 Result := False;
7454 y := 1;
7455 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7456 begin
7457 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7458 y := y+1;
7459 end;
7461 Result := True;
7462 end;
7464 function OnGround(): Boolean;
7465 begin
7466 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7467 end;
7469 function OnLadder(): Boolean;
7470 begin
7471 Result := FullInStep(0, 0);
7472 end;
7474 function BelowLadder(): Boolean;
7475 begin
7476 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7477 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7478 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7479 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7480 end;
7482 function BelowLiftUp(): Boolean;
7483 begin
7484 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7485 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7486 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7487 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7488 end;
7490 function OnTopLift(): Boolean;
7491 begin
7492 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7493 end;
7495 function CanJumpOver(): Boolean;
7496 var
7497 sx, y: Integer;
7498 begin
7499 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7501 Result := False;
7503 if not CollideLevel(sx, 0) then Exit;
7505 for y := 1 to BOT_MAXJUMP do
7506 if CollideLevel(0, -y) then Exit else
7507 if not CollideLevel(sx, -y) then
7508 begin
7509 Result := True;
7510 Exit;
7511 end;
7512 end;
7514 function CanJumpUp(Dist: ShortInt): Boolean;
7515 var
7516 y, yy: Integer;
7517 c: Boolean;
7518 begin
7519 Result := False;
7521 if CollideLevel(Dist, 0) then Exit;
7523 c := False;
7524 for y := 0 to BOT_MAXJUMP do
7525 if CollideLevel(Dist, -y) then
7526 begin
7527 c := True;
7528 Break;
7529 end;
7531 if not c then Exit;
7533 c := False;
7534 for yy := y+1 to BOT_MAXJUMP do
7535 if not CollideLevel(Dist, -yy) then
7536 begin
7537 c := True;
7538 Break;
7539 end;
7541 if not c then Exit;
7543 c := False;
7544 for y := 0 to BOT_MAXJUMP do
7545 if CollideLevel(0, -y) then
7546 begin
7547 c := True;
7548 Break;
7549 end;
7551 if c then Exit;
7553 if y < yy then Exit;
7555 Result := True;
7556 end;
7558 function IsSafeTrigger(): Boolean;
7559 var
7560 a: Integer;
7561 begin
7562 Result := True;
7563 if gTriggers = nil then
7564 Exit;
7565 for a := 0 to High(gTriggers) do
7566 if Collide(gTriggers[a].X,
7567 gTriggers[a].Y,
7568 gTriggers[a].Width,
7569 gTriggers[a].Height) and
7570 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7571 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7572 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7573 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7574 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7575 Result := False;
7576 end;
7578 begin
7579 // Âîçìîæíî, íàæèìàåì êíîïêó:
7580 if Rnd(16) and IsSafeTrigger() then
7581 PressKey(KEY_OPEN);
7583 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7584 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7585 begin
7586 ReleaseKey(KEY_LEFT);
7587 ReleaseKey(KEY_RIGHT);
7588 Jump();
7589 end;
7591 // Èäåì âëåâî, åñëè íàäî áûëî:
7592 if GetAIFlag('GOLEFT') <> '' then
7593 begin
7594 RemoveAIFlag('GOLEFT');
7595 if CanRunLeft() then
7596 GoLeft(360);
7597 end;
7599 // Èäåì âïðàâî, åñëè íàäî áûëî:
7600 if GetAIFlag('GORIGHT') <> '' then
7601 begin
7602 RemoveAIFlag('GORIGHT');
7603 if CanRunRight() then
7604 GoRight(360);
7605 end;
7607 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7608 if FObj.X < -32 then
7609 GoRight(360)
7610 else
7611 if FObj.X+32 > gMapInfo.Width then
7612 GoLeft(360);
7614 // Ïðûãàåì, åñëè íàäî áûëî:
7615 if GetAIFlag('NEEDJUMP') <> '' then
7616 begin
7617 Jump(0);
7618 RemoveAIFlag('NEEDJUMP');
7619 end;
7621 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7622 if GetAIFlag('NEEDSEEUP') <> '' then
7623 begin
7624 ReleaseKey(KEY_UP);
7625 ReleaseKey(KEY_DOWN);
7626 PressKey(KEY_UP, 20);
7627 RemoveAIFlag('NEEDSEEUP');
7628 end;
7630 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7631 if GetAIFlag('NEEDSEEDOWN') <> '' then
7632 begin
7633 ReleaseKey(KEY_UP);
7634 ReleaseKey(KEY_DOWN);
7635 PressKey(KEY_DOWN, 20);
7636 RemoveAIFlag('NEEDSEEDOWN');
7637 end;
7639 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7640 if GetAIFlag('GOINHOLE') <> '' then
7641 if not OnGround() then
7642 begin
7643 ReleaseKey(KEY_LEFT);
7644 ReleaseKey(KEY_RIGHT);
7645 RemoveAIFlag('GOINHOLE');
7646 SetAIFlag('FALLINHOLE', '1');
7647 end;
7649 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7650 if GetAIFlag('FALLINHOLE') <> '' then
7651 if OnGround() then
7652 RemoveAIFlag('FALLINHOLE');
7654 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7655 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7656 if GetAIFlag('FALLINHOLE') = '' then
7657 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7658 if Rnd(2) then
7659 GoLeft(360)
7660 else
7661 GoRight(360);
7663 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7664 if OnGround() and
7665 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7666 Rnd(8) then
7667 Jump();
7669 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7670 if OnGround() and NearHole() then
7671 if NearDeepHole() then // Åñëè ýòî áåçäíà
7672 case Random(6) of
7673 0..3: Turn(); // Áåæèì îáðàòíî
7674 4: Jump(); // Ïðûãàåì
7675 5: begin // Ïðûãàåì îáðàòíî
7676 Turn();
7677 Jump();
7678 end;
7679 end
7680 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7681 if GetAIFlag('GOINHOLE') = '' then
7682 case Random(6) of
7683 0: Turn(); // Íå íóæíî òóäà
7684 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7685 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7686 if BorderHole() then
7687 SetAIFlag('GOINHOLE', '1');
7688 end;
7690 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7691 if (not CanRun()) and OnGround() then
7692 begin
7693 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7694 if CanJumpOver() or OnLadder() then
7695 Jump()
7696 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7697 if Random(2) = 0 then
7698 begin
7699 if IsSafeTrigger() then
7700 PressKey(KEY_OPEN);
7701 end else
7702 Turn();
7703 end;
7705 // Îñòàëîñü ìàëî âîçäóõà:
7706 if FAir < 36 * 2 then
7707 Jump(20);
7709 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7710 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7711 if BodyInAcid(0, 0) then
7712 Jump();
7713 end;
7715 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7716 begin
7717 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7718 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7719 end;
7721 {function TBot.NeedItem(Item: Byte): Byte;
7722 begin
7723 Result := 4;
7724 end;}
7726 procedure TBot.SelectWeapon(Dist: Integer);
7727 var
7728 a: Integer;
7730 function HaveAmmo(weapon: Byte): Boolean;
7731 begin
7732 case weapon of
7733 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7734 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7735 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7736 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7737 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7738 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7739 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7740 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7741 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7742 else Result := True;
7743 end;
7744 end;
7746 begin
7747 if Dist = -1 then Dist := BOT_LONGDIST;
7749 if Dist > BOT_LONGDIST then
7750 begin // Äàëüíèé áîé
7751 for a := 0 to 9 do
7752 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7753 begin
7754 FSelectedWeapon := FDifficult.WeaponPrior[a];
7755 Break;
7756 end;
7757 end
7758 else //if Dist > BOT_UNSAFEDIST then
7759 begin // Áëèæíèé áîé
7760 for a := 0 to 9 do
7761 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7762 begin
7763 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7764 Break;
7765 end;
7766 end;
7767 { else
7768 begin
7769 for a := 0 to 9 do
7770 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7771 begin
7772 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7773 Break;
7774 end;
7775 end;}
7776 end;
7778 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7779 begin
7780 Result := inherited PickItem(ItemType, force, remove);
7782 if Result then SetAIFlag('SELECTWEAPON', '1');
7783 end;
7785 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7786 begin
7787 Result := inherited Heal(value, Soft);
7788 end;
7790 function TBot.Healthy(): Byte;
7791 begin
7792 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7793 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7794 else if (FHealth > 50) then Result := 2
7795 else if (FHealth > 20) then Result := 1
7796 else Result := 0;
7797 end;
7799 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7800 begin
7801 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7802 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7803 end;
7805 procedure TBot.OnDamage(Angle: SmallInt);
7806 var
7807 pla: TPlayer;
7808 mon: TMonster;
7809 ok: Boolean;
7810 begin
7811 inherited;
7813 if (Angle = 0) or (Angle = 180) then
7814 begin
7815 ok := False;
7816 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7817 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7818 begin // Èãðîê
7819 pla := g_Player_Get(FLastSpawnerUID);
7820 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7821 pla.FObj.Y + PLAYER_RECT.Y);
7822 end
7823 else
7824 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7825 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7826 begin // Ìîíñòð
7827 mon := g_Monsters_ByUID(FLastSpawnerUID);
7828 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7829 mon.Obj.Y + mon.Obj.Rect.Y);
7830 end;
7832 if ok then
7833 if Angle = 0 then
7834 SetAIFlag('ATTACKLEFT', '1')
7835 else
7836 SetAIFlag('ATTACKRIGHT', '1');
7837 end;
7838 end;
7840 function TBot.RunDirection(): TDirection;
7841 begin
7842 if Abs(Vel.X) >= 1 then
7843 begin
7844 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7845 end else
7846 Result := FDirection;
7847 end;
7849 function TBot.GetRnd(a: Byte): Boolean;
7850 begin
7851 if a = 0 then Result := False
7852 else if a = 255 then Result := True
7853 else Result := Random(256) > 255-a;
7854 end;
7856 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7857 begin
7858 Result := Round((255-a)/255*radius*(Random(2)-1));
7859 end;
7862 procedure TDifficult.save (st: TStream);
7863 begin
7864 utils.writeInt(st, Byte(DiagFire));
7865 utils.writeInt(st, Byte(InvisFire));
7866 utils.writeInt(st, Byte(DiagPrecision));
7867 utils.writeInt(st, Byte(FlyPrecision));
7868 utils.writeInt(st, Byte(Cover));
7869 utils.writeInt(st, Byte(CloseJump));
7870 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7871 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7872 end;
7874 procedure TDifficult.load (st: TStream);
7875 begin
7876 DiagFire := utils.readByte(st);
7877 InvisFire := utils.readByte(st);
7878 DiagPrecision := utils.readByte(st);
7879 FlyPrecision := utils.readByte(st);
7880 Cover := utils.readByte(st);
7881 CloseJump := utils.readByte(st);
7882 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7883 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7884 end;
7887 procedure TBot.SaveState (st: TStream);
7888 var
7889 i: Integer;
7890 dw: Integer;
7891 begin
7892 inherited SaveState(st);
7893 utils.writeSign(st, 'BOT0');
7894 // Âûáðàííîå îðóæèå
7895 utils.writeInt(st, Byte(FSelectedWeapon));
7896 // UID öåëè
7897 utils.writeInt(st, Word(FTargetUID));
7898 // Âðåìÿ ïîòåðè öåëè
7899 utils.writeInt(st, LongWord(FLastVisible));
7900 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7901 dw := Length(FAIFlags);
7902 utils.writeInt(st, LongInt(dw));
7903 // Ôëàãè ÈÈ
7904 for i := 0 to dw-1 do
7905 begin
7906 utils.writeStr(st, FAIFlags[i].Name, 20);
7907 utils.writeStr(st, FAIFlags[i].Value, 20);
7908 end;
7909 // Íàñòðîéêè ñëîæíîñòè
7910 FDifficult.save(st);
7911 end;
7914 procedure TBot.LoadState (st: TStream);
7915 var
7916 i: Integer;
7917 dw: Integer;
7918 begin
7919 inherited LoadState(st);
7920 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7921 // Âûáðàííîå îðóæèå
7922 FSelectedWeapon := utils.readByte(st);
7923 // UID öåëè
7924 FTargetUID := utils.readWord(st);
7925 // Âðåìÿ ïîòåðè öåëè
7926 FLastVisible := utils.readLongWord(st);
7927 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7928 dw := utils.readLongInt(st);
7929 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7930 SetLength(FAIFlags, dw);
7931 // Ôëàãè ÈÈ
7932 for i := 0 to dw-1 do
7933 begin
7934 FAIFlags[i].Name := utils.readStr(st, 20);
7935 FAIFlags[i].Value := utils.readStr(st, 20);
7936 end;
7937 // Íàñòðîéêè ñëîæíîñòè
7938 FDifficult.load(st);
7939 end;
7942 begin
7943 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7944 end.