DEADSOFTWARE

6ffbe28dfc882c3fff794a6f788895c414ce5985
[d2df-sdl.git] / src / game / g_player.pas
1 unit g_player;
3 interface
5 uses
6 e_graphics, g_playermodel, g_basic, g_textures,
7 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
8 BinEditor, g_panel;
10 const
11 KEY_LEFT = 1;
12 KEY_RIGHT = 2;
13 KEY_UP = 3;
14 KEY_DOWN = 4;
15 KEY_FIRE = 5;
16 KEY_NEXTWEAPON = 6;
17 KEY_PREVWEAPON = 7;
18 KEY_OPEN = 8;
19 KEY_JUMP = 9;
20 KEY_CHAT = 10;
22 R_ITEM_BACKPACK = 0;
23 R_KEY_RED = 1;
24 R_KEY_GREEN = 2;
25 R_KEY_BLUE = 3;
26 R_BERSERK = 4;
28 MR_SUIT = 0;
29 MR_INVUL = 1;
30 MR_INVIS = 2;
31 MR_MAX = 2;
33 A_BULLETS = 0;
34 A_SHELLS = 1;
35 A_ROCKETS = 2;
36 A_CELLS = 3;
38 K_SIMPLEKILL = 0;
39 K_HARDKILL = 1;
40 K_EXTRAHARDKILL = 2;
41 K_FALLKILL = 3;
43 T_RESPAWN = 0;
44 T_SWITCH = 1;
45 T_USE = 2;
46 T_FLAGCAP = 3;
48 TEAM_NONE = 0;
49 TEAM_RED = 1;
50 TEAM_BLUE = 2;
51 TEAM_COOP = 3;
53 SHELL_BULLET = 0;
54 SHELL_SHELL = 1;
55 SHELL_DBLSHELL = 2;
57 ANGLE_NONE = Low(SmallInt);
59 CORPSE_STATE_REMOVEME = 0;
60 CORPSE_STATE_NORMAL = 1;
61 CORPSE_STATE_MESS = 2;
63 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
64 PLAYER_RECT_CX = 15+(34 div 2);
65 PLAYER_RECT_CY = 12+(52 div 2);
66 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
68 PLAYER_HP_SOFT = 100;
69 PLAYER_HP_LIMIT = 200;
70 PLAYER_AP_SOFT = 100;
71 PLAYER_AP_LIMIT = 200;
72 SUICIDE_DAMAGE = 112;
74 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
75 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
77 type
78 TPlayerStat = record
79 Ping: Word;
80 Loss: Byte;
81 Name: String;
82 Team: Byte;
83 Frags: SmallInt;
84 Deaths: SmallInt;
85 Lives: Byte;
86 Kills: Word;
87 Color: TRGB;
88 Spectator: Boolean;
89 end;
91 TPlayerStatArray = Array of TPlayerStat;
93 TPlayerSavedState = record
94 Health: Integer;
95 Armor: Integer;
96 Air: Integer;
97 JetFuel: Integer;
98 CurrWeap: Byte;
99 Ammo: Array [A_BULLETS..A_CELLS] of Word;
100 MaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
101 Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
102 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
103 WaitRecall: Boolean;
104 end;
106 TKeyState = record
107 Pressed: Boolean;
108 Time: Word;
109 end;
111 TPlayer = class (TObject)
112 private
113 FIamBot: Boolean;
114 FUID: Word;
115 FName: String;
116 FTeam: Byte;
117 FLive: Boolean;
118 FSpawned: Boolean;
119 FDirection: TDirection;
120 FHealth: Integer;
121 FLives: Byte;
122 FArmor: Integer;
123 FAir: Integer;
124 FPain: Integer;
125 FPickup: Integer;
126 FKills: Integer;
127 FMonsterKills: Integer;
128 FFrags: Integer;
129 FFragCombo: Byte;
130 FLastFrag: LongWord;
131 FComboEvnt: Integer;
132 FDeath: Integer;
133 FCanJetpack: Boolean;
134 FJetFuel: Integer;
135 FFlag: Byte;
136 FSecrets: Integer;
137 FCurrWeap: Byte;
138 FBFGFireCounter: SmallInt;
139 FLastSpawnerUID: Word;
140 FLastHit: Byte;
141 FObj: TObj;
142 FXTo, FYTo: Integer;
143 FSpectatePlayer: Integer;
145 FSavedState: TPlayerSavedState;
147 FModel: TPlayerModel;
148 FActionPrior: Byte;
149 FActionAnim: Byte;
150 FActionForce: Boolean;
151 FActionChanged: Boolean;
152 FAngle: SmallInt;
153 FFireAngle: SmallInt;
154 FIncCam: Integer;
155 FShellTimer: Integer;
156 FShellType: Byte;
157 FSawSound: TPlayableSound;
158 FSawSoundIdle: TPlayableSound;
159 FSawSoundHit: TPlayableSound;
160 FSawSoundSelect: TPlayableSound;
161 FJetSoundOn: TPlayableSound;
162 FJetSoundOff: TPlayableSound;
163 FJetSoundFly: TPlayableSound;
164 FGodMode: Boolean;
165 FNoTarget: Boolean;
166 FNoReload: Boolean;
167 FJustTeleported: Boolean;
168 FNetTime: LongWord;
170 function CollideLevel(XInc, YInc: Integer): Boolean;
171 function StayOnStep(XInc, YInc: Integer): Boolean;
172 function HeadInLiquid(XInc, YInc: Integer): Boolean;
173 function BodyInLiquid(XInc, YInc: Integer): Boolean;
174 function BodyInAcid(XInc, YInc: Integer): Boolean;
175 function FullInLift(XInc, YInc: Integer): Integer;
176 {procedure CollideItem();}
177 procedure FlySmoke(Times: DWORD = 1);
178 function GetAmmoByWeapon(Weapon: Byte): Word;
179 procedure SetAction(Action: Byte; Force: Boolean = False);
180 procedure OnDamage(Angle: SmallInt); virtual;
181 function firediry(): Integer;
183 procedure Run(Direction: TDirection);
184 procedure NextWeapon();
185 procedure PrevWeapon();
186 procedure SeeUp();
187 procedure SeeDown();
188 procedure Fire();
189 procedure Jump();
190 procedure Use();
192 public
193 FDamageBuffer: Integer;
195 FAmmo: Array [A_BULLETS..A_CELLS] of Word;
196 FMaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
197 FWeapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
198 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
199 FBerserk: Integer;
200 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
201 FReloading: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Word;
202 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
203 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
204 FColor: TRGB;
205 FPreferredTeam: Byte;
206 FSpectator: Boolean;
207 FNoRespawn: Boolean;
208 FWantsInGame: Boolean;
209 FGhost: Boolean;
210 FPhysics: Boolean;
211 FJetpack: Boolean;
212 FActualModelName: string;
213 FClientID: SmallInt;
214 FPing: Word;
215 FLoss: Byte;
216 FDummy: Boolean;
218 constructor Create(); virtual;
219 destructor Destroy(); override;
220 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
221 function GetRespawnPoint(): Byte;
222 procedure PressKey(Key: Byte; Time: Word = 1);
223 procedure ReleaseKeys();
224 procedure SetModel(ModelName: String);
225 procedure SetColor(Color: TRGB);
226 procedure SetWeapon(W: Byte);
227 function IsKeyPressed(K: Byte): Boolean;
228 function GetKeys(): Byte;
229 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
230 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
231 function Collide(Panel: TPanel): Boolean; overload;
232 function Collide(X, Y: Integer): Boolean; overload;
233 procedure SetDirection(Direction: TDirection);
234 procedure GetSecret();
235 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
236 procedure Touch();
237 procedure Push(vx, vy: Integer);
238 procedure ChangeModel(ModelName: String);
239 procedure SwitchTeam;
240 procedure ChangeTeam(Team: Byte);
241 procedure BFGHit();
242 function GetFlag(Flag: Byte): Boolean;
243 procedure SetFlag(Flag: Byte);
244 function DropFlag(): Boolean;
245 procedure AllRulez(Health: Boolean);
246 procedure FragCombo();
247 procedure GiveItem(ItemType: Byte);
248 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
249 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
250 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
251 procedure MakeBloodSimple(Count: Word);
252 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
253 procedure Reset(Force: Boolean);
254 procedure Spectate(NoMove: Boolean = False);
255 procedure SwitchNoClip;
256 procedure SoftReset();
257 procedure Draw(); virtual;
258 procedure DrawPain();
259 procedure DrawPickup();
260 procedure DrawRulez();
261 procedure DrawAim();
262 procedure DrawBubble();
263 procedure DrawGUI();
264 procedure Update(); virtual;
265 procedure RememberState();
266 procedure RecallState();
267 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
268 procedure LoadState(var Mem: TBinMemoryReader); virtual;
269 procedure PauseSounds(Enable: Boolean);
270 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
271 procedure DoLerp(Level: Integer = 2);
272 procedure SetLerp(XTo, YTo: Integer);
273 procedure JetpackOn;
274 procedure JetpackOff;
276 property Name: String read FName write FName;
277 property Model: TPlayerModel read FModel;
278 property Health: Integer read FHealth write FHealth;
279 property Lives: Byte read FLives write FLives;
280 property Armor: Integer read FArmor write FArmor;
281 property Air: Integer read FAir write FAir;
282 property JetFuel: Integer read FJetFuel write FJetFuel;
283 property Frags: Integer read FFrags write FFrags;
284 property Death: Integer read FDeath write FDeath;
285 property Kills: Integer read FKills write FKills;
286 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
287 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
288 property Secrets: Integer read FSecrets;
289 property GodMode: Boolean read FGodMode write FGodMode;
290 property NoTarget: Boolean read FNoTarget write FNoTarget;
291 property NoReload: Boolean read FNoReload write FNoReload;
292 property Live: Boolean read FLive write FLive;
293 property Flag: Byte read FFlag;
294 property Team: Byte read FTeam write FTeam;
295 property Direction: TDirection read FDirection;
296 property GameX: Integer read FObj.X write FObj.X;
297 property GameY: Integer read FObj.Y write FObj.Y;
298 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
299 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
300 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
301 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
302 property Vel: TPoint2i read FObj.Vel;
303 property Obj: TObj read FObj;
304 property IncCam: Integer read FIncCam write FIncCam;
305 property UID: Word read FUID write FUID;
306 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
307 property NetTime: LongWord read FNetTime write FNetTime;
308 end;
310 TDifficult = record
311 DiagFire: Byte;
312 InvisFire: Byte;
313 DiagPrecision: Byte;
314 FlyPrecision: Byte;
315 Cover: Byte;
316 CloseJump: Byte;
317 WeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
318 CloseWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
319 //SafeWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
320 end;
322 TAIFlag = record
323 Name: String;
324 Value: String;
325 end;
327 TBot = class (TPlayer)
328 private
329 FSelectedWeapon: Byte;
330 FTargetUID: Word;
331 FLastVisible: DWORD;
332 FAIFlags: Array of TAIFlag;
333 FDifficult: TDifficult;
335 function GetRnd(a: Byte): Boolean;
336 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
337 function RunDirection(): TDirection;
338 function FullInStep(XInc, YInc: Integer): Boolean;
339 //function NeedItem(Item: Byte): Byte;
340 procedure SelectWeapon(Dist: Integer);
341 procedure SetAIFlag(fName, fValue: String20);
342 function GetAIFlag(fName: String20): String20;
343 procedure RemoveAIFlag(fName: String20);
344 function Healthy(): Byte;
345 procedure UpdateMove();
346 procedure UpdateCombat();
347 function KeyPressed(Key: Word): Boolean;
348 procedure ReleaseKey(Key: Byte);
349 function TargetOnScreen(TX, TY: Integer): Boolean;
350 procedure OnDamage(Angle: SmallInt); override;
352 public
353 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
354 constructor Create(); override;
355 destructor Destroy(); override;
356 procedure Draw(); override;
357 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
358 function Heal(value: Word; Soft: Boolean): Boolean; override;
359 procedure Update(); override;
360 procedure SaveState(var Mem: TBinMemoryWriter); override;
361 procedure LoadState(var Mem: TBinMemoryReader); override;
362 end;
364 TGib = record
365 Live: Boolean;
366 ID: DWORD;
367 MaskID: DWORD;
368 RAngle: Integer;
369 Color: TRGB;
370 Obj: TObj;
371 end;
373 TShell = record
374 SpriteID: DWORD;
375 Live: Boolean;
376 SType: Byte;
377 RAngle: Integer;
378 Timeout: Cardinal;
379 CX, CY: Integer;
380 Obj: TObj;
381 end;
383 TCorpse = class (TObject)
384 private
385 FModelName: String;
386 FMess: Boolean;
387 FState: Byte;
388 FDamage: Byte;
389 FColor: TRGB;
390 FObj: TObj;
391 FAnimation: TAnimation;
392 FAnimationMask: TAnimation;
394 public
395 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
396 destructor Destroy(); override;
397 procedure Damage(Value: Word; vx, vy: Integer);
398 procedure Update();
399 procedure Draw();
400 procedure SaveState(var Mem: TBinMemoryWriter);
401 procedure LoadState(var Mem: TBinMemoryReader);
403 property Obj: TObj read FObj;
404 property State: Byte read FState;
405 property Mess: Boolean read FMess;
406 end;
408 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
409 record
410 Goals: SmallInt;
411 end;
413 var
414 gPlayers: Array of TPlayer;
415 gCorpses: Array of TCorpse;
416 gGibs: Array of TGib;
417 gShells: Array of TShell;
418 gTeamStat: TTeamStat;
419 gFly: Boolean = False;
420 gAimLine: Boolean = False;
421 gChatBubble: Byte = 0;
422 gNumBots: Word = 0;
423 gLMSPID1: Word = 0;
424 gLMSPID2: Word = 0;
425 MAX_RUNVEL: Integer = 8;
426 VEL_JUMP: Integer = 10;
427 SHELL_TIMEOUT: Cardinal = 60000;
429 function Lerp(X, Y, Factor: Integer): Integer;
431 procedure g_Gibs_SetMax(Count: Word);
432 function g_Gibs_GetMax(): Word;
433 procedure g_Corpses_SetMax(Count: Word);
434 function g_Corpses_GetMax(): Word;
435 procedure g_Shells_SetMax(Count: Word);
436 function g_Shells_GetMax(): Word;
438 procedure g_Player_Init();
439 procedure g_Player_Free();
440 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
441 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
442 procedure g_Player_Remove(UID: Word);
443 procedure g_Player_ResetTeams();
444 procedure g_Player_UpdateAll();
445 procedure g_Player_DrawAll();
446 procedure g_Player_DrawDebug(p: TPlayer);
447 procedure g_Player_DrawHealth();
448 procedure g_Player_RememberAll();
449 procedure g_Player_ResetAll(Force, Silent: Boolean);
450 function g_Player_Get(UID: Word): TPlayer;
451 function g_Player_GetCount(): Byte;
452 function g_Player_GetStats(): TPlayerStatArray;
453 function g_Player_ValidName(Name: String): Boolean;
454 procedure g_Player_CreateCorpse(Player: TPlayer);
455 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
456 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
457 procedure g_Player_UpdatePhysicalObjects();
458 procedure g_Player_DrawCorpses();
459 procedure g_Player_DrawShells();
460 procedure g_Player_RemoveAllCorpses();
461 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
462 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
463 procedure g_Bot_Add(Team, Difficult: Byte);
464 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
465 procedure g_Bot_MixNames();
466 procedure g_Bot_RemoveAll();
468 implementation
470 uses
471 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
472 g_options, g_triggers, g_menu, MAPDEF, g_game,
473 WADEDITOR, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
475 type
476 TBotProfile = record
477 name: ShortString;
478 model: ShortString;
479 team: Byte;
480 color: TRGB;
481 diag_fire: Byte;
482 invis_fire: Byte;
483 diag_precision: Byte;
484 fly_precision: Byte;
485 cover: Byte;
486 close_jump: Byte;
487 w_prior1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
488 w_prior2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
489 w_prior3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
490 end;
492 const
493 TIME_RESPAWN1 = 1500;
494 TIME_RESPAWN2 = 2000;
495 TIME_RESPAWN3 = 3000;
496 AIR_DEF = 360;
497 AIR_MAX = 1091;
498 JET_MAX = 540; // ~30 sec
499 PLAYER_SUIT_TIME = 30000;
500 PLAYER_INVUL_TIME = 30000;
501 PLAYER_INVIS_TIME = 35000;
502 FRAG_COMBO_TIME = 3000;
503 VEL_SW = 4;
504 VEL_FLY = 6;
505 ANGLE_RIGHTUP = 55;
506 ANGLE_RIGHTDOWN = -35;
507 ANGLE_LEFTUP = 125;
508 ANGLE_LEFTDOWN = -145;
509 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
510 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
511 BOT_MAXJUMP = 84;
512 BOT_LONGDIST = 300;
513 BOT_UNSAFEDIST = 128;
514 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
515 (R:0; G:0; B:255));
516 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
517 FlyPrecision: 32; Cover: 32; CloseJump: 32;
518 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
519 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
520 FlyPrecision: 127; Cover: 127; CloseJump: 127;
521 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
522 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
523 FlyPrecision: 255; Cover: 255; CloseJump: 255;
524 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
525 WEAPON_PRIOR1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
526 (WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
527 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
528 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
529 WEAPON_PRIOR2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
530 (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
531 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
532 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
533 //WEAPON_PRIOR3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
534 // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
535 // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
536 // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
537 WEAPON_RELOAD: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
538 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
540 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
541 CORPSE_SIGNATURE = $50524F43; // 'CORP'
543 BOTNAMES_FILENAME = 'botnames.txt';
544 BOTLIST_FILENAME = 'botlist.txt';
546 var
547 MaxGibs: Word = 150;
548 MaxCorpses: Word = 20;
549 MaxShells: Word = 300;
550 CurrentGib: Integer = 0;
551 CurrentShell: Integer = 0;
552 BotNames: Array of String;
553 BotList: Array of TBotProfile;
555 function Lerp(X, Y, Factor: Integer): Integer;
556 begin
557 Result := X + ((Y - X) div Factor);
558 end;
560 function SameTeam(UID1, UID2: Word): Boolean;
561 begin
562 Result := False;
564 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
565 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
567 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
569 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
570 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
572 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
573 end;
575 procedure g_Gibs_SetMax(Count: Word);
576 begin
577 MaxGibs := Count;
578 SetLength(gGibs, Count);
580 if CurrentGib >= Count then
581 CurrentGib := 0;
582 end;
584 function g_Gibs_GetMax(): Word;
585 begin
586 Result := MaxGibs;
587 end;
589 procedure g_Shells_SetMax(Count: Word);
590 begin
591 MaxShells := Count;
592 SetLength(gShells, Count);
594 if CurrentShell >= Count then
595 CurrentShell := 0;
596 end;
598 function g_Shells_GetMax(): Word;
599 begin
600 Result := MaxShells;
601 end;
604 procedure g_Corpses_SetMax(Count: Word);
605 begin
606 MaxCorpses := Count;
607 SetLength(gCorpses, Count);
608 end;
610 function g_Corpses_GetMax(): Word;
611 begin
612 Result := MaxCorpses;
613 end;
615 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
616 var
617 a: Integer;
618 ok: Boolean;
619 begin
620 Result := 0;
622 ok := False;
623 a := 0;
625 // Åñòü ëè ìåñòî â gPlayers:
626 if gPlayers <> nil then
627 for a := 0 to High(gPlayers) do
628 if gPlayers[a] = nil then
629 begin
630 ok := True;
631 Break;
632 end;
634 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
635 if not ok then
636 begin
637 SetLength(gPlayers, Length(gPlayers)+1);
638 a := High(gPlayers);
639 end;
641 // Ñîçäàåì îáúåêò èãðîêà:
642 if Bot then
643 gPlayers[a] := TBot.Create()
644 else
645 gPlayers[a] := TPlayer.Create();
648 gPlayers[a].FActualModelName := ModelName;
649 gPlayers[a].SetModel(ModelName);
651 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
652 if gPlayers[a].FModel = nil then
653 begin
654 gPlayers[a].Free();
655 gPlayers[a] := nil;
656 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
657 Exit;
658 end;
660 if not (Team in [TEAM_RED, TEAM_BLUE]) then
661 if Random(2) = 0 then
662 Team := TEAM_RED
663 else
664 Team := TEAM_BLUE;
665 gPlayers[a].FPreferredTeam := Team;
667 case gGameSettings.GameMode of
668 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
669 GM_TDM,
670 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
671 GM_SINGLE,
672 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
673 end;
675 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
676 gPlayers[a].FColor := Color;
677 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
678 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
679 else
680 gPlayers[a].FModel.Color := Color;
682 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
683 gPlayers[a].FLive := False;
685 Result := gPlayers[a].FUID;
686 end;
688 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
689 var
690 a, i: Integer;
691 ok, Bot: Boolean;
692 sig: DWORD;
693 b: Byte;
694 begin
695 Result := 0;
696 if Mem = nil then
697 Exit;
699 // Ñèãíàòóðà èãðîêà:
700 Mem.ReadDWORD(sig);
701 if sig <> PLAYER_SIGNATURE then // 'PLYR'
702 begin
703 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
704 end;
706 // Áîò èëè ÷åëîâåê:
707 Mem.ReadBoolean(Bot);
709 ok := False;
710 a := 0;
712 // Åñòü ëè ìåñòî â gPlayers:
713 if gPlayers <> nil then
714 for a := 0 to High(gPlayers) do
715 if gPlayers[a] = nil then
716 begin
717 ok := True;
718 Break;
719 end;
721 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
722 if not ok then
723 begin
724 SetLength(gPlayers, Length(gPlayers)+1);
725 a := High(gPlayers);
726 end;
728 // Ñîçäàåì îáúåêò èãðîêà:
729 if Bot then
730 gPlayers[a] := TBot.Create()
731 else
732 gPlayers[a] := TPlayer.Create();
733 gPlayers[a].FIamBot := Bot;
734 gPlayers[a].FPhysics := True;
736 // UID èãðîêà:
737 Mem.ReadWord(gPlayers[a].FUID);
738 // Èìÿ èãðîêà:
739 Mem.ReadString(gPlayers[a].FName);
740 // Êîìàíäà:
741 Mem.ReadByte(gPlayers[a].FTeam);
742 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
743 // Æèâ ëè:
744 Mem.ReadBoolean(gPlayers[a].FLive);
745 // Èçðàñõîäîâàë ëè âñå æèçíè:
746 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
747 // Íàïðàâëåíèå:
748 Mem.ReadByte(b);
749 if b = 1 then
750 gPlayers[a].FDirection := D_LEFT
751 else // b = 2
752 gPlayers[a].FDirection := D_RIGHT;
753 // Çäîðîâüå:
754 Mem.ReadInt(gPlayers[a].FHealth);
755 // Æèçíè:
756 Mem.ReadByte(gPlayers[a].FLives);
757 // Áðîíÿ:
758 Mem.ReadInt(gPlayers[a].FArmor);
759 // Çàïàñ âîçäóõà:
760 Mem.ReadInt(gPlayers[a].FAir);
761 // Çàïàñ ãîðþ÷åãî:
762 Mem.ReadInt(gPlayers[a].FJetFuel);
763 // Áîëü:
764 Mem.ReadInt(gPlayers[a].FPain);
765 // Óáèë:
766 Mem.ReadInt(gPlayers[a].FKills);
767 // Óáèë ìîíñòðîâ:
768 Mem.ReadInt(gPlayers[a].FMonsterKills);
769 // Ôðàãîâ:
770 Mem.ReadInt(gPlayers[a].FFrags);
771 // Ôðàãîâ ïîäðÿä:
772 Mem.ReadByte(gPlayers[a].FFragCombo);
773 // Âðåìÿ ïîñëåäíåãî ôðàãà:
774 Mem.ReadDWORD(gPlayers[a].FLastFrag);
775 // Ñìåðòåé:
776 Mem.ReadInt(gPlayers[a].FDeath);
777 // Êàêîé ôëàã íåñåò:
778 Mem.ReadByte(gPlayers[a].FFlag);
779 // Íàøåë ñåêðåòîâ:
780 Mem.ReadInt(gPlayers[a].FSecrets);
781 // Òåêóùåå îðóæèå:
782 Mem.ReadByte(gPlayers[a].FCurrWeap);
783 // Âðåìÿ çàðÿäêè BFG:
784 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
785 // Áóôåð óðîíà:
786 Mem.ReadInt(gPlayers[a].FDamageBuffer);
787 // Ïîñëåäíèé óäàðèâøèé:
788 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
789 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
790 Mem.ReadByte(gPlayers[a].FLastHit);
791 // Îáúåêò èãðîêà:
792 Obj_LoadState(@gPlayers[a].FObj, Mem);
793 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
794 for i := A_BULLETS to A_CELLS do
795 Mem.ReadWord(gPlayers[a].FAmmo[i]);
796 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
797 for i := A_BULLETS to A_CELLS do
798 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
799 // Íàëè÷èå îðóæèÿ:
800 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
801 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
802 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
803 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
804 Mem.ReadWord(gPlayers[a].FReloading[i]);
805 // Íàëè÷èå ðþêçàêà:
806 Mem.ReadByte(b);
807 if b = 1 then
808 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
809 // Íàëè÷èå êðàñíîãî êëþ÷à:
810 Mem.ReadByte(b);
811 if b = 1 then
812 Include(gPlayers[a].FRulez, R_KEY_RED);
813 // Íàëè÷èå çåëåíîãî êëþ÷à:
814 Mem.ReadByte(b);
815 if b = 1 then
816 Include(gPlayers[a].FRulez, R_KEY_GREEN);
817 // Íàëè÷èå ñèíåãî êëþ÷à:
818 Mem.ReadByte(b);
819 if b = 1 then
820 Include(gPlayers[a].FRulez, R_KEY_BLUE);
821 // Íàëè÷èå áåðñåðêà:
822 Mem.ReadByte(b);
823 if b = 1 then
824 Include(gPlayers[a].FRulez, R_BERSERK);
825 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
826 for i := MR_SUIT to MR_MAX do
827 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
828 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
829 for i := T_RESPAWN to T_FLAGCAP do
830 Mem.ReadDWORD(gPlayers[a].FTime[i]);
832 // Íàçâàíèå ìîäåëè:
833 Mem.ReadString(gPlayers[a].FActualModelName);
834 // Öâåò ìîäåëè:
835 Mem.ReadByte(gPlayers[a].FColor.R);
836 Mem.ReadByte(gPlayers[a].FColor.G);
837 Mem.ReadByte(gPlayers[a].FColor.B);
838 // Îáíîâëÿåì ìîäåëü èãðîêà:
839 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
841 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
842 if gPlayers[a].FModel = nil then
843 begin
844 gPlayers[a].Free();
845 gPlayers[a] := nil;
846 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
847 Exit;
848 end;
850 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
851 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
852 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
853 else
854 gPlayers[a].FModel.Color := gPlayers[a].FColor;
856 Result := gPlayers[a].FUID;
857 end;
859 procedure g_Player_ResetTeams();
860 var
861 a: Integer;
862 begin
863 if g_Game_IsClient then
864 Exit;
865 if gPlayers = nil then
866 Exit;
867 for a := Low(gPlayers) to High(gPlayers) do
868 if gPlayers[a] <> nil then
869 case gGameSettings.GameMode of
870 GM_DM:
871 gPlayers[a].ChangeTeam(TEAM_NONE);
872 GM_TDM, GM_CTF:
873 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
874 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
875 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
876 else
877 if a mod 2 = 0 then
878 gPlayers[a].ChangeTeam(TEAM_RED)
879 else
880 gPlayers[a].ChangeTeam(TEAM_BLUE);
881 GM_SINGLE,
882 GM_COOP:
883 gPlayers[a].ChangeTeam(TEAM_COOP);
884 end;
885 end;
887 procedure g_Bot_Add(Team, Difficult: Byte);
888 var
889 m: SArray;
890 _name, _model: String;
891 a, tr, tb: Integer;
892 begin
893 if not g_Game_IsServer then Exit;
895 // Ñïèñîê íàçâàíèé ìîäåëåé:
896 m := g_PlayerModel_GetNames();
897 if m = nil then
898 Exit;
900 // Êîìàíäà:
901 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
902 Team := TEAM_COOP // COOP
903 else
904 if gGameSettings.GameMode = GM_DM then
905 Team := TEAM_NONE // DM
906 else
907 if Team = TEAM_NONE then // CTF / TDM
908 begin
909 // Àâòîáàëàíñ êîìàíä:
910 tr := 0;
911 tb := 0;
913 for a := 0 to High(gPlayers) do
914 if gPlayers[a] <> nil then
915 begin
916 if gPlayers[a].Team = TEAM_RED then
917 Inc(tr)
918 else
919 if gPlayers[a].Team = TEAM_BLUE then
920 Inc(tb);
921 end;
923 if tr > tb then
924 Team := TEAM_BLUE
925 else
926 if tb > tr then
927 Team := TEAM_RED
928 else // tr = tb
929 if Random(2) = 0 then
930 Team := TEAM_RED
931 else
932 Team := TEAM_BLUE;
933 end;
935 // Âûáèðàåì áîòó èìÿ:
936 _name := '';
937 if BotNames <> nil then
938 for a := 0 to High(BotNames) do
939 if g_Player_ValidName(BotNames[a]) then
940 begin
941 _name := BotNames[a];
942 Break;
943 end;
945 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
946 if _name = '' then
947 repeat
948 _name := Format('DFBOT%.2d', [Random(100)]);
949 until g_Player_ValidName(_name);
951 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
952 _model := m[Random(Length(m))];
954 // Ñîçäàåì áîòà:
955 with g_Player_Get(g_Player_Create(_model,
956 _RGB(Min(Random(9)*32, 255),
957 Min(Random(9)*32, 255),
958 Min(Random(9)*32, 255)),
959 Team, True)) as TBot do
960 begin
961 Name := _name;
963 case Difficult of
964 1: FDifficult := DIFFICULT_EASY;
965 2: FDifficult := DIFFICULT_MEDIUM;
966 else FDifficult := DIFFICULT_HARD;
967 end;
969 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
970 begin
971 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
972 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
973 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
974 end;
976 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
978 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
979 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
980 Spectate();
981 end;
982 end;
984 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
985 var
986 m: SArray;
987 _name, _model: String;
988 a: Integer;
989 begin
990 if not g_Game_IsServer then Exit;
992 // Ñïèñîê íàçâàíèé ìîäåëåé:
993 m := g_PlayerModel_GetNames();
994 if m = nil then
995 Exit;
997 // Êîìàíäà:
998 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
999 Team := TEAM_COOP // COOP
1000 else
1001 if gGameSettings.GameMode = GM_DM then
1002 Team := TEAM_NONE // DM
1003 else
1004 if Team = TEAM_NONE then
1005 Team := BotList[num].team; // CTF / TDM
1007 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1008 lName := AnsiLowerCase(lName);
1009 if (num < 0) or (num > Length(BotList)-1) then
1010 num := -1;
1011 if (num = -1) and (lName <> '') and (BotList <> nil) then
1012 for a := 0 to High(BotList) do
1013 if AnsiLowerCase(BotList[a].name) = lName then
1014 begin
1015 num := a;
1016 Break;
1017 end;
1018 if num = -1 then
1019 Exit;
1021 // Èìÿ áîòà:
1022 _name := BotList[num].name;
1023 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1024 if not g_Player_ValidName(_name) then
1025 repeat
1026 _name := Format('DFBOT%.2d', [Random(100)]);
1027 until g_Player_ValidName(_name);
1029 // Ìîäåëü:
1030 _model := BotList[num].model;
1031 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1032 if not InSArray(_model, m) then
1033 _model := m[Random(Length(m))];
1035 // Ñîçäàåì áîòà:
1036 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1037 begin
1038 Name := _name;
1040 FDifficult.DiagFire := BotList[num].diag_fire;
1041 FDifficult.InvisFire := BotList[num].invis_fire;
1042 FDifficult.DiagPrecision := BotList[num].diag_precision;
1043 FDifficult.FlyPrecision := BotList[num].fly_precision;
1044 FDifficult.Cover := BotList[num].cover;
1045 FDifficult.CloseJump := BotList[num].close_jump;
1047 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
1048 begin
1049 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1050 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1051 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1052 end;
1054 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1056 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1057 end;
1058 end;
1060 procedure g_Bot_RemoveAll();
1061 var
1062 a: Integer;
1063 begin
1064 if not g_Game_IsServer then Exit;
1065 if gPlayers = nil then Exit;
1067 for a := 0 to High(gPlayers) do
1068 if gPlayers[a] <> nil then
1069 if gPlayers[a] is TBot then
1070 begin
1071 gPlayers[a].Lives := 0;
1072 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1073 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1074 g_Player_Remove(gPlayers[a].FUID);
1075 end;
1077 g_Bot_MixNames();
1078 end;
1080 procedure g_Bot_MixNames();
1081 var
1082 s: String;
1083 a, b: Integer;
1084 begin
1085 if BotNames <> nil then
1086 for a := 0 to High(BotNames) do
1087 begin
1088 b := Random(Length(BotNames));
1089 s := BotNames[a];
1090 Botnames[a] := BotNames[b];
1091 BotNames[b] := s;
1092 end;
1093 end;
1095 procedure g_Player_Remove(UID: Word);
1096 var
1097 i: Integer;
1098 begin
1099 if gPlayers = nil then Exit;
1101 if g_Game_IsServer and g_Game_IsNet then
1102 MH_SEND_PlayerDelete(UID);
1104 for i := 0 to High(gPlayers) do
1105 if gPlayers[i] <> nil then
1106 if gPlayers[i].FUID = UID then
1107 begin
1108 if gPlayers[i] is TPlayer then
1109 TPlayer(gPlayers[i]).Free()
1110 else
1111 TBot(gPlayers[i]).Free();
1112 gPlayers[i] := nil;
1113 Exit;
1114 end;
1115 end;
1117 procedure g_Player_Init();
1118 var
1119 F: TextFile;
1120 s: String;
1121 a, b: Integer;
1122 config: TConfig;
1123 sa: SArray;
1124 begin
1125 BotNames := nil;
1127 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1128 Exit;
1130 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1131 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1132 Reset(F);
1134 while not EOF(F) do
1135 begin
1136 ReadLn(F, s);
1138 s := Trim(s);
1139 if s = '' then
1140 Continue;
1142 SetLength(BotNames, Length(BotNames)+1);
1143 BotNames[High(BotNames)] := s;
1144 end;
1146 CloseFile(F);
1148 // Ïåðåìåøèâàåì èõ:
1149 g_Bot_MixNames();
1151 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1152 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1153 BotList := nil;
1154 a := 0;
1156 while config.SectionExists(IntToStr(a)) do
1157 begin
1158 SetLength(BotList, Length(BotList)+1);
1160 with BotList[High(BotList)] do
1161 begin
1162 // Èìÿ áîòà:
1163 name := config.ReadStr(IntToStr(a), 'name', '');
1164 // Ìîäåëü:
1165 model := config.ReadStr(IntToStr(a), 'model', '');
1166 // Êîìàíäà:
1167 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1168 team := TEAM_RED
1169 else
1170 team := TEAM_BLUE;
1171 // Öâåò ìîäåëè:
1172 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1173 color.R := StrToIntDef(sa[0], 0);
1174 color.G := StrToIntDef(sa[1], 0);
1175 color.B := StrToIntDef(sa[2], 0);
1176 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1177 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1178 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1179 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1180 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1181 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1182 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1183 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1184 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1185 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1186 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1187 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1188 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1189 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1190 if Length(sa) = 10 then
1191 for b := 0 to 9 do
1192 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1193 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1194 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1195 if Length(sa) = 10 then
1196 for b := 0 to 9 do
1197 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1199 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1200 if Length(sa) = 10 then
1201 for b := 0 to 9 do
1202 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1203 end;
1205 a := a + 1;
1206 end;
1208 config.Free();
1209 end;
1211 procedure g_Player_Free();
1212 var
1213 i: Integer;
1214 begin
1215 if gPlayers <> nil then
1216 begin
1217 for i := 0 to High(gPlayers) do
1218 if gPlayers[i] <> nil then
1219 begin
1220 if gPlayers[i] is TPlayer then
1221 TPlayer(gPlayers[i]).Free()
1222 else
1223 TBot(gPlayers[i]).Free();
1224 gPlayers[i] := nil;
1225 end;
1227 gPlayers := nil;
1228 end;
1230 gPlayer1 := nil;
1231 gPlayer2 := nil;
1232 end;
1234 procedure g_Player_UpdateAll();
1235 var
1236 i: Integer;
1237 begin
1238 if gPlayers = nil then Exit;
1240 for i := 0 to High(gPlayers) do
1241 if gPlayers[i] <> nil then
1242 if gPlayers[i] is TPlayer then gPlayers[i].Update()
1243 else TBot(gPlayers[i]).Update();
1244 end;
1246 procedure g_Player_DrawAll();
1247 var
1248 i: Integer;
1249 begin
1250 if gPlayers = nil then Exit;
1252 for i := 0 to High(gPlayers) do
1253 if gPlayers[i] <> nil then
1254 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1255 else TBot(gPlayers[i]).Draw();
1256 end;
1258 procedure g_Player_DrawDebug(p: TPlayer);
1259 var
1260 fW, fH: Byte;
1261 begin
1262 if p = nil then Exit;
1263 if (@p.FObj) = nil then Exit;
1265 e_TextureFontGetSize(gStdFont, fW, fH);
1267 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1268 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1269 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1270 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1271 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1272 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1273 end;
1275 procedure g_Player_DrawHealth();
1276 var
1277 i: Integer;
1278 fW, fH: Byte;
1279 begin
1280 if gPlayers = nil then Exit;
1281 e_TextureFontGetSize(gStdFont, fW, fH);
1283 for i := 0 to High(gPlayers) do
1284 if gPlayers[i] <> nil then
1285 begin
1286 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1287 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1288 IntToStr(gPlayers[i].FHealth), gStdFont);
1289 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1290 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1291 IntToStr(gPlayers[i].FArmor), gStdFont);
1292 end;
1293 end;
1295 function g_Player_Get(UID: Word): TPlayer;
1296 var
1297 a: Integer;
1298 begin
1299 Result := nil;
1301 if gPlayers = nil then
1302 Exit;
1304 for a := 0 to High(gPlayers) do
1305 if gPlayers[a] <> nil then
1306 if gPlayers[a].FUID = UID then
1307 begin
1308 Result := gPlayers[a];
1309 Exit;
1310 end;
1311 end;
1313 function g_Player_GetCount(): Byte;
1314 var
1315 a: Integer;
1316 begin
1317 Result := 0;
1319 if gPlayers = nil then
1320 Exit;
1322 for a := 0 to High(gPlayers) do
1323 if gPlayers[a] <> nil then
1324 Result := Result + 1;
1325 end;
1327 function g_Player_GetStats(): TPlayerStatArray;
1328 var
1329 a: Integer;
1330 begin
1331 Result := nil;
1333 if gPlayers = nil then Exit;
1335 for a := 0 to High(gPlayers) do
1336 if gPlayers[a] <> nil then
1337 begin
1338 SetLength(Result, Length(Result)+1);
1339 with Result[High(Result)] do
1340 begin
1341 Ping := gPlayers[a].FPing;
1342 Loss := gPlayers[a].FLoss;
1343 Name := gPlayers[a].FName;
1344 Team := gPlayers[a].FTeam;
1345 Frags := gPlayers[a].FFrags;
1346 Deaths := gPlayers[a].FDeath;
1347 Kills := gPlayers[a].FKills;
1348 Color := gPlayers[a].FModel.Color;
1349 Lives := gPlayers[a].FLives;
1350 Spectator := gPlayers[a].FSpectator;
1351 end;
1352 end;
1353 end;
1355 procedure g_Player_RememberAll;
1356 var
1357 i: Integer;
1358 begin
1359 for i := Low(gPlayers) to High(gPlayers) do
1360 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1361 gPlayers[i].RememberState;
1362 end;
1364 procedure g_Player_ResetAll(Force, Silent: Boolean);
1365 var
1366 i: Integer;
1367 begin
1368 gTeamStat[TEAM_RED].Goals := 0;
1369 gTeamStat[TEAM_BLUE].Goals := 0;
1371 if gPlayers <> nil then
1372 for i := 0 to High(gPlayers) do
1373 if gPlayers[i] <> nil then
1374 begin
1375 gPlayers[i].Reset(Force);
1377 if gPlayers[i] is TPlayer then
1378 begin
1379 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1380 gPlayers[i].Respawn(Silent)
1381 else
1382 gPlayers[i].Spectate();
1383 end
1384 else
1385 TBot(gPlayers[i]).Respawn(Silent);
1386 end;
1387 end;
1389 procedure g_Player_CreateCorpse(Player: TPlayer);
1390 var
1391 find_id: DWORD;
1392 ok: Boolean;
1393 begin
1394 if Player.Live then
1395 Exit;
1396 if Player.FObj.Y >= gMapInfo.Height+128 then
1397 Exit;
1399 with Player do
1400 begin
1401 if (FHealth >= -50) or (gGibsCount = 0) then
1402 begin
1403 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1404 Exit;
1406 ok := False;
1407 for find_id := 0 to High(gCorpses) do
1408 if gCorpses[find_id] = nil then
1409 begin
1410 ok := True;
1411 Break;
1412 end;
1414 if not ok then
1415 find_id := Random(Length(gCorpses));
1417 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1418 gCorpses[find_id].FColor := FModel.Color;
1419 gCorpses[find_id].FObj.Vel := FObj.Vel;
1420 gCorpses[find_id].FObj.Accel := FObj.Accel;
1421 end
1422 else
1423 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1424 FObj.Y + PLAYER_RECT_CY,
1425 FModel.Name, FModel.Color);
1426 end;
1427 end;
1429 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1430 var
1431 SID: DWORD;
1432 begin
1433 if (gShells = nil) or (Length(gShells) = 0) then
1434 Exit;
1436 with gShells[CurrentShell] do
1437 begin
1438 SpriteID := 0;
1439 g_Obj_Init(@Obj);
1440 Obj.Rect.X := 0;
1441 Obj.Rect.Y := 0;
1442 if T = SHELL_BULLET then
1443 begin
1444 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1445 SpriteID := SID;
1446 CX := 2;
1447 CY := 1;
1448 Obj.Rect.Width := 4;
1449 Obj.Rect.Height := 2;
1450 end
1451 else
1452 begin
1453 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1454 SpriteID := SID;
1455 CX := 4;
1456 CY := 2;
1457 Obj.Rect.Width := 7;
1458 Obj.Rect.Height := 3;
1459 end;
1460 SType := T;
1461 Live := True;
1462 Obj.X := fX;
1463 Obj.Y := fY;
1464 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1465 RAngle := Random(360);
1466 Timeout := gTime + SHELL_TIMEOUT;
1468 if CurrentShell >= High(gShells) then
1469 CurrentShell := 0
1470 else
1471 Inc(CurrentShell);
1472 end;
1473 end;
1475 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1476 var
1477 a: Integer;
1478 GibsArray: TGibsArray;
1479 begin
1480 if (gGibs = nil) or (Length(gGibs) = 0) then
1481 Exit;
1482 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1483 Exit;
1485 for a := 0 to High(GibsArray) do
1486 with gGibs[CurrentGib] do
1487 begin
1488 Color := fColor;
1489 ID := GibsArray[a].ID;
1490 MaskID := GibsArray[a].MaskID;
1491 Live := True;
1492 g_Obj_Init(@Obj);
1493 Obj.Rect := GibsArray[a].Rect;
1494 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1495 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1496 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1497 RAngle := Random(360);
1499 if gBloodCount > 0 then
1500 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1501 Random(48), Random(48), 150, 0, 0);
1503 if CurrentGib >= High(gGibs) then
1504 CurrentGib := 0
1505 else
1506 Inc(CurrentGib);
1507 end;
1508 end;
1510 procedure g_Player_UpdatePhysicalObjects();
1511 var
1512 i: Integer;
1513 vel: TPoint2i;
1514 mr: Word;
1516 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1517 var
1518 k: Integer;
1519 begin
1520 k := 1 + Random(2);
1521 if T = SHELL_BULLET then
1522 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1523 else
1524 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1525 end;
1527 begin
1528 // Êóñêè ìÿñà:
1529 if gGibs <> nil then
1530 for i := 0 to High(gGibs) do
1531 if gGibs[i].Live then
1532 with gGibs[i] do
1533 begin
1534 vel := Obj.Vel;
1535 mr := g_Obj_Move(@Obj, True, False, True);
1537 if WordBool(mr and MOVE_FALLOUT) then
1538 begin
1539 Live := False;
1540 Continue;
1541 end;
1543 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1544 if WordBool(mr and MOVE_HITWALL) then
1545 Obj.Vel.X := -(vel.X div 2);
1546 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1547 Obj.Vel.Y := -(vel.Y div 2);
1549 if (Obj.Vel.X >= 0) then
1550 begin // Clockwise
1551 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1552 if RAngle >= 360 then
1553 RAngle := RAngle mod 360;
1554 end else begin // Counter-clockwise
1555 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1556 if RAngle < 0 then
1557 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1558 end;
1560 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1561 if gTime mod (GAME_TICK*3) = 0 then
1562 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1563 end;
1565 // Òðóïû:
1566 if gCorpses <> nil then
1567 for i := 0 to High(gCorpses) do
1568 if gCorpses[i] <> nil then
1569 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1570 begin
1571 gCorpses[i].Free();
1572 gCorpses[i] := nil;
1573 end
1574 else
1575 gCorpses[i].Update();
1577 // Ãèëüçû:
1578 if gShells <> nil then
1579 for i := 0 to High(gShells) do
1580 if gShells[i].Live then
1581 with gShells[i] do
1582 begin
1583 vel := Obj.Vel;
1584 mr := g_Obj_Move(@Obj, True, False, True);
1586 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1587 begin
1588 Live := False;
1589 Continue;
1590 end;
1592 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1593 if WordBool(mr and MOVE_HITWALL) then
1594 begin
1595 Obj.Vel.X := -(vel.X div 2);
1596 if not WordBool(mr and MOVE_INWATER) then
1597 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1598 end;
1599 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1600 begin
1601 Obj.Vel.Y := -(vel.Y div 2);
1602 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1603 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1604 begin
1605 if RAngle mod 90 <> 0 then
1606 RAngle := (RAngle div 90) * 90;
1607 end
1608 else if not WordBool(mr and MOVE_INWATER) then
1609 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1610 end;
1612 if (Obj.Vel.X >= 0) then
1613 begin // Clockwise
1614 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1615 if RAngle >= 360 then
1616 RAngle := RAngle mod 360;
1617 end else begin // Counter-clockwise
1618 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1619 if RAngle < 0 then
1620 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1621 end;
1622 end;
1623 end;
1625 procedure g_Player_DrawCorpses();
1626 var
1627 i: Integer;
1628 a: TPoint;
1629 begin
1630 if gGibs <> nil then
1631 for i := 0 to High(gGibs) do
1632 if gGibs[i].Live then
1633 with gGibs[i] do
1634 begin
1635 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1636 Continue;
1638 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1639 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1641 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1643 e_Colors := Color;
1644 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1645 e_Colors.R := 255;
1646 e_Colors.G := 255;
1647 e_Colors.B := 255;
1648 end;
1650 if gCorpses <> nil then
1651 for i := 0 to High(gCorpses) do
1652 if gCorpses[i] <> nil then
1653 gCorpses[i].Draw();
1654 end;
1656 procedure g_Player_DrawShells();
1657 var
1658 i: Integer;
1659 a: TPoint;
1660 begin
1661 if gShells <> nil then
1662 for i := 0 to High(gShells) do
1663 if gShells[i].Live then
1664 with gShells[i] do
1665 begin
1666 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1667 Continue;
1669 a.X := CX;
1670 a.Y := CY;
1672 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1673 end;
1674 end;
1676 procedure g_Player_RemoveAllCorpses();
1677 var
1678 i: Integer;
1679 begin
1680 gGibs := nil;
1681 gShells := nil;
1682 SetLength(gGibs, MaxGibs);
1683 SetLength(gShells, MaxGibs);
1684 CurrentGib := 0;
1685 CurrentShell := 0;
1687 if gCorpses <> nil then
1688 for i := 0 to High(gCorpses) do
1689 gCorpses[i].Free();
1691 gCorpses := nil;
1692 SetLength(gCorpses, MaxCorpses);
1693 end;
1695 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1696 var
1697 count, i: Integer;
1698 b: Boolean;
1699 begin
1700 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1701 count := 0;
1702 if gCorpses <> nil then
1703 for i := 0 to High(gCorpses) do
1704 if gCorpses[i] <> nil then
1705 count := count + 1;
1707 Mem := TBinMemoryWriter.Create((count+1) * 128);
1709 // Êîëè÷åñòâî òðóïîâ:
1710 Mem.WriteInt(count);
1712 if count = 0 then
1713 Exit;
1715 // Ñîõðàíÿåì òðóïû:
1716 for i := 0 to High(gCorpses) do
1717 if gCorpses[i] <> nil then
1718 begin
1719 // Íàçâàíèå ìîäåëè:
1720 Mem.WriteString(gCorpses[i].FModelName);
1721 // Òèï ñìåðòè:
1722 b := gCorpses[i].Mess;
1723 Mem.WriteBoolean(b);
1724 // Ñîõðàíÿåì äàííûå òðóïà:
1725 gCorpses[i].SaveState(Mem);
1726 end;
1727 end;
1729 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1730 var
1731 count, i: Integer;
1732 str: String;
1733 b: Boolean;
1734 begin
1735 if Mem = nil then
1736 Exit;
1738 g_Player_RemoveAllCorpses();
1740 // Êîëè÷åñòâî òðóïîâ:
1741 Mem.ReadInt(count);
1743 if count > Length(gCorpses) then
1744 begin
1745 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1746 end;
1748 if count = 0 then
1749 Exit;
1751 // Çàãðóæàåì òðóïû:
1752 for i := 0 to count-1 do
1753 begin
1754 // Íàçâàíèå ìîäåëè:
1755 Mem.ReadString(str);
1756 // Òèï ñìåðòè:
1757 Mem.ReadBoolean(b);
1758 // Ñîçäàåì òðóï:
1759 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1760 // Çàãðóæàåì äàííûå òðóïà:
1761 gCorpses[i].LoadState(Mem);
1762 end;
1763 end;
1765 { T P l a y e r : }
1767 procedure TPlayer.BFGHit();
1768 begin
1769 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1770 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1771 if g_Game_IsServer and g_Game_IsNet then
1772 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1773 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1774 0, NET_GFX_BFGHIT);
1775 end;
1777 procedure TPlayer.ChangeModel(ModelName: string);
1778 var
1779 Model: TPlayerModel;
1780 begin
1781 Model := g_PlayerModel_Get(ModelName);
1782 if Model = nil then Exit;
1784 FModel.Free();
1785 FModel := Model;
1786 end;
1788 procedure TPlayer.SetModel(ModelName: string);
1789 var
1790 m: TPlayerModel;
1791 begin
1792 m := g_PlayerModel_Get(ModelName);
1793 if m = nil then
1794 begin
1795 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1796 m := g_PlayerModel_Get('doomer');
1797 if m = nil then
1798 begin
1799 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1800 Exit;
1801 end;
1802 end;
1804 if FModel <> nil then
1805 FModel.Free();
1807 FModel := m;
1809 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1810 FModel.Color := FColor
1811 else
1812 FModel.Color := TEAMCOLOR[FTeam];
1813 FModel.SetWeapon(FCurrWeap);
1814 FModel.SetFlag(FFlag);
1815 SetDirection(FDirection);
1816 end;
1818 procedure TPlayer.SetColor(Color: TRGB);
1819 begin
1820 FColor := Color;
1821 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1822 if FModel <> nil then FModel.Color := Color;
1823 end;
1825 procedure TPlayer.SwitchTeam;
1826 begin
1827 if g_Game_IsClient then
1828 Exit;
1829 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1831 if gGameOn and FLive then
1832 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1834 if FTeam = TEAM_RED then
1835 begin
1836 ChangeTeam(TEAM_BLUE);
1837 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1838 if g_Game_IsNet then
1839 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1840 end
1841 else
1842 begin
1843 ChangeTeam(TEAM_RED);
1844 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1845 if g_Game_IsNet then
1846 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1847 end;
1848 FPreferredTeam := FTeam;
1849 end;
1851 procedure TPlayer.ChangeTeam(Team: Byte);
1852 var
1853 OldTeam: Byte;
1854 begin
1855 OldTeam := FTeam;
1856 FTeam := Team;
1857 case Team of
1858 TEAM_RED, TEAM_BLUE:
1859 FModel.Color := TEAMCOLOR[Team];
1860 else
1861 FModel.Color := FColor;
1862 end;
1863 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1864 MH_SEND_PlayerStats(FUID);
1865 end;
1868 procedure TPlayer.CollideItem();
1869 var
1870 i: Integer;
1871 r: Boolean;
1872 begin
1873 if gItems = nil then Exit;
1874 if not FLive then Exit;
1876 for i := 0 to High(gItems) do
1877 with gItems[i] do
1878 begin
1879 if (ItemType <> ITEM_NONE) and Live then
1880 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1881 PLAYER_RECT.Height, @Obj) then
1882 begin
1883 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1885 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1886 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1887 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1888 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1889 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1891 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1892 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1893 (gGameSettings.GameType = GT_SINGLE) and
1894 (g_Player_GetCount() > 1)) then
1895 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1896 end;
1897 end;
1898 end;
1901 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1902 begin
1903 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1904 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1905 False);
1906 end;
1908 constructor TPlayer.Create();
1909 begin
1910 FIamBot := False;
1911 FDummy := False;
1912 FSpawned := False;
1914 FSawSound := TPlayableSound.Create();
1915 FSawSoundIdle := TPlayableSound.Create();
1916 FSawSoundHit := TPlayableSound.Create();
1917 FSawSoundSelect := TPlayableSound.Create();
1918 FJetSoundFly := TPlayableSound.Create();
1919 FJetSoundOn := TPlayableSound.Create();
1920 FJetSoundOff := TPlayableSound.Create();
1922 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1923 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1924 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1925 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1926 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1927 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1928 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1930 FSpectatePlayer := -1;
1931 FClientID := -1;
1932 FPing := 0;
1933 FLoss := 0;
1934 FSavedState.WaitRecall := False;
1935 FShellTimer := -1;
1937 FActualModelName := 'doomer';
1939 g_Obj_Init(@FObj);
1940 FObj.Rect := PLAYER_RECT;
1942 FBFGFireCounter := -1;
1943 FJustTeleported := False;
1944 FNetTime := 0;
1945 end;
1947 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
1948 var
1949 c: Word;
1950 begin
1951 if (not g_Game_IsClient) and (not FLive) then
1952 Exit;
1954 FLastHit := t;
1956 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
1957 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
1958 begin
1959 if not g_Game_IsClient then
1960 begin
1961 FArmor := 0;
1962 if t = HIT_TRAP then
1963 begin
1964 // Ëîâóøêà óáèâàåò ñðàçó:
1965 FHealth := -100;
1966 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
1967 end;
1968 if t = HIT_SELF then
1969 begin
1970 // Ñàìîóáèéñòâî:
1971 FHealth := 0;
1972 Kill(K_SIMPLEKILL, SpawnerUID, t);
1973 end;
1974 end;
1975 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
1976 FMegaRulez[MR_SUIT] := 0;
1977 FMegaRulez[MR_INVUL] := 0;
1978 FMegaRulez[MR_INVIS] := 0;
1979 FBerserk := 0;
1980 end;
1982 // Íî îò îñòàëüíîãî ñïàñàåò:
1983 if FMegaRulez[MR_INVUL] >= gTime then
1984 Exit;
1986 // ×èò-êîä "ÃÎÐÅÖ":
1987 if FGodMode then
1988 Exit;
1990 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
1991 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
1992 (SpawnerUID = FUID) or
1993 (not SameTeam(FUID, SpawnerUID)) then
1994 begin
1995 FLastSpawnerUID := SpawnerUID;
1997 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
1998 if gBloodCount > 0 then
1999 begin
2000 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2001 if value div 4 <= c then
2002 c := c - (value div 4)
2003 else
2004 c := 0;
2006 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2007 MakeBloodSimple(c)
2008 else
2009 case t of
2010 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2011 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2012 end;
2014 if t = HIT_WATER then
2015 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2016 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2017 end;
2019 // Áóôåð óðîíà:
2020 if FLive then
2021 Inc(FDamageBuffer, value);
2023 // Âñïûøêà áîëè:
2024 if gFlash <> 0 then
2025 FPain := FPain + value;
2026 end;
2028 if g_Game_IsServer and g_Game_IsNet then
2029 begin
2030 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2031 MH_SEND_PlayerStats(FUID);
2032 MH_SEND_PlayerPos(False, FUID);
2033 end;
2034 end;
2036 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2037 begin
2038 Result := False;
2039 if g_Game_IsClient then
2040 Exit;
2041 if not FLive then
2042 Exit;
2044 if Soft and (FHealth < PLAYER_HP_SOFT) then
2045 begin
2046 IncMax(FHealth, value, PLAYER_HP_SOFT);
2047 Result := True;
2048 end;
2049 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2050 begin
2051 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2052 Result := True;
2053 end;
2055 if Result and g_Game_IsServer and g_Game_IsNet then
2056 MH_SEND_PlayerStats(FUID);
2057 end;
2059 destructor TPlayer.Destroy();
2060 begin
2061 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2062 gPlayer1 := nil;
2063 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2064 gPlayer2 := nil;
2066 FSawSound.Free();
2067 FSawSoundIdle.Free();
2068 FSawSoundHit.Free();
2069 FJetSoundFly.Free();
2070 FJetSoundOn.Free();
2071 FJetSoundOff.Free();
2072 FModel.Free();
2074 inherited;
2075 end;
2077 procedure TPlayer.DrawBubble();
2078 var
2079 bubX, bubY: Integer;
2080 ID: LongWord;
2081 Rb, Gb, Bb,
2082 Rw, Gw, Bw: SmallInt;
2083 Dot: Byte;
2084 begin
2085 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2086 bubY := FObj.Y+FObj.Rect.Y - 18;
2087 Rb := 64;
2088 Gb := 64;
2089 Bb := 64;
2090 Rw := 240;
2091 Gw := 240;
2092 Bw := 240;
2093 case gChatBubble of
2094 1: // simple textual non-bubble
2095 begin
2096 bubX := FObj.X+FObj.Rect.X - 11;
2097 bubY := FObj.Y+FObj.Rect.Y - 17;
2098 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2099 Exit;
2100 end;
2101 2: // advanced pixel-perfect bubble
2102 begin
2103 if FTeam = TEAM_RED then
2104 Rb := 255
2105 else
2106 if FTeam = TEAM_BLUE then
2107 Bb := 255;
2108 end;
2109 3: // colored bubble
2110 begin
2111 Rb := FModel.Color.R;
2112 Gb := FModel.Color.G;
2113 Bb := FModel.Color.B;
2114 Rw := Min(Rb * 2 + 64, 255);
2115 Gw := Min(Gb * 2 + 64, 255);
2116 Bw := Min(Bb * 2 + 64, 255);
2117 if (Abs(Rw - Rb) < 32)
2118 or (Abs(Gw - Gb) < 32)
2119 or (Abs(Bw - Bb) < 32) then
2120 begin
2121 Rb := Max(Rw div 2 - 16, 0);
2122 Gb := Max(Gw div 2 - 16, 0);
2123 Bb := Max(Bw div 2 - 16, 0);
2124 end;
2125 end;
2126 4: // custom textured bubble
2127 begin
2128 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2129 if FDirection = D_RIGHT then
2130 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2131 else
2132 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2133 Exit;
2134 end;
2135 end;
2137 // Outer borders
2138 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2139 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2140 // Inner box
2141 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2143 // Tail
2144 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2145 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2146 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2147 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2148 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2149 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2151 // Dots
2152 Dot := 6;
2153 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2154 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2155 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2156 end;
2158 procedure TPlayer.Draw();
2159 var
2160 ID: DWORD;
2161 w, h: Word;
2162 begin
2163 if FLive then
2164 begin
2165 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2166 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2167 begin
2168 e_GetTextureSize(ID, @w, @h);
2169 if FDirection = D_LEFT then
2170 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2171 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2172 else
2173 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2174 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2175 end;
2177 if FMegaRulez[MR_INVIS] > gTime then
2178 begin
2179 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2180 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2181 FModel.Draw(FObj.X, FObj.Y, 200)
2182 else
2183 FModel.Draw(FObj.X, FObj.Y, 254);
2184 end
2185 else
2186 FModel.Draw(FObj.X, FObj.Y);
2187 end;
2189 if g_debug_Frames then
2190 begin
2191 e_DrawQuad(FObj.X+FObj.Rect.X,
2192 FObj.Y+FObj.Rect.Y,
2193 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2194 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2195 0, 255, 0);
2196 end;
2198 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2199 DrawBubble();
2200 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2201 if gAimLine and Live and
2202 ((Self = gPlayer1) or (Self = gPlayer2)) then
2203 DrawAim();
2204 end;
2206 procedure TPlayer.DrawAim();
2207 var
2208 wx, wy, xx, yy: Integer;
2209 angle: SmallInt;
2210 sz, len: Word;
2211 begin
2212 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2213 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2214 angle := FAngle;
2215 len := 1024;
2216 sz := 2;
2217 case FCurrWeap of
2218 0: begin // Punch
2219 len := 12;
2220 sz := 4;
2221 end;
2222 1: begin // Chainsaw
2223 len := 24;
2224 sz := 6;
2225 end;
2226 2: begin // Pistol
2227 len := 1024;
2228 sz := 2;
2229 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2230 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2231 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2232 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2233 end;
2234 3: begin // Shotgun
2235 len := 1024;
2236 sz := 3;
2237 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2238 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2239 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2240 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2241 end;
2242 4: begin // Double Shotgun
2243 len := 1024;
2244 sz := 4;
2245 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2246 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2247 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2248 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2249 end;
2250 5: begin // Chaingun
2251 len := 1024;
2252 sz := 3;
2253 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2254 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2255 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2256 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2257 end;
2258 6: begin // Rocket Launcher
2259 len := 1024;
2260 sz := 7;
2261 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2262 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2263 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2264 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2265 end;
2266 7: begin // Plasmagun
2267 len := 1024;
2268 sz := 5;
2269 if angle = ANGLE_RIGHTUP then Inc(angle);
2270 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2271 if angle = ANGLE_LEFTUP then Dec(angle);
2272 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2273 end;
2274 8: begin // BFG
2275 len := 1024;
2276 sz := 12;
2277 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2278 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2279 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2280 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2281 end;
2282 9: begin // Super Chaingun
2283 len := 1024;
2284 sz := 4;
2285 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2286 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2287 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2288 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2289 end;
2290 end;
2291 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2292 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2293 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2294 end;
2296 procedure TPlayer.DrawGUI();
2297 var
2298 ID: DWORD;
2299 X, Y, SY, a, p, m: Integer;
2300 tw, th: Word;
2301 cw, ch: Byte;
2302 s: string;
2303 stat: TPlayerStatArray;
2304 begin
2305 X := gPlayerScreenSize.X;
2306 SY := gPlayerScreenSize.Y;
2307 Y := 0;
2309 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2310 begin
2311 if gGameSettings.GameMode = GM_CTF then
2312 a := 32 + 8
2313 else
2314 a := 0;
2315 if gGameSettings.GameMode = GM_CTF then
2316 begin
2317 s := 'TEXTURE_PLAYER_REDFLAG';
2318 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2319 s := 'TEXTURE_PLAYER_REDFLAG_S';
2320 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2321 s := 'TEXTURE_PLAYER_REDFLAG_D';
2322 if g_Texture_Get(s, ID) then
2323 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2324 end;
2326 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2327 e_CharFont_GetSize(gMenuFont, s, tw, th);
2328 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2330 if gGameSettings.GameMode = GM_CTF then
2331 begin
2332 s := 'TEXTURE_PLAYER_BLUEFLAG';
2333 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2334 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2335 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2336 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2337 if g_Texture_Get(s, ID) then
2338 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2339 end;
2341 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2342 e_CharFont_GetSize(gMenuFont, s, tw, th);
2343 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2344 end;
2346 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2347 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2348 0, False, False);
2350 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2351 e_Draw(ID, X+2, Y, 0, True, False);
2353 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2354 begin
2355 if gShowStat then
2356 begin
2357 s := IntToStr(Frags);
2358 e_CharFont_GetSize(gMenuFont, s, tw, th);
2359 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2361 s := '';
2362 p := 1;
2363 m := 0;
2364 stat := g_Player_GetStats();
2365 if stat <> nil then
2366 begin
2367 p := 1;
2369 for a := 0 to High(stat) do
2370 if stat[a].Name <> Name then
2371 begin
2372 if stat[a].Frags > m then m := stat[a].Frags;
2373 if stat[a].Frags > Frags then p := p+1;
2374 end;
2375 end;
2377 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2378 if Frags >= m then s := s+'+' else s := s+'-';
2379 s := s+IntToStr(Abs(Frags-m));
2381 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2382 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2383 end;
2385 if gShowLives and (gGameSettings.MaxLives > 0) then
2386 begin
2387 s := IntToStr(Lives);
2388 e_CharFont_GetSize(gMenuFont, s, tw, th);
2389 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2390 end;
2391 end;
2393 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2394 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2396 if R_BERSERK in FRulez then
2397 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2398 else
2399 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2401 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2402 e_Draw(ID, X+36, Y+77, 0, True, False);
2404 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2405 e_CharFont_GetSize(gMenuFont, s, tw, th);
2406 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2408 s := IntToStr(FArmor);
2409 e_CharFont_GetSize(gMenuFont, s, tw, th);
2410 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2412 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2414 case FCurrWeap of
2415 WEAPON_KASTET:
2416 begin
2417 s := '--';
2418 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2419 end;
2420 WEAPON_SAW:
2421 begin
2422 s := '--';
2423 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2424 end;
2425 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2426 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2427 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2428 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2429 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2430 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2431 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2432 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2433 end;
2435 e_CharFont_GetSize(gMenuFont, s, tw, th);
2436 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2437 e_Draw(ID, X+20, Y+160, 0, True, False);
2439 if R_KEY_RED in FRulez then
2440 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2442 if R_KEY_GREEN in FRulez then
2443 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2445 if R_KEY_BLUE in FRulez then
2446 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2448 if FJetFuel > 0 then
2449 begin
2450 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2451 e_Draw(ID, X+2, Y+116, 0, True, False);
2452 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2453 e_Draw(ID, X+2, Y+126, 0, True, False);
2454 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2455 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2456 end
2457 else
2458 begin
2459 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2460 e_Draw(ID, X+2, Y+124, 0, True, False);
2461 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2462 end;
2464 if gShowPing and g_Game_IsClient then
2465 begin
2466 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2467 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2468 Y := Y + 16;
2469 end;
2471 if FSpectator then
2472 begin
2473 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2474 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2475 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2476 if FNoRespawn then
2477 begin
2478 e_TextureFontGetSize(gStdFont, cw, ch);
2479 s := _lc[I_PLAYER_SPECT4];
2480 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2481 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2482 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2483 end;
2485 end;
2486 end;
2488 procedure TPlayer.DrawRulez();
2489 var
2490 dr: Boolean;
2491 begin
2492 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2493 if FMegaRulez[MR_INVUL] >= gTime then
2494 begin
2495 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2496 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2497 else
2498 dr := True;
2500 if dr then
2501 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2502 191, 191, 191, 0, B_INVERT);
2503 end;
2505 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2506 if FMegaRulez[MR_SUIT] >= gTime then
2507 begin
2508 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2509 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2510 else
2511 dr := True;
2513 if dr then
2514 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2515 0, 96, 0, 200, B_NONE);
2516 end;
2518 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2519 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2520 begin
2521 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2522 255, 0, 0, 200, B_NONE);
2523 end;
2524 end;
2526 procedure TPlayer.DrawPain();
2527 var
2528 a, h: Integer;
2529 begin
2530 if FPain = 0 then Exit;
2532 a := FPain;
2534 if a < 15 then h := 0
2535 else if a < 35 then h := 1
2536 else if a < 55 then h := 2
2537 else if a < 75 then h := 3
2538 else if a < 95 then h := 4
2539 else h := 5;
2541 //if a > 255 then a := 255;
2543 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2544 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2545 end;
2547 procedure TPlayer.DrawPickup();
2548 var
2549 a, h: Integer;
2550 begin
2551 if FPickup = 0 then Exit;
2553 a := FPickup;
2555 if a < 15 then h := 1
2556 else if a < 35 then h := 2
2557 else if a < 55 then h := 3
2558 else if a < 75 then h := 4
2559 else h := 5;
2561 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2562 end;
2564 procedure TPlayer.Fire();
2565 var
2566 f, DidFire: Boolean;
2567 wx, wy, xd, yd: Integer;
2568 obj: TObj;
2569 begin
2570 if g_Game_IsClient then Exit;
2571 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2572 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2574 if FSpectator then
2575 begin
2576 Respawn(False);
2577 Exit;
2578 end;
2580 if FReloading[FCurrWeap] <> 0 then Exit;
2582 DidFire := False;
2584 f := False;
2585 wx := FObj.X+WEAPONPOINT[FDirection].X;
2586 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2587 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2588 yd := wy+firediry();
2590 case FCurrWeap of
2591 WEAPON_KASTET:
2592 begin
2593 if R_BERSERK in FRulez then
2594 begin
2595 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2596 obj.X := FObj.X+FObj.Rect.X;
2597 obj.Y := FObj.Y+FObj.Rect.Y;
2598 obj.rect.X := 0;
2599 obj.rect.Y := 0;
2600 obj.rect.Width := 39;
2601 obj.rect.Height := 52;
2602 obj.Vel.X := (xd-wx) div 2;
2603 obj.Vel.Y := (yd-wy) div 2;
2604 obj.Accel.X := xd-wx;
2605 obj.Accel.y := yd-wy;
2607 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2608 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2609 else
2610 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2612 if gFlash = 1 then
2613 if FPain < 50 then
2614 FPain := min(FPain + 25, 50);
2615 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2617 DidFire := True;
2618 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2619 end;
2621 WEAPON_SAW:
2622 begin
2623 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2624 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2625 begin
2626 FSawSoundSelect.Stop();
2627 FSawSound.Stop();
2628 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2629 end
2630 else if not FSawSoundHit.IsPlaying() then
2631 begin
2632 FSawSoundSelect.Stop();
2633 FSawSound.PlayAt(FObj.X, FObj.Y);
2634 end;
2636 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2637 DidFire := True;
2638 f := True;
2639 end;
2641 WEAPON_PISTOL:
2642 if FAmmo[A_BULLETS] > 0 then
2643 begin
2644 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2645 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2646 Dec(FAmmo[A_BULLETS]);
2647 FFireAngle := FAngle;
2648 f := True;
2649 DidFire := True;
2650 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2651 GameVelX, GameVelY-2, SHELL_BULLET);
2652 end;
2654 WEAPON_SHOTGUN1:
2655 if FAmmo[A_SHELLS] > 0 then
2656 begin
2657 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2658 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2659 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2660 Dec(FAmmo[A_SHELLS]);
2661 FFireAngle := FAngle;
2662 f := True;
2663 DidFire := True;
2664 FShellTimer := 10;
2665 FShellType := SHELL_SHELL;
2666 end;
2668 WEAPON_SHOTGUN2:
2669 if FAmmo[A_SHELLS] >= 2 then
2670 begin
2671 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2672 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2673 Dec(FAmmo[A_SHELLS], 2);
2674 FFireAngle := FAngle;
2675 f := True;
2676 DidFire := True;
2677 FShellTimer := 13;
2678 FShellType := SHELL_DBLSHELL;
2679 end;
2681 WEAPON_CHAINGUN:
2682 if FAmmo[A_BULLETS] > 0 then
2683 begin
2684 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2685 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2686 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2687 Dec(FAmmo[A_BULLETS]);
2688 FFireAngle := FAngle;
2689 f := True;
2690 DidFire := True;
2691 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2692 GameVelX, GameVelY-2, SHELL_BULLET);
2693 end;
2695 WEAPON_ROCKETLAUNCHER:
2696 if FAmmo[A_ROCKETS] > 0 then
2697 begin
2698 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2699 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2700 Dec(FAmmo[A_ROCKETS]);
2701 FFireAngle := FAngle;
2702 f := True;
2703 DidFire := True;
2704 end;
2706 WEAPON_PLASMA:
2707 if FAmmo[A_CELLS] > 0 then
2708 begin
2709 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2710 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2711 Dec(FAmmo[A_CELLS]);
2712 FFireAngle := FAngle;
2713 f := True;
2714 DidFire := True;
2715 end;
2717 WEAPON_BFG:
2718 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2719 begin
2720 FBFGFireCounter := 17;
2721 if not FNoReload then
2722 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2723 Dec(FAmmo[A_CELLS], 40);
2724 DidFire := True;
2725 end;
2727 WEAPON_SUPERPULEMET:
2728 if FAmmo[A_SHELLS] > 0 then
2729 begin
2730 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2731 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2732 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2733 Dec(FAmmo[A_SHELLS]);
2734 FFireAngle := FAngle;
2735 f := True;
2736 DidFire := True;
2737 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2738 GameVelX, GameVelY-2, SHELL_SHELL);
2739 end;
2740 end;
2742 if g_Game_IsNet then
2743 begin
2744 if DidFire then
2745 begin
2746 if FCurrWeap <> WEAPON_BFG then
2747 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2748 else
2749 if not FNoReload then
2750 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2751 end;
2753 MH_SEND_PlayerStats(FUID);
2754 end;
2756 if not f then Exit;
2758 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2759 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2760 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2761 end;
2763 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2764 begin
2765 case Weapon of
2766 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2767 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2768 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2769 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2770 else Result := 0;
2771 end;
2772 end;
2774 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2775 begin
2776 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2777 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2778 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2779 end;
2781 procedure TPlayer.JetpackOn;
2782 begin
2783 FJetSoundFly.Stop;
2784 FJetSoundOff.Stop;
2785 FJetSoundOn.SetPosition(0);
2786 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2787 FlySmoke(8);
2788 end;
2790 procedure TPlayer.JetpackOff;
2791 begin
2792 FJetSoundFly.Stop;
2793 FJetSoundOn.Stop;
2794 FJetSoundOff.SetPosition(0);
2795 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2796 end;
2798 procedure TPlayer.Jump();
2799 begin
2800 if gFly or FJetpack then
2801 begin
2802 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2803 if FObj.Vel.Y > -VEL_FLY then
2804 FObj.Vel.Y := FObj.Vel.Y - 3;
2805 if FJetpack then
2806 begin
2807 if FJetFuel > 0 then
2808 Dec(FJetFuel);
2809 if (FJetFuel < 1) and g_Game_IsServer then
2810 begin
2811 FJetpack := False;
2812 JetpackOff;
2813 if g_Game_IsNet then
2814 MH_SEND_PlayerStats(FUID);
2815 end;
2816 end;
2817 Exit;
2818 end;
2820 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2821 if FGhost then
2822 FCanJetpack := False;
2824 // Ïðûãàåì èëè âñïëûâàåì:
2825 if (CollideLevel(0, 1) or
2826 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2827 PLAYER_RECT.Height-33, PANEL_STEP, False)
2828 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2829 begin
2830 FObj.Vel.Y := -VEL_JUMP;
2831 FCanJetpack := False;
2832 end
2833 else
2834 begin
2835 if BodyInLiquid(0, 0) then
2836 FObj.Vel.Y := -VEL_SW
2837 else if (FJetFuel > 0) and FCanJetpack and
2838 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2839 begin
2840 FJetpack := True;
2841 JetpackOn;
2842 if g_Game_IsNet then
2843 MH_SEND_PlayerStats(FUID);
2844 end;
2845 end;
2846 end;
2848 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2849 var
2850 a, i, k, ab, ar: Byte;
2851 s: String;
2852 mon: TMonster;
2853 plr: TPlayer;
2854 srv, netsrv: Boolean;
2855 DoFrags: Boolean;
2856 OldLR: Byte;
2857 KP: TPlayer;
2859 procedure PushItem(t: Byte);
2860 var
2861 id: DWORD;
2862 begin
2863 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2864 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2865 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2866 (FObj.Vel.Y div 2)-Random(9))
2867 else
2868 if KillType = K_HARDKILL then // -5..+5; -5..0
2869 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2870 (FObj.Vel.Y div 2)-Random(6))
2871 else // -3..+3; -3..0
2872 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2873 (FObj.Vel.Y div 2)-Random(4));
2875 if g_Game_IsNet and g_Game_IsServer then
2876 MH_SEND_ItemSpawn(True, id);
2877 end;
2879 begin
2880 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2881 Srv := g_Game_IsServer;
2882 Netsrv := g_Game_IsServer and g_Game_IsNet;
2883 if Srv then FDeath := FDeath + 1;
2884 if FLive then
2885 begin
2886 if FGhost then
2887 FGhost := False;
2888 if not FPhysics then
2889 FPhysics := True;
2890 FLive := False;
2891 end;
2892 FShellTimer := -1;
2894 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2895 begin
2896 if FLives > 0 then FLives := FLives - 1;
2897 if FLives = 0 then FNoRespawn := True;
2898 end;
2900 // Íîìåð òèïà ñìåðòè:
2901 a := 1;
2902 case KillType of
2903 K_SIMPLEKILL: a := 1;
2904 K_HARDKILL: a := 2;
2905 K_EXTRAHARDKILL: a := 3;
2906 K_FALLKILL: a := 4;
2907 end;
2909 // Çâóê ñìåðòè:
2910 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
2911 for i := 1 to 3 do
2912 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
2913 Break;
2915 // Âðåìÿ ðåñïàóíà:
2916 if Srv then
2917 case KillType of
2918 K_SIMPLEKILL:
2919 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
2920 K_HARDKILL:
2921 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
2922 K_EXTRAHARDKILL, K_FALLKILL:
2923 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
2924 end;
2926 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
2927 case KillType of
2928 K_SIMPLEKILL:
2929 SetAction(A_DIE1);
2930 K_HARDKILL, K_EXTRAHARDKILL:
2931 SetAction(A_DIE2);
2932 end;
2934 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
2935 if (KillType <> K_FALLKILL) and (Srv) then
2936 g_Monsters_killedp();
2938 if SpawnerUID = FUID then
2939 begin // Ñàìîóáèëñÿ
2940 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2941 begin
2942 Dec(FFrags);
2943 FLastFrag := 0;
2944 end;
2945 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
2946 end
2947 else
2948 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
2949 begin // Óáèò äðóãèì èãðîêîì
2950 KP := g_Player_Get(SpawnerUID);
2951 if (KP <> nil) and Srv then
2952 begin
2953 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2954 if SameTeam(FUID, SpawnerUID) then
2955 begin
2956 Dec(KP.FFrags);
2957 KP.FLastFrag := 0;
2958 end else
2959 begin
2960 Inc(KP.FFrags);
2961 KP.FragCombo();
2962 end;
2964 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
2965 Inc(gTeamStat[KP.Team].Goals,
2966 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
2968 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
2969 end;
2971 plr := g_Player_Get(SpawnerUID);
2972 if plr = nil then
2973 s := '?'
2974 else
2975 s := plr.FName;
2977 case KillType of
2978 K_HARDKILL:
2979 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
2980 [FName, s]),
2981 gShowKillMsg);
2982 K_EXTRAHARDKILL:
2983 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
2984 [FName, s]),
2985 gShowKillMsg);
2986 else
2987 g_Console_Add(Format(_lc[I_PLAYER_KILL],
2988 [FName, s]),
2989 gShowKillMsg);
2990 end;
2991 end
2992 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
2993 begin // Óáèò ìîíñòðîì
2994 mon := g_Monsters_Get(SpawnerUID);
2995 if mon = nil then
2996 s := '?'
2997 else
2998 s := g_Monsters_GetKilledBy(mon.MonsterType);
3000 case KillType of
3001 K_HARDKILL:
3002 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3003 [FName, s]),
3004 gShowKillMsg);
3005 K_EXTRAHARDKILL:
3006 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3007 [FName, s]),
3008 gShowKillMsg);
3009 else
3010 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3011 [FName, s]),
3012 gShowKillMsg);
3013 end;
3014 end
3015 else // Îñîáûå òèïû ñìåðòè
3016 case t of
3017 HIT_DISCON: ;
3018 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3019 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3020 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3021 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3022 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3023 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3024 end;
3026 if Srv then
3027 begin
3028 // Âûáðîñ îðóæèÿ:
3029 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3030 if FWeapon[a] then
3031 begin
3032 case a of
3033 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3034 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3035 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3036 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3037 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3038 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3039 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3040 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3041 else i := 0;
3042 end;
3044 if i <> 0 then
3045 PushItem(i);
3046 end;
3048 // Âûáðîñ ðþêçàêà:
3049 if R_ITEM_BACKPACK in FRulez then
3050 PushItem(ITEM_AMMO_BACKPACK);
3052 // Âûáðîñ ðàêåòíîãî ðàíöà:
3053 if FJetFuel > 0 then
3054 PushItem(ITEM_JETPACK);
3056 // Âûáðîñ êëþ÷åé:
3057 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3058 begin
3059 if R_KEY_RED in FRulez then
3060 PushItem(ITEM_KEY_RED);
3062 if R_KEY_GREEN in FRulez then
3063 PushItem(ITEM_KEY_GREEN);
3065 if R_KEY_BLUE in FRulez then
3066 PushItem(ITEM_KEY_BLUE);
3067 end;
3069 // Âûáðîñ ôëàãà:
3070 DropFlag();
3071 end;
3073 g_Player_CreateCorpse(Self);
3075 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3076 (gLMSRespawn = LMS_RESPAWN_NONE) then
3077 begin
3078 a := 0;
3079 k := 0;
3080 ar := 0;
3081 ab := 0;
3082 for i := Low(gPlayers) to High(gPlayers) do
3083 begin
3084 if gPlayers[i] = nil then continue;
3085 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3086 begin
3087 Inc(a);
3088 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3089 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3090 k := i;
3091 end;
3092 end;
3094 OldLR := gLMSRespawn;
3095 if (gGameSettings.GameMode = GM_COOP) then
3096 begin
3097 if (a = 0) then
3098 begin
3099 // everyone is dead, restart the map
3100 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3101 if Netsrv then
3102 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3103 gLMSRespawn := LMS_RESPAWN_FINAL;
3104 gLMSRespawnTime := gTime + 5000;
3105 end
3106 else if (a = 1) then
3107 begin
3108 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3109 if (gPlayers[k] = gPlayer1) or
3110 (gPlayers[k] = gPlayer2) then
3111 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3112 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3113 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3114 end;
3115 end
3116 else if (gGameSettings.GameMode = GM_TDM) then
3117 begin
3118 if (ab = 0) and (ar <> 0) then
3119 begin
3120 // blu team ded
3121 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3122 if Netsrv then
3123 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3124 Inc(gTeamStat[TEAM_RED].Goals);
3125 gLMSRespawn := LMS_RESPAWN_FINAL;
3126 gLMSRespawnTime := gTime + 5000;
3127 end
3128 else if (ar = 0) and (ab <> 0) then
3129 begin
3130 // red team ded
3131 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3132 if Netsrv then
3133 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3134 Inc(gTeamStat[TEAM_BLUE].Goals);
3135 gLMSRespawn := LMS_RESPAWN_FINAL;
3136 gLMSRespawnTime := gTime + 5000;
3137 end
3138 else if (ar = 0) and (ab = 0) then
3139 begin
3140 // everyone ded
3141 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3142 if Netsrv then
3143 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3144 gLMSRespawn := LMS_RESPAWN_FINAL;
3145 gLMSRespawnTime := gTime + 5000;
3146 end;
3147 end
3148 else if (gGameSettings.GameMode = GM_DM) then
3149 begin
3150 if (a = 1) then
3151 begin
3152 if gPlayers[k] <> nil then
3153 with gPlayers[k] do
3154 begin
3155 // survivor is the winner
3156 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3157 if Netsrv then
3158 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3159 Inc(FFrags);
3160 end;
3161 gLMSRespawn := LMS_RESPAWN_FINAL;
3162 gLMSRespawnTime := gTime + 5000;
3163 end
3164 else if (a = 0) then
3165 begin
3166 // everyone is dead, restart the map
3167 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3168 if Netsrv then
3169 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3170 gLMSRespawn := LMS_RESPAWN_FINAL;
3171 gLMSRespawnTime := gTime + 5000;
3172 end;
3173 end;
3174 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3175 begin
3176 if NetMode = NET_SERVER then
3177 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3178 else
3179 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3180 end;
3181 end;
3183 if Netsrv then
3184 begin
3185 MH_SEND_PlayerStats(FUID);
3186 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3187 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3188 end;
3190 if srv and FNoRespawn then Spectate(True);
3191 FWantsInGame := True;
3192 end;
3194 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3195 begin
3196 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3197 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3198 end;
3200 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3201 begin
3202 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3203 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3204 end;
3206 procedure TPlayer.MakeBloodSimple(Count: Word);
3207 begin
3208 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3209 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3210 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3211 150, 0, 0);
3212 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3213 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3214 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3215 150, 0, 0);
3216 end;
3218 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3219 begin
3220 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3221 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3222 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3223 150, 0, 0);
3224 end;
3226 procedure TPlayer.NextWeapon();
3227 var
3228 i: Byte;
3229 ok: Boolean;
3230 begin
3231 if g_Game_IsClient then Exit;
3232 if FBFGFireCounter <> -1 then Exit;
3234 if FTime[T_SWITCH] > gTime then Exit;
3236 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3237 if FReloading[i] > 0 then Exit;
3239 ok := False;
3241 for i := FCurrWeap+1 to WEAPON_SUPERPULEMET do
3242 if FWeapon[i] then
3243 begin
3244 FCurrWeap := i;
3245 ok := True;
3246 Break;
3247 end;
3249 if not ok then
3250 for i := WEAPON_KASTET to FCurrWeap-1 do
3251 if FWeapon[i] then
3252 begin
3253 FCurrWeap := i;
3254 Break;
3255 end;
3257 FTime[T_SWITCH] := gTime+156;
3259 if FCurrWeap = WEAPON_SAW then
3260 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3262 FModel.SetWeapon(FCurrWeap);
3264 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3265 end;
3267 procedure TPlayer.PrevWeapon();
3268 var
3269 i: Byte;
3270 ok: Boolean;
3271 begin
3272 if g_Game_IsClient then Exit;
3273 if FBFGFireCounter <> -1 then Exit;
3275 if FTime[T_SWITCH] > gTime then Exit;
3277 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3278 if FReloading[i] > 0 then Exit;
3280 ok := False;
3282 if FCurrWeap > 0 then
3283 for i := FCurrWeap-1 downto WEAPON_KASTET do
3284 if FWeapon[i] then
3285 begin
3286 FCurrWeap := i;
3287 ok := True;
3288 Break;
3289 end;
3291 if not ok then
3292 for i := WEAPON_SUPERPULEMET downto FCurrWeap+1 do
3293 if FWeapon[i] then
3294 begin
3295 FCurrWeap := i;
3296 Break;
3297 end;
3299 FTime[T_SWITCH] := gTime+156;
3301 if FCurrWeap = WEAPON_SAW then
3302 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3304 FModel.SetWeapon(FCurrWeap);
3306 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3307 end;
3309 procedure TPlayer.SetWeapon(W: Byte);
3310 begin
3311 if FCurrWeap <> W then
3312 if W = WEAPON_SAW then
3313 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3315 FCurrWeap := W;
3316 FModel.SetWeapon(CurrWeap);
3317 end;
3319 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3320 var
3321 a: Boolean;
3322 begin
3323 Result := False;
3324 if g_Game_IsClient then Exit;
3326 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3327 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3328 remove := not a;
3330 case ItemType of
3331 ITEM_MEDKIT_SMALL:
3332 if FHealth < PLAYER_HP_SOFT then
3333 begin
3334 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3335 Result := True;
3336 remove := True;
3337 if gFlash = 2 then Inc(FPickup, 5);
3338 end;
3340 ITEM_MEDKIT_LARGE:
3341 if FHealth < PLAYER_HP_SOFT then
3342 begin
3343 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3344 Result := True;
3345 remove := True;
3346 if gFlash = 2 then Inc(FPickup, 5);
3347 end;
3349 ITEM_ARMOR_GREEN:
3350 if FArmor < PLAYER_AP_SOFT then
3351 begin
3352 FArmor := PLAYER_AP_SOFT;
3353 Result := True;
3354 remove := True;
3355 if gFlash = 2 then Inc(FPickup, 5);
3356 end;
3358 ITEM_ARMOR_BLUE:
3359 if FArmor < PLAYER_AP_LIMIT then
3360 begin
3361 FArmor := PLAYER_AP_LIMIT;
3362 Result := True;
3363 remove := True;
3364 if gFlash = 2 then Inc(FPickup, 5);
3365 end;
3367 ITEM_SPHERE_BLUE:
3368 if FHealth < PLAYER_HP_LIMIT then
3369 begin
3370 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3371 Result := True;
3372 remove := True;
3373 if gFlash = 2 then Inc(FPickup, 5);
3374 end;
3376 ITEM_SPHERE_WHITE:
3377 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3378 begin
3379 if FHealth < PLAYER_HP_LIMIT then
3380 FHealth := PLAYER_HP_LIMIT;
3381 if FArmor < PLAYER_AP_LIMIT then
3382 FArmor := PLAYER_AP_LIMIT;
3383 Result := True;
3384 remove := True;
3385 if gFlash = 2 then Inc(FPickup, 5);
3386 end;
3388 ITEM_WEAPON_SAW:
3389 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3390 begin
3391 FWeapon[WEAPON_SAW] := True;
3392 Result := True;
3393 if gFlash = 2 then Inc(FPickup, 5);
3394 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3395 end;
3397 ITEM_WEAPON_SHOTGUN1:
3398 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3399 begin
3400 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3401 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3403 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3404 FWeapon[WEAPON_SHOTGUN1] := True;
3405 Result := True;
3406 if gFlash = 2 then Inc(FPickup, 5);
3407 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3408 end;
3410 ITEM_WEAPON_SHOTGUN2:
3411 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3412 begin
3413 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3415 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3416 FWeapon[WEAPON_SHOTGUN2] := True;
3417 Result := True;
3418 if gFlash = 2 then Inc(FPickup, 5);
3419 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3420 end;
3422 ITEM_WEAPON_CHAINGUN:
3423 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3424 begin
3425 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3427 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3428 FWeapon[WEAPON_CHAINGUN] := True;
3429 Result := True;
3430 if gFlash = 2 then Inc(FPickup, 5);
3431 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3432 end;
3434 ITEM_WEAPON_ROCKETLAUNCHER:
3435 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3436 begin
3437 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3439 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3440 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3441 Result := True;
3442 if gFlash = 2 then Inc(FPickup, 5);
3443 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3444 end;
3446 ITEM_WEAPON_PLASMA:
3447 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3448 begin
3449 if a and FWeapon[WEAPON_PLASMA] then Exit;
3451 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3452 FWeapon[WEAPON_PLASMA] := True;
3453 Result := True;
3454 if gFlash = 2 then Inc(FPickup, 5);
3455 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3456 end;
3458 ITEM_WEAPON_BFG:
3459 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3460 begin
3461 if a and FWeapon[WEAPON_BFG] then Exit;
3463 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3464 FWeapon[WEAPON_BFG] := True;
3465 Result := True;
3466 if gFlash = 2 then Inc(FPickup, 5);
3467 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3468 end;
3470 ITEM_WEAPON_SUPERPULEMET:
3471 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3472 begin
3473 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3475 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3476 FWeapon[WEAPON_SUPERPULEMET] := True;
3477 Result := True;
3478 if gFlash = 2 then Inc(FPickup, 5);
3479 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3480 end;
3482 ITEM_AMMO_BULLETS:
3483 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3484 begin
3485 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3486 Result := True;
3487 remove := True;
3488 if gFlash = 2 then Inc(FPickup, 5);
3489 end;
3491 ITEM_AMMO_BULLETS_BOX:
3492 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3493 begin
3494 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3495 Result := True;
3496 remove := True;
3497 if gFlash = 2 then Inc(FPickup, 5);
3498 end;
3500 ITEM_AMMO_SHELLS:
3501 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3502 begin
3503 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3504 Result := True;
3505 remove := True;
3506 if gFlash = 2 then Inc(FPickup, 5);
3507 end;
3509 ITEM_AMMO_SHELLS_BOX:
3510 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3511 begin
3512 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3513 Result := True;
3514 remove := True;
3515 if gFlash = 2 then Inc(FPickup, 5);
3516 end;
3518 ITEM_AMMO_ROCKET:
3519 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3520 begin
3521 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3522 Result := True;
3523 remove := True;
3524 if gFlash = 2 then Inc(FPickup, 5);
3525 end;
3527 ITEM_AMMO_ROCKET_BOX:
3528 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3529 begin
3530 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3531 Result := True;
3532 remove := True;
3533 if gFlash = 2 then Inc(FPickup, 5);
3534 end;
3536 ITEM_AMMO_CELL:
3537 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3538 begin
3539 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3540 Result := True;
3541 remove := True;
3542 if gFlash = 2 then Inc(FPickup, 5);
3543 end;
3545 ITEM_AMMO_CELL_BIG:
3546 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3547 begin
3548 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3549 Result := True;
3550 remove := True;
3551 if gFlash = 2 then Inc(FPickup, 5);
3552 end;
3554 ITEM_AMMO_BACKPACK:
3555 if not(R_ITEM_BACKPACK in FRulez) or
3556 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3557 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3558 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3559 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
3560 begin
3561 FMaxAmmo[A_BULLETS] := 400;
3562 FMaxAmmo[A_SHELLS] := 100;
3563 FMaxAmmo[A_ROCKETS] := 100;
3564 FMaxAmmo[A_CELLS] := 600;
3566 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3567 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3568 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3569 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3570 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3571 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3572 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3573 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3575 FRulez := FRulez + [R_ITEM_BACKPACK];
3576 Result := True;
3577 remove := True;
3578 if gFlash = 2 then Inc(FPickup, 5);
3579 end;
3581 ITEM_KEY_RED:
3582 if not(R_KEY_RED in FRulez) then
3583 begin
3584 Include(FRulez, R_KEY_RED);
3585 Result := True;
3586 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3587 if gFlash = 2 then Inc(FPickup, 5);
3588 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3589 end;
3591 ITEM_KEY_GREEN:
3592 if not(R_KEY_GREEN in FRulez) then
3593 begin
3594 Include(FRulez, R_KEY_GREEN);
3595 Result := True;
3596 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3597 if gFlash = 2 then Inc(FPickup, 5);
3598 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3599 end;
3601 ITEM_KEY_BLUE:
3602 if not(R_KEY_BLUE in FRulez) then
3603 begin
3604 Include(FRulez, R_KEY_BLUE);
3605 Result := True;
3606 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3607 if gFlash = 2 then Inc(FPickup, 5);
3608 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3609 end;
3611 ITEM_SUIT:
3612 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3613 begin
3614 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3615 Result := True;
3616 remove := True;
3617 if gFlash = 2 then Inc(FPickup, 5);
3618 end;
3620 ITEM_OXYGEN:
3621 if FAir < AIR_MAX then
3622 begin
3623 FAir := AIR_MAX;
3624 Result := True;
3625 remove := True;
3626 if gFlash = 2 then Inc(FPickup, 5);
3627 end;
3629 ITEM_MEDKIT_BLACK:
3630 begin
3631 if not (R_BERSERK in FRulez) then
3632 begin
3633 Include(FRulez, R_BERSERK);
3634 if FBFGFireCounter = -1 then
3635 begin
3636 FCurrWeap := WEAPON_KASTET;
3637 FModel.SetWeapon(WEAPON_KASTET);
3638 end;
3639 if gFlash <> 0 then
3640 Inc(FPain, 100);
3641 if gFlash = 2 then Inc(FPickup, 5);
3642 FBerserk := gTime+30000;
3643 Result := True;
3644 remove := True;
3645 end;
3646 if FHealth < PLAYER_HP_SOFT then
3647 begin
3648 FHealth := PLAYER_HP_SOFT;
3649 FBerserk := gTime+30000;
3650 Result := True;
3651 remove := True;
3652 end;
3653 end;
3655 ITEM_INVUL:
3656 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3657 begin
3658 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3659 Result := True;
3660 remove := True;
3661 if gFlash = 2 then Inc(FPickup, 5);
3662 end;
3664 ITEM_BOTTLE:
3665 if FHealth < PLAYER_HP_LIMIT then
3666 begin
3667 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3668 Result := True;
3669 remove := True;
3670 if gFlash = 2 then Inc(FPickup, 5);
3671 end;
3673 ITEM_HELMET:
3674 if FArmor < PLAYER_AP_LIMIT then
3675 begin
3676 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3677 Result := True;
3678 remove := True;
3679 if gFlash = 2 then Inc(FPickup, 5);
3680 end;
3682 ITEM_JETPACK:
3683 if FJetFuel < JET_MAX then
3684 begin
3685 FJetFuel := JET_MAX;
3686 Result := True;
3687 remove := True;
3688 if gFlash = 2 then Inc(FPickup, 5);
3689 end;
3691 ITEM_INVIS:
3692 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3693 begin
3694 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3695 Result := True;
3696 remove := True;
3697 if gFlash = 2 then Inc(FPickup, 5);
3698 end;
3699 end;
3700 end;
3702 procedure TPlayer.Touch();
3703 begin
3704 if not FLive then
3705 Exit;
3706 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3707 if FIamBot then
3708 begin
3709 // Áðîñèòü ôëàã òîâàðèùó:
3710 if gGameSettings.GameMode = GM_CTF then
3711 DropFlag();
3712 end;
3713 end;
3715 procedure TPlayer.Push(vx, vy: Integer);
3716 begin
3717 if (not FPhysics) and FGhost then
3718 Exit;
3719 FObj.Accel.X := FObj.Accel.X + vx;
3720 FObj.Accel.Y := FObj.Accel.Y + vy;
3721 if g_Game_IsNet and g_Game_IsServer then
3722 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3723 end;
3725 procedure TPlayer.Reset(Force: Boolean);
3726 begin
3727 if Force then
3728 FLive := False;
3730 FSpawned := False;
3731 FTime[T_RESPAWN] := 0;
3732 FTime[T_FLAGCAP] := 0;
3733 FGodMode := False;
3734 FNoTarget := False;
3735 FNoReload := False;
3736 FFrags := 0;
3737 FLastFrag := 0;
3738 FComboEvnt := -1;
3739 FKills := 0;
3740 FMonsterKills := 0;
3741 FDeath := 0;
3742 FSecrets := 0;
3743 if FNoRespawn then
3744 begin
3745 FSpectator := False;
3746 FGhost := False;
3747 FPhysics := True;
3748 FSpectatePlayer := -1;
3749 FNoRespawn := False;
3750 end;
3751 FLives := gGameSettings.MaxLives;
3753 SetFlag(FLAG_NONE);
3754 end;
3756 procedure TPlayer.SoftReset();
3757 begin
3758 ReleaseKeys();
3760 FDamageBuffer := 0;
3761 FIncCam := 0;
3762 FBFGFireCounter := -1;
3763 FShellTimer := -1;
3764 FPain := 0;
3765 FLastHit := 0;
3766 FLastFrag := 0;
3767 FComboEvnt := -1;
3769 SetFlag(FLAG_NONE);
3770 SetAction(A_STAND, True);
3771 end;
3773 function TPlayer.GetRespawnPoint(): Byte;
3774 var
3775 c: Byte;
3776 begin
3777 Result := 255;
3778 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3780 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3781 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3782 begin
3783 if (Self = gPlayer1) or (Self = gPlayer2) then
3784 begin
3785 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3786 if Self = gPlayer1 then
3787 c := RESPAWNPOINT_PLAYER1
3788 else
3789 c := RESPAWNPOINT_PLAYER2;
3790 if g_Map_GetPointCount(c) > 0 then
3791 begin
3792 Result := c;
3793 Exit;
3794 end;
3796 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3797 if Self = gPlayer1 then
3798 c := RESPAWNPOINT_PLAYER2
3799 else
3800 c := RESPAWNPOINT_PLAYER1;
3801 if g_Map_GetPointCount(c) > 0 then
3802 begin
3803 Result := c;
3804 Exit;
3805 end;
3806 end else
3807 begin
3808 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3809 if Random(2) = 0 then
3810 c := RESPAWNPOINT_PLAYER1
3811 else
3812 c := RESPAWNPOINT_PLAYER2;
3813 if g_Map_GetPointCount(c) > 0 then
3814 begin
3815 Result := c;
3816 Exit;
3817 end;
3818 end;
3820 // Òî÷êà ëþáîé èç êîìàíä
3821 if Random(2) = 0 then
3822 c := RESPAWNPOINT_RED
3823 else
3824 c := RESPAWNPOINT_BLUE;
3825 if g_Map_GetPointCount(c) > 0 then
3826 begin
3827 Result := c;
3828 Exit;
3829 end;
3831 // Òî÷êà DM
3832 c := RESPAWNPOINT_DM;
3833 if g_Map_GetPointCount(c) > 0 then
3834 begin
3835 Result := c;
3836 Exit;
3837 end;
3838 end;
3840 // Ìÿñîïîâàë
3841 if gGameSettings.GameMode = GM_DM then
3842 begin
3843 // Òî÷êà DM
3844 c := RESPAWNPOINT_DM;
3845 if g_Map_GetPointCount(c) > 0 then
3846 begin
3847 Result := c;
3848 Exit;
3849 end;
3851 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3852 if Random(2) = 0 then
3853 c := RESPAWNPOINT_PLAYER1
3854 else
3855 c := RESPAWNPOINT_PLAYER2;
3856 if g_Map_GetPointCount(c) > 0 then
3857 begin
3858 Result := c;
3859 Exit;
3860 end;
3862 // Òî÷êà ëþáîé èç êîìàíä
3863 if Random(2) = 0 then
3864 c := RESPAWNPOINT_RED
3865 else
3866 c := RESPAWNPOINT_BLUE;
3867 if g_Map_GetPointCount(c) > 0 then
3868 begin
3869 Result := c;
3870 Exit;
3871 end;
3872 end;
3874 // Êîìàíäíûå
3875 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
3876 begin
3877 // Òî÷êà ñâîåé êîìàíäû
3878 c := RESPAWNPOINT_DM;
3879 if FTeam = TEAM_RED then
3880 c := RESPAWNPOINT_RED;
3881 if FTeam = TEAM_BLUE then
3882 c := RESPAWNPOINT_BLUE;
3883 if g_Map_GetPointCount(c) > 0 then
3884 begin
3885 Result := c;
3886 Exit;
3887 end;
3889 // Òî÷êà DM
3890 c := RESPAWNPOINT_DM;
3891 if g_Map_GetPointCount(c) > 0 then
3892 begin
3893 Result := c;
3894 Exit;
3895 end;
3897 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3898 if Random(2) = 0 then
3899 c := RESPAWNPOINT_PLAYER1
3900 else
3901 c := RESPAWNPOINT_PLAYER2;
3902 if g_Map_GetPointCount(c) > 0 then
3903 begin
3904 Result := c;
3905 Exit;
3906 end;
3908 // Òî÷êà äðóãîé êîìàíäû
3909 c := RESPAWNPOINT_DM;
3910 if FTeam = TEAM_RED then
3911 c := RESPAWNPOINT_BLUE;
3912 if FTeam = TEAM_BLUE then
3913 c := RESPAWNPOINT_RED;
3914 if g_Map_GetPointCount(c) > 0 then
3915 begin
3916 Result := c;
3917 Exit;
3918 end;
3919 end;
3920 end;
3922 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
3923 var
3924 RespawnPoint: TRespawnPoint;
3925 a, b, c: Byte;
3926 Anim: TAnimation;
3927 ID: DWORD;
3928 begin
3929 if not g_Game_IsServer then
3930 Exit;
3931 if FDummy then
3932 Exit;
3933 FWantsInGame := True;
3934 FJustTeleported := True;
3935 if Force then
3936 begin
3937 FTime[T_RESPAWN] := 0;
3938 FLive := False;
3939 end;
3940 FNetTime := 0;
3941 // if server changes MaxLives we gotta be ready
3942 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
3944 // Åùå íåëüçÿ âîçðîäèòüñÿ:
3945 if FTime[T_RESPAWN] > gTime then
3946 Exit;
3948 // Ïðîñðàë âñå æèçíè:
3949 if FNoRespawn then
3950 begin
3951 if not FSpectator then Spectate(True);
3952 FWantsInGame := True;
3953 Exit;
3954 end;
3956 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
3957 begin // "Ñâîÿ èãðà"
3958 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
3959 FRulez := FRulez-[R_BERSERK];
3960 end
3961 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
3962 begin
3963 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
3964 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
3965 end;
3967 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
3968 c := GetRespawnPoint();
3970 ReleaseKeys();
3971 SetFlag(FLAG_NONE);
3973 // Âîñêðåøåíèå áåç îðóæèÿ:
3974 if not FLive then
3975 begin
3976 FHealth := PLAYER_HP_SOFT;
3977 FArmor := 0;
3978 FLive := True;
3979 FAir := AIR_DEF;
3980 FJetFuel := 0;
3982 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3983 begin
3984 FWeapon[a] := False;
3985 FReloading[a] := 0;
3986 end;
3988 FWeapon[WEAPON_PISTOL] := True;
3989 FWeapon[WEAPON_KASTET] := True;
3990 FCurrWeap := WEAPON_PISTOL;
3992 FModel.SetWeapon(FCurrWeap);
3994 for b := A_BULLETS to A_CELLS do
3995 FAmmo[b] := 0;
3997 FAmmo[A_BULLETS] := 50;
3999 FMaxAmmo[A_BULLETS] := 200;
4000 FMaxAmmo[A_SHELLS] := 50;
4001 FMaxAmmo[A_ROCKETS] := 50;
4002 FMaxAmmo[A_CELLS] := 300;
4004 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4005 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4006 else
4007 FRulez := [];
4008 end;
4010 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4011 if not g_Map_GetPoint(c, RespawnPoint) then
4012 begin
4013 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4014 Exit;
4015 end;
4017 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4018 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4019 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4020 FObj.Vel.X := 0;
4021 FObj.Vel.Y := 0;
4022 FObj.Accel.X := 0;
4023 FObj.Accel.Y := 0;
4025 FDirection := RespawnPoint.Direction;
4026 if FDirection = D_LEFT then
4027 FAngle := 180
4028 else
4029 FAngle := 0;
4031 FIncCam := 0;
4032 FBFGFireCounter := -1;
4033 FShellTimer := -1;
4034 FPain := 0;
4035 FLastHit := 0;
4037 SetAction(A_STAND, True);
4038 FModel.Direction := FDirection;
4040 for a := Low(FTime) to High(FTime) do
4041 FTime[a] := 0;
4043 for a := Low(FMegaRulez) to High(FMegaRulez) do
4044 FMegaRulez[a] := 0;
4046 FDamageBuffer := 0;
4047 FJetpack := False;
4048 FCanJetpack := False;
4050 // Àíèìàöèÿ âîçðîæäåíèÿ:
4051 if (not gLoadGameMode) and (not Silent) then
4052 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4053 begin
4054 Anim := TAnimation.Create(ID, False, 3);
4055 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4056 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4057 Anim.Free();
4058 end;
4060 FSpectator := False;
4061 FGhost := False;
4062 FPhysics := True;
4063 FSpectatePlayer := -1;
4064 FSpawned := True;
4066 if g_Game_IsNet then
4067 begin
4068 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4069 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4070 if not Silent then
4071 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4072 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4073 0, NET_GFX_TELE);
4074 end;
4075 end;
4077 procedure TPlayer.Spectate(NoMove: Boolean = False);
4078 begin
4079 if FLive then
4080 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4081 else if (not NoMove) then
4082 begin
4083 GameX := gMapInfo.Width div 2;
4084 GameY := gMapInfo.Height div 2;
4085 end;
4086 FXTo := GameX;
4087 FYTo := GameY;
4089 FLive := False;
4090 FSpectator := True;
4091 FGhost := True;
4092 FPhysics := False;
4093 FWantsInGame := False;
4094 FSpawned := False;
4096 if FNoRespawn then
4097 begin
4098 if Self = gPlayer1 then
4099 begin
4100 gLMSPID1 := FUID;
4101 gPlayer1 := nil;
4102 end;
4103 if Self = gPlayer2 then
4104 begin
4105 gLMSPID2 := FUID;
4106 gPlayer2 := nil;
4107 end;
4108 end;
4110 if g_Game_IsNet then
4111 MH_SEND_PlayerStats(FUID);
4112 end;
4114 procedure TPlayer.SwitchNoClip;
4115 begin
4116 if not FLive then
4117 Exit;
4118 FGhost := not FGhost;
4119 FPhysics := not FGhost;
4120 if FGhost then
4121 begin
4122 FXTo := FObj.X;
4123 FYTo := FObj.Y;
4124 end else
4125 begin
4126 FObj.Accel.X := 0;
4127 FObj.Accel.Y := 0;
4128 end;
4129 end;
4131 procedure TPlayer.Run(Direction: TDirection);
4132 var
4133 a, b: Integer;
4134 begin
4135 if MAX_RUNVEL > 8 then
4136 FlySmoke();
4138 // Áåæèì:
4139 if Direction = D_LEFT then
4140 begin
4141 if FObj.Vel.X > -MAX_RUNVEL then
4142 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4143 end
4144 else
4145 if FObj.Vel.X < MAX_RUNVEL then
4146 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4148 // Âîçìîæíî, ïèíàåì êóñêè:
4149 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4150 begin
4151 b := Abs(FObj.Vel.X);
4152 if b > 1 then b := b * (Random(8 div b) + 1);
4153 for a := 0 to High(gGibs) do
4154 if gGibs[a].Live and
4155 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4156 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4157 // Ïèíàåì êóñêè
4158 if FObj.Vel.X < 0 then
4159 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4160 else
4161 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4162 end;
4164 SetAction(A_WALK);
4165 end;
4167 procedure TPlayer.SeeDown();
4168 begin
4169 SetAction(A_SEEDOWN);
4171 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4173 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4174 end;
4176 procedure TPlayer.SeeUp();
4177 begin
4178 SetAction(A_SEEUP);
4180 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4182 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4183 end;
4185 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4186 var
4187 Prior: Byte;
4188 begin
4189 case Action of
4190 A_WALK: Prior := 3;
4191 A_DIE1: Prior := 5;
4192 A_DIE2: Prior := 5;
4193 A_ATTACK: Prior := 2;
4194 A_SEEUP: Prior := 1;
4195 A_SEEDOWN: Prior := 1;
4196 A_ATTACKUP: Prior := 2;
4197 A_ATTACKDOWN: Prior := 2;
4198 A_PAIN: Prior := 4;
4199 else Prior := 0;
4200 end;
4202 if (Prior > FActionPrior) or Force then
4203 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4204 begin
4205 FActionPrior := Prior;
4206 FActionAnim := Action;
4207 FActionForce := Force;
4208 FActionChanged := True;
4209 end;
4211 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4212 end;
4214 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4215 begin
4216 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4217 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4218 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4219 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4220 end;
4222 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4223 var
4224 Anim: TAnimation;
4225 ID: DWORD;
4226 begin
4227 Result := False;
4229 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4230 begin
4231 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4232 if g_Game_IsServer and g_Game_IsNet then
4233 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4234 Exit;
4235 end;
4237 FJustTeleported := True;
4239 Anim := nil;
4240 if not silent then
4241 begin
4242 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4243 begin
4244 Anim := TAnimation.Create(ID, False, 3);
4245 end;
4247 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4248 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4249 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4250 if g_Game_IsServer and g_Game_IsNet then
4251 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4252 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4253 NET_GFX_TELE);
4254 end;
4256 FObj.X := X-PLAYER_RECT.X;
4257 FObj.Y := Y-PLAYER_RECT.Y;
4258 if FLive and FGhost then
4259 begin
4260 FXTo := FObj.X;
4261 FYTo := FObj.Y;
4262 end;
4264 if not g_Game_IsNet then
4265 begin
4266 if dir = 1 then
4267 begin
4268 SetDirection(D_LEFT);
4269 FAngle := 180;
4270 end
4271 else
4272 if dir = 2 then
4273 begin
4274 SetDirection(D_RIGHT);
4275 FAngle := 0;
4276 end
4277 else
4278 if dir = 3 then
4279 begin // îáðàòíîå
4280 if FDirection = D_RIGHT then
4281 begin
4282 SetDirection(D_LEFT);
4283 FAngle := 180;
4284 end
4285 else
4286 begin
4287 SetDirection(D_RIGHT);
4288 FAngle := 0;
4289 end;
4290 end;
4291 end;
4293 if not silent and (Anim <> nil) then
4294 begin
4295 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4296 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4297 Anim.Free();
4299 if g_Game_IsServer and g_Game_IsNet then
4300 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4301 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4302 NET_GFX_TELE);
4303 end;
4305 Result := True;
4306 end;
4308 function nonz(a: Single): Single;
4309 begin
4310 if a <> 0 then
4311 Result := a
4312 else
4313 Result := 1;
4314 end;
4316 procedure TPlayer.Update();
4317 var
4318 b: Byte;
4319 i, ii, wx, wy, xd, yd, k: Integer;
4320 blockmon, headwater, dospawn: Boolean;
4321 NetServer: Boolean;
4322 AnyServer: Boolean;
4323 SetSpect: Boolean;
4324 begin
4325 NetServer := g_Game_IsNet and g_Game_IsServer;
4326 AnyServer := g_Game_IsServer;
4328 if g_Game_IsClient and (NetInterpLevel > 0) then
4329 DoLerp(NetInterpLevel + 1)
4330 else
4331 if FGhost then
4332 DoLerp(4);
4334 if NetServer then
4335 if FClientID >= 0 then
4336 begin
4337 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4338 if NetClients[FClientID].Peer^.packetsSent > 0 then
4339 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4340 else
4341 FLoss := 0;
4342 end else
4343 begin
4344 FPing := 0;
4345 FLoss := 0;
4346 end;
4348 if FLive and (gFly or FJetpack) then
4349 FlySmoke();
4351 if FDirection = D_LEFT then
4352 FAngle := 180
4353 else
4354 FAngle := 0;
4356 if FLive and (not FGhost) then
4357 begin
4358 if FKeys[KEY_UP].Pressed then
4359 SeeUp();
4360 if FKeys[KEY_DOWN].Pressed then
4361 SeeDown();
4362 end;
4364 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4365 (FIncCam <> 0) then
4366 begin
4367 i := g_basic.Sign(FIncCam);
4368 FIncCam := Abs(FIncCam);
4369 DecMin(FIncCam, 5, 0);
4370 FIncCam := FIncCam*i;
4371 end;
4373 if gTime mod (GAME_TICK*2) <> 0 then
4374 begin
4375 if (FObj.Vel.X = 0) and FLive then
4376 begin
4377 if FKeys[KEY_LEFT].Pressed then
4378 Run(D_LEFT);
4379 if FKeys[KEY_RIGHT].Pressed then
4380 Run(D_RIGHT);
4381 end;
4383 if FPhysics then
4384 g_Obj_Move(@FObj, True, True, True);
4386 Exit;
4387 end;
4389 FActionChanged := False;
4391 if FLive then
4392 begin
4393 // Let alive player do some actions
4394 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4395 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4396 if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4397 if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4398 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4399 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4400 if FKeys[KEY_JUMP].Pressed then Jump()
4401 else
4402 begin
4403 if AnyServer and FJetpack then
4404 begin
4405 FJetpack := False;
4406 JetpackOff;
4407 if NetServer then MH_SEND_PlayerStats(FUID);
4408 end;
4409 FCanJetpack := True;
4410 end;
4411 end
4412 else // Dead
4413 begin
4414 dospawn := False;
4415 if not FGhost then
4416 for k := Low(FKeys) to KEY_CHAT-1 do
4417 begin
4418 if FKeys[k].Pressed then
4419 begin
4420 dospawn := True;
4421 break;
4422 end;
4423 end;
4424 if dospawn then
4425 begin
4426 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4427 Respawn(False)
4428 else // Single
4429 if (FTime[T_RESPAWN] <= gTime) and
4430 gGameOn and (not FLive) then
4431 begin
4432 if (g_Player_GetCount() > 1) then
4433 Respawn(False)
4434 else
4435 begin
4436 gExit := EXIT_RESTART;
4437 Exit;
4438 end;
4439 end;
4440 end;
4441 // Dead spectator actions
4442 if FGhost then
4443 begin
4444 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4445 if FKeys[KEY_FIRE].Pressed and AnyServer then
4446 begin
4447 if FSpectator then
4448 begin
4449 if (FSpectatePlayer >= High(gPlayers)) then
4450 FSpectatePlayer := -1
4451 else
4452 begin
4453 SetSpect := False;
4454 for I := FSpectatePlayer + 1 to High(gPlayers) do
4455 if gPlayers[I] <> nil then
4456 if gPlayers[I].Live then
4457 if gPlayers[I].UID <> FUID then
4458 begin
4459 FSpectatePlayer := I;
4460 SetSpect := True;
4461 break;
4462 end;
4464 if not SetSpect then FSpectatePlayer := -1;
4465 end;
4467 ReleaseKeys;
4468 end;
4469 end;
4470 end;
4471 end;
4472 // No clipping
4473 if FGhost then
4474 begin
4475 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4476 begin
4477 FYTo := FObj.Y - 32;
4478 FSpectatePlayer := -1;
4479 end;
4480 if FKeys[KEY_DOWN].Pressed then
4481 begin
4482 FYTo := FObj.Y + 32;
4483 FSpectatePlayer := -1;
4484 end;
4485 if FKeys[KEY_LEFT].Pressed then
4486 begin
4487 FXTo := FObj.X - 32;
4488 FSpectatePlayer := -1;
4489 end;
4490 if FKeys[KEY_RIGHT].Pressed then
4491 begin
4492 FXTo := FObj.X + 32;
4493 FSpectatePlayer := -1;
4494 end;
4496 if (FXTo < -64) then
4497 FXTo := -64
4498 else if (FXTo > gMapInfo.Width + 32) then
4499 FXTo := gMapInfo.Width + 32;
4500 if (FYTo < -72) then
4501 FYTo := -72
4502 else if (FYTo > gMapInfo.Height + 32) then
4503 FYTo := gMapInfo.Height + 32;
4504 end;
4506 if FPhysics then
4507 g_Obj_Move(@FObj, True, True, True)
4508 else
4509 begin
4510 FObj.Vel.X := 0;
4511 FObj.Vel.Y := 0;
4512 if FSpectator then
4513 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4514 if gPlayers[FSpectatePlayer] <> nil then
4515 if gPlayers[FSpectatePlayer].Live then
4516 begin
4517 FXTo := gPlayers[FSpectatePlayer].GameX;
4518 FYTo := gPlayers[FSpectatePlayer].GameY;
4519 end;
4520 end;
4522 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4523 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4524 PANEL_BLOCKMON, True);
4525 headwater := HeadInLiquid(0, 0);
4527 // Ñîïðîòèâëåíèå âîçäóõà:
4528 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4529 if FObj.Vel.X <> 0 then
4530 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4532 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4533 DecMin(FPain, 5, 0);
4534 DecMin(FPickup, 1, 0);
4536 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4537 begin
4538 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4539 FMegaRulez[MR_SUIT] := 0;
4540 FMegaRulez[MR_INVUL] := 0;
4541 FMegaRulez[MR_INVIS] := 0;
4542 Kill(K_FALLKILL, 0, HIT_FALL);
4543 end;
4545 i := 9;
4547 if FLive then
4548 begin
4549 if FCurrWeap = WEAPON_SAW then
4550 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4551 FSawSoundSelect.IsPlaying()) then
4552 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4554 if FJetpack then
4555 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4556 (not FJetSoundOff.IsPlaying()) then
4557 begin
4558 FJetSoundFly.SetPosition(0);
4559 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4560 end;
4562 for b := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4563 if FReloading[b] > 0 then
4564 if FNoReload then
4565 FReloading[b] := 0
4566 else
4567 Dec(FReloading[b]);
4569 if FShellTimer > -1 then
4570 if FShellTimer = 0 then
4571 begin
4572 if FShellType = SHELL_SHELL then
4573 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4574 GameVelX, GameVelY-2, SHELL_SHELL)
4575 else if FShellType = SHELL_DBLSHELL then
4576 begin
4577 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4578 GameVelX+1, GameVelY-2, SHELL_SHELL);
4579 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4580 GameVelX-1, GameVelY-2, SHELL_SHELL);
4581 end;
4582 FShellTimer := -1;
4583 end else Dec(FShellTimer);
4585 if (FBFGFireCounter > -1) then
4586 if FBFGFireCounter = 0 then
4587 begin
4588 if AnyServer then
4589 begin
4590 wx := FObj.X+WEAPONPOINT[FDirection].X;
4591 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4592 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4593 yd := wy+firediry();
4594 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4595 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4596 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4597 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4598 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4599 end;
4601 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4602 FBFGFireCounter := -1;
4603 end else
4604 if FNoReload then
4605 FBFGFireCounter := 0
4606 else
4607 Dec(FBFGFireCounter);
4609 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4610 begin
4611 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4613 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4614 end;
4616 if (headwater or blockmon) then
4617 begin
4618 Dec(FAir);
4620 if FAir < -9 then
4621 begin
4622 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4623 FAir := 0;
4624 end
4625 else if (FAir mod 31 = 0) and not blockmon then
4626 begin
4627 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4628 if Random(2) = 0 then
4629 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4630 else
4631 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4632 end;
4633 end else if FAir < AIR_DEF then
4634 FAir := AIR_DEF;
4636 if FDamageBuffer > 0 then
4637 begin
4638 if FDamageBuffer >= 9 then
4639 begin
4640 SetAction(A_PAIN);
4642 if FDamageBuffer < 30 then i := 9
4643 else if FDamageBuffer < 100 then i := 18
4644 else i := 27;
4645 end;
4647 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4648 FArmor := FArmor-(FDamageBuffer-ii);
4649 FHealth := FHealth-ii;
4650 if FArmor < 0 then
4651 begin
4652 FHealth := FHealth+FArmor;
4653 FArmor := 0;
4654 end;
4656 if AnyServer then
4657 if FHealth <= 0 then
4658 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4659 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4660 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4662 if FLive then
4663 begin
4664 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4665 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4666 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4667 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4668 end;
4670 FDamageBuffer := 0;
4671 end;
4673 {CollideItem();}
4674 end; // if FLive then ...
4676 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4677 begin
4678 FModel.ChangeAnimation(FActionAnim, FActionForce);
4679 FModel.GetCurrentAnimation.MinLength := i;
4680 FModel.GetCurrentAnimationMask.MinLength := i;
4681 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4683 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4684 then SetAction(A_STAND, True);
4686 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4688 for b := Low(FKeys) to High(FKeys) do
4689 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4690 end;
4692 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4693 begin
4694 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4695 FObj.Y+PLAYER_RECT.Y,
4696 PLAYER_RECT.Width,
4697 PLAYER_RECT.Height,
4698 X, Y,
4699 Width, Height);
4700 end;
4702 function TPlayer.Collide(Panel: TPanel): Boolean;
4703 begin
4704 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4705 FObj.Y+PLAYER_RECT.Y,
4706 PLAYER_RECT.Width,
4707 PLAYER_RECT.Height,
4708 Panel.X, Panel.Y,
4709 Panel.Width, Panel.Height);
4710 end;
4712 function TPlayer.Collide(X, Y: Integer): Boolean;
4713 begin
4714 X := X-FObj.X-PLAYER_RECT.X;
4715 Y := Y-FObj.Y-PLAYER_RECT.Y;
4716 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4717 (y >= 0) and (y <= PLAYER_RECT.Height);
4718 end;
4720 function g_Player_ValidName(Name: string): Boolean;
4721 var
4722 a: Integer;
4723 begin
4724 Result := True;
4726 if gPlayers = nil then Exit;
4728 for a := 0 to High(gPlayers) do
4729 if gPlayers[a] <> nil then
4730 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4731 begin
4732 Result := False;
4733 Exit;
4734 end;
4735 end;
4737 procedure TPlayer.SetDirection(Direction: TDirection);
4738 var
4739 d: TDirection;
4740 begin
4741 d := FModel.Direction;
4743 FModel.Direction := Direction;
4744 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4746 FDirection := Direction;
4747 end;
4749 function TPlayer.GetKeys(): Byte;
4750 begin
4751 Result := 0;
4753 if R_KEY_RED in FRulez then Result := KEY_RED;
4754 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4755 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4757 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4758 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4759 end;
4761 procedure TPlayer.Use();
4762 var
4763 a: Integer;
4764 begin
4765 if FTime[T_USE] > gTime then Exit;
4767 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
4768 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
4770 for a := 0 to High(gPlayers) do
4771 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
4772 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
4773 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4774 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
4775 begin
4776 gPlayers[a].Touch();
4777 if g_Game_IsNet and g_Game_IsServer then
4778 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
4779 end;
4781 FTime[T_USE] := gTime+120;
4782 end;
4784 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
4785 var
4786 Obj: TObj;
4787 F: Boolean;
4788 WX, WY, XD, YD: Integer;
4789 begin
4790 F := False;
4791 WX := X;
4792 WY := Y;
4793 XD := AX;
4794 YD := AY;
4796 case FCurrWeap of
4797 WEAPON_KASTET:
4798 begin
4799 if R_BERSERK in FRulez then
4800 begin
4801 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4802 obj.X := FObj.X+FObj.Rect.X;
4803 obj.Y := FObj.Y+FObj.Rect.Y;
4804 obj.rect.X := 0;
4805 obj.rect.Y := 0;
4806 obj.rect.Width := 39;
4807 obj.rect.Height := 52;
4808 obj.Vel.X := (xd-wx) div 2;
4809 obj.Vel.Y := (yd-wy) div 2;
4810 obj.Accel.X := xd-wx;
4811 obj.Accel.y := yd-wy;
4813 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
4814 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
4815 else
4816 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
4818 if gFlash = 1 then
4819 if FPain < 50 then
4820 FPain := min(FPain + 25, 50);
4821 end else
4822 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
4823 end;
4825 WEAPON_SAW:
4826 begin
4827 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4828 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
4829 begin
4830 FSawSoundSelect.Stop();
4831 FSawSound.Stop();
4832 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
4833 end
4834 else if not FSawSoundHit.IsPlaying() then
4835 begin
4836 FSawSoundSelect.Stop();
4837 FSawSound.PlayAt(FObj.X, FObj.Y);
4838 end;
4839 f := True;
4840 end;
4842 WEAPON_PISTOL:
4843 begin
4844 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
4845 FFireAngle := FAngle;
4846 f := True;
4847 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4848 GameVelX, GameVelY-2, SHELL_BULLET);
4849 end;
4851 WEAPON_SHOTGUN1:
4852 begin
4853 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4854 FFireAngle := FAngle;
4855 f := True;
4856 FShellTimer := 10;
4857 FShellType := SHELL_SHELL;
4858 end;
4860 WEAPON_SHOTGUN2:
4861 begin
4862 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
4863 FFireAngle := FAngle;
4864 f := True;
4865 FShellTimer := 13;
4866 FShellType := SHELL_DBLSHELL;
4867 end;
4869 WEAPON_CHAINGUN:
4870 begin
4871 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
4872 FFireAngle := FAngle;
4873 f := True;
4874 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4875 GameVelX, GameVelY-2, SHELL_BULLET);
4876 end;
4878 WEAPON_ROCKETLAUNCHER:
4879 begin
4880 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
4881 FFireAngle := FAngle;
4882 f := True;
4883 end;
4885 WEAPON_PLASMA:
4886 begin
4887 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
4888 FFireAngle := FAngle;
4889 f := True;
4890 end;
4892 WEAPON_BFG:
4893 begin
4894 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
4895 FFireAngle := FAngle;
4896 f := True;
4897 end;
4899 WEAPON_SUPERPULEMET:
4900 begin
4901 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4902 FFireAngle := FAngle;
4903 f := True;
4904 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4905 GameVelX, GameVelY-2, SHELL_SHELL);
4906 end;
4907 end;
4909 if not f then Exit;
4911 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4912 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4913 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4914 end;
4916 procedure TPlayer.DoLerp(Level: Integer = 2);
4917 begin
4918 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
4919 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
4920 end;
4922 procedure TPlayer.SetLerp(XTo, YTo: Integer);
4923 var
4924 AX, AY: Integer;
4925 begin
4926 if NetInterpLevel < 1 then
4927 begin
4928 FObj.X := XTo;
4929 FObj.Y := YTo;
4930 end
4931 else
4932 begin
4933 FXTo := XTo;
4934 FYTo := YTo;
4936 AX := Abs(FXTo - FObj.X);
4937 AY := Abs(FYTo - FObj.Y);
4938 if (AX > 32) or (AX <= NetInterpLevel) then
4939 FObj.X := FXTo;
4940 if (AY > 32) or (AY <= NetInterpLevel) then
4941 FObj.Y := FYTo;
4942 end;
4943 end;
4945 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
4946 begin
4947 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
4948 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
4949 PANEL_LIFTUP, False) then Result := -1
4950 else
4951 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
4952 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
4953 PANEL_LIFTDOWN, False) then Result := 1
4954 else Result := 0;
4955 end;
4957 function TPlayer.GetFlag(Flag: Byte): Boolean;
4958 var
4959 s, ts: String;
4960 evtype: Byte;
4961 begin
4962 Result := False;
4964 if Flag = FLAG_NONE then
4965 Exit;
4967 if not g_Game_IsServer then Exit;
4969 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
4970 if (Flag = FTeam) and
4971 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
4972 (FFlag <> FLAG_NONE) then
4973 begin
4974 if FFlag = FLAG_RED then
4975 s := _lc[I_PLAYER_FLAG_RED]
4976 else
4977 s := _lc[I_PLAYER_FLAG_BLUE];
4979 evtype := FLAG_STATE_SCORED;
4981 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
4982 Insert('.', ts, Length(ts) + 1 - 3);
4983 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
4985 g_Map_ResetFlag(FFlag);
4986 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
4988 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
4990 Result := True;
4991 if g_Game_IsNet then
4992 begin
4993 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
4994 MH_SEND_GameStats;
4995 end;
4997 gFlags[FFlag].CaptureTime := 0;
4998 SetFlag(FLAG_NONE);
4999 Exit;
5000 end;
5002 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5003 if (Flag = FTeam) and
5004 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5005 begin
5006 if Flag = FLAG_RED then
5007 s := _lc[I_PLAYER_FLAG_RED]
5008 else
5009 s := _lc[I_PLAYER_FLAG_BLUE];
5011 evtype := FLAG_STATE_RETURNED;
5012 gFlags[Flag].CaptureTime := 0;
5014 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5016 g_Map_ResetFlag(Flag);
5017 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5019 Result := True;
5020 if g_Game_IsNet then
5021 begin
5022 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5023 MH_SEND_GameStats;
5024 end;
5025 Exit;
5026 end;
5028 // Ïîäîáðàë ÷óæîé ôëàã:
5029 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5030 begin
5031 SetFlag(Flag);
5033 if Flag = FLAG_RED then
5034 s := _lc[I_PLAYER_FLAG_RED]
5035 else
5036 s := _lc[I_PLAYER_FLAG_BLUE];
5038 evtype := FLAG_STATE_CAPTURED;
5040 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5042 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5044 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5046 Result := True;
5047 if g_Game_IsNet then
5048 begin
5049 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5050 MH_SEND_GameStats;
5051 end;
5052 end;
5053 end;
5055 procedure TPlayer.SetFlag(Flag: Byte);
5056 begin
5057 FFlag := Flag;
5058 if FModel <> nil then
5059 FModel.SetFlag(FFlag);
5060 end;
5062 function TPlayer.DropFlag(): Boolean;
5063 var
5064 s: String;
5065 begin
5066 Result := False;
5067 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5068 Exit;
5069 FTime[T_FLAGCAP] := gTime + 2000;
5070 with gFlags[FFlag] do
5071 begin
5072 Obj.X := FObj.X;
5073 Obj.Y := FObj.Y;
5074 Direction := FDirection;
5075 State := FLAG_STATE_DROPPED;
5076 Count := FLAG_TIME;
5077 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5078 (FObj.Vel.Y div 2)-2+Random(5));
5080 if FFlag = FLAG_RED then
5081 s := _lc[I_PLAYER_FLAG_RED]
5082 else
5083 s := _lc[I_PLAYER_FLAG_BLUE];
5085 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5086 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5088 if g_Game_IsNet then
5089 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5090 end;
5091 SetFlag(FLAG_NONE);
5092 Result := True;
5093 end;
5095 procedure TPlayer.GetSecret();
5096 begin
5097 Inc(FSecrets);
5098 end;
5100 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5101 begin
5102 Assert(Key <= High(FKeys));
5104 FKeys[Key].Pressed := True;
5105 FKeys[Key].Time := Time;
5106 end;
5108 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5109 begin
5110 Result := FKeys[K].Pressed;
5111 end;
5113 procedure TPlayer.ReleaseKeys();
5114 var
5115 a: Integer;
5116 begin
5117 for a := Low(FKeys) to High(FKeys) do
5118 begin
5119 FKeys[a].Pressed := False;
5120 FKeys[a].Time := 0;
5121 end;
5122 end;
5124 procedure TPlayer.OnDamage(Angle: SmallInt);
5125 begin
5126 end;
5128 function TPlayer.firediry(): Integer;
5129 begin
5130 if FKeys[KEY_UP].Pressed then Result := -42
5131 else if FKeys[KEY_DOWN].Pressed then Result := 19
5132 else Result := 0;
5133 end;
5135 procedure TPlayer.RememberState();
5136 var
5137 i: Integer;
5138 begin
5139 FSavedState.Health := FHealth;
5140 FSavedState.Armor := FArmor;
5141 FSavedState.Air := FAir;
5142 FSavedState.JetFuel := FJetFuel;
5143 FSavedState.CurrWeap := FCurrWeap;
5145 for i := 0 to 3 do
5146 FSavedState.Ammo[i] := FAmmo[i];
5147 for i := 0 to 3 do
5148 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5150 FSavedState.Rulez := FRulez;
5151 FSavedState.WaitRecall := True;
5152 end;
5154 procedure TPlayer.RecallState();
5155 var
5156 i: Integer;
5157 begin
5158 if not FSavedState.WaitRecall then Exit;
5160 FHealth := FSavedState.Health;
5161 FArmor := FSavedState.Armor;
5162 FAir := FSavedState.Air;
5163 FJetFuel := FSavedState.JetFuel;
5164 FCurrWeap := FSavedState.CurrWeap;
5166 for i := 0 to 3 do
5167 FAmmo[i] := FSavedState.Ammo[i];
5168 for i := 0 to 3 do
5169 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5171 FRulez := FSavedState.Rulez;
5172 FSavedState.WaitRecall := False;
5174 if gGameSettings.GameType = GT_SERVER then
5175 MH_SEND_PlayerStats(FUID);
5176 end;
5178 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5179 var
5180 i: Integer;
5181 sig: DWORD;
5182 str: String;
5183 b: Byte;
5184 begin
5185 if FIamBot then
5186 i := 512
5187 else
5188 i := 256;
5190 Mem := TBinMemoryWriter.Create(i);
5192 // Ñèãíàòóðà èãðîêà:
5193 sig := PLAYER_SIGNATURE; // 'PLYR'
5194 Mem.WriteDWORD(sig);
5195 // Áîò èëè ÷åëîâåê:
5196 Mem.WriteBoolean(FIamBot);
5197 // UID èãðîêà:
5198 Mem.WriteWord(FUID);
5199 // Èìÿ èãðîêà:
5200 Mem.WriteString(FName, 32);
5201 // Êîìàíäà:
5202 Mem.WriteByte(FTeam);
5203 // Æèâ ëè:
5204 Mem.WriteBoolean(FLive);
5205 // Èçðàñõîäîâàë ëè âñå æèçíè:
5206 Mem.WriteBoolean(FNoRespawn);
5207 // Íàïðàâëåíèå:
5208 if FDirection = D_LEFT then
5209 b := 1
5210 else // D_RIGHT
5211 b := 2;
5212 Mem.WriteByte(b);
5213 // Çäîðîâüå:
5214 Mem.WriteInt(FHealth);
5215 // Æèçíè:
5216 Mem.WriteByte(FLives);
5217 // Áðîíÿ:
5218 Mem.WriteInt(FArmor);
5219 // Çàïàñ âîçäóõà:
5220 Mem.WriteInt(FAir);
5221 // Çàïàñ ãîðþ÷åãî:
5222 Mem.WriteInt(FJetFuel);
5223 // Áîëü:
5224 Mem.WriteInt(FPain);
5225 // Óáèë:
5226 Mem.WriteInt(FKills);
5227 // Óáèë ìîíñòðîâ:
5228 Mem.WriteInt(FMonsterKills);
5229 // Ôðàãîâ:
5230 Mem.WriteInt(FFrags);
5231 // Ôðàãîâ ïîäðÿä:
5232 Mem.WriteByte(FFragCombo);
5233 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5234 Mem.WriteDWORD(FLastFrag);
5235 // Ñìåðòåé:
5236 Mem.WriteInt(FDeath);
5237 // Êàêîé ôëàã íåñåò:
5238 Mem.WriteByte(FFlag);
5239 // Íàøåë ñåêðåòîâ:
5240 Mem.WriteInt(FSecrets);
5241 // Òåêóùåå îðóæèå:
5242 Mem.WriteByte(FCurrWeap);
5243 // Âðåìÿ çàðÿäêè BFG:
5244 Mem.WriteSmallInt(FBFGFireCounter);
5245 // Áóôåð óðîíà:
5246 Mem.WriteInt(FDamageBuffer);
5247 // Ïîñëåäíèé óäàðèâøèé:
5248 Mem.WriteWord(FLastSpawnerUID);
5249 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5250 Mem.WriteByte(FLastHit);
5251 // Îáúåêò èãðîêà:
5252 Obj_SaveState(@FObj, Mem);
5253 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5254 for i := A_BULLETS to A_CELLS do
5255 Mem.WriteWord(FAmmo[i]);
5256 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5257 for i := A_BULLETS to A_CELLS do
5258 Mem.WriteWord(FMaxAmmo[i]);
5259 // Íàëè÷èå îðóæèÿ:
5260 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5261 Mem.WriteBoolean(FWeapon[i]);
5262 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5263 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5264 Mem.WriteWord(FReloading[i]);
5265 // Íàëè÷èå ðþêçàêà:
5266 if R_ITEM_BACKPACK in FRulez then
5267 b := 1
5268 else
5269 b := 0;
5270 Mem.WriteByte(b);
5271 // Íàëè÷èå êðàñíîãî êëþ÷à:
5272 if R_KEY_RED in FRulez then
5273 b := 1
5274 else
5275 b := 0;
5276 Mem.WriteByte(b);
5277 // Íàëè÷èå çåëåíîãî êëþ÷à:
5278 if R_KEY_GREEN in FRulez then
5279 b := 1
5280 else
5281 b := 0;
5282 Mem.WriteByte(b);
5283 // Íàëè÷èå ñèíåãî êëþ÷à:
5284 if R_KEY_BLUE in FRulez then
5285 b := 1
5286 else
5287 b := 0;
5288 Mem.WriteByte(b);
5289 // Íàëè÷èå áåðñåðêà:
5290 if R_BERSERK in FRulez then
5291 b := 1
5292 else
5293 b := 0;
5294 Mem.WriteByte(b);
5295 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5296 for i := MR_SUIT to MR_MAX do
5297 Mem.WriteDWORD(FMegaRulez[i]);
5298 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5299 for i := T_RESPAWN to T_FLAGCAP do
5300 Mem.WriteDWORD(FTime[i]);
5301 // Íàçâàíèå ìîäåëè:
5302 str := FModel.Name;
5303 Mem.WriteString(str);
5304 // Öâåò ìîäåëè:
5305 b := FColor.R;
5306 Mem.WriteByte(b);
5307 b := FColor.G;
5308 Mem.WriteByte(b);
5309 b := FColor.B;
5310 Mem.WriteByte(b);
5311 end;
5313 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5314 var
5315 i: Integer;
5316 sig: DWORD;
5317 str: String;
5318 b: Byte;
5319 begin
5320 if Mem = nil then
5321 Exit;
5323 // Ñèãíàòóðà èãðîêà:
5324 Mem.ReadDWORD(sig);
5325 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5326 begin
5327 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5328 end;
5329 // Áîò èëè ÷åëîâåê:
5330 Mem.ReadBoolean(FIamBot);
5331 // UID èãðîêà:
5332 Mem.ReadWord(FUID);
5333 // Èìÿ èãðîêà:
5334 Mem.ReadString(str);
5335 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5336 FName := str;
5337 // Êîìàíäà:
5338 Mem.ReadByte(FTeam);
5339 // Æèâ ëè:
5340 Mem.ReadBoolean(FLive);
5341 // Èçðàñõîäîâàë ëè âñå æèçíè:
5342 Mem.ReadBoolean(FNoRespawn);
5343 // Íàïðàâëåíèå:
5344 Mem.ReadByte(b);
5345 if b = 1 then
5346 FDirection := D_LEFT
5347 else // b = 2
5348 FDirection := D_RIGHT;
5349 // Çäîðîâüå:
5350 Mem.ReadInt(FHealth);
5351 // Æèçíè:
5352 Mem.ReadByte(FLives);
5353 // Áðîíÿ:
5354 Mem.ReadInt(FArmor);
5355 // Çàïàñ âîçäóõà:
5356 Mem.ReadInt(FAir);
5357 // Çàïàñ ãîðþ÷åãî:
5358 Mem.ReadInt(FJetFuel);
5359 // Áîëü:
5360 Mem.ReadInt(FPain);
5361 // Óáèë:
5362 Mem.ReadInt(FKills);
5363 // Óáèë ìîíñòðîâ:
5364 Mem.ReadInt(FMonsterKills);
5365 // Ôðàãîâ:
5366 Mem.ReadInt(FFrags);
5367 // Ôðàãîâ ïîäðÿä:
5368 Mem.ReadByte(FFragCombo);
5369 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5370 Mem.ReadDWORD(FLastFrag);
5371 // Ñìåðòåé:
5372 Mem.ReadInt(FDeath);
5373 // Êàêîé ôëàã íåñåò:
5374 Mem.ReadByte(FFlag);
5375 // Íàøåë ñåêðåòîâ:
5376 Mem.ReadInt(FSecrets);
5377 // Òåêóùåå îðóæèå:
5378 Mem.ReadByte(FCurrWeap);
5379 // Âðåìÿ çàðÿäêè BFG:
5380 Mem.ReadSmallInt(FBFGFireCounter);
5381 // Áóôåð óðîíà:
5382 Mem.ReadInt(FDamageBuffer);
5383 // Ïîñëåäíèé óäàðèâøèé:
5384 Mem.ReadWord(FLastSpawnerUID);
5385 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5386 Mem.ReadByte(FLastHit);
5387 // Îáúåêò èãðîêà:
5388 Obj_LoadState(@FObj, Mem);
5389 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5390 for i := A_BULLETS to A_CELLS do
5391 Mem.ReadWord(FAmmo[i]);
5392 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5393 for i := A_BULLETS to A_CELLS do
5394 Mem.ReadWord(FMaxAmmo[i]);
5395 // Íàëè÷èå îðóæèÿ:
5396 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5397 Mem.ReadBoolean(FWeapon[i]);
5398 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5399 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5400 Mem.ReadWord(FReloading[i]);
5401 // Íàëè÷èå ðþêçàêà:
5402 Mem.ReadByte(b);
5403 if b = 1 then
5404 Include(FRulez, R_ITEM_BACKPACK);
5405 // Íàëè÷èå êðàñíîãî êëþ÷à:
5406 Mem.ReadByte(b);
5407 if b = 1 then
5408 Include(FRulez, R_KEY_RED);
5409 // Íàëè÷èå çåëåíîãî êëþ÷à:
5410 Mem.ReadByte(b);
5411 if b = 1 then
5412 Include(FRulez, R_KEY_GREEN);
5413 // Íàëè÷èå ñèíåãî êëþ÷à:
5414 Mem.ReadByte(b);
5415 if b = 1 then
5416 Include(FRulez, R_KEY_BLUE);
5417 // Íàëè÷èå áåðñåðêà:
5418 Mem.ReadByte(b);
5419 if b = 1 then
5420 Include(FRulez, R_BERSERK);
5421 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5422 for i := MR_SUIT to MR_MAX do
5423 Mem.ReadDWORD(FMegaRulez[i]);
5424 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5425 for i := T_RESPAWN to T_FLAGCAP do
5426 Mem.ReadDWORD(FTime[i]);
5427 // Íàçâàíèå ìîäåëè:
5428 Mem.ReadString(str);
5429 // Öâåò ìîäåëè:
5430 Mem.ReadByte(FColor.R);
5431 Mem.ReadByte(FColor.G);
5432 Mem.ReadByte(FColor.B);
5433 if Self = gPlayer1 then
5434 begin
5435 str := gPlayer1Settings.Model;
5436 FColor := gPlayer1Settings.Color;
5437 end;
5438 if Self = gPlayer2 then
5439 begin
5440 str := gPlayer2Settings.Model;
5441 FColor := gPlayer2Settings.Color;
5442 end;
5443 // Îáíîâëÿåì ìîäåëü èãðîêà:
5444 SetModel(str);
5445 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5446 FModel.Color := TEAMCOLOR[FTeam]
5447 else
5448 FModel.Color := FColor;
5449 end;
5451 procedure TPlayer.AllRulez(Health: Boolean);
5452 var
5453 a: Integer;
5454 begin
5455 if Health then
5456 begin
5457 FHealth := PLAYER_HP_LIMIT;
5458 FArmor := PLAYER_AP_LIMIT;
5459 Exit;
5460 end;
5462 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do FWeapon[a] := True;
5463 for a := A_BULLETS to A_CELLS do FAmmo[a] := 30000;
5464 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5465 end;
5467 procedure TPlayer.FragCombo();
5468 var
5469 Param: Integer;
5470 begin
5471 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5472 Exit;
5473 if gTime - FLastFrag < FRAG_COMBO_TIME then
5474 begin
5475 if FFragCombo < 5 then
5476 Inc(FFragCombo);
5477 Param := FUID or (FFragCombo shl 16);
5478 if (FComboEvnt >= Low(gDelayedEvents)) and
5479 (FComboEvnt <= High(gDelayedEvents)) and
5480 gDelayedEvents[FComboEvnt].Pending and
5481 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5482 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5483 begin
5484 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5485 gDelayedEvents[FComboEvnt].DENum := Param;
5486 end
5487 else
5488 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5489 end
5490 else
5491 FFragCombo := 1;
5493 FLastFrag := gTime;
5494 end;
5496 procedure TPlayer.GiveItem(ItemType: Byte);
5497 begin
5498 case ItemType of
5499 ITEM_SUIT:
5500 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5501 begin
5502 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5503 end;
5505 ITEM_OXYGEN:
5506 if FAir < AIR_MAX then
5507 begin
5508 FAir := AIR_MAX;
5509 end;
5511 ITEM_MEDKIT_BLACK:
5512 begin
5513 if not (R_BERSERK in FRulez) then
5514 begin
5515 Include(FRulez, R_BERSERK);
5516 if FBFGFireCounter < 1 then
5517 begin
5518 FCurrWeap := WEAPON_KASTET;
5519 FModel.SetWeapon(WEAPON_KASTET);
5520 end;
5521 if gFlash <> 0 then
5522 Inc(FPain, 100);
5523 FBerserk := gTime+30000;
5524 end;
5525 if FHealth < PLAYER_HP_SOFT then
5526 begin
5527 FHealth := PLAYER_HP_SOFT;
5528 FBerserk := gTime+30000;
5529 end;
5530 end;
5532 ITEM_INVUL:
5533 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5534 begin
5535 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5536 end;
5538 ITEM_INVIS:
5539 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5540 begin
5541 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5542 end;
5544 ITEM_JETPACK:
5545 if FJetFuel < JET_MAX then
5546 begin
5547 FJetFuel := JET_MAX;
5548 end;
5550 else
5551 Exit;
5552 end;
5553 if g_Game_IsNet and g_Game_IsServer then
5554 MH_SEND_PlayerStats(FUID);
5555 end;
5557 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5558 var
5559 id, i: DWORD;
5560 Anim: TAnimation;
5561 begin
5562 if (Random(5) = 1) and (Times = 1) then
5563 Exit;
5565 if BodyInLiquid(0, 0) then
5566 begin
5567 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5568 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5569 if Random(2) = 0 then
5570 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5571 else
5572 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5573 Exit;
5574 end;
5576 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5577 begin
5578 for i := 1 to Times do
5579 begin
5580 Anim := TAnimation.Create(id, False, 3);
5581 Anim.Alpha := 150;
5582 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5583 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5584 Anim.Free();
5585 end;
5586 end;
5587 end;
5589 procedure TPlayer.PauseSounds(Enable: Boolean);
5590 begin
5591 FSawSound.Pause(Enable);
5592 FSawSoundIdle.Pause(Enable);
5593 FSawSoundHit.Pause(Enable);
5594 FSawSoundSelect.Pause(Enable);
5595 end;
5597 { T C o r p s e : }
5599 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5600 begin
5601 g_Obj_Init(@FObj);
5602 FObj.X := X;
5603 FObj.Y := Y;
5604 FObj.Rect := PLAYER_CORPSERECT;
5605 FModelName := ModelName;
5606 FMess := aMess;
5608 if FMess then
5609 begin
5610 FState := CORPSE_STATE_MESS;
5611 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5612 end
5613 else
5614 begin
5615 FState := CORPSE_STATE_NORMAL;
5616 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5617 end;
5618 end;
5620 destructor TCorpse.Destroy();
5621 begin
5622 FAnimation.Free();
5624 inherited;
5625 end;
5627 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5628 var
5629 pm: TPlayerModel;
5630 begin
5631 if FState = CORPSE_STATE_REMOVEME then
5632 Exit;
5634 FDamage := FDamage + Value;
5636 if FDamage > 150 then
5637 begin
5638 if FAnimation <> nil then
5639 begin
5640 FAnimation.Free();
5641 FAnimation := nil;
5643 FState := CORPSE_STATE_REMOVEME;
5645 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5646 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5647 FModelName, FColor);
5648 pm := g_PlayerModel_Get(FModelName);
5649 pm.PlaySound(MODELSOUND_DIE, 3, FObj.X, FObj.Y);
5650 pm.Free;
5651 end;
5652 end
5653 else
5654 begin
5655 FObj.Vel.X := FObj.Vel.X + vx;
5656 FObj.Vel.Y := FObj.Vel.Y + vy;
5657 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
5658 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
5659 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
5660 150, 0, 0);
5661 end;
5662 end;
5664 procedure TCorpse.Draw();
5665 begin
5666 if FState = CORPSE_STATE_REMOVEME then
5667 Exit;
5669 if FAnimation <> nil then
5670 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
5672 if FAnimationMask <> nil then
5673 begin
5674 e_Colors := FColor;
5675 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
5676 e_Colors.R := 255;
5677 e_Colors.G := 255;
5678 e_Colors.B := 255;
5679 end;
5680 end;
5682 procedure TCorpse.Update();
5683 var
5684 st: Word;
5685 begin
5686 if FState = CORPSE_STATE_REMOVEME then
5687 Exit;
5689 if gTime mod (GAME_TICK*2) <> 0 then
5690 begin
5691 g_Obj_Move(@FObj, True, True, True);
5693 Exit;
5694 end;
5696 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
5697 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5699 st := g_Obj_Move(@FObj, True, True, True);
5701 if WordBool(st and MOVE_FALLOUT) then
5702 begin
5703 FState := CORPSE_STATE_REMOVEME;
5704 Exit;
5705 end;
5707 if FAnimation <> nil then
5708 FAnimation.Update();
5709 if FAnimationMask <> nil then
5710 FAnimationMask.Update();
5711 end;
5713 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
5714 var
5715 sig: DWORD;
5716 anim: Boolean;
5717 begin
5718 if Mem = nil then
5719 Exit;
5721 // Ñèãíàòóðà òðóïà:
5722 sig := CORPSE_SIGNATURE; // 'CORP'
5723 Mem.WriteDWORD(sig);
5724 // Ñîñòîÿíèå:
5725 Mem.WriteByte(FState);
5726 // Íàêîïëåííûé óðîí:
5727 Mem.WriteByte(FDamage);
5728 // Öâåò:
5729 Mem.WriteByte(FColor.R);
5730 Mem.WriteByte(FColor.G);
5731 Mem.WriteByte(FColor.B);
5732 // Îáúåêò òðóïà:
5733 Obj_SaveState(@FObj, Mem);
5734 // Åñòü ëè àíèìàöèÿ:
5735 anim := FAnimation <> nil;
5736 Mem.WriteBoolean(anim);
5737 // Åñëè åñòü - ñîõðàíÿåì:
5738 if anim then
5739 FAnimation.SaveState(Mem);
5740 // Åñòü ëè ìàñêà àíèìàöèè:
5741 anim := FAnimationMask <> nil;
5742 Mem.WriteBoolean(anim);
5743 // Åñëè åñòü - ñîõðàíÿåì:
5744 if anim then
5745 FAnimationMask.SaveState(Mem);
5746 end;
5748 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
5749 var
5750 sig: DWORD;
5751 anim: Boolean;
5752 begin
5753 if Mem = nil then
5754 Exit;
5756 // Ñèãíàòóðà òðóïà:
5757 Mem.ReadDWORD(sig);
5758 if sig <> CORPSE_SIGNATURE then // 'CORP'
5759 begin
5760 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
5761 end;
5762 // Ñîñòîÿíèå:
5763 Mem.ReadByte(FState);
5764 // Íàêîïëåííûé óðîí:
5765 Mem.ReadByte(FDamage);
5766 // Öâåò:
5767 Mem.ReadByte(FColor.R);
5768 Mem.ReadByte(FColor.G);
5769 Mem.ReadByte(FColor.B);
5770 // Îáúåêò òðóïà:
5771 Obj_LoadState(@FObj, Mem);
5772 // Åñòü ëè àíèìàöèÿ:
5773 Mem.ReadBoolean(anim);
5774 // Åñëè åñòü - çàãðóæàåì:
5775 if anim then
5776 begin
5777 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
5778 FAnimation.LoadState(Mem);
5779 end;
5780 // Åñòü ëè ìàñêà àíèìàöèè:
5781 Mem.ReadBoolean(anim);
5782 // Åñëè åñòü - çàãðóæàåì:
5783 if anim then
5784 begin
5785 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
5786 FAnimationMask.LoadState(Mem);
5787 end;
5788 end;
5790 { T B o t : }
5792 constructor TBot.Create();
5793 var
5794 a: Integer;
5795 begin
5796 inherited Create();
5798 FPhysics := True;
5799 FSpectator := False;
5800 FGhost := False;
5802 FIamBot := True;
5804 Inc(gNumBots);
5806 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5807 begin
5808 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
5809 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
5810 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
5811 end;
5812 end;
5814 destructor TBot.Destroy();
5815 begin
5816 Dec(gNumBots);
5817 inherited Destroy();
5818 end;
5820 procedure TBot.Draw();
5821 begin
5822 inherited Draw();
5824 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
5825 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
5826 end;
5828 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
5829 begin
5830 inherited Respawn(Silent, Force);
5832 FAIFlags := nil;
5833 FSelectedWeapon := FCurrWeap;
5834 FTargetUID := 0;
5835 end;
5837 procedure TBot.UpdateCombat();
5838 type
5839 TTarget = record
5840 UID: Word;
5841 X, Y: Integer;
5842 Rect: TRectWH;
5843 cX, cY: Integer;
5844 Dist: Word;
5845 Line: Boolean;
5846 Visible: Boolean;
5847 IsPlayer: Boolean;
5848 end;
5850 TTargetRecord = array of TTarget;
5852 function Compare(a, b: TTarget): Integer;
5853 begin
5854 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
5855 Result := -1
5856 else
5857 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
5858 Result := 1
5859 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
5860 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
5861 begin
5862 if a.Dist > b.Dist then // B áëèæå
5863 Result := 1
5864 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
5865 Result := -1;
5866 end
5867 else // Ñòðàííî -> A
5868 Result := -1;
5869 end;
5871 var
5872 a, x1, y1, x2, y2: Integer;
5873 targets: TTargetRecord;
5874 ammo: Word;
5875 Target, BestTarget: TTarget;
5876 firew, fireh: Integer;
5877 angle: SmallInt;
5878 mon: TMonster;
5879 pla: TPlayer;
5880 vsPlayer, vsMonster, ok: Boolean;
5881 begin
5882 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
5883 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
5885 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
5886 if FCurrWeap <> FSelectedWeapon then
5887 NextWeapon();
5889 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
5890 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
5891 begin
5892 RemoveAIFlag('NEEDFIRE');
5894 case FCurrWeap of
5895 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
5896 WEAPON_SAW, WEAPON_KASTET, WEAPON_MEGAKASTET: PressKey(KEY_FIRE, 40);
5897 else PressKey(KEY_FIRE);
5898 end;
5899 end;
5901 // Êîîðäèíàòû ñòâîëà:
5902 x1 := FObj.X + WEAPONPOINT[FDirection].X;
5903 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
5905 Target.UID := FTargetUID;
5907 ok := False;
5908 if Target.UID <> 0 then
5909 begin // Öåëü åñòü - íàñòðàèâàåì
5910 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
5911 vsPlayer then
5912 begin // Èãðîê
5913 with g_Player_Get(Target.UID) do
5914 begin
5915 if (@FObj) <> nil then
5916 begin
5917 Target.X := FObj.X;
5918 Target.Y := FObj.Y;
5919 end;
5920 end;
5922 Target.cX := Target.X + PLAYER_RECT_CX;
5923 Target.cY := Target.Y + PLAYER_RECT_CY;
5924 Target.Rect := PLAYER_RECT;
5925 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
5926 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
5927 (y1-4 > Target.Y+PLAYER_RECT.Y);
5928 Target.IsPlayer := True;
5929 ok := True;
5930 end
5931 else
5932 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
5933 vsMonster then
5934 begin // Ìîíñòð
5935 mon := g_Monsters_Get(Target.UID);
5936 if mon <> nil then
5937 begin
5938 Target.X := mon.Obj.X;
5939 Target.Y := mon.Obj.Y;
5941 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
5942 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
5943 Target.Rect := mon.Obj.Rect;
5944 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
5945 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
5946 (y1-4 > Target.Y + mon.Obj.Rect.Y);
5947 Target.IsPlayer := False;
5948 ok := True;
5949 end;
5950 end;
5951 end;
5953 if not ok then
5954 begin // Öåëè íåò - îáíóëÿåì
5955 Target.X := 0;
5956 Target.Y := 0;
5957 Target.cX := 0;
5958 Target.cY := 0;
5959 Target.Visible := False;
5960 Target.Line := False;
5961 Target.IsPlayer := False;
5962 end;
5964 targets := nil;
5966 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
5967 if (not Target.Line) or (not Target.Visible) then
5968 begin
5969 // Èãðîêè:
5970 if vsPlayer then
5971 for a := 0 to High(gPlayers) do
5972 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
5973 (gPlayers[a].FUID <> FUID) and
5974 (not SameTeam(FUID, gPlayers[a].FUID)) and
5975 (not gPlayers[a].NoTarget) and
5976 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
5977 begin
5978 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
5979 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
5980 Continue;
5982 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
5983 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
5985 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
5986 if g_TraceVector(x1, y1, x2, y2) then
5987 begin
5988 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
5989 SetLength(targets, Length(targets)+1);
5990 with targets[High(targets)] do
5991 begin
5992 UID := gPlayers[a].FUID;
5993 X := gPlayers[a].FObj.X;
5994 Y := gPlayers[a].FObj.Y;
5995 cX := x2;
5996 cY := y2;
5997 Rect := PLAYER_RECT;
5998 Dist := g_PatchLength(x1, y1, x2, y2);
5999 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6000 (y1-4 > Target.Y+PLAYER_RECT.Y);
6001 Visible := True;
6002 IsPlayer := True;
6003 end;
6004 end;
6005 end;
6007 // Ìîíñòðû:
6008 if vsMonster and (gMonsters <> nil) then
6009 for a := 0 to High(gMonsters) do
6010 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6011 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6012 begin
6013 mon := gMonsters[a];
6015 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6016 mon.Obj.Y + mon.Obj.Rect.Y) then
6017 Continue;
6019 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6020 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6022 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6023 if g_TraceVector(x1, y1, x2, y2) then
6024 begin
6025 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6026 SetLength(targets, Length(targets)+1);
6027 with targets[High(targets)] do
6028 begin
6029 UID := mon.UID;
6030 X := mon.Obj.X;
6031 Y := mon.Obj.Y;
6032 cX := x2;
6033 cY := y2;
6034 Rect := mon.Obj.Rect;
6035 Dist := g_PatchLength(x1, y1, x2, y2);
6036 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6037 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6038 Visible := True;
6039 IsPlayer := False;
6040 end;
6041 end;
6042 end;
6043 end;
6045 // Åñëè åñòü âîçìîæíûå öåëè:
6046 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6047 if targets <> nil then
6048 begin
6049 // Âûáèðàåì íàèëó÷øóþ öåëü:
6050 BestTarget := targets[0];
6051 if Length(targets) > 1 then
6052 for a := 1 to High(targets) do
6053 if Compare(BestTarget, targets[a]) = 1 then
6054 BestTarget := targets[a];
6056 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6057 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6058 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6059 begin
6060 Target := BestTarget;
6062 if (Healthy() = 3) or ((Healthy() = 2)) then
6063 begin // Åñëè çäîðîâû - äîãîíÿåì
6064 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6065 SetAIFlag('GORIGHT', '1');
6066 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6067 SetAIFlag('GOLEFT', '1');
6068 end
6069 else
6070 begin // Åñëè ïîáèòû - óáåãàåì
6071 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6072 SetAIFlag('GORIGHT', '1');
6073 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6074 SetAIFlag('GOLEFT', '1');
6075 end;
6077 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6078 SelectWeapon(Abs(x1-Target.cX));
6079 end;
6080 end;
6082 // Åñëè åñòü öåëü:
6083 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6084 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6085 if Target.UID <> 0 then
6086 begin
6087 if not TargetOnScreen(Target.X + Target.Rect.X,
6088 Target.Y + Target.Rect.Y) then
6089 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6090 if (Healthy() = 3) or ((Healthy() = 2)) then
6091 begin // Åñëè çäîðîâû - äîãîíÿåì
6092 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6093 SetAIFlag('GORIGHT', '1');
6094 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6095 SetAIFlag('GOLEFT', '1');
6096 end
6097 else
6098 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6099 Target.UID := 0;
6100 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6101 SetAIFlag('GORIGHT', '1');
6102 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6103 SetAIFlag('GOLEFT', '1');
6104 end;
6105 end
6106 else
6107 begin // Öåëü ïîêà íà "ýêðàíå"
6108 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6109 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6110 FLastVisible := gTime;
6111 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6112 if (Abs(FObj.Y-Target.Y) <= 128) then
6113 begin
6114 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6115 SetAIFlag('GORIGHT', '1');
6116 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6117 SetAIFlag('GOLEFT', '1');
6118 end;
6119 end;
6121 // Âûáèðàåì óãîë ââåðõ:
6122 if FDirection = D_LEFT then
6123 angle := ANGLE_LEFTUP
6124 else
6125 angle := ANGLE_RIGHTUP;
6127 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6128 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6130 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6131 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6132 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6133 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6134 Target.Rect.Width, Target.Rect.Height) and
6135 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6136 begin // òî íóæíî ñòðåëÿòü ââåðõ
6137 SetAIFlag('NEEDFIRE', '1');
6138 SetAIFlag('NEEDSEEUP', '1');
6139 end;
6141 // Âûáèðàåì óãîë âíèç:
6142 if FDirection = D_LEFT then
6143 angle := ANGLE_LEFTDOWN
6144 else
6145 angle := ANGLE_RIGHTDOWN;
6147 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6148 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6150 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6151 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6152 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6153 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6154 Target.Rect.Width, Target.Rect.Height) and
6155 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6156 begin // òî íóæíî ñòðåëÿòü âíèç
6157 SetAIFlag('NEEDFIRE', '1');
6158 SetAIFlag('NEEDSEEDOWN', '1');
6159 end;
6161 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6162 if Target.Visible and
6163 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6164 (y1-4 > Target.Y+Target.Rect.Y) then
6165 begin
6166 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6167 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6168 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6169 begin // òî íóæíî ñòðåëÿòü âïåðåä
6170 SetAIFlag('NEEDFIRE', '1');
6171 SetAIFlag('NEEDSEEDOWN', '');
6172 SetAIFlag('NEEDSEEUP', '');
6173 end;
6174 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6175 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6176 if GetRnd(FDifficult.CloseJump) then
6177 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6178 if Abs(FObj.X-Target.X) < 128 then
6179 a := 4
6180 else
6181 a := 30;
6182 if Random(a) = 0 then
6183 SetAIFlag('NEEDJUMP', '1');
6184 end;
6185 end;
6187 // Åñëè öåëü âñå åùå åñòü:
6188 if Target.UID <> 0 then
6189 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6190 Target.UID := 0 // òî çàáûòü öåëü
6191 else // Åñëè âèäåëè íåäàâíî
6192 begin // íî öåëü óáèëè
6193 if Target.IsPlayer then
6194 begin // Öåëü - èãðîê
6195 pla := g_Player_Get(Target.UID);
6196 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6197 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6198 Target.UID := 0; // òî çàáûòü öåëü
6199 end
6200 else
6201 begin // Öåëü - ìîíñòð
6202 mon := g_Monsters_Get(Target.UID);
6203 if (mon = nil) or (not mon.Live) then
6204 Target.UID := 0; // òî çàáûòü öåëü
6205 end;
6206 end;
6207 end; // if Target.UID <> 0
6209 FTargetUID := Target.UID;
6211 // Åñëè âîçìîæíûõ öåëåé íåò:
6212 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6213 if targets = nil then
6214 if GetAIFlag('ATTACKLEFT') <> '' then
6215 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6216 RemoveAIFlag('ATTACKLEFT');
6218 SetAIFlag('NEEDJUMP', '1');
6220 if RunDirection() = D_RIGHT then
6221 begin // Èäåì íå â òó ñòîðîíó
6222 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6223 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6224 SetAIFlag('NEEDFIRE', '1');
6225 SetAIFlag('GOLEFT', '1');
6226 end;
6227 end
6228 else
6229 begin // Èäåì â íóæíóþ ñòîðîíó
6230 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6231 SetAIFlag('NEEDFIRE', '1');
6232 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6233 SetAIFlag('GORIGHT', '1');
6234 end;
6235 end
6236 else
6237 if GetAIFlag('ATTACKRIGHT') <> '' then
6238 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6239 RemoveAIFlag('ATTACKRIGHT');
6241 SetAIFlag('NEEDJUMP', '1');
6243 if RunDirection() = D_LEFT then
6244 begin // Èäåì íå â òó ñòîðîíó
6245 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6246 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6247 SetAIFlag('NEEDFIRE', '1');
6248 SetAIFlag('GORIGHT', '1');
6249 end;
6250 end
6251 else
6252 begin
6253 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6254 SetAIFlag('NEEDFIRE', '1');
6255 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6256 SetAIFlag('GOLEFT', '1');
6257 end;
6258 end;
6260 // Åñëè åñòü âîçìîæíûå öåëè:
6261 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6262 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6263 for a := 0 to High(targets) do
6264 begin
6265 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6266 if GetRnd(FDifficult.DiagFire) then
6267 begin
6268 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6269 if FDirection = D_LEFT then
6270 angle := ANGLE_LEFTUP
6271 else
6272 angle := ANGLE_RIGHTUP;
6274 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6275 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6277 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6278 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6279 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6280 targets[a].Rect.Width, targets[a].Rect.Height) and
6281 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6282 begin
6283 SetAIFlag('NEEDFIRE', '1');
6284 SetAIFlag('NEEDSEEUP', '1');
6285 end;
6287 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6288 if FDirection = D_LEFT then
6289 angle := ANGLE_LEFTDOWN
6290 else
6291 angle := ANGLE_RIGHTDOWN;
6293 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6294 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6296 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6297 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6298 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6299 targets[a].Rect.Width, targets[a].Rect.Height) and
6300 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6301 begin
6302 SetAIFlag('NEEDFIRE', '1');
6303 SetAIFlag('NEEDSEEDOWN', '1');
6304 end;
6305 end;
6307 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6308 if targets[a].Line and targets[a].Visible and
6309 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6310 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6311 begin
6312 SetAIFlag('NEEDFIRE', '1');
6313 Break;
6314 end;
6315 end;
6317 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6318 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6319 PLAYER_RECT.Width, PLAYER_RECT.Height,
6320 40+GetInterval(FDifficult.Cover, 40)) then
6321 SetAIFlag('NEEDJUMP', '1');
6323 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6324 ammo := GetAmmoByWeapon(FCurrWeap);
6325 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6326 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6327 (ammo = 0) then
6328 SetAIFlag('SELECTWEAPON', '1');
6330 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6331 if GetAIFlag('SELECTWEAPON') = '1' then
6332 begin
6333 SelectWeapon(-1);
6334 RemoveAIFlag('SELECTWEAPON');
6335 end;
6336 end;
6338 procedure TBot.Update();
6339 var
6340 EnableAI: Boolean;
6341 begin
6342 if not FLive then
6343 begin // Respawn
6344 ReleaseKeys();
6345 PressKey(KEY_UP);
6346 end
6347 else
6348 begin
6349 EnableAI := True;
6351 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6352 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6353 EnableAI := False;
6354 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6355 EnableAI := False;
6356 if g_debug_BotAIOff = 3 then
6357 EnableAI := False;
6359 if EnableAI then
6360 begin
6361 UpdateMove();
6362 UpdateCombat();
6363 end;
6364 end;
6366 inherited Update();
6367 end;
6369 procedure TBot.ReleaseKey(Key: Byte);
6370 begin
6371 with FKeys[Key] do
6372 begin
6373 Pressed := False;
6374 Time := 0;
6375 end;
6376 end;
6378 function TBot.KeyPressed(Key: Word): Boolean;
6379 begin
6380 Result := FKeys[Key].Pressed;
6381 end;
6383 function TBot.GetAIFlag(fName: String20): String20;
6384 var
6385 a: Integer;
6386 begin
6387 Result := '';
6389 fName := LowerCase(fName);
6391 if FAIFlags <> nil then
6392 for a := 0 to High(FAIFlags) do
6393 if LowerCase(FAIFlags[a].Name) = fName then
6394 begin
6395 Result := FAIFlags[a].Value;
6396 Break;
6397 end;
6398 end;
6400 procedure TBot.RemoveAIFlag(fName: String20);
6401 var
6402 a, b: Integer;
6403 begin
6404 if FAIFlags = nil then Exit;
6406 fName := LowerCase(fName);
6408 for a := 0 to High(FAIFlags) do
6409 if LowerCase(FAIFlags[a].Name) = fName then
6410 begin
6411 if a <> High(FAIFlags) then
6412 for b := a to High(FAIFlags)-1 do
6413 FAIFlags[b] := FAIFlags[b+1];
6415 SetLength(FAIFlags, Length(FAIFlags)-1);
6416 Break;
6417 end;
6418 end;
6420 procedure TBot.SetAIFlag(fName, fValue: String20);
6421 var
6422 a: Integer;
6423 ok: Boolean;
6424 begin
6425 a := 0;
6426 ok := False;
6428 fName := LowerCase(fName);
6430 if FAIFlags <> nil then
6431 for a := 0 to High(FAIFlags) do
6432 if LowerCase(FAIFlags[a].Name) = fName then
6433 begin
6434 ok := True;
6435 Break;
6436 end;
6438 if ok then FAIFlags[a].Value := fValue
6439 else
6440 begin
6441 SetLength(FAIFlags, Length(FAIFlags)+1);
6442 with FAIFlags[High(FAIFlags)] do
6443 begin
6444 Name := fName;
6445 Value := fValue;
6446 end;
6447 end;
6448 end;
6450 procedure TBot.UpdateMove;
6452 procedure GoLeft(Time: Word = 1);
6453 begin
6454 ReleaseKey(KEY_LEFT);
6455 ReleaseKey(KEY_RIGHT);
6456 PressKey(KEY_LEFT, Time);
6457 SetDirection(D_LEFT);
6458 end;
6460 procedure GoRight(Time: Word = 1);
6461 begin
6462 ReleaseKey(KEY_LEFT);
6463 ReleaseKey(KEY_RIGHT);
6464 PressKey(KEY_RIGHT, Time);
6465 SetDirection(D_RIGHT);
6466 end;
6468 function Rnd(a: Word): Boolean;
6469 begin
6470 Result := Random(a) = 0;
6471 end;
6473 procedure Turn(Time: Word = 1200);
6474 begin
6475 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6476 end;
6478 procedure Stop();
6479 begin
6480 ReleaseKey(KEY_LEFT);
6481 ReleaseKey(KEY_RIGHT);
6482 end;
6484 function CanRunLeft(): Boolean;
6485 begin
6486 Result := not CollideLevel(-1, 0);
6487 end;
6489 function CanRunRight(): Boolean;
6490 begin
6491 Result := not CollideLevel(1, 0);
6492 end;
6494 function CanRun(): Boolean;
6495 begin
6496 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6497 end;
6499 procedure Jump(Time: Word = 30);
6500 begin
6501 PressKey(KEY_JUMP, Time);
6502 end;
6504 function NearHole(): Boolean;
6505 var
6506 x, sx: Integer;
6507 begin
6508 { TODO 5 : Ëåñòíèöû }
6509 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6510 for x := 1 to PLAYER_RECT.Width do
6511 if (not StayOnStep(x*sx, 0)) and
6512 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6513 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6514 begin
6515 Result := True;
6516 Exit;
6517 end;
6519 Result := False;
6520 end;
6522 function BorderHole(): Boolean;
6523 var
6524 x, sx, xx: Integer;
6525 begin
6526 { TODO 5 : Ëåñòíèöû }
6527 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6528 for x := 1 to PLAYER_RECT.Width do
6529 if (not StayOnStep(x*sx, 0)) and
6530 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6531 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6532 begin
6533 for xx := x to x+32 do
6534 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6535 begin
6536 Result := True;
6537 Exit;
6538 end;
6539 end;
6541 Result := False;
6542 end;
6544 function NearDeepHole(): Boolean;
6545 var
6546 x, sx, y: Integer;
6547 begin
6548 Result := False;
6550 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6551 y := 3;
6553 for x := 1 to PLAYER_RECT.Width do
6554 if (not StayOnStep(x*sx, 0)) and
6555 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6556 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6557 begin
6558 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6559 begin
6560 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6561 y := y+1;
6562 end;
6564 Result := True;
6565 end else Result := False;
6566 end;
6568 function OverDeepHole(): Boolean;
6569 var
6570 y: Integer;
6571 begin
6572 Result := False;
6574 y := 1;
6575 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6576 begin
6577 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6578 y := y+1;
6579 end;
6581 Result := True;
6582 end;
6584 function OnGround(): Boolean;
6585 begin
6586 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6587 end;
6589 function OnLadder(): Boolean;
6590 begin
6591 Result := FullInStep(0, 0);
6592 end;
6594 function BelowLadder(): Boolean;
6595 begin
6596 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6597 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6598 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6599 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6600 end;
6602 function BelowLiftUp(): Boolean;
6603 begin
6604 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6605 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6606 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6607 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6608 end;
6610 function OnTopLift(): Boolean;
6611 begin
6612 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6613 end;
6615 function CanJumpOver(): Boolean;
6616 var
6617 sx, y: Integer;
6618 begin
6619 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6621 Result := False;
6623 if not CollideLevel(sx, 0) then Exit;
6625 for y := 1 to BOT_MAXJUMP do
6626 if CollideLevel(0, -y) then Exit else
6627 if not CollideLevel(sx, -y) then
6628 begin
6629 Result := True;
6630 Exit;
6631 end;
6632 end;
6634 function CanJumpUp(Dist: ShortInt): Boolean;
6635 var
6636 y, yy: Integer;
6637 c: Boolean;
6638 begin
6639 Result := False;
6641 if CollideLevel(Dist, 0) then Exit;
6643 c := False;
6644 for y := 0 to BOT_MAXJUMP do
6645 if CollideLevel(Dist, -y) then
6646 begin
6647 c := True;
6648 Break;
6649 end;
6651 if not c then Exit;
6653 c := False;
6654 for yy := y+1 to BOT_MAXJUMP do
6655 if not CollideLevel(Dist, -yy) then
6656 begin
6657 c := True;
6658 Break;
6659 end;
6661 if not c then Exit;
6663 c := False;
6664 for y := 0 to BOT_MAXJUMP do
6665 if CollideLevel(0, -y) then
6666 begin
6667 c := True;
6668 Break;
6669 end;
6671 if c then Exit;
6673 if y < yy then Exit;
6675 Result := True;
6676 end;
6678 function IsSafeTrigger(): Boolean;
6679 var
6680 a: Integer;
6681 begin
6682 Result := True;
6683 if gTriggers = nil then
6684 Exit;
6685 for a := 0 to High(gTriggers) do
6686 if Collide(gTriggers[a].X,
6687 gTriggers[a].Y,
6688 gTriggers[a].Width,
6689 gTriggers[a].Height) and
6690 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
6691 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
6692 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
6693 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
6694 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
6695 Result := False;
6696 end;
6698 begin
6699 // Âîçìîæíî, íàæèìàåì êíîïêó:
6700 if Rnd(16) and IsSafeTrigger() then
6701 PressKey(KEY_OPEN);
6703 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
6704 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6705 begin
6706 ReleaseKey(KEY_LEFT);
6707 ReleaseKey(KEY_RIGHT);
6708 Jump();
6709 end;
6711 // Èäåì âëåâî, åñëè íàäî áûëî:
6712 if GetAIFlag('GOLEFT') <> '' then
6713 begin
6714 RemoveAIFlag('GOLEFT');
6715 if CanRunLeft() then
6716 GoLeft(360);
6717 end;
6719 // Èäåì âïðàâî, åñëè íàäî áûëî:
6720 if GetAIFlag('GORIGHT') <> '' then
6721 begin
6722 RemoveAIFlag('GORIGHT');
6723 if CanRunRight() then
6724 GoRight(360);
6725 end;
6727 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
6728 if FObj.X < -32 then
6729 GoRight(360)
6730 else
6731 if FObj.X+32 > gMapInfo.Width then
6732 GoLeft(360);
6734 // Ïðûãàåì, åñëè íàäî áûëî:
6735 if GetAIFlag('NEEDJUMP') <> '' then
6736 begin
6737 Jump(0);
6738 RemoveAIFlag('NEEDJUMP');
6739 end;
6741 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
6742 if GetAIFlag('NEEDSEEUP') <> '' then
6743 begin
6744 ReleaseKey(KEY_UP);
6745 ReleaseKey(KEY_DOWN);
6746 PressKey(KEY_UP, 20);
6747 RemoveAIFlag('NEEDSEEUP');
6748 end;
6750 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
6751 if GetAIFlag('NEEDSEEDOWN') <> '' then
6752 begin
6753 ReleaseKey(KEY_UP);
6754 ReleaseKey(KEY_DOWN);
6755 PressKey(KEY_DOWN, 20);
6756 RemoveAIFlag('NEEDSEEDOWN');
6757 end;
6759 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
6760 if GetAIFlag('GOINHOLE') <> '' then
6761 if not OnGround() then
6762 begin
6763 ReleaseKey(KEY_LEFT);
6764 ReleaseKey(KEY_RIGHT);
6765 RemoveAIFlag('GOINHOLE');
6766 SetAIFlag('FALLINHOLE', '1');
6767 end;
6769 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
6770 if GetAIFlag('FALLINHOLE') <> '' then
6771 if OnGround() then
6772 RemoveAIFlag('FALLINHOLE');
6774 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
6775 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
6776 if GetAIFlag('FALLINHOLE') = '' then
6777 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
6778 if Rnd(2) then
6779 GoLeft(360)
6780 else
6781 GoRight(360);
6783 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
6784 if OnGround() and
6785 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
6786 Rnd(8) then
6787 Jump();
6789 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
6790 if OnGround() and NearHole() then
6791 if NearDeepHole() then // Åñëè ýòî áåçäíà
6792 case Random(6) of
6793 0..3: Turn(); // Áåæèì îáðàòíî
6794 4: Jump(); // Ïðûãàåì
6795 5: begin // Ïðûãàåì îáðàòíî
6796 Turn();
6797 Jump();
6798 end;
6799 end
6800 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
6801 if GetAIFlag('GOINHOLE') = '' then
6802 case Random(6) of
6803 0: Turn(); // Íå íóæíî òóäà
6804 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
6805 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
6806 if BorderHole() then
6807 SetAIFlag('GOINHOLE', '1');
6808 end;
6810 // Åñëè íà çåìëå, íî íåêóäà èäòè:
6811 if (not CanRun()) and OnGround() then
6812 begin
6813 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
6814 if CanJumpOver() or OnLadder() then
6815 Jump()
6816 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
6817 if Random(2) = 0 then
6818 begin
6819 if IsSafeTrigger() then
6820 PressKey(KEY_OPEN);
6821 end else
6822 Turn();
6823 end;
6825 // Îñòàëîñü ìàëî âîçäóõà:
6826 if FAir < 36 * 2 then
6827 Jump(20);
6829 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
6830 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
6831 if BodyInAcid(0, 0) then
6832 Jump();
6833 end;
6835 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
6836 begin
6837 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
6838 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
6839 end;
6841 {function TBot.NeedItem(Item: Byte): Byte;
6842 begin
6843 Result := 4;
6844 end;}
6846 procedure TBot.SelectWeapon(Dist: Integer);
6847 var
6848 a: Integer;
6850 function HaveAmmo(weapon: Byte): Boolean;
6851 begin
6852 case weapon of
6853 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
6854 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
6855 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
6856 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
6857 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
6858 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
6859 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
6860 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
6861 else Result := True;
6862 end;
6863 end;
6865 begin
6866 if Dist = -1 then Dist := BOT_LONGDIST;
6868 if Dist > BOT_LONGDIST then
6869 begin // Äàëüíèé áîé
6870 for a := 0 to 9 do
6871 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
6872 begin
6873 FSelectedWeapon := FDifficult.WeaponPrior[a];
6874 Break;
6875 end;
6876 end
6877 else //if Dist > BOT_UNSAFEDIST then
6878 begin // Áëèæíèé áîé
6879 for a := 0 to 9 do
6880 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
6881 begin
6882 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
6883 Break;
6884 end;
6885 end;
6886 { else
6887 begin
6888 for a := 0 to 9 do
6889 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
6890 begin
6891 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
6892 Break;
6893 end;
6894 end;}
6895 end;
6897 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
6898 begin
6899 Result := inherited PickItem(ItemType, force, remove);
6901 if Result then SetAIFlag('SELECTWEAPON', '1');
6902 end;
6904 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
6905 begin
6906 Result := inherited Heal(value, Soft);
6907 end;
6909 function TBot.Healthy(): Byte;
6910 begin
6911 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
6912 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
6913 else if (FHealth > 50) then Result := 2
6914 else if (FHealth > 20) then Result := 1
6915 else Result := 0;
6916 end;
6918 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
6919 begin
6920 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
6921 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
6922 end;
6924 procedure TBot.OnDamage(Angle: SmallInt);
6925 var
6926 pla: TPlayer;
6927 mon: TMonster;
6928 ok: Boolean;
6929 begin
6930 inherited;
6932 if (Angle = 0) or (Angle = 180) then
6933 begin
6934 ok := False;
6935 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
6936 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
6937 begin // Èãðîê
6938 pla := g_Player_Get(FLastSpawnerUID);
6939 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
6940 pla.FObj.Y + PLAYER_RECT.Y);
6941 end
6942 else
6943 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
6944 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
6945 begin // Ìîíñòð
6946 mon := g_Monsters_Get(FLastSpawnerUID);
6947 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6948 mon.Obj.Y + mon.Obj.Rect.Y);
6949 end;
6951 if ok then
6952 if Angle = 0 then
6953 SetAIFlag('ATTACKLEFT', '1')
6954 else
6955 SetAIFlag('ATTACKRIGHT', '1');
6956 end;
6957 end;
6959 function TBot.RunDirection(): TDirection;
6960 begin
6961 if Abs(Vel.X) >= 1 then
6962 begin
6963 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
6964 end else
6965 Result := FDirection;
6966 end;
6968 function TBot.GetRnd(a: Byte): Boolean;
6969 begin
6970 if a = 0 then Result := False
6971 else if a = 255 then Result := True
6972 else Result := Random(256) > 255-a;
6973 end;
6975 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
6976 begin
6977 Result := Round((255-a)/255*radius*(Random(2)-1));
6978 end;
6980 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
6981 var
6982 i: Integer;
6983 dw: DWORD;
6984 p: Pointer;
6985 begin
6986 inherited SaveState(Mem);
6988 // Âûáðàííîå îðóæèå:
6989 Mem.WriteByte(FSelectedWeapon);
6990 // UID öåëè:
6991 Mem.WriteWord(FTargetUID);
6992 // Âðåìÿ ïîòåðè öåëè:
6993 Mem.WriteDWORD(FLastVisible);
6994 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
6995 dw := Length(FAIFlags);
6996 Mem.WriteDWORD(dw);
6997 // Ôëàãè ÈÈ:
6998 for i := 0 to Integer(dw)-1 do
6999 begin
7000 Mem.WriteString(FAIFlags[i].Name, 20);
7001 Mem.WriteString(FAIFlags[i].Value, 20);
7002 end;
7003 // Íàñòðîéêè ñëîæíîñòè:
7004 p := @FDifficult;
7005 Mem.WriteMemory(p, SizeOf(TDifficult));
7006 end;
7008 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7009 var
7010 i: Integer;
7011 dw: DWORD;
7012 p: Pointer;
7013 begin
7014 inherited LoadState(Mem);
7016 // Âûáðàííîå îðóæèå:
7017 Mem.ReadByte(FSelectedWeapon);
7018 // UID öåëè:
7019 Mem.ReadWord(FTargetUID);
7020 // Âðåìÿ ïîòåðè öåëè:
7021 Mem.ReadDWORD(FLastVisible);
7022 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7023 Mem.ReadDWORD(dw);
7024 SetLength(FAIFlags, dw);
7025 // Ôëàãè ÈÈ:
7026 for i := 0 to Integer(dw)-1 do
7027 begin
7028 Mem.ReadString(FAIFlags[i].Name);
7029 Mem.ReadString(FAIFlags[i].Value);
7030 end;
7031 // Íàñòðîéêè ñëîæíîñòè:
7032 Mem.ReadMemory(p, dw);
7033 if dw <> SizeOf(TDifficult) then
7034 begin
7035 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7036 end;
7037 FDifficult := TDifficult(p^);
7038 end;
7040 end.