DEADSOFTWARE

Revert "properly reset weapon states, so player will be able to switch weapons after...
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 //FNetForceWeap: Byte; // spam server with this -- this is new weapon we want to use
166 FNetForceWeapFIdx: LongWord; // frame index; ignore weapon change if it is lesser than this
167 //FCurrFrameIdx: LongWord; // increased in each `Update()`
168 FNextWeap: WORD;
169 FNextWeapDelay: Byte; // frames (unused)
170 FBFGFireCounter: SmallInt;
171 FLastSpawnerUID: Word;
172 FLastHit: Byte;
173 FObj: TObj;
174 FXTo, FYTo: Integer;
175 FSpectatePlayer: Integer;
176 FFirePainTime: Integer;
177 FFireAttacker: Word;
179 FSavedState: TPlayerSavedState;
181 FModel: TPlayerModel;
182 FPunchAnim: TAnimation;
183 FActionPrior: Byte;
184 FActionAnim: Byte;
185 FActionForce: Boolean;
186 FActionChanged: Boolean;
187 FAngle: SmallInt;
188 FFireAngle: SmallInt;
189 FIncCam: Integer;
190 FShellTimer: Integer;
191 FShellType: Byte;
192 FSawSound: TPlayableSound;
193 FSawSoundIdle: TPlayableSound;
194 FSawSoundHit: TPlayableSound;
195 FSawSoundSelect: TPlayableSound;
196 FJetSoundOn: TPlayableSound;
197 FJetSoundOff: TPlayableSound;
198 FJetSoundFly: TPlayableSound;
199 FGodMode: Boolean;
200 FNoTarget: Boolean;
201 FNoReload: Boolean;
202 FJustTeleported: Boolean;
203 FNetTime: LongWord;
204 mEDamageType: Integer;
206 // client-side only
207 weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
210 function CollideLevel(XInc, YInc: Integer): Boolean;
211 function StayOnStep(XInc, YInc: Integer): Boolean;
212 function HeadInLiquid(XInc, YInc: Integer): Boolean;
213 function BodyInLiquid(XInc, YInc: Integer): Boolean;
214 function BodyInAcid(XInc, YInc: Integer): Boolean;
215 function FullInLift(XInc, YInc: Integer): Integer;
216 {procedure CollideItem();}
217 procedure FlySmoke(Times: DWORD = 1);
218 procedure OnFireFlame(Times: DWORD = 1);
219 function GetAmmoByWeapon(Weapon: Byte): Word;
220 procedure SetAction(Action: Byte; Force: Boolean = False);
221 procedure OnDamage(Angle: SmallInt); virtual;
222 function firediry(): Integer;
223 procedure DoPunch();
225 procedure Run(Direction: TDirection);
226 procedure NextWeapon();
227 procedure PrevWeapon();
228 procedure SeeUp();
229 procedure SeeDown();
230 procedure Fire();
231 procedure Jump();
232 procedure Use();
234 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
235 procedure resetWeaponQueue ();
236 function hasAmmoForWeapon (weapon: Byte): Boolean;
238 procedure doDamage (v: Integer);
240 function followCorpse(): Boolean;
242 public
243 FDamageBuffer: Integer;
245 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
246 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
247 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
248 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
249 FBerserk: Integer;
250 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
251 FReloading: Array [WP_FIRST..WP_LAST] of Word;
252 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
253 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
254 FColor: TRGB;
255 FPreferredTeam: Byte;
256 FSpectator: Boolean;
257 FNoRespawn: Boolean;
258 FWantsInGame: Boolean;
259 FGhost: Boolean;
260 FPhysics: Boolean;
261 FJetpack: Boolean;
262 FActualModelName: string;
263 FClientID: SmallInt;
264 FPing: Word;
265 FLoss: Byte;
266 FDummy: Boolean;
267 FFireTime: Integer;
269 // debug: viewport offset
270 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
272 function isValidViewPort (): Boolean; inline;
274 constructor Create(); virtual;
275 destructor Destroy(); override;
276 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
277 function GetRespawnPoint(): Byte;
278 procedure PressKey(Key: Byte; Time: Word = 1);
279 procedure ReleaseKeys();
280 procedure ReleaseKeysNoWeapon();
281 procedure SetModel(ModelName: String);
282 procedure SetColor(Color: TRGB);
283 procedure SetWeapon(W: Byte);
284 function IsKeyPressed(K: Byte): Boolean;
285 function GetKeys(): Byte;
286 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
287 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
288 function Collide(Panel: TPanel): Boolean; overload;
289 function Collide(X, Y: Integer): Boolean; overload;
290 procedure SetDirection(Direction: TDirection);
291 procedure GetSecret();
292 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
293 procedure Touch();
294 procedure Push(vx, vy: Integer);
295 procedure ChangeModel(ModelName: String);
296 procedure SwitchTeam;
297 procedure ChangeTeam(Team: Byte);
298 procedure BFGHit();
299 function GetFlag(Flag: Byte): Boolean;
300 procedure SetFlag(Flag: Byte);
301 function DropFlag(): Boolean;
302 procedure AllRulez(Health: Boolean);
303 procedure RestoreHealthArmor();
304 procedure FragCombo();
305 procedure GiveItem(ItemType: Byte);
306 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
307 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
308 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
309 procedure MakeBloodSimple(Count: Word);
310 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
311 procedure Reset(Force: Boolean);
312 procedure Spectate(NoMove: Boolean = False);
313 procedure SwitchNoClip;
314 procedure SoftReset();
315 procedure Draw(); virtual;
316 procedure DrawPain();
317 procedure DrawPickup();
318 procedure DrawRulez();
319 procedure DrawAim();
320 procedure DrawIndicator();
321 procedure DrawBubble();
322 procedure DrawGUI();
323 procedure Update(); virtual;
324 procedure RememberState();
325 procedure RecallState();
326 procedure SaveState (st: TStream); virtual;
327 procedure LoadState (st: TStream); virtual;
328 procedure PauseSounds(Enable: Boolean);
329 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
330 procedure DoLerp(Level: Integer = 2);
331 procedure SetLerp(XTo, YTo: Integer);
332 procedure QueueWeaponSwitch(Weapon: Byte);
333 procedure RealizeCurrentWeapon();
334 procedure JetpackOn;
335 procedure JetpackOff;
336 procedure CatchFire(Attacker: Word);
338 //WARNING! this does nothing for now, but still call it!
339 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
341 procedure getMapBox (out x, y, w, h: Integer); inline;
342 procedure moveBy (dx, dy: Integer); inline;
344 procedure releaseAllWeaponSwitchKeys ();
345 procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
346 function isWeaponSwitchKeyReleased (index: Integer): Boolean;
347 procedure weaponSwitchKeysShiftNewStates ();
349 public
350 property Vel: TPoint2i read FObj.Vel;
351 property Obj: TObj read FObj;
353 property Name: String read FName write FName;
354 property Model: TPlayerModel read FModel;
355 property Health: Integer read FHealth write FHealth;
356 property Lives: Byte read FLives write FLives;
357 property Armor: Integer read FArmor write FArmor;
358 property Air: Integer read FAir write FAir;
359 property JetFuel: Integer read FJetFuel write FJetFuel;
360 property Frags: Integer read FFrags write FFrags;
361 property Death: Integer read FDeath write FDeath;
362 property Kills: Integer read FKills write FKills;
363 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
364 //property NetForceWeap: Byte read FNetForceWeap write FNetForceWeap;
365 property NetForceWeapFIdx: LongWord read FNetForceWeapFIdx write FNetForceWeapFIdx;
366 //property CurrFrameIdx: LongWord read FCurrFrameIdx write FCurrFrameIdx;
367 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
368 property Secrets: Integer read FSecrets;
369 property GodMode: Boolean read FGodMode write FGodMode;
370 property NoTarget: Boolean read FNoTarget write FNoTarget;
371 property NoReload: Boolean read FNoReload write FNoReload;
372 property alive: Boolean read FAlive write FAlive;
373 property Flag: Byte read FFlag;
374 property Team: Byte read FTeam write FTeam;
375 property Direction: TDirection read FDirection;
376 property GameX: Integer read FObj.X write FObj.X;
377 property GameY: Integer read FObj.Y write FObj.Y;
378 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
379 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
380 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
381 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
382 property IncCam: Integer read FIncCam write FIncCam;
383 property UID: Word read FUID write FUID;
384 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
385 property NetTime: LongWord read FNetTime write FNetTime;
387 published
388 property eName: String read FName write FName;
389 property eHealth: Integer read FHealth write FHealth;
390 property eLives: Byte read FLives write FLives;
391 property eArmor: Integer read FArmor write FArmor;
392 property eAir: Integer read FAir write FAir;
393 property eJetFuel: Integer read FJetFuel write FJetFuel;
394 property eFrags: Integer read FFrags write FFrags;
395 property eDeath: Integer read FDeath write FDeath;
396 property eKills: Integer read FKills write FKills;
397 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
398 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
399 property eSecrets: Integer read FSecrets write FSecrets;
400 property eGodMode: Boolean read FGodMode write FGodMode;
401 property eNoTarget: Boolean read FNoTarget write FNoTarget;
402 property eNoReload: Boolean read FNoReload write FNoReload;
403 property eAlive: Boolean read FAlive write FAlive;
404 property eFlag: Byte read FFlag;
405 property eTeam: Byte read FTeam write FTeam;
406 property eDirection: TDirection read FDirection;
407 property eGameX: Integer read FObj.X write FObj.X;
408 property eGameY: Integer read FObj.Y write FObj.Y;
409 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
410 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
411 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
412 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
413 property eIncCam: Integer read FIncCam write FIncCam;
414 property eUID: Word read FUID;
415 property eJustTeleported: Boolean read FJustTeleported;
416 property eNetTime: LongWord read FNetTime;
418 // set this before assigning something to `eDamage`
419 property eDamageType: Integer read mEDamageType write mEDamageType;
420 property eDamage: Integer write doDamage;
421 end;
423 TDifficult = record
424 public
425 DiagFire: Byte;
426 InvisFire: Byte;
427 DiagPrecision: Byte;
428 FlyPrecision: Byte;
429 Cover: Byte;
430 CloseJump: Byte;
431 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
432 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
433 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
435 public
436 procedure save (st: TStream);
437 procedure load (st: TStream);
438 end;
440 TAIFlag = record
441 Name: String;
442 Value: String;
443 end;
445 TBot = class(TPlayer)
446 private
447 FSelectedWeapon: Byte;
448 FTargetUID: Word;
449 FLastVisible: DWORD;
450 FAIFlags: Array of TAIFlag;
451 FDifficult: TDifficult;
453 function GetRnd(a: Byte): Boolean;
454 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
455 function RunDirection(): TDirection;
456 function FullInStep(XInc, YInc: Integer): Boolean;
457 //function NeedItem(Item: Byte): Byte;
458 procedure SelectWeapon(Dist: Integer);
459 procedure SetAIFlag(aName, fValue: String20);
460 function GetAIFlag(aName: String20): String20;
461 procedure RemoveAIFlag(aName: String20);
462 function Healthy(): Byte;
463 procedure UpdateMove();
464 procedure UpdateCombat();
465 function KeyPressed(Key: Word): Boolean;
466 procedure ReleaseKey(Key: Byte);
467 function TargetOnScreen(TX, TY: Integer): Boolean;
468 procedure OnDamage(Angle: SmallInt); override;
470 public
471 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
472 constructor Create(); override;
473 destructor Destroy(); override;
474 procedure Draw(); override;
475 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
476 function Heal(value: Word; Soft: Boolean): Boolean; override;
477 procedure Update(); override;
478 procedure SaveState (st: TStream); override;
479 procedure LoadState (st: TStream); override;
480 end;
482 PGib = ^TGib;
483 TGib = record
484 alive: Boolean;
485 ID: DWORD;
486 MaskID: DWORD;
487 RAngle: Integer;
488 Color: TRGB;
489 Obj: TObj;
491 procedure getMapBox (out x, y, w, h: Integer); inline;
492 procedure moveBy (dx, dy: Integer); inline;
494 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
495 end;
498 PShell = ^TShell;
499 TShell = record
500 SpriteID: DWORD;
501 alive: Boolean;
502 SType: Byte;
503 RAngle: Integer;
504 Timeout: Cardinal;
505 CX, CY: Integer;
506 Obj: TObj;
508 procedure getMapBox (out x, y, w, h: Integer); inline;
509 procedure moveBy (dx, dy: Integer); inline;
511 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
512 end;
514 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
515 private
516 FModelName: String;
517 FMess: Boolean;
518 FState: Byte;
519 FDamage: Byte;
520 FColor: TRGB;
521 FObj: TObj;
522 FPlayerUID: Word;
523 FAnimation: TAnimation;
524 FAnimationMask: TAnimation;
526 public
527 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
528 destructor Destroy(); override;
529 procedure Damage(Value: Word; vx, vy: Integer);
530 procedure Update();
531 procedure Draw();
532 procedure SaveState (st: TStream);
533 procedure LoadState (st: TStream);
535 procedure getMapBox (out x, y, w, h: Integer); inline;
536 procedure moveBy (dx, dy: Integer); inline;
538 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
540 function ObjPtr (): PObj; inline;
542 property Obj: TObj read FObj; // copies object
543 property State: Byte read FState;
544 property Mess: Boolean read FMess;
545 end;
547 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
548 record
549 Goals: SmallInt;
550 end;
552 var
553 gPlayers: Array of TPlayer;
554 gCorpses: Array of TCorpse;
555 gGibs: Array of TGib;
556 gShells: Array of TShell;
557 gTeamStat: TTeamStat;
558 gFly: Boolean = False;
559 gAimLine: Boolean = False;
560 gChatBubble: Byte = 0;
561 gPlayerIndicator: Boolean = True;
562 gNumBots: Word = 0;
563 gLMSPID1: Word = 0;
564 gLMSPID2: Word = 0;
565 MAX_RUNVEL: Integer = 8;
566 VEL_JUMP: Integer = 10;
567 SHELL_TIMEOUT: Cardinal = 60000;
569 function Lerp(X, Y, Factor: Integer): Integer;
571 procedure g_Gibs_SetMax(Count: Word);
572 function g_Gibs_GetMax(): Word;
573 procedure g_Corpses_SetMax(Count: Word);
574 function g_Corpses_GetMax(): Word;
575 procedure g_Shells_SetMax(Count: Word);
576 function g_Shells_GetMax(): Word;
578 procedure g_Player_Init();
579 procedure g_Player_Free();
580 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
581 function g_Player_CreateFromState (st: TStream): Word;
582 procedure g_Player_Remove(UID: Word);
583 procedure g_Player_ResetTeams();
584 procedure g_Player_UpdateAll();
585 procedure g_Player_DrawAll();
586 procedure g_Player_DrawDebug(p: TPlayer);
587 procedure g_Player_DrawHealth();
588 procedure g_Player_RememberAll();
589 procedure g_Player_ResetAll(Force, Silent: Boolean);
590 function g_Player_Get(UID: Word): TPlayer;
591 function g_Player_GetCount(): Byte;
592 function g_Player_GetStats(): TPlayerStatArray;
593 function g_Player_ValidName(Name: String): Boolean;
594 procedure g_Player_CreateCorpse(Player: TPlayer);
595 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
596 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
597 procedure g_Player_UpdatePhysicalObjects();
598 procedure g_Player_DrawCorpses();
599 procedure g_Player_DrawShells();
600 procedure g_Player_RemoveAllCorpses();
601 procedure g_Player_Corpses_SaveState (st: TStream);
602 procedure g_Player_Corpses_LoadState (st: TStream);
603 procedure g_Bot_Add(Team, Difficult: Byte);
604 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
605 procedure g_Bot_MixNames();
606 procedure g_Bot_RemoveAll();
608 implementation
610 uses
611 {$INCLUDE ../nogl/noGLuses.inc}
612 {$IFDEF ENABLE_HOLMES}
613 g_holmes,
614 {$ENDIF}
615 e_log, g_map, g_items, g_console, g_gfx, Math,
616 g_options, g_triggers, g_menu, g_game, g_grid,
617 wadreader, g_main, g_monsters, CONFIG, g_language,
618 g_net, g_netmsg, g_window,
619 utils, xstreams;
621 const PLR_SAVE_VERSION = 0;
623 type
624 TBotProfile = record
625 name: ShortString;
626 model: ShortString;
627 team: Byte;
628 color: TRGB;
629 diag_fire: Byte;
630 invis_fire: Byte;
631 diag_precision: Byte;
632 fly_precision: Byte;
633 cover: Byte;
634 close_jump: Byte;
635 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
636 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
637 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
638 end;
640 const
641 TIME_RESPAWN1 = 1500;
642 TIME_RESPAWN2 = 2000;
643 TIME_RESPAWN3 = 3000;
644 AIR_DEF = 360;
645 AIR_MAX = 1091;
646 JET_MAX = 540; // ~30 sec
647 PLAYER_SUIT_TIME = 30000;
648 PLAYER_INVUL_TIME = 30000;
649 PLAYER_INVIS_TIME = 35000;
650 FRAG_COMBO_TIME = 3000;
651 VEL_SW = 4;
652 VEL_FLY = 6;
653 ANGLE_RIGHTUP = 55;
654 ANGLE_RIGHTDOWN = -35;
655 ANGLE_LEFTUP = 125;
656 ANGLE_LEFTDOWN = -145;
657 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
658 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
659 BOT_MAXJUMP = 84;
660 BOT_LONGDIST = 300;
661 BOT_UNSAFEDIST = 128;
662 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
663 (R:0; G:0; B:255));
664 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
665 FlyPrecision: 32; Cover: 32; CloseJump: 32;
666 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
667 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
668 FlyPrecision: 127; Cover: 127; CloseJump: 127;
669 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
670 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
671 FlyPrecision: 255; Cover: 255; CloseJump: 255;
672 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
673 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
674 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
675 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
676 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
677 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
678 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
679 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
680 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
681 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
682 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
683 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
684 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
685 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
686 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
687 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
688 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
689 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
691 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
692 CORPSE_SIGNATURE = $50524F43; // 'CORP'
694 BOTNAMES_FILENAME = 'botnames.txt';
695 BOTLIST_FILENAME = 'botlist.txt';
697 var
698 MaxGibs: Word = 150;
699 MaxCorpses: Word = 20;
700 MaxShells: Word = 300;
701 CurrentGib: Integer = 0;
702 CurrentShell: Integer = 0;
703 BotNames: Array of String;
704 BotList: Array of TBotProfile;
707 function Lerp(X, Y, Factor: Integer): Integer;
708 begin
709 Result := X + ((Y - X) div Factor);
710 end;
712 function SameTeam(UID1, UID2: Word): Boolean;
713 begin
714 Result := False;
716 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
717 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
719 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
721 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
722 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
724 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
725 end;
727 procedure g_Gibs_SetMax(Count: Word);
728 begin
729 MaxGibs := Count;
730 SetLength(gGibs, Count);
732 if CurrentGib >= Count then
733 CurrentGib := 0;
734 end;
736 function g_Gibs_GetMax(): Word;
737 begin
738 Result := MaxGibs;
739 end;
741 procedure g_Shells_SetMax(Count: Word);
742 begin
743 MaxShells := Count;
744 SetLength(gShells, Count);
746 if CurrentShell >= Count then
747 CurrentShell := 0;
748 end;
750 function g_Shells_GetMax(): Word;
751 begin
752 Result := MaxShells;
753 end;
756 procedure g_Corpses_SetMax(Count: Word);
757 begin
758 MaxCorpses := Count;
759 SetLength(gCorpses, Count);
760 end;
762 function g_Corpses_GetMax(): Word;
763 begin
764 Result := MaxCorpses;
765 end;
767 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
768 var
769 a: Integer;
770 ok: Boolean;
771 begin
772 Result := 0;
774 ok := False;
775 a := 0;
777 // Åñòü ëè ìåñòî â gPlayers:
778 if gPlayers <> nil then
779 for a := 0 to High(gPlayers) do
780 if gPlayers[a] = nil then
781 begin
782 ok := True;
783 Break;
784 end;
786 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
787 if not ok then
788 begin
789 SetLength(gPlayers, Length(gPlayers)+1);
790 a := High(gPlayers);
791 end;
793 // Ñîçäàåì îáúåêò èãðîêà:
794 if Bot then
795 gPlayers[a] := TBot.Create()
796 else
797 gPlayers[a] := TPlayer.Create();
800 gPlayers[a].FActualModelName := ModelName;
801 gPlayers[a].SetModel(ModelName);
803 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
804 if gPlayers[a].FModel = nil then
805 begin
806 gPlayers[a].Free();
807 gPlayers[a] := nil;
808 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
809 Exit;
810 end;
812 if not (Team in [TEAM_RED, TEAM_BLUE]) then
813 if Random(2) = 0 then
814 Team := TEAM_RED
815 else
816 Team := TEAM_BLUE;
817 gPlayers[a].FPreferredTeam := Team;
819 case gGameSettings.GameMode of
820 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
821 GM_TDM,
822 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
823 GM_SINGLE,
824 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
825 end;
827 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
828 gPlayers[a].FColor := Color;
829 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
830 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
831 else
832 gPlayers[a].FModel.Color := Color;
834 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
835 gPlayers[a].FAlive := False;
837 Result := gPlayers[a].FUID;
838 end;
840 function g_Player_CreateFromState (st: TStream): Word;
841 var
842 a, i: Integer;
843 ok, Bot: Boolean;
844 b: Byte;
845 begin
846 result := 0;
847 if (st = nil) then exit; //???
849 // Ñèãíàòóðà èãðîêà
850 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
851 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
853 // Áîò èëè ÷åëîâåê:
854 Bot := utils.readBool(st);
856 ok := false;
857 a := 0;
859 // Åñòü ëè ìåñòî â gPlayers:
860 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
862 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
863 if not ok then
864 begin
865 SetLength(gPlayers, Length(gPlayers)+1);
866 a := High(gPlayers);
867 end;
869 // Ñîçäàåì îáúåêò èãðîêà
870 if Bot then
871 gPlayers[a] := TBot.Create()
872 else
873 gPlayers[a] := TPlayer.Create();
874 gPlayers[a].FIamBot := Bot;
875 gPlayers[a].FPhysics := True;
877 // UID èãðîêà
878 gPlayers[a].FUID := utils.readWord(st);
879 // Èìÿ èãðîêà
880 gPlayers[a].FName := utils.readStr(st);
881 // Êîìàíäà
882 gPlayers[a].FTeam := utils.readByte(st);
883 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
884 // Æèâ ëè
885 gPlayers[a].FAlive := utils.readBool(st);
886 // Èçðàñõîäîâàë ëè âñå æèçíè
887 gPlayers[a].FNoRespawn := utils.readBool(st);
888 // Íàïðàâëåíèå
889 b := utils.readByte(st);
890 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
891 // Çäîðîâüå
892 gPlayers[a].FHealth := utils.readLongInt(st);
893 // Æèçíè
894 gPlayers[a].FLives := utils.readByte(st);
895 // Áðîíÿ
896 gPlayers[a].FArmor := utils.readLongInt(st);
897 // Çàïàñ âîçäóõà
898 gPlayers[a].FAir := utils.readLongInt(st);
899 // Çàïàñ ãîðþ÷åãî
900 gPlayers[a].FJetFuel := utils.readLongInt(st);
901 // Áîëü
902 gPlayers[a].FPain := utils.readLongInt(st);
903 // Óáèë
904 gPlayers[a].FKills := utils.readLongInt(st);
905 // Óáèë ìîíñòðîâ
906 gPlayers[a].FMonsterKills := utils.readLongInt(st);
907 // Ôðàãîâ
908 gPlayers[a].FFrags := utils.readLongInt(st);
909 // Ôðàãîâ ïîäðÿä
910 gPlayers[a].FFragCombo := utils.readByte(st);
911 // Âðåìÿ ïîñëåäíåãî ôðàãà
912 gPlayers[a].FLastFrag := utils.readLongWord(st);
913 // Ñìåðòåé
914 gPlayers[a].FDeath := utils.readLongInt(st);
915 // Êàêîé ôëàã íåñåò
916 gPlayers[a].FFlag := utils.readByte(st);
917 // Íàøåë ñåêðåòîâ
918 gPlayers[a].FSecrets := utils.readLongInt(st);
919 // Òåêóùåå îðóæèå
920 gPlayers[a].FCurrWeap := utils.readByte(st);
921 //gPlayers[a].FNetForceWeap := gPlayers[a].FCurrWeap;
922 // Ñëåäóþùåå æåëàåìîå îðóæèå
923 gPlayers[a].FNextWeap := utils.readWord(st);
924 // ...è ïàóçà
925 gPlayers[a].FNextWeapDelay := utils.readByte(st);
926 // Âðåìÿ çàðÿäêè BFG
927 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
928 // Áóôåð óðîíà
929 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
930 // Ïîñëåäíèé óäàðèâøèé
931 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
932 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
933 gPlayers[a].FLastHit := utils.readByte(st);
934 // Îáúåêò èãðîêà:
935 Obj_LoadState(@gPlayers[a].FObj, st);
936 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
937 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
938 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
939 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
940 // Íàëè÷èå îðóæèÿ
941 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
942 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
943 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
944 // Íàëè÷èå ðþêçàêà
945 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
946 // Íàëè÷èå êðàñíîãî êëþ÷à
947 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
948 // Íàëè÷èå çåëåíîãî êëþ÷à
949 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
950 // Íàëè÷èå ñèíåãî êëþ÷à
951 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
952 // Íàëè÷èå áåðñåðêà
953 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
954 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
955 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
956 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
957 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
959 // Íàçâàíèå ìîäåëè:
960 gPlayers[a].FActualModelName := utils.readStr(st);
961 // Öâåò ìîäåëè
962 gPlayers[a].FColor.R := utils.readByte(st);
963 gPlayers[a].FColor.G := utils.readByte(st);
964 gPlayers[a].FColor.B := utils.readByte(st);
965 // Îáíîâëÿåì ìîäåëü èãðîêà
966 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
968 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
969 if (gPlayers[a].FModel = nil) then
970 begin
971 gPlayers[a].Free();
972 gPlayers[a] := nil;
973 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
974 exit;
975 end;
977 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
978 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
979 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
980 else
981 gPlayers[a].FModel.Color := gPlayers[a].FColor;
983 result := gPlayers[a].FUID;
984 end;
987 procedure g_Player_ResetTeams();
988 var
989 a: Integer;
990 begin
991 if g_Game_IsClient then
992 Exit;
993 if gPlayers = nil then
994 Exit;
995 for a := Low(gPlayers) to High(gPlayers) do
996 if gPlayers[a] <> nil then
997 case gGameSettings.GameMode of
998 GM_DM:
999 gPlayers[a].ChangeTeam(TEAM_NONE);
1000 GM_TDM, GM_CTF:
1001 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1002 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1003 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1004 else
1005 if a mod 2 = 0 then
1006 gPlayers[a].ChangeTeam(TEAM_RED)
1007 else
1008 gPlayers[a].ChangeTeam(TEAM_BLUE);
1009 GM_SINGLE,
1010 GM_COOP:
1011 gPlayers[a].ChangeTeam(TEAM_COOP);
1012 end;
1013 end;
1015 procedure g_Bot_Add(Team, Difficult: Byte);
1016 var
1017 m: SSArray;
1018 _name, _model: String;
1019 a, tr, tb: Integer;
1020 begin
1021 if not g_Game_IsServer then Exit;
1023 // Ñïèñîê íàçâàíèé ìîäåëåé:
1024 m := g_PlayerModel_GetNames();
1025 if m = nil then
1026 Exit;
1028 // Êîìàíäà:
1029 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1030 Team := TEAM_COOP // COOP
1031 else
1032 if gGameSettings.GameMode = GM_DM then
1033 Team := TEAM_NONE // DM
1034 else
1035 if Team = TEAM_NONE then // CTF / TDM
1036 begin
1037 // Àâòîáàëàíñ êîìàíä:
1038 tr := 0;
1039 tb := 0;
1041 for a := 0 to High(gPlayers) do
1042 if gPlayers[a] <> nil then
1043 begin
1044 if gPlayers[a].Team = TEAM_RED then
1045 Inc(tr)
1046 else
1047 if gPlayers[a].Team = TEAM_BLUE then
1048 Inc(tb);
1049 end;
1051 if tr > tb then
1052 Team := TEAM_BLUE
1053 else
1054 if tb > tr then
1055 Team := TEAM_RED
1056 else // tr = tb
1057 if Random(2) = 0 then
1058 Team := TEAM_RED
1059 else
1060 Team := TEAM_BLUE;
1061 end;
1063 // Âûáèðàåì áîòó èìÿ:
1064 _name := '';
1065 if BotNames <> nil then
1066 for a := 0 to High(BotNames) do
1067 if g_Player_ValidName(BotNames[a]) then
1068 begin
1069 _name := BotNames[a];
1070 Break;
1071 end;
1073 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1074 if _name = '' then
1075 repeat
1076 _name := Format('DFBOT%.2d', [Random(100)]);
1077 until g_Player_ValidName(_name);
1079 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1080 _model := m[Random(Length(m))];
1082 // Ñîçäàåì áîòà:
1083 with g_Player_Get(g_Player_Create(_model,
1084 _RGB(Min(Random(9)*32, 255),
1085 Min(Random(9)*32, 255),
1086 Min(Random(9)*32, 255)),
1087 Team, True)) as TBot do
1088 begin
1089 Name := _name;
1091 case Difficult of
1092 1: FDifficult := DIFFICULT_EASY;
1093 2: FDifficult := DIFFICULT_MEDIUM;
1094 else FDifficult := DIFFICULT_HARD;
1095 end;
1097 for a := WP_FIRST to WP_LAST do
1098 begin
1099 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1100 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1101 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1102 end;
1104 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1106 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1107 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1108 Spectate();
1109 end;
1110 end;
1112 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1113 var
1114 m: SSArray;
1115 _name, _model: String;
1116 a: Integer;
1117 begin
1118 if not g_Game_IsServer then Exit;
1120 // Ñïèñîê íàçâàíèé ìîäåëåé:
1121 m := g_PlayerModel_GetNames();
1122 if m = nil then
1123 Exit;
1125 // Êîìàíäà:
1126 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1127 Team := TEAM_COOP // COOP
1128 else
1129 if gGameSettings.GameMode = GM_DM then
1130 Team := TEAM_NONE // DM
1131 else
1132 if Team = TEAM_NONE then
1133 Team := BotList[num].team; // CTF / TDM
1135 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1136 lName := AnsiLowerCase(lName);
1137 if (num < 0) or (num > Length(BotList)-1) then
1138 num := -1;
1139 if (num = -1) and (lName <> '') and (BotList <> nil) then
1140 for a := 0 to High(BotList) do
1141 if AnsiLowerCase(BotList[a].name) = lName then
1142 begin
1143 num := a;
1144 Break;
1145 end;
1146 if num = -1 then
1147 Exit;
1149 // Èìÿ áîòà:
1150 _name := BotList[num].name;
1151 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1152 if not g_Player_ValidName(_name) then
1153 repeat
1154 _name := Format('DFBOT%.2d', [Random(100)]);
1155 until g_Player_ValidName(_name);
1157 // Ìîäåëü:
1158 _model := BotList[num].model;
1159 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1160 if not InSArray(_model, m) then
1161 _model := m[Random(Length(m))];
1163 // Ñîçäàåì áîòà:
1164 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1165 begin
1166 Name := _name;
1168 FDifficult.DiagFire := BotList[num].diag_fire;
1169 FDifficult.InvisFire := BotList[num].invis_fire;
1170 FDifficult.DiagPrecision := BotList[num].diag_precision;
1171 FDifficult.FlyPrecision := BotList[num].fly_precision;
1172 FDifficult.Cover := BotList[num].cover;
1173 FDifficult.CloseJump := BotList[num].close_jump;
1175 for a := WP_FIRST to WP_LAST do
1176 begin
1177 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1178 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1179 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1180 end;
1182 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1184 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1185 end;
1186 end;
1188 procedure g_Bot_RemoveAll();
1189 var
1190 a: Integer;
1191 begin
1192 if not g_Game_IsServer then Exit;
1193 if gPlayers = nil then Exit;
1195 for a := 0 to High(gPlayers) do
1196 if gPlayers[a] <> nil then
1197 if gPlayers[a] is TBot then
1198 begin
1199 gPlayers[a].Lives := 0;
1200 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1201 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1202 g_Player_Remove(gPlayers[a].FUID);
1203 end;
1205 g_Bot_MixNames();
1206 end;
1208 procedure g_Bot_MixNames();
1209 var
1210 s: String;
1211 a, b: Integer;
1212 begin
1213 if BotNames <> nil then
1214 for a := 0 to High(BotNames) do
1215 begin
1216 b := Random(Length(BotNames));
1217 s := BotNames[a];
1218 Botnames[a] := BotNames[b];
1219 BotNames[b] := s;
1220 end;
1221 end;
1223 procedure g_Player_Remove(UID: Word);
1224 var
1225 i: Integer;
1226 begin
1227 if gPlayers = nil then Exit;
1229 if g_Game_IsServer and g_Game_IsNet then
1230 MH_SEND_PlayerDelete(UID);
1232 for i := 0 to High(gPlayers) do
1233 if gPlayers[i] <> nil then
1234 if gPlayers[i].FUID = UID then
1235 begin
1236 if gPlayers[i] is TPlayer then
1237 TPlayer(gPlayers[i]).Free()
1238 else
1239 TBot(gPlayers[i]).Free();
1240 gPlayers[i] := nil;
1241 Exit;
1242 end;
1243 end;
1245 procedure g_Player_Init();
1246 var
1247 F: TextFile;
1248 s: String;
1249 a, b: Integer;
1250 config: TConfig;
1251 sa: SSArray;
1252 begin
1253 BotNames := nil;
1255 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1256 Exit;
1258 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1259 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1260 Reset(F);
1262 while not EOF(F) do
1263 begin
1264 ReadLn(F, s);
1266 s := Trim(s);
1267 if s = '' then
1268 Continue;
1270 SetLength(BotNames, Length(BotNames)+1);
1271 BotNames[High(BotNames)] := s;
1272 end;
1274 CloseFile(F);
1276 // Ïåðåìåøèâàåì èõ:
1277 g_Bot_MixNames();
1279 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1280 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1281 BotList := nil;
1282 a := 0;
1284 while config.SectionExists(IntToStr(a)) do
1285 begin
1286 SetLength(BotList, Length(BotList)+1);
1288 with BotList[High(BotList)] do
1289 begin
1290 // Èìÿ áîòà:
1291 name := config.ReadStr(IntToStr(a), 'name', '');
1292 // Ìîäåëü:
1293 model := config.ReadStr(IntToStr(a), 'model', '');
1294 // Êîìàíäà:
1295 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1296 team := TEAM_RED
1297 else
1298 team := TEAM_BLUE;
1299 // Öâåò ìîäåëè:
1300 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1301 color.R := StrToIntDef(sa[0], 0);
1302 color.G := StrToIntDef(sa[1], 0);
1303 color.B := StrToIntDef(sa[2], 0);
1304 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1305 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1306 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1307 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1308 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1309 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1310 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1311 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1312 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1313 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1314 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1315 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1316 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1317 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1318 if Length(sa) = 10 then
1319 for b := 0 to 9 do
1320 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1321 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1322 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1323 if Length(sa) = 10 then
1324 for b := 0 to 9 do
1325 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1327 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1328 if Length(sa) = 10 then
1329 for b := 0 to 9 do
1330 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1331 end;
1333 a := a + 1;
1334 end;
1336 config.Free();
1337 end;
1339 procedure g_Player_Free();
1340 var
1341 i: Integer;
1342 begin
1343 if gPlayers <> nil then
1344 begin
1345 for i := 0 to High(gPlayers) do
1346 if gPlayers[i] <> nil then
1347 begin
1348 if gPlayers[i] is TPlayer then
1349 TPlayer(gPlayers[i]).Free()
1350 else
1351 TBot(gPlayers[i]).Free();
1352 gPlayers[i] := nil;
1353 end;
1355 gPlayers := nil;
1356 end;
1358 gPlayer1 := nil;
1359 gPlayer2 := nil;
1360 end;
1362 procedure g_Player_UpdateAll();
1363 var
1364 i: Integer;
1365 begin
1366 if gPlayers = nil then Exit;
1368 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1369 for i := 0 to High(gPlayers) do
1370 begin
1371 if gPlayers[i] <> nil then
1372 begin
1373 if gPlayers[i] is TPlayer then
1374 begin
1375 gPlayers[i].Update();
1376 if (not gPlayers[i].alive) then gPlayers[i].NetForceWeapFIdx := 0; // just in case
1377 //if g_Game_IsClient or not g_Game_IsNet then
1378 begin
1379 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1380 end;
1381 end
1382 else
1383 begin
1384 // bot updates weapons in `UpdateCombat()`
1385 TBot(gPlayers[i]).Update();
1386 end;
1387 end;
1388 end;
1389 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1390 end;
1392 procedure g_Player_DrawAll();
1393 var
1394 i: Integer;
1395 begin
1396 if gPlayers = nil then Exit;
1398 for i := 0 to High(gPlayers) do
1399 if gPlayers[i] <> nil then
1400 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1401 else TBot(gPlayers[i]).Draw();
1402 end;
1404 procedure g_Player_DrawDebug(p: TPlayer);
1405 var
1406 fW, fH: Byte;
1407 begin
1408 if p = nil then Exit;
1409 if (@p.FObj) = nil then Exit;
1411 e_TextureFontGetSize(gStdFont, fW, fH);
1413 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1414 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1415 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1416 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1417 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1418 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1419 end;
1421 procedure g_Player_DrawHealth();
1422 var
1423 i: Integer;
1424 fW, fH: Byte;
1425 begin
1426 if gPlayers = nil then Exit;
1427 e_TextureFontGetSize(gStdFont, fW, fH);
1429 for i := 0 to High(gPlayers) do
1430 if gPlayers[i] <> nil then
1431 begin
1432 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1433 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1434 IntToStr(gPlayers[i].FHealth), gStdFont);
1435 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1436 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1437 IntToStr(gPlayers[i].FArmor), gStdFont);
1438 end;
1439 end;
1441 function g_Player_Get(UID: Word): TPlayer;
1442 var
1443 a: Integer;
1444 begin
1445 Result := nil;
1447 if gPlayers = nil then
1448 Exit;
1450 for a := 0 to High(gPlayers) do
1451 if gPlayers[a] <> nil then
1452 if gPlayers[a].FUID = UID then
1453 begin
1454 Result := gPlayers[a];
1455 Exit;
1456 end;
1457 end;
1459 function g_Player_GetCount(): Byte;
1460 var
1461 a: Integer;
1462 begin
1463 Result := 0;
1465 if gPlayers = nil then
1466 Exit;
1468 for a := 0 to High(gPlayers) do
1469 if gPlayers[a] <> nil then
1470 Result := Result + 1;
1471 end;
1473 function g_Player_GetStats(): TPlayerStatArray;
1474 var
1475 a: Integer;
1476 begin
1477 Result := nil;
1479 if gPlayers = nil then Exit;
1481 for a := 0 to High(gPlayers) do
1482 if gPlayers[a] <> nil then
1483 begin
1484 SetLength(Result, Length(Result)+1);
1485 with Result[High(Result)] do
1486 begin
1487 Ping := gPlayers[a].FPing;
1488 Loss := gPlayers[a].FLoss;
1489 Name := gPlayers[a].FName;
1490 Team := gPlayers[a].FTeam;
1491 Frags := gPlayers[a].FFrags;
1492 Deaths := gPlayers[a].FDeath;
1493 Kills := gPlayers[a].FKills;
1494 Color := gPlayers[a].FModel.Color;
1495 Lives := gPlayers[a].FLives;
1496 Spectator := gPlayers[a].FSpectator;
1497 end;
1498 end;
1499 end;
1501 procedure g_Player_RememberAll;
1502 var
1503 i: Integer;
1504 begin
1505 for i := Low(gPlayers) to High(gPlayers) do
1506 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1507 gPlayers[i].RememberState;
1508 end;
1510 procedure g_Player_ResetAll(Force, Silent: Boolean);
1511 var
1512 i: Integer;
1513 begin
1514 gTeamStat[TEAM_RED].Goals := 0;
1515 gTeamStat[TEAM_BLUE].Goals := 0;
1517 if gPlayers <> nil then
1518 for i := 0 to High(gPlayers) do
1519 if gPlayers[i] <> nil then
1520 begin
1521 gPlayers[i].Reset(Force);
1523 if gPlayers[i] is TPlayer then
1524 begin
1525 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1526 gPlayers[i].Respawn(Silent)
1527 else
1528 gPlayers[i].Spectate();
1529 end
1530 else
1531 TBot(gPlayers[i]).Respawn(Silent);
1532 end;
1533 end;
1535 procedure g_Player_CreateCorpse(Player: TPlayer);
1536 var
1537 i: Integer;
1538 find_id: DWORD;
1539 ok: Boolean;
1540 begin
1541 if Player.alive then
1542 Exit;
1544 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1545 if gCorpses <> nil then
1546 for i := 0 to High(gCorpses) do
1547 if gCorpses[i] <> nil then
1548 if gCorpses[i].FPlayerUID = Player.FUID then
1549 gCorpses[i].FPlayerUID := 0;
1551 if Player.FObj.Y >= gMapInfo.Height+128 then
1552 Exit;
1554 with Player do
1555 begin
1556 if (FHealth >= -50) or (gGibsCount = 0) then
1557 begin
1558 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1559 Exit;
1561 ok := False;
1562 for find_id := 0 to High(gCorpses) do
1563 if gCorpses[find_id] = nil then
1564 begin
1565 ok := True;
1566 Break;
1567 end;
1569 if not ok then
1570 find_id := Random(Length(gCorpses));
1572 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1573 gCorpses[find_id].FColor := FModel.Color;
1574 gCorpses[find_id].FObj.Vel := FObj.Vel;
1575 gCorpses[find_id].FObj.Accel := FObj.Accel;
1576 gCorpses[find_id].FPlayerUID := FUID;
1577 end
1578 else
1579 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1580 FObj.Y + PLAYER_RECT_CY,
1581 FModel.Name, FModel.Color);
1582 end;
1583 end;
1585 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1586 var
1587 SID: DWORD;
1588 begin
1589 if (gShells = nil) or (Length(gShells) = 0) then
1590 Exit;
1592 with gShells[CurrentShell] do
1593 begin
1594 SpriteID := 0;
1595 g_Obj_Init(@Obj);
1596 Obj.Rect.X := 0;
1597 Obj.Rect.Y := 0;
1598 if T = SHELL_BULLET then
1599 begin
1600 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1601 SpriteID := SID;
1602 CX := 2;
1603 CY := 1;
1604 Obj.Rect.Width := 4;
1605 Obj.Rect.Height := 2;
1606 end
1607 else
1608 begin
1609 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1610 SpriteID := SID;
1611 CX := 4;
1612 CY := 2;
1613 Obj.Rect.Width := 7;
1614 Obj.Rect.Height := 3;
1615 end;
1616 SType := T;
1617 alive := True;
1618 Obj.X := fX;
1619 Obj.Y := fY;
1620 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1621 positionChanged(); // this updates spatial accelerators
1622 RAngle := Random(360);
1623 Timeout := gTime + SHELL_TIMEOUT;
1625 if CurrentShell >= High(gShells) then
1626 CurrentShell := 0
1627 else
1628 Inc(CurrentShell);
1629 end;
1630 end;
1632 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1633 var
1634 a: Integer;
1635 GibsArray: TGibsArray;
1636 Blood: TModelBlood;
1637 begin
1638 if (gGibs = nil) or (Length(gGibs) = 0) then
1639 Exit;
1640 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1641 Exit;
1642 Blood := g_PlayerModel_GetBlood(ModelName);
1644 for a := 0 to High(GibsArray) do
1645 with gGibs[CurrentGib] do
1646 begin
1647 Color := fColor;
1648 ID := GibsArray[a].ID;
1649 MaskID := GibsArray[a].MaskID;
1650 alive := True;
1651 g_Obj_Init(@Obj);
1652 Obj.Rect := GibsArray[a].Rect;
1653 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1654 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1655 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1656 positionChanged(); // this updates spatial accelerators
1657 RAngle := Random(360);
1659 if gBloodCount > 0 then
1660 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1661 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1663 if CurrentGib >= High(gGibs) then
1664 CurrentGib := 0
1665 else
1666 Inc(CurrentGib);
1667 end;
1668 end;
1670 procedure g_Player_UpdatePhysicalObjects();
1671 var
1672 i: Integer;
1673 vel: TPoint2i;
1674 mr: Word;
1676 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1677 var
1678 k: Integer;
1679 begin
1680 k := 1 + Random(2);
1681 if T = SHELL_BULLET then
1682 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1683 else
1684 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1685 end;
1687 begin
1688 // Êóñêè ìÿñà:
1689 if gGibs <> nil then
1690 for i := 0 to High(gGibs) do
1691 if gGibs[i].alive then
1692 with gGibs[i] do
1693 begin
1694 vel := Obj.Vel;
1695 mr := g_Obj_Move(@Obj, True, False, True);
1696 positionChanged(); // this updates spatial accelerators
1698 if WordBool(mr and MOVE_FALLOUT) then
1699 begin
1700 alive := False;
1701 Continue;
1702 end;
1704 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1705 if WordBool(mr and MOVE_HITWALL) then
1706 Obj.Vel.X := -(vel.X div 2);
1707 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1708 Obj.Vel.Y := -(vel.Y div 2);
1710 if (Obj.Vel.X >= 0) then
1711 begin // Clockwise
1712 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1713 if RAngle >= 360 then
1714 RAngle := RAngle mod 360;
1715 end else begin // Counter-clockwise
1716 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1717 if RAngle < 0 then
1718 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1719 end;
1721 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1722 if gTime mod (GAME_TICK*3) = 0 then
1723 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1724 end;
1726 // Òðóïû:
1727 if gCorpses <> nil then
1728 for i := 0 to High(gCorpses) do
1729 if gCorpses[i] <> nil then
1730 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1731 begin
1732 gCorpses[i].Free();
1733 gCorpses[i] := nil;
1734 end
1735 else
1736 gCorpses[i].Update();
1738 // Ãèëüçû:
1739 if gShells <> nil then
1740 for i := 0 to High(gShells) do
1741 if gShells[i].alive then
1742 with gShells[i] do
1743 begin
1744 vel := Obj.Vel;
1745 mr := g_Obj_Move(@Obj, True, False, True);
1746 positionChanged(); // this updates spatial accelerators
1748 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1749 begin
1750 alive := False;
1751 Continue;
1752 end;
1754 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1755 if WordBool(mr and MOVE_HITWALL) then
1756 begin
1757 Obj.Vel.X := -(vel.X div 2);
1758 if not WordBool(mr and MOVE_INWATER) then
1759 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1760 end;
1761 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1762 begin
1763 Obj.Vel.Y := -(vel.Y div 2);
1764 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1765 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1766 begin
1767 if RAngle mod 90 <> 0 then
1768 RAngle := (RAngle div 90) * 90;
1769 end
1770 else if not WordBool(mr and MOVE_INWATER) then
1771 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1772 end;
1774 if (Obj.Vel.X >= 0) then
1775 begin // Clockwise
1776 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1777 if RAngle >= 360 then
1778 RAngle := RAngle mod 360;
1779 end else begin // Counter-clockwise
1780 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1781 if RAngle < 0 then
1782 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1783 end;
1784 end;
1785 end;
1788 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1789 begin
1790 x := Obj.X+Obj.Rect.X;
1791 y := Obj.Y+Obj.Rect.Y;
1792 w := Obj.Rect.Width;
1793 h := Obj.Rect.Height;
1794 end;
1796 procedure TGib.moveBy (dx, dy: Integer); inline;
1797 begin
1798 if (dx <> 0) or (dy <> 0) then
1799 begin
1800 Obj.X += dx;
1801 Obj.Y += dy;
1802 positionChanged();
1803 end;
1804 end;
1807 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1808 begin
1809 x := Obj.X;
1810 y := Obj.Y;
1811 w := Obj.Rect.Width;
1812 h := Obj.Rect.Height;
1813 end;
1815 procedure TShell.moveBy (dx, dy: Integer); inline;
1816 begin
1817 if (dx <> 0) or (dy <> 0) then
1818 begin
1819 Obj.X += dx;
1820 Obj.Y += dy;
1821 positionChanged();
1822 end;
1823 end;
1826 procedure TGib.positionChanged (); inline; begin end;
1827 procedure TShell.positionChanged (); inline; begin end;
1830 procedure g_Player_DrawCorpses();
1831 var
1832 i: Integer;
1833 a: TDFPoint;
1834 begin
1835 if gGibs <> nil then
1836 for i := 0 to High(gGibs) do
1837 if gGibs[i].alive then
1838 with gGibs[i] do
1839 begin
1840 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1841 Continue;
1843 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1844 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1846 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1848 e_Colors := Color;
1849 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1850 e_Colors.R := 255;
1851 e_Colors.G := 255;
1852 e_Colors.B := 255;
1853 end;
1855 if gCorpses <> nil then
1856 for i := 0 to High(gCorpses) do
1857 if gCorpses[i] <> nil then
1858 gCorpses[i].Draw();
1859 end;
1861 procedure g_Player_DrawShells();
1862 var
1863 i: Integer;
1864 a: TDFPoint;
1865 begin
1866 if gShells <> nil then
1867 for i := 0 to High(gShells) do
1868 if gShells[i].alive then
1869 with gShells[i] do
1870 begin
1871 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1872 Continue;
1874 a.X := CX;
1875 a.Y := CY;
1877 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1878 end;
1879 end;
1881 procedure g_Player_RemoveAllCorpses();
1882 var
1883 i: Integer;
1884 begin
1885 gGibs := nil;
1886 gShells := nil;
1887 SetLength(gGibs, MaxGibs);
1888 SetLength(gShells, MaxGibs);
1889 CurrentGib := 0;
1890 CurrentShell := 0;
1892 if gCorpses <> nil then
1893 for i := 0 to High(gCorpses) do
1894 gCorpses[i].Free();
1896 gCorpses := nil;
1897 SetLength(gCorpses, MaxCorpses);
1898 end;
1900 procedure g_Player_Corpses_SaveState (st: TStream);
1901 var
1902 count, i: Integer;
1903 begin
1904 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1905 count := 0;
1906 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1908 // Êîëè÷åñòâî òðóïîâ
1909 utils.writeInt(st, LongInt(count));
1911 if (count = 0) then exit;
1913 // Ñîõðàíÿåì òðóïû
1914 for i := 0 to High(gCorpses) do
1915 begin
1916 if gCorpses[i] <> nil then
1917 begin
1918 // Íàçâàíèå ìîäåëè
1919 utils.writeStr(st, gCorpses[i].FModelName);
1920 // Òèï ñìåðòè
1921 utils.writeBool(st, gCorpses[i].Mess);
1922 // Ñîõðàíÿåì äàííûå òðóïà:
1923 gCorpses[i].SaveState(st);
1924 end;
1925 end;
1926 end;
1929 procedure g_Player_Corpses_LoadState (st: TStream);
1930 var
1931 count, i: Integer;
1932 str: String;
1933 b: Boolean;
1934 begin
1935 assert(st <> nil);
1937 g_Player_RemoveAllCorpses();
1939 // Êîëè÷åñòâî òðóïîâ:
1940 count := utils.readLongInt(st);
1941 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1943 if (count = 0) then exit;
1945 // Çàãðóæàåì òðóïû
1946 for i := 0 to count-1 do
1947 begin
1948 // Íàçâàíèå ìîäåëè:
1949 str := utils.readStr(st);
1950 // Òèï ñìåðòè
1951 b := utils.readBool(st);
1952 // Ñîçäàåì òðóï
1953 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1954 // Çàãðóæàåì äàííûå òðóïà
1955 gCorpses[i].LoadState(st);
1956 end;
1957 end;
1960 { T P l a y e r : }
1962 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1964 procedure TPlayer.BFGHit();
1965 begin
1966 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1967 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1968 if g_Game_IsServer and g_Game_IsNet then
1969 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1970 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1971 0, NET_GFX_BFGHIT);
1972 end;
1974 procedure TPlayer.ChangeModel(ModelName: string);
1975 var
1976 locModel: TPlayerModel;
1977 begin
1978 locModel := g_PlayerModel_Get(ModelName);
1979 if locModel = nil then Exit;
1981 FModel.Free();
1982 FModel := locModel;
1983 end;
1985 procedure TPlayer.SetModel(ModelName: string);
1986 var
1987 m: TPlayerModel;
1988 begin
1989 m := g_PlayerModel_Get(ModelName);
1990 if m = nil then
1991 begin
1992 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1993 m := g_PlayerModel_Get('doomer');
1994 if m = nil then
1995 begin
1996 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1997 Exit;
1998 end;
1999 end;
2001 if FModel <> nil then
2002 FModel.Free();
2004 FModel := m;
2006 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2007 FModel.Color := FColor
2008 else
2009 FModel.Color := TEAMCOLOR[FTeam];
2010 FModel.SetWeapon(FCurrWeap);
2011 FModel.SetFlag(FFlag);
2012 SetDirection(FDirection);
2013 end;
2015 procedure TPlayer.SetColor(Color: TRGB);
2016 begin
2017 FColor := Color;
2018 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2019 if FModel <> nil then FModel.Color := Color;
2020 end;
2022 procedure TPlayer.SwitchTeam;
2023 begin
2024 if g_Game_IsClient then
2025 Exit;
2026 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2028 if gGameOn and FAlive then
2029 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2031 if FTeam = TEAM_RED then
2032 begin
2033 ChangeTeam(TEAM_BLUE);
2034 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2035 if g_Game_IsNet then
2036 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2037 end
2038 else
2039 begin
2040 ChangeTeam(TEAM_RED);
2041 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2042 if g_Game_IsNet then
2043 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2044 end;
2045 FPreferredTeam := FTeam;
2046 end;
2048 procedure TPlayer.ChangeTeam(Team: Byte);
2049 var
2050 OldTeam: Byte;
2051 begin
2052 OldTeam := FTeam;
2053 FTeam := Team;
2054 case Team of
2055 TEAM_RED, TEAM_BLUE:
2056 FModel.Color := TEAMCOLOR[Team];
2057 else
2058 FModel.Color := FColor;
2059 end;
2060 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2061 MH_SEND_PlayerStats(FUID);
2062 end;
2065 procedure TPlayer.CollideItem();
2066 var
2067 i: Integer;
2068 r: Boolean;
2069 begin
2070 if gItems = nil then Exit;
2071 if not FAlive then Exit;
2073 for i := 0 to High(gItems) do
2074 with gItems[i] do
2075 begin
2076 if (ItemType <> ITEM_NONE) and alive then
2077 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2078 PLAYER_RECT.Height, @Obj) then
2079 begin
2080 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2082 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2083 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2084 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2085 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2086 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2088 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2089 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2090 (gGameSettings.GameType = GT_SINGLE) and
2091 (g_Player_GetCount() > 1)) then
2092 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2093 end;
2094 end;
2095 end;
2098 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2099 begin
2100 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2101 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2102 False);
2103 end;
2105 constructor TPlayer.Create();
2106 begin
2107 viewPortX := 0;
2108 viewPortY := 0;
2109 viewPortW := 0;
2110 viewPortH := 0;
2111 mEDamageType := HIT_SOME;
2113 FIamBot := False;
2114 FDummy := False;
2115 FSpawned := False;
2117 FSawSound := TPlayableSound.Create();
2118 FSawSoundIdle := TPlayableSound.Create();
2119 FSawSoundHit := TPlayableSound.Create();
2120 FSawSoundSelect := TPlayableSound.Create();
2121 FJetSoundFly := TPlayableSound.Create();
2122 FJetSoundOn := TPlayableSound.Create();
2123 FJetSoundOff := TPlayableSound.Create();
2125 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2126 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2127 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2128 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2129 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2130 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2131 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2133 FSpectatePlayer := -1;
2134 FClientID := -1;
2135 FPing := 0;
2136 FLoss := 0;
2137 FSavedState.WaitRecall := False;
2138 FShellTimer := -1;
2139 FFireTime := 0;
2140 FFirePainTime := 0;
2141 FFireAttacker := 0;
2143 FActualModelName := 'doomer';
2145 g_Obj_Init(@FObj);
2146 FObj.Rect := PLAYER_RECT;
2148 FBFGFireCounter := -1;
2149 FJustTeleported := False;
2150 FNetTime := 0;
2152 //FNetForceWeap := FCurrWeap;
2153 FNetForceWeapFIdx := 0;
2154 //FCurrFrameIdx := 0;
2156 resetWeaponQueue();
2157 releaseAllWeaponSwitchKeys();
2158 end;
2161 procedure TPlayer.releaseAllWeaponSwitchKeys ();
2162 var
2163 f: Integer;
2164 begin
2165 for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
2166 end;
2168 procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
2169 begin
2170 Inc(index, 2); // -2: prev; -1: next
2171 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
2172 weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
2173 if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
2174 end;
2176 function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
2177 begin
2178 Inc(index, 2); // -2: prev; -1: next
2179 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
2180 begin
2181 result := true;
2182 end
2183 else
2184 begin
2185 result := (weaponSwitchKeyReleased[index] and $01) <> 0;
2186 end;
2187 end;
2189 procedure TPlayer.weaponSwitchKeysShiftNewStates ();
2190 var
2191 f: Integer;
2192 begin
2193 // copy bit 1 to bit 0
2194 for f := 0 to High(weaponSwitchKeyReleased) do
2195 begin
2196 weaponSwitchKeyReleased[f] :=
2197 (weaponSwitchKeyReleased[f] and $02) or
2198 ((weaponSwitchKeyReleased[f] shr 1) and $01);
2199 end;
2200 end;
2203 procedure TPlayer.positionChanged (); inline;
2204 begin
2205 end;
2207 procedure TPlayer.doDamage (v: Integer);
2208 begin
2209 if (v <= 0) then exit;
2210 if (v > 32767) then v := 32767;
2211 Damage(v, 0, 0, 0, mEDamageType);
2212 end;
2214 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2215 var
2216 c: Word;
2217 begin
2218 if (not g_Game_IsClient) and (not FAlive) then
2219 Exit;
2221 FLastHit := t;
2223 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2224 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2225 begin
2226 if not g_Game_IsClient then
2227 begin
2228 FArmor := 0;
2229 if t = HIT_TRAP then
2230 begin
2231 // Ëîâóøêà óáèâàåò ñðàçó:
2232 FHealth := -100;
2233 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2234 end;
2235 if t = HIT_SELF then
2236 begin
2237 // Ñàìîóáèéñòâî:
2238 FHealth := 0;
2239 Kill(K_SIMPLEKILL, SpawnerUID, t);
2240 end;
2241 end;
2242 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2243 FMegaRulez[MR_SUIT] := 0;
2244 FMegaRulez[MR_INVUL] := 0;
2245 FMegaRulez[MR_INVIS] := 0;
2246 FBerserk := 0;
2247 end;
2249 // Íî îò îñòàëüíîãî ñïàñàåò:
2250 if FMegaRulez[MR_INVUL] >= gTime then
2251 Exit;
2253 // ×èò-êîä "ÃÎÐÅÖ":
2254 if FGodMode then
2255 Exit;
2257 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2258 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2259 (SpawnerUID = FUID) or
2260 (not SameTeam(FUID, SpawnerUID)) then
2261 begin
2262 FLastSpawnerUID := SpawnerUID;
2264 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2265 if gBloodCount > 0 then
2266 begin
2267 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2268 if value div 4 <= c then
2269 c := c - (value div 4)
2270 else
2271 c := 0;
2273 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2274 MakeBloodSimple(c)
2275 else
2276 case t of
2277 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2278 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2279 end;
2281 if t = HIT_WATER then
2282 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2283 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2284 end;
2286 // Áóôåð óðîíà:
2287 if FAlive then
2288 Inc(FDamageBuffer, value);
2290 // Âñïûøêà áîëè:
2291 if gFlash <> 0 then
2292 FPain := FPain + value;
2293 end;
2295 if g_Game_IsServer and g_Game_IsNet then
2296 begin
2297 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2298 MH_SEND_PlayerStats(FUID);
2299 MH_SEND_PlayerPos(False, FUID);
2300 end;
2301 end;
2303 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2304 begin
2305 Result := False;
2306 if g_Game_IsClient then
2307 Exit;
2308 if not FAlive then
2309 Exit;
2311 if Soft and (FHealth < PLAYER_HP_SOFT) then
2312 begin
2313 IncMax(FHealth, value, PLAYER_HP_SOFT);
2314 Result := True;
2315 end;
2316 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2317 begin
2318 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2319 Result := True;
2320 end;
2322 if Result and g_Game_IsServer and g_Game_IsNet then
2323 MH_SEND_PlayerStats(FUID);
2324 end;
2326 destructor TPlayer.Destroy();
2327 begin
2328 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2329 gPlayer1 := nil;
2330 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2331 gPlayer2 := nil;
2333 FSawSound.Free();
2334 FSawSoundIdle.Free();
2335 FSawSoundHit.Free();
2336 FJetSoundFly.Free();
2337 FJetSoundOn.Free();
2338 FJetSoundOff.Free();
2339 FModel.Free();
2340 if FPunchAnim <> nil then
2341 FPunchAnim.Free();
2343 inherited;
2344 end;
2346 procedure TPlayer.DrawIndicator();
2347 var
2348 indX, indY: Integer;
2349 indW, indH: Word;
2350 ID: DWORD;
2351 begin
2352 if FAlive then
2353 begin
2354 indX := FObj.X+FObj.Rect.X;
2355 indY := FObj.Y - 12;
2356 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2357 begin
2358 e_GetTextureSize(ID, @indW, @indH);
2359 e_Draw(ID, indX + indW div 2, indY, 0, True, False);
2360 end;
2361 end;
2362 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2363 end;
2365 procedure TPlayer.DrawBubble();
2366 var
2367 bubX, bubY: Integer;
2368 ID: LongWord;
2369 Rb, Gb, Bb,
2370 Rw, Gw, Bw: SmallInt;
2371 Dot: Byte;
2372 begin
2373 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2374 bubY := FObj.Y+FObj.Rect.Y - 18;
2375 Rb := 64;
2376 Gb := 64;
2377 Bb := 64;
2378 Rw := 240;
2379 Gw := 240;
2380 Bw := 240;
2381 case gChatBubble of
2382 1: // simple textual non-bubble
2383 begin
2384 bubX := FObj.X+FObj.Rect.X - 11;
2385 bubY := FObj.Y+FObj.Rect.Y - 17;
2386 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2387 Exit;
2388 end;
2389 2: // advanced pixel-perfect bubble
2390 begin
2391 if FTeam = TEAM_RED then
2392 Rb := 255
2393 else
2394 if FTeam = TEAM_BLUE then
2395 Bb := 255;
2396 end;
2397 3: // colored bubble
2398 begin
2399 Rb := FModel.Color.R;
2400 Gb := FModel.Color.G;
2401 Bb := FModel.Color.B;
2402 Rw := Min(Rb * 2 + 64, 255);
2403 Gw := Min(Gb * 2 + 64, 255);
2404 Bw := Min(Bb * 2 + 64, 255);
2405 if (Abs(Rw - Rb) < 32)
2406 or (Abs(Gw - Gb) < 32)
2407 or (Abs(Bw - Bb) < 32) then
2408 begin
2409 Rb := Max(Rw div 2 - 16, 0);
2410 Gb := Max(Gw div 2 - 16, 0);
2411 Bb := Max(Bw div 2 - 16, 0);
2412 end;
2413 end;
2414 4: // custom textured bubble
2415 begin
2416 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2417 if FDirection = TDirection.D_RIGHT then
2418 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2419 else
2420 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2421 Exit;
2422 end;
2423 end;
2425 // Outer borders
2426 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2427 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2428 // Inner box
2429 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2431 // Tail
2432 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2433 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2434 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2435 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2436 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2437 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2439 // Dots
2440 Dot := 6;
2441 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2442 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2443 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2444 end;
2446 procedure TPlayer.Draw();
2447 var
2448 ID: DWORD;
2449 w, h: Word;
2450 dr: Boolean;
2451 Mirror: TMirrorType;
2452 begin
2453 if FAlive then
2454 begin
2455 if Direction = TDirection.D_RIGHT then
2456 Mirror := TMirrorType.None
2457 else
2458 Mirror := TMirrorType.Horizontal;
2460 if FPunchAnim <> nil then
2461 begin
2462 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2463 FObj.Y+FObj.Rect.Y-11, Mirror);
2464 if FPunchAnim.played then
2465 begin
2466 FPunchAnim.Free;
2467 FPunchAnim := nil;
2468 end;
2469 end;
2471 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2472 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2473 begin
2474 e_GetTextureSize(ID, @w, @h);
2475 if FDirection = TDirection.D_LEFT then
2476 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2477 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2478 else
2479 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2480 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2481 end;
2483 if FMegaRulez[MR_INVIS] > gTime then
2484 begin
2485 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2486 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2487 begin
2488 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2489 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2490 else
2491 dr := True;
2492 if dr then
2493 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2494 else
2495 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2496 end
2497 else
2498 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2499 end
2500 else
2501 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2502 end;
2504 if g_debug_Frames then
2505 begin
2506 e_DrawQuad(FObj.X+FObj.Rect.X,
2507 FObj.Y+FObj.Rect.Y,
2508 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2509 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2510 0, 255, 0);
2511 end;
2513 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2514 DrawBubble();
2515 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2516 if gAimLine and alive and
2517 ((Self = gPlayer1) or (Self = gPlayer2)) then
2518 DrawAim();
2519 end;
2522 procedure TPlayer.DrawAim();
2523 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2524 var
2525 ex, ey: Integer;
2526 begin
2528 {$IFDEF ENABLE_HOLMES}
2529 if isValidViewPort and (self = gPlayer1) then
2530 begin
2531 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2532 end;
2533 {$ENDIF}
2535 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2536 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2537 begin
2538 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2539 end
2540 else
2541 begin
2542 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2543 end;
2544 end;
2546 var
2547 wx, wy, xx, yy: Integer;
2548 angle: SmallInt;
2549 sz, len: Word;
2550 begin
2551 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2552 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2553 angle := FAngle;
2554 len := 1024;
2555 sz := 2;
2556 case FCurrWeap of
2557 0: begin // Punch
2558 len := 12;
2559 sz := 4;
2560 end;
2561 1: begin // Chainsaw
2562 len := 24;
2563 sz := 6;
2564 end;
2565 2: begin // Pistol
2566 len := 1024;
2567 sz := 2;
2568 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2569 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2570 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2571 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2572 end;
2573 3: begin // Shotgun
2574 len := 1024;
2575 sz := 3;
2576 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2577 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2578 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2579 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2580 end;
2581 4: begin // Double Shotgun
2582 len := 1024;
2583 sz := 4;
2584 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2585 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2586 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2587 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2588 end;
2589 5: begin // Chaingun
2590 len := 1024;
2591 sz := 3;
2592 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2593 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2594 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2595 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2596 end;
2597 6: begin // Rocket Launcher
2598 len := 1024;
2599 sz := 7;
2600 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2601 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2602 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2603 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2604 end;
2605 7: begin // Plasmagun
2606 len := 1024;
2607 sz := 5;
2608 if angle = ANGLE_RIGHTUP then Inc(angle);
2609 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2610 if angle = ANGLE_LEFTUP then Dec(angle);
2611 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2612 end;
2613 8: begin // BFG
2614 len := 1024;
2615 sz := 12;
2616 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2617 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2618 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2619 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2620 end;
2621 9: begin // Super Chaingun
2622 len := 1024;
2623 sz := 4;
2624 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2625 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2626 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2627 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2628 end;
2629 end;
2630 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2631 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2632 {$IF DEFINED(D2F_DEBUG)}
2633 drawCast(sz, wx, wy, xx, yy);
2634 {$ELSE}
2635 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2636 {$ENDIF}
2637 end;
2639 procedure TPlayer.DrawGUI();
2640 var
2641 ID: DWORD;
2642 X, Y, SY, a, p, m: Integer;
2643 tw, th: Word;
2644 cw, ch: Byte;
2645 s: string;
2646 stat: TPlayerStatArray;
2647 begin
2648 X := gPlayerScreenSize.X;
2649 SY := gPlayerScreenSize.Y;
2650 Y := 0;
2652 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2653 begin
2654 if gGameSettings.GameMode = GM_CTF then
2655 a := 32 + 8
2656 else
2657 a := 0;
2658 if gGameSettings.GameMode = GM_CTF then
2659 begin
2660 s := 'TEXTURE_PLAYER_REDFLAG';
2661 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2662 s := 'TEXTURE_PLAYER_REDFLAG_S';
2663 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2664 s := 'TEXTURE_PLAYER_REDFLAG_D';
2665 if g_Texture_Get(s, ID) then
2666 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2667 end;
2669 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2670 e_CharFont_GetSize(gMenuFont, s, tw, th);
2671 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2673 if gGameSettings.GameMode = GM_CTF then
2674 begin
2675 s := 'TEXTURE_PLAYER_BLUEFLAG';
2676 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2677 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2678 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2679 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2680 if g_Texture_Get(s, ID) then
2681 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2682 end;
2684 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2685 e_CharFont_GetSize(gMenuFont, s, tw, th);
2686 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2687 end;
2689 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2690 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2691 0, False, False);
2693 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2694 e_Draw(ID, X+2, Y, 0, True, False);
2696 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2697 begin
2698 if gShowStat then
2699 begin
2700 s := IntToStr(Frags);
2701 e_CharFont_GetSize(gMenuFont, s, tw, th);
2702 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2704 s := '';
2705 p := 1;
2706 m := 0;
2707 stat := g_Player_GetStats();
2708 if stat <> nil then
2709 begin
2710 p := 1;
2712 for a := 0 to High(stat) do
2713 if stat[a].Name <> Name then
2714 begin
2715 if stat[a].Frags > m then m := stat[a].Frags;
2716 if stat[a].Frags > Frags then p := p+1;
2717 end;
2718 end;
2720 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2721 if Frags >= m then s := s+'+' else s := s+'-';
2722 s := s+IntToStr(Abs(Frags-m));
2724 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2725 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2726 end;
2728 if gShowLives and (gGameSettings.MaxLives > 0) then
2729 begin
2730 s := IntToStr(Lives);
2731 e_CharFont_GetSize(gMenuFont, s, tw, th);
2732 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2733 end;
2734 end;
2736 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2737 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2739 if R_BERSERK in FRulez then
2740 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2741 else
2742 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2744 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2745 e_Draw(ID, X+36, Y+77, 0, True, False);
2747 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2748 e_CharFont_GetSize(gMenuFont, s, tw, th);
2749 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2751 s := IntToStr(FArmor);
2752 e_CharFont_GetSize(gMenuFont, s, tw, th);
2753 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2755 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2757 case FCurrWeap of
2758 WEAPON_KASTET:
2759 begin
2760 s := '--';
2761 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2762 end;
2763 WEAPON_SAW:
2764 begin
2765 s := '--';
2766 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2767 end;
2768 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2769 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2770 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2771 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2772 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2773 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2774 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2775 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2776 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2777 end;
2779 e_CharFont_GetSize(gMenuFont, s, tw, th);
2780 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2781 e_Draw(ID, X+20, Y+160, 0, True, False);
2783 if R_KEY_RED in FRulez then
2784 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2786 if R_KEY_GREEN in FRulez then
2787 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2789 if R_KEY_BLUE in FRulez then
2790 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2792 if FJetFuel > 0 then
2793 begin
2794 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2795 e_Draw(ID, X+2, Y+116, 0, True, False);
2796 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2797 e_Draw(ID, X+2, Y+126, 0, True, False);
2798 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2799 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2800 end
2801 else
2802 begin
2803 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2804 e_Draw(ID, X+2, Y+124, 0, True, False);
2805 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2806 end;
2808 if gShowPing and g_Game_IsClient then
2809 begin
2810 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2811 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2812 Y := Y + 16;
2813 end;
2815 if FSpectator then
2816 begin
2817 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2818 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2819 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2820 if FNoRespawn then
2821 begin
2822 e_TextureFontGetSize(gStdFont, cw, ch);
2823 s := _lc[I_PLAYER_SPECT4];
2824 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2825 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2826 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2827 end;
2829 end;
2830 end;
2832 procedure TPlayer.DrawRulez();
2833 var
2834 dr: Boolean;
2835 begin
2836 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2837 if FMegaRulez[MR_INVUL] >= gTime then
2838 begin
2839 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2840 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2841 else
2842 dr := True;
2844 if dr then
2845 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2846 191, 191, 191, 0, TBlending.Invert);
2847 end;
2849 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2850 if FMegaRulez[MR_SUIT] >= gTime then
2851 begin
2852 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2853 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2854 else
2855 dr := True;
2857 if dr then
2858 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2859 0, 96, 0, 200, TBlending.None);
2860 end;
2862 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2863 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2864 begin
2865 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2866 255, 0, 0, 200, TBlending.None);
2867 end;
2868 end;
2870 procedure TPlayer.DrawPain();
2871 var
2872 a, h: Integer;
2873 begin
2874 if FPain = 0 then Exit;
2876 a := FPain;
2878 if a < 15 then h := 0
2879 else if a < 35 then h := 1
2880 else if a < 55 then h := 2
2881 else if a < 75 then h := 3
2882 else if a < 95 then h := 4
2883 else h := 5;
2885 //if a > 255 then a := 255;
2887 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2888 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2889 end;
2891 procedure TPlayer.DrawPickup();
2892 var
2893 a, h: Integer;
2894 begin
2895 if FPickup = 0 then Exit;
2897 a := FPickup;
2899 if a < 15 then h := 1
2900 else if a < 35 then h := 2
2901 else if a < 55 then h := 3
2902 else if a < 75 then h := 4
2903 else h := 5;
2905 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2906 end;
2908 procedure TPlayer.DoPunch();
2909 var
2910 id: DWORD;
2911 st: String;
2912 begin
2913 if FPunchAnim <> nil then begin
2914 FPunchAnim.reset();
2915 FPunchAnim.Free;
2916 FPunchAnim := nil;
2917 end;
2918 st := 'FRAMES_PUNCH';
2919 if R_BERSERK in FRulez then
2920 st := st + '_BERSERK';
2921 if FKeys[KEY_UP].Pressed then
2922 st := st + '_UP'
2923 else if FKeys[KEY_DOWN].Pressed then
2924 st := st + '_DN';
2925 g_Frames_Get(id, st);
2926 FPunchAnim := TAnimation.Create(id, False, 1);
2927 end;
2929 procedure TPlayer.Fire();
2930 var
2931 f, DidFire: Boolean;
2932 wx, wy, xd, yd: Integer;
2933 locobj: TObj;
2934 begin
2935 if g_Game_IsClient then Exit;
2936 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2937 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2939 if FSpectator then
2940 begin
2941 Respawn(False);
2942 Exit;
2943 end;
2945 if FReloading[FCurrWeap] <> 0 then Exit;
2947 DidFire := False;
2949 f := False;
2950 wx := FObj.X+WEAPONPOINT[FDirection].X;
2951 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2952 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2953 yd := wy+firediry();
2955 case FCurrWeap of
2956 WEAPON_KASTET:
2957 begin
2958 DoPunch();
2959 if R_BERSERK in FRulez then
2960 begin
2961 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2962 locobj.X := FObj.X+FObj.Rect.X;
2963 locobj.Y := FObj.Y+FObj.Rect.Y;
2964 locobj.rect.X := 0;
2965 locobj.rect.Y := 0;
2966 locobj.rect.Width := 39;
2967 locobj.rect.Height := 52;
2968 locobj.Vel.X := (xd-wx) div 2;
2969 locobj.Vel.Y := (yd-wy) div 2;
2970 locobj.Accel.X := xd-wx;
2971 locobj.Accel.y := yd-wy;
2973 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2974 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2975 else
2976 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2978 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2979 end
2980 else
2981 begin
2982 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2983 end;
2985 DidFire := True;
2986 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2987 end;
2989 WEAPON_SAW:
2990 begin
2991 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2992 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2993 begin
2994 FSawSoundSelect.Stop();
2995 FSawSound.Stop();
2996 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2997 end
2998 else if not FSawSoundHit.IsPlaying() then
2999 begin
3000 FSawSoundSelect.Stop();
3001 FSawSound.PlayAt(FObj.X, FObj.Y);
3002 end;
3004 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3005 DidFire := True;
3006 f := True;
3007 end;
3009 WEAPON_PISTOL:
3010 if FAmmo[A_BULLETS] > 0 then
3011 begin
3012 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3013 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3014 Dec(FAmmo[A_BULLETS]);
3015 FFireAngle := FAngle;
3016 f := True;
3017 DidFire := True;
3018 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3019 GameVelX, GameVelY-2, SHELL_BULLET);
3020 end;
3022 WEAPON_SHOTGUN1:
3023 if FAmmo[A_SHELLS] > 0 then
3024 begin
3025 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3026 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3027 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3028 Dec(FAmmo[A_SHELLS]);
3029 FFireAngle := FAngle;
3030 f := True;
3031 DidFire := True;
3032 FShellTimer := 10;
3033 FShellType := SHELL_SHELL;
3034 end;
3036 WEAPON_SHOTGUN2:
3037 if FAmmo[A_SHELLS] >= 2 then
3038 begin
3039 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3040 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3041 Dec(FAmmo[A_SHELLS], 2);
3042 FFireAngle := FAngle;
3043 f := True;
3044 DidFire := True;
3045 FShellTimer := 13;
3046 FShellType := SHELL_DBLSHELL;
3047 end;
3049 WEAPON_CHAINGUN:
3050 if FAmmo[A_BULLETS] > 0 then
3051 begin
3052 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3053 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3054 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3055 Dec(FAmmo[A_BULLETS]);
3056 FFireAngle := FAngle;
3057 f := True;
3058 DidFire := True;
3059 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3060 GameVelX, GameVelY-2, SHELL_BULLET);
3061 end;
3063 WEAPON_ROCKETLAUNCHER:
3064 if FAmmo[A_ROCKETS] > 0 then
3065 begin
3066 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3067 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3068 Dec(FAmmo[A_ROCKETS]);
3069 FFireAngle := FAngle;
3070 f := True;
3071 DidFire := True;
3072 end;
3074 WEAPON_PLASMA:
3075 if FAmmo[A_CELLS] > 0 then
3076 begin
3077 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3078 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3079 Dec(FAmmo[A_CELLS]);
3080 FFireAngle := FAngle;
3081 f := True;
3082 DidFire := True;
3083 end;
3085 WEAPON_BFG:
3086 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3087 begin
3088 FBFGFireCounter := 17;
3089 if not FNoReload then
3090 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3091 Dec(FAmmo[A_CELLS], 40);
3092 DidFire := True;
3093 end;
3095 WEAPON_SUPERPULEMET:
3096 if FAmmo[A_SHELLS] > 0 then
3097 begin
3098 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3099 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3100 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3101 Dec(FAmmo[A_SHELLS]);
3102 FFireAngle := FAngle;
3103 f := True;
3104 DidFire := True;
3105 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3106 GameVelX, GameVelY-2, SHELL_SHELL);
3107 end;
3109 WEAPON_FLAMETHROWER:
3110 if FAmmo[A_FUEL] > 0 then
3111 begin
3112 g_Weapon_flame(wx, wy, xd, yd, FUID);
3113 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3114 Dec(FAmmo[A_FUEL]);
3115 FFireAngle := FAngle;
3116 f := True;
3117 DidFire := True;
3118 end;
3119 end;
3121 if g_Game_IsNet then
3122 begin
3123 if DidFire then
3124 begin
3125 if FCurrWeap <> WEAPON_BFG then
3126 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3127 else
3128 if not FNoReload then
3129 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3130 end;
3132 MH_SEND_PlayerStats(FUID);
3133 end;
3135 if not f then Exit;
3137 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3138 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3139 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3140 end;
3142 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3143 begin
3144 case Weapon of
3145 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3146 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3147 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3148 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3149 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3150 else Result := 0;
3151 end;
3152 end;
3154 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3155 begin
3156 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3157 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3158 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3159 end;
3161 procedure TPlayer.JetpackOn;
3162 begin
3163 FJetSoundFly.Stop;
3164 FJetSoundOff.Stop;
3165 FJetSoundOn.SetPosition(0);
3166 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3167 FlySmoke(8);
3168 end;
3170 procedure TPlayer.JetpackOff;
3171 begin
3172 FJetSoundFly.Stop;
3173 FJetSoundOn.Stop;
3174 FJetSoundOff.SetPosition(0);
3175 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3176 end;
3178 procedure TPlayer.CatchFire(Attacker: Word);
3179 begin
3180 FFireTime := 100;
3181 FFireAttacker := Attacker;
3182 if g_Game_IsNet and g_Game_IsServer then
3183 MH_SEND_PlayerStats(FUID);
3184 end;
3186 procedure TPlayer.Jump();
3187 begin
3188 if gFly or FJetpack then
3189 begin
3190 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3191 if FObj.Vel.Y > -VEL_FLY then
3192 FObj.Vel.Y := FObj.Vel.Y - 3;
3193 if FJetpack then
3194 begin
3195 if FJetFuel > 0 then
3196 Dec(FJetFuel);
3197 if (FJetFuel < 1) and g_Game_IsServer then
3198 begin
3199 FJetpack := False;
3200 JetpackOff;
3201 if g_Game_IsNet then
3202 MH_SEND_PlayerStats(FUID);
3203 end;
3204 end;
3205 Exit;
3206 end;
3208 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3209 if FGhost then
3210 FCanJetpack := False;
3212 // Ïðûãàåì èëè âñïëûâàåì:
3213 if (CollideLevel(0, 1) or
3214 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3215 PLAYER_RECT.Height-33, PANEL_STEP, False)
3216 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3217 begin
3218 FObj.Vel.Y := -VEL_JUMP;
3219 FCanJetpack := False;
3220 end
3221 else
3222 begin
3223 if BodyInLiquid(0, 0) then
3224 FObj.Vel.Y := -VEL_SW
3225 else if (FJetFuel > 0) and FCanJetpack and
3226 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3227 begin
3228 FJetpack := True;
3229 JetpackOn;
3230 if g_Game_IsNet then
3231 MH_SEND_PlayerStats(FUID);
3232 end;
3233 end;
3234 end;
3236 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3237 var
3238 a, i, k, ab, ar: Byte;
3239 s: String;
3240 mon: TMonster;
3241 plr: TPlayer;
3242 srv, netsrv: Boolean;
3243 DoFrags: Boolean;
3244 OldLR: Byte;
3245 KP: TPlayer;
3246 it: PItem;
3248 procedure PushItem(t: Byte);
3249 var
3250 id: DWORD;
3251 begin
3252 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3253 it := g_Items_ByIdx(id);
3254 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3255 begin
3256 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3257 (FObj.Vel.Y div 2)-Random(9));
3258 it.positionChanged(); // this updates spatial accelerators
3259 end
3260 else
3261 begin
3262 if KillType = K_HARDKILL then // -5..+5; -5..0
3263 begin
3264 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3265 (FObj.Vel.Y div 2)-Random(6));
3266 end
3267 else // -3..+3; -3..0
3268 begin
3269 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3270 (FObj.Vel.Y div 2)-Random(4));
3271 end;
3272 it.positionChanged(); // this updates spatial accelerators
3273 end;
3275 if g_Game_IsNet and g_Game_IsServer then
3276 MH_SEND_ItemSpawn(True, id);
3277 end;
3279 begin
3280 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3281 Srv := g_Game_IsServer;
3282 Netsrv := g_Game_IsServer and g_Game_IsNet;
3283 if Srv then FDeath := FDeath + 1;
3284 if FAlive then
3285 begin
3286 if FGhost then
3287 FGhost := False;
3288 if not FPhysics then
3289 FPhysics := True;
3290 FAlive := False;
3291 end;
3292 FShellTimer := -1;
3294 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3295 begin
3296 if FLives > 0 then FLives := FLives - 1;
3297 if FLives = 0 then FNoRespawn := True;
3298 end;
3300 // Íîìåð òèïà ñìåðòè:
3301 a := 1;
3302 case KillType of
3303 K_SIMPLEKILL: a := 1;
3304 K_HARDKILL: a := 2;
3305 K_EXTRAHARDKILL: a := 3;
3306 K_FALLKILL: a := 4;
3307 end;
3309 // Çâóê ñìåðòè:
3310 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3311 for i := 1 to 3 do
3312 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3313 Break;
3315 // Âðåìÿ ðåñïàóíà:
3316 if Srv then
3317 case KillType of
3318 K_SIMPLEKILL:
3319 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3320 K_HARDKILL:
3321 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3322 K_EXTRAHARDKILL, K_FALLKILL:
3323 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3324 end;
3326 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3327 case KillType of
3328 K_SIMPLEKILL:
3329 SetAction(A_DIE1);
3330 K_HARDKILL, K_EXTRAHARDKILL:
3331 SetAction(A_DIE2);
3332 end;
3334 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3335 if (KillType <> K_FALLKILL) and (Srv) then
3336 g_Monsters_killedp();
3338 if SpawnerUID = FUID then
3339 begin // Ñàìîóáèëñÿ
3340 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3341 begin
3342 Dec(FFrags);
3343 FLastFrag := 0;
3344 end;
3345 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3346 end
3347 else
3348 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3349 begin // Óáèò äðóãèì èãðîêîì
3350 KP := g_Player_Get(SpawnerUID);
3351 if (KP <> nil) and Srv then
3352 begin
3353 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3354 if SameTeam(FUID, SpawnerUID) then
3355 begin
3356 Dec(KP.FFrags);
3357 KP.FLastFrag := 0;
3358 end else
3359 begin
3360 Inc(KP.FFrags);
3361 KP.FragCombo();
3362 end;
3364 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3365 Inc(gTeamStat[KP.Team].Goals,
3366 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3368 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3369 end;
3371 plr := g_Player_Get(SpawnerUID);
3372 if plr = nil then
3373 s := '?'
3374 else
3375 s := plr.FName;
3377 case KillType of
3378 K_HARDKILL:
3379 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3380 [FName, s]),
3381 gShowKillMsg);
3382 K_EXTRAHARDKILL:
3383 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3384 [FName, s]),
3385 gShowKillMsg);
3386 else
3387 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3388 [FName, s]),
3389 gShowKillMsg);
3390 end;
3391 end
3392 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3393 begin // Óáèò ìîíñòðîì
3394 mon := g_Monsters_ByUID(SpawnerUID);
3395 if mon = nil then
3396 s := '?'
3397 else
3398 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3400 case KillType of
3401 K_HARDKILL:
3402 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3403 [FName, s]),
3404 gShowKillMsg);
3405 K_EXTRAHARDKILL:
3406 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3407 [FName, s]),
3408 gShowKillMsg);
3409 else
3410 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3411 [FName, s]),
3412 gShowKillMsg);
3413 end;
3414 end
3415 else // Îñîáûå òèïû ñìåðòè
3416 case t of
3417 HIT_DISCON: ;
3418 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3419 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3420 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3421 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3422 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3423 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3424 end;
3426 if Srv then
3427 begin
3428 // Âûáðîñ îðóæèÿ:
3429 for a := WP_FIRST to WP_LAST do
3430 if FWeapon[a] then
3431 begin
3432 case a of
3433 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3434 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3435 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3436 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3437 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3438 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3439 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3440 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3441 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3442 else i := 0;
3443 end;
3445 if i <> 0 then
3446 PushItem(i);
3447 end;
3449 // Âûáðîñ ðþêçàêà:
3450 if R_ITEM_BACKPACK in FRulez then
3451 PushItem(ITEM_AMMO_BACKPACK);
3453 // Âûáðîñ ðàêåòíîãî ðàíöà:
3454 if FJetFuel > 0 then
3455 PushItem(ITEM_JETPACK);
3457 // Âûáðîñ êëþ÷åé:
3458 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3459 begin
3460 if R_KEY_RED in FRulez then
3461 PushItem(ITEM_KEY_RED);
3463 if R_KEY_GREEN in FRulez then
3464 PushItem(ITEM_KEY_GREEN);
3466 if R_KEY_BLUE in FRulez then
3467 PushItem(ITEM_KEY_BLUE);
3468 end;
3470 // Âûáðîñ ôëàãà:
3471 DropFlag();
3472 end;
3474 g_Player_CreateCorpse(Self);
3476 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3477 (gLMSRespawn = LMS_RESPAWN_NONE) then
3478 begin
3479 a := 0;
3480 k := 0;
3481 ar := 0;
3482 ab := 0;
3483 for i := Low(gPlayers) to High(gPlayers) do
3484 begin
3485 if gPlayers[i] = nil then continue;
3486 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3487 begin
3488 Inc(a);
3489 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3490 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3491 k := i;
3492 end;
3493 end;
3495 OldLR := gLMSRespawn;
3496 if (gGameSettings.GameMode = GM_COOP) then
3497 begin
3498 if (a = 0) then
3499 begin
3500 // everyone is dead, restart the map
3501 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3502 if Netsrv then
3503 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3504 gLMSRespawn := LMS_RESPAWN_FINAL;
3505 gLMSRespawnTime := gTime + 5000;
3506 end
3507 else if (a = 1) then
3508 begin
3509 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3510 if (gPlayers[k] = gPlayer1) or
3511 (gPlayers[k] = gPlayer2) then
3512 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3513 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3514 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3515 end;
3516 end
3517 else if (gGameSettings.GameMode = GM_TDM) then
3518 begin
3519 if (ab = 0) and (ar <> 0) then
3520 begin
3521 // blu team ded
3522 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3523 if Netsrv then
3524 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3525 Inc(gTeamStat[TEAM_RED].Goals);
3526 gLMSRespawn := LMS_RESPAWN_FINAL;
3527 gLMSRespawnTime := gTime + 5000;
3528 end
3529 else if (ar = 0) and (ab <> 0) then
3530 begin
3531 // red team ded
3532 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3533 if Netsrv then
3534 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3535 Inc(gTeamStat[TEAM_BLUE].Goals);
3536 gLMSRespawn := LMS_RESPAWN_FINAL;
3537 gLMSRespawnTime := gTime + 5000;
3538 end
3539 else if (ar = 0) and (ab = 0) then
3540 begin
3541 // everyone ded
3542 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3543 if Netsrv then
3544 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3545 gLMSRespawn := LMS_RESPAWN_FINAL;
3546 gLMSRespawnTime := gTime + 5000;
3547 end;
3548 end
3549 else if (gGameSettings.GameMode = GM_DM) then
3550 begin
3551 if (a = 1) then
3552 begin
3553 if gPlayers[k] <> nil then
3554 with gPlayers[k] do
3555 begin
3556 // survivor is the winner
3557 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3558 if Netsrv then
3559 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3560 Inc(FFrags);
3561 end;
3562 gLMSRespawn := LMS_RESPAWN_FINAL;
3563 gLMSRespawnTime := gTime + 5000;
3564 end
3565 else if (a = 0) then
3566 begin
3567 // everyone is dead, restart the map
3568 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3569 if Netsrv then
3570 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3571 gLMSRespawn := LMS_RESPAWN_FINAL;
3572 gLMSRespawnTime := gTime + 5000;
3573 end;
3574 end;
3575 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3576 begin
3577 if NetMode = NET_SERVER then
3578 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3579 else
3580 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3581 end;
3582 end;
3584 if Netsrv then
3585 begin
3586 MH_SEND_PlayerStats(FUID);
3587 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3588 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3589 end;
3591 if srv and FNoRespawn then Spectate(True);
3592 FWantsInGame := True;
3593 end;
3595 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3596 begin
3597 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3598 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3599 end;
3601 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3602 begin
3603 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3604 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3605 end;
3607 procedure TPlayer.MakeBloodSimple(Count: Word);
3608 begin
3609 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3610 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3611 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3612 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3613 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3614 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3615 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3616 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3617 end;
3619 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3620 begin
3621 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3622 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3623 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3624 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3625 end;
3627 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3628 begin
3629 //if g_Game_IsClient then Exit;
3630 if Weapon > High(FWeapon) then Exit;
3631 FNextWeap := FNextWeap or (1 shl Weapon);
3632 end;
3634 procedure TPlayer.resetWeaponQueue ();
3635 begin
3636 FNextWeap := 0;
3637 FNextWeapDelay := 0;
3638 end;
3640 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3641 begin
3642 result := false;
3643 case weapon of
3644 WEAPON_KASTET, WEAPON_SAW: result := true;
3645 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3646 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3647 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3648 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3649 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3650 else result := (weapon < length(FWeapon));
3651 end;
3652 end;
3654 // return 255 for "no switch"
3655 function TPlayer.getNextWeaponIndex (): Byte;
3656 var
3657 i: Word;
3658 wantThisWeapon: array[0..64] of Boolean;
3659 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3660 wwc: Integer;
3661 f, dir, cwi, rwidx, curlidx: Integer;
3663 function real2log (ridx: Integer): Integer;
3664 var
3665 f: Integer;
3666 begin
3667 if (ridx >= 0) then
3668 begin
3669 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3670 end;
3671 result := -1;
3672 end;
3674 begin
3675 result := 255; // default result: "no switch"
3677 // had weapon cycling on previous frame? remove that flag
3678 if (FNextWeap and $2000) <> 0 then
3679 begin
3680 FNextWeap := FNextWeap and $1FFF;
3681 FNextWeapDelay := 0;
3682 end;
3684 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3686 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3687 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3688 // priorities:
3689 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3690 weaponOrder[0] := WEAPON_SUPERPULEMET;
3691 weaponOrder[1] := WEAPON_BFG;
3692 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3693 weaponOrder[3] := WEAPON_PLASMA;
3694 weaponOrder[4] := WEAPON_FLAMETHROWER;
3695 weaponOrder[5] := WEAPON_SHOTGUN2;
3696 weaponOrder[6] := WEAPON_CHAINGUN;
3697 weaponOrder[7] := WEAPON_SHOTGUN1;
3698 weaponOrder[8] := WEAPON_PISTOL;
3699 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3700 weaponOrder[10] := WEAPON_SAW;
3701 weaponOrder[11] := WEAPON_KASTET; // normal fist
3703 for f := 0 to High(weaponOrder) do
3704 begin
3705 if (weaponOrder[f] = WEAPON_KASTET) then
3706 begin
3707 // normal fist: remove if we have a berserk pack
3708 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3709 end
3710 else
3711 if (weaponOrder[f] = WEAPON_KASTET+666) then
3712 begin
3713 // berserk fist: remove if we don't have a berserk pack
3714 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3715 end;
3716 end;
3718 (*
3719 WEAPON_KASTET = 0;
3720 WEAPON_SAW = 1;
3721 WEAPON_PISTOL = 2;
3722 WEAPON_SHOTGUN1 = 3;
3723 WEAPON_SHOTGUN2 = 4;
3724 WEAPON_CHAINGUN = 5;
3725 WEAPON_ROCKETLAUNCHER = 6;
3726 WEAPON_PLASMA = 7;
3727 WEAPON_BFG = 8;
3728 WEAPON_SUPERPULEMET = 9;
3729 WEAPON_FLAMETHROWER = 10;
3730 *)
3732 // cycling has priority
3733 if (FNextWeap and $C000) <> 0 then
3734 begin
3735 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3736 FNextWeap := FNextWeap or $2000; // we need this
3737 if FNextWeapDelay > 0 then exit; // cooldown time
3738 //cwi := real2log(FCurrWeap);
3739 //if (cwi < 0) then cwi := 0;
3740 cwi := FCurrWeap;
3741 for i := 0 to High(FWeapon) do
3742 begin
3743 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3744 //rwidx := weaponOrder[cwi];
3745 rwidx := cwi; // sorry
3746 if (rwidx < 0) then continue;
3747 if FWeapon[rwidx] then
3748 begin
3749 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3750 result := Byte(rwidx);
3751 //FNextWeapDelay := 10; //k8: not needed anymore
3752 exit;
3753 end;
3754 end;
3755 resetWeaponQueue();
3756 exit;
3757 end;
3759 // no cycling
3760 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3761 wwc := 0;
3763 curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3765 for i := 0 to High(FWeapon) do
3766 begin
3767 if (FNextWeap and (1 shl i)) <> 0 then
3768 begin
3769 cwi := real2log(i);
3770 if (cwi >= 0) then
3771 begin
3772 wantThisWeapon[cwi] := true;
3773 Inc(wwc);
3774 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3775 if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
3776 end;
3777 end;
3778 end;
3780 // slow down alterations a little
3781 if (wwc > 1) then
3782 begin
3783 // more than one weapon requested, assume "alteration", and check alteration delay
3784 if FNextWeapDelay > 0 then
3785 begin
3786 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3787 FNextWeap := 0;
3788 exit;
3789 end; // yeah
3790 end;
3792 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3793 // but clear all counters if no weapon should be switched
3794 if (wwc < 1) then
3795 begin
3796 resetWeaponQueue();
3797 exit;
3798 end;
3800 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3802 // find next weapon to switch onto
3803 cwi := curlidx;
3804 for i := 0 to High(weaponOrder) do
3805 begin
3806 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3807 if (cwi = curlidx) then continue; // skip current weapon
3808 if not wantThisWeapon[cwi] then continue;
3809 rwidx := weaponOrder[cwi];
3810 if (rwidx < 0) then continue;
3811 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3812 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3813 begin
3814 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3815 // i found her!
3816 result := Byte(rwidx);
3817 resetWeaponQueue();
3818 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3819 exit;
3820 end;
3821 end;
3823 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3824 resetWeaponQueue();
3825 end;
3827 procedure TPlayer.RealizeCurrentWeapon();
3828 function switchAllowed (): Boolean;
3829 var
3830 i: Byte;
3831 begin
3832 result := false;
3833 if FBFGFireCounter <> -1 then
3834 exit;
3835 if FTime[T_SWITCH] > gTime then
3836 exit;
3837 for i := WP_FIRST to WP_LAST do
3838 if FReloading[i] > 0 then
3839 exit;
3840 result := true;
3841 end;
3843 var
3844 nw: Byte;
3845 begin
3846 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3847 //FNextWeap := FNextWeap and $1FFF;
3848 //HACK: alteration delay will be reset when player released any weapon switch key
3849 FNextWeapDelay := 0; //k8: just in case
3850 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3852 if not switchAllowed then
3853 begin
3854 //HACK for weapon cycling
3855 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3856 exit;
3857 end;
3859 nw := getNextWeaponIndex();
3860 if nw = 255 then exit; // don't reset anything here
3861 if nw > High(FWeapon) then
3862 begin
3863 // don't forget to reset queue here!
3864 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3865 resetWeaponQueue();
3866 exit;
3867 end;
3869 if FWeapon[nw] then
3870 begin
3871 //k8: emulate this on client immediately, or wait for server confirmation?
3873 if g_Game_IsClient then
3874 begin
3875 FNetForceWeap := nw;
3876 //FNetForceWeapFIdx := FCurrFrameIdx+5; // force for ~5 frames
3877 FNetForceWeapFIdx := gTime+5; // force for ~5 frames
3878 writeln('NETWEAPONSWITCH: fw=', NetForceWeap, '; fwfidx=', NetForceWeapFIdx, '; cfrm=', gTime);
3879 end;
3881 FNetForceWeapFIdx := gTime+5; // force for ~5 frames
3882 FCurrWeap := nw;
3883 if nw = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3884 FModel.SetWeapon(nw);
3885 FTime[T_SWITCH] := gTime+156;
3886 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3887 //if g_Game_IsNet and g_Game_IsClient then
3888 end;
3889 end;
3891 procedure TPlayer.NextWeapon();
3892 begin
3893 //if g_Game_IsClient then Exit;
3894 FNextWeap := $8000;
3895 end;
3897 procedure TPlayer.PrevWeapon();
3898 begin
3899 //if g_Game_IsClient then Exit;
3900 FNextWeap := $4000;
3901 end;
3903 // used by network layer
3904 procedure TPlayer.SetWeapon(W: Byte);
3905 begin
3906 if FCurrWeap <> W then
3907 if (W = WEAPON_SAW) then
3908 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3910 FCurrWeap := W;
3911 FModel.SetWeapon(CurrWeap);
3912 //if g_Game_IsClient then resetWeaponQueue();
3913 end;
3915 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3917 function allowBerserkSwitching (): Boolean;
3918 begin
3919 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3920 result := true;
3921 if gBerserkAutoswitch then exit;
3922 if not conIsCheatsEnabled then exit;
3923 result := false;
3924 end;
3926 var
3927 a: Boolean;
3928 begin
3929 Result := False;
3930 if g_Game_IsClient then Exit;
3932 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3933 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3934 remove := not a;
3936 case ItemType of
3937 ITEM_MEDKIT_SMALL:
3938 if FHealth < PLAYER_HP_SOFT then
3939 begin
3940 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3941 Result := True;
3942 remove := True;
3943 FFireTime := 0;
3944 if gFlash = 2 then Inc(FPickup, 5);
3945 end;
3947 ITEM_MEDKIT_LARGE:
3948 if FHealth < PLAYER_HP_SOFT then
3949 begin
3950 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3951 Result := True;
3952 remove := True;
3953 FFireTime := 0;
3954 if gFlash = 2 then Inc(FPickup, 5);
3955 end;
3957 ITEM_ARMOR_GREEN:
3958 if FArmor < PLAYER_AP_SOFT then
3959 begin
3960 FArmor := PLAYER_AP_SOFT;
3961 Result := True;
3962 remove := True;
3963 if gFlash = 2 then Inc(FPickup, 5);
3964 end;
3966 ITEM_ARMOR_BLUE:
3967 if FArmor < PLAYER_AP_LIMIT then
3968 begin
3969 FArmor := PLAYER_AP_LIMIT;
3970 Result := True;
3971 remove := True;
3972 if gFlash = 2 then Inc(FPickup, 5);
3973 end;
3975 ITEM_SPHERE_BLUE:
3976 if FHealth < PLAYER_HP_LIMIT then
3977 begin
3978 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3979 Result := True;
3980 remove := True;
3981 FFireTime := 0;
3982 if gFlash = 2 then Inc(FPickup, 5);
3983 end;
3985 ITEM_SPHERE_WHITE:
3986 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3987 begin
3988 if FHealth < PLAYER_HP_LIMIT then
3989 FHealth := PLAYER_HP_LIMIT;
3990 if FArmor < PLAYER_AP_LIMIT then
3991 FArmor := PLAYER_AP_LIMIT;
3992 Result := True;
3993 remove := True;
3994 FFireTime := 0;
3995 if gFlash = 2 then Inc(FPickup, 5);
3996 end;
3998 ITEM_WEAPON_SAW:
3999 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
4000 begin
4001 FWeapon[WEAPON_SAW] := True;
4002 Result := True;
4003 if gFlash = 2 then Inc(FPickup, 5);
4004 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4005 end;
4007 ITEM_WEAPON_SHOTGUN1:
4008 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
4009 begin
4010 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4011 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4013 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4014 FWeapon[WEAPON_SHOTGUN1] := True;
4015 Result := True;
4016 if gFlash = 2 then Inc(FPickup, 5);
4017 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4018 end;
4020 ITEM_WEAPON_SHOTGUN2:
4021 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4022 begin
4023 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4025 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4026 FWeapon[WEAPON_SHOTGUN2] := True;
4027 Result := True;
4028 if gFlash = 2 then Inc(FPickup, 5);
4029 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4030 end;
4032 ITEM_WEAPON_CHAINGUN:
4033 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4034 begin
4035 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4037 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4038 FWeapon[WEAPON_CHAINGUN] := True;
4039 Result := True;
4040 if gFlash = 2 then Inc(FPickup, 5);
4041 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4042 end;
4044 ITEM_WEAPON_ROCKETLAUNCHER:
4045 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4046 begin
4047 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4049 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4050 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4051 Result := True;
4052 if gFlash = 2 then Inc(FPickup, 5);
4053 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4054 end;
4056 ITEM_WEAPON_PLASMA:
4057 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4058 begin
4059 if a and FWeapon[WEAPON_PLASMA] then Exit;
4061 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4062 FWeapon[WEAPON_PLASMA] := True;
4063 Result := True;
4064 if gFlash = 2 then Inc(FPickup, 5);
4065 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4066 end;
4068 ITEM_WEAPON_BFG:
4069 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4070 begin
4071 if a and FWeapon[WEAPON_BFG] then Exit;
4073 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4074 FWeapon[WEAPON_BFG] := True;
4075 Result := True;
4076 if gFlash = 2 then Inc(FPickup, 5);
4077 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4078 end;
4080 ITEM_WEAPON_SUPERPULEMET:
4081 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4082 begin
4083 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4085 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4086 FWeapon[WEAPON_SUPERPULEMET] := True;
4087 Result := True;
4088 if gFlash = 2 then Inc(FPickup, 5);
4089 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4090 end;
4092 ITEM_WEAPON_FLAMETHROWER:
4093 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4094 begin
4095 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4097 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4098 FWeapon[WEAPON_FLAMETHROWER] := True;
4099 Result := True;
4100 if gFlash = 2 then Inc(FPickup, 5);
4101 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4102 end;
4104 ITEM_AMMO_BULLETS:
4105 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4106 begin
4107 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4108 Result := True;
4109 remove := True;
4110 if gFlash = 2 then Inc(FPickup, 5);
4111 end;
4113 ITEM_AMMO_BULLETS_BOX:
4114 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4115 begin
4116 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4117 Result := True;
4118 remove := True;
4119 if gFlash = 2 then Inc(FPickup, 5);
4120 end;
4122 ITEM_AMMO_SHELLS:
4123 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4124 begin
4125 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4126 Result := True;
4127 remove := True;
4128 if gFlash = 2 then Inc(FPickup, 5);
4129 end;
4131 ITEM_AMMO_SHELLS_BOX:
4132 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4133 begin
4134 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4135 Result := True;
4136 remove := True;
4137 if gFlash = 2 then Inc(FPickup, 5);
4138 end;
4140 ITEM_AMMO_ROCKET:
4141 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4142 begin
4143 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4144 Result := True;
4145 remove := True;
4146 if gFlash = 2 then Inc(FPickup, 5);
4147 end;
4149 ITEM_AMMO_ROCKET_BOX:
4150 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4151 begin
4152 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4153 Result := True;
4154 remove := True;
4155 if gFlash = 2 then Inc(FPickup, 5);
4156 end;
4158 ITEM_AMMO_CELL:
4159 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4160 begin
4161 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4162 Result := True;
4163 remove := True;
4164 if gFlash = 2 then Inc(FPickup, 5);
4165 end;
4167 ITEM_AMMO_CELL_BIG:
4168 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4169 begin
4170 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4171 Result := True;
4172 remove := True;
4173 if gFlash = 2 then Inc(FPickup, 5);
4174 end;
4176 ITEM_AMMO_FUELCAN:
4177 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4178 begin
4179 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4180 Result := True;
4181 remove := True;
4182 if gFlash = 2 then Inc(FPickup, 5);
4183 end;
4185 ITEM_AMMO_BACKPACK:
4186 if not(R_ITEM_BACKPACK in FRulez) or
4187 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4188 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4189 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4190 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4191 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4192 begin
4193 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4194 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4195 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4196 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4197 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4199 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4200 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4201 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4202 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4203 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4204 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4205 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4206 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4208 FRulez := FRulez + [R_ITEM_BACKPACK];
4209 Result := True;
4210 remove := True;
4211 if gFlash = 2 then Inc(FPickup, 5);
4212 end;
4214 ITEM_KEY_RED:
4215 if not(R_KEY_RED in FRulez) then
4216 begin
4217 Include(FRulez, R_KEY_RED);
4218 Result := True;
4219 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4220 if gFlash = 2 then Inc(FPickup, 5);
4221 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4222 end;
4224 ITEM_KEY_GREEN:
4225 if not(R_KEY_GREEN in FRulez) then
4226 begin
4227 Include(FRulez, R_KEY_GREEN);
4228 Result := True;
4229 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4230 if gFlash = 2 then Inc(FPickup, 5);
4231 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4232 end;
4234 ITEM_KEY_BLUE:
4235 if not(R_KEY_BLUE in FRulez) then
4236 begin
4237 Include(FRulez, R_KEY_BLUE);
4238 Result := True;
4239 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4240 if gFlash = 2 then Inc(FPickup, 5);
4241 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4242 end;
4244 ITEM_SUIT:
4245 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4246 begin
4247 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4248 Result := True;
4249 remove := True;
4250 FFireTime := 0;
4251 if gFlash = 2 then Inc(FPickup, 5);
4252 end;
4254 ITEM_OXYGEN:
4255 if FAir < AIR_MAX then
4256 begin
4257 FAir := AIR_MAX;
4258 Result := True;
4259 remove := True;
4260 if gFlash = 2 then Inc(FPickup, 5);
4261 end;
4263 ITEM_MEDKIT_BLACK:
4264 begin
4265 if not (R_BERSERK in FRulez) then
4266 begin
4267 Include(FRulez, R_BERSERK);
4268 if allowBerserkSwitching then
4269 begin
4270 FCurrWeap := WEAPON_KASTET;
4271 //FNetForceWeap := FCurrWeap;
4272 resetWeaponQueue();
4273 FModel.SetWeapon(WEAPON_KASTET);
4274 end;
4275 if gFlash <> 0 then
4276 begin
4277 Inc(FPain, 100);
4278 if gFlash = 2 then Inc(FPickup, 5);
4279 end;
4280 FBerserk := gTime+30000;
4281 Result := True;
4282 remove := True;
4283 FFireTime := 0;
4284 //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
4285 end;
4286 if FHealth < PLAYER_HP_SOFT then
4287 begin
4288 FHealth := PLAYER_HP_SOFT;
4289 FBerserk := gTime+30000;
4290 Result := True;
4291 remove := True;
4292 FFireTime := 0;
4293 end;
4294 end;
4296 ITEM_INVUL:
4297 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4298 begin
4299 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4300 Result := True;
4301 remove := True;
4302 if gFlash = 2 then Inc(FPickup, 5);
4303 end;
4305 ITEM_BOTTLE:
4306 if FHealth < PLAYER_HP_LIMIT then
4307 begin
4308 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4309 Result := True;
4310 remove := True;
4311 FFireTime := 0;
4312 if gFlash = 2 then Inc(FPickup, 5);
4313 end;
4315 ITEM_HELMET:
4316 if FArmor < PLAYER_AP_LIMIT then
4317 begin
4318 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4319 Result := True;
4320 remove := True;
4321 if gFlash = 2 then Inc(FPickup, 5);
4322 end;
4324 ITEM_JETPACK:
4325 if FJetFuel < JET_MAX then
4326 begin
4327 FJetFuel := JET_MAX;
4328 Result := True;
4329 remove := True;
4330 if gFlash = 2 then Inc(FPickup, 5);
4331 end;
4333 ITEM_INVIS:
4334 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4335 begin
4336 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4337 Result := True;
4338 remove := True;
4339 if gFlash = 2 then Inc(FPickup, 5);
4340 end;
4341 end;
4342 end;
4344 procedure TPlayer.Touch();
4345 begin
4346 if not FAlive then
4347 Exit;
4348 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4349 if FIamBot then
4350 begin
4351 // Áðîñèòü ôëàã òîâàðèùó:
4352 if gGameSettings.GameMode = GM_CTF then
4353 DropFlag();
4354 end;
4355 end;
4357 procedure TPlayer.Push(vx, vy: Integer);
4358 begin
4359 if (not FPhysics) and FGhost then
4360 Exit;
4361 FObj.Accel.X := FObj.Accel.X + vx;
4362 FObj.Accel.Y := FObj.Accel.Y + vy;
4363 if g_Game_IsNet and g_Game_IsServer then
4364 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4365 end;
4367 procedure TPlayer.Reset(Force: Boolean);
4368 begin
4369 if Force then
4370 FAlive := False;
4372 FSpawned := False;
4373 FTime[T_RESPAWN] := 0;
4374 FTime[T_FLAGCAP] := 0;
4375 FGodMode := False;
4376 FNoTarget := False;
4377 FNoReload := False;
4378 FFrags := 0;
4379 FLastFrag := 0;
4380 FComboEvnt := -1;
4381 FKills := 0;
4382 FMonsterKills := 0;
4383 FDeath := 0;
4384 FSecrets := 0;
4385 //FCurrFrameIdx := 0;
4386 //FNetForceWeap := FCurrWeap;
4387 FNetForceWeapFIdx := 0;
4388 if FNoRespawn then
4389 begin
4390 FSpectator := False;
4391 FGhost := False;
4392 FPhysics := True;
4393 FSpectatePlayer := -1;
4394 FNoRespawn := False;
4395 end;
4396 FLives := gGameSettings.MaxLives;
4398 SetFlag(FLAG_NONE);
4399 end;
4401 procedure TPlayer.SoftReset();
4402 begin
4403 ReleaseKeys();
4405 FDamageBuffer := 0;
4406 FIncCam := 0;
4407 FBFGFireCounter := -1;
4408 FShellTimer := -1;
4409 FPain := 0;
4410 FLastHit := 0;
4411 FLastFrag := 0;
4412 FComboEvnt := -1;
4413 FNetForceWeapFIdx := 0;
4415 SetFlag(FLAG_NONE);
4416 SetAction(A_STAND, True);
4417 end;
4419 function TPlayer.GetRespawnPoint(): Byte;
4420 var
4421 c: Byte;
4422 begin
4423 Result := 255;
4424 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4426 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4427 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4428 begin
4429 if (Self = gPlayer1) or (Self = gPlayer2) then
4430 begin
4431 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4432 if Self = gPlayer1 then
4433 c := RESPAWNPOINT_PLAYER1
4434 else
4435 c := RESPAWNPOINT_PLAYER2;
4436 if g_Map_GetPointCount(c) > 0 then
4437 begin
4438 Result := c;
4439 Exit;
4440 end;
4442 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4443 if Self = gPlayer1 then
4444 c := RESPAWNPOINT_PLAYER2
4445 else
4446 c := RESPAWNPOINT_PLAYER1;
4447 if g_Map_GetPointCount(c) > 0 then
4448 begin
4449 Result := c;
4450 Exit;
4451 end;
4452 end else
4453 begin
4454 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4455 if Random(2) = 0 then
4456 c := RESPAWNPOINT_PLAYER1
4457 else
4458 c := RESPAWNPOINT_PLAYER2;
4459 if g_Map_GetPointCount(c) > 0 then
4460 begin
4461 Result := c;
4462 Exit;
4463 end;
4464 end;
4466 // Òî÷êà ëþáîé èç êîìàíä
4467 if Random(2) = 0 then
4468 c := RESPAWNPOINT_RED
4469 else
4470 c := RESPAWNPOINT_BLUE;
4471 if g_Map_GetPointCount(c) > 0 then
4472 begin
4473 Result := c;
4474 Exit;
4475 end;
4477 // Òî÷êà DM
4478 c := RESPAWNPOINT_DM;
4479 if g_Map_GetPointCount(c) > 0 then
4480 begin
4481 Result := c;
4482 Exit;
4483 end;
4484 end;
4486 // Ìÿñîïîâàë
4487 if gGameSettings.GameMode = GM_DM then
4488 begin
4489 // Òî÷êà DM
4490 c := RESPAWNPOINT_DM;
4491 if g_Map_GetPointCount(c) > 0 then
4492 begin
4493 Result := c;
4494 Exit;
4495 end;
4497 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4498 if Random(2) = 0 then
4499 c := RESPAWNPOINT_PLAYER1
4500 else
4501 c := RESPAWNPOINT_PLAYER2;
4502 if g_Map_GetPointCount(c) > 0 then
4503 begin
4504 Result := c;
4505 Exit;
4506 end;
4508 // Òî÷êà ëþáîé èç êîìàíä
4509 if Random(2) = 0 then
4510 c := RESPAWNPOINT_RED
4511 else
4512 c := RESPAWNPOINT_BLUE;
4513 if g_Map_GetPointCount(c) > 0 then
4514 begin
4515 Result := c;
4516 Exit;
4517 end;
4518 end;
4520 // Êîìàíäíûå
4521 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4522 begin
4523 // Òî÷êà ñâîåé êîìàíäû
4524 c := RESPAWNPOINT_DM;
4525 if FTeam = TEAM_RED then
4526 c := RESPAWNPOINT_RED;
4527 if FTeam = TEAM_BLUE then
4528 c := RESPAWNPOINT_BLUE;
4529 if g_Map_GetPointCount(c) > 0 then
4530 begin
4531 Result := c;
4532 Exit;
4533 end;
4535 // Òî÷êà DM
4536 c := RESPAWNPOINT_DM;
4537 if g_Map_GetPointCount(c) > 0 then
4538 begin
4539 Result := c;
4540 Exit;
4541 end;
4543 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4544 if Random(2) = 0 then
4545 c := RESPAWNPOINT_PLAYER1
4546 else
4547 c := RESPAWNPOINT_PLAYER2;
4548 if g_Map_GetPointCount(c) > 0 then
4549 begin
4550 Result := c;
4551 Exit;
4552 end;
4554 // Òî÷êà äðóãîé êîìàíäû
4555 c := RESPAWNPOINT_DM;
4556 if FTeam = TEAM_RED then
4557 c := RESPAWNPOINT_BLUE;
4558 if FTeam = TEAM_BLUE then
4559 c := RESPAWNPOINT_RED;
4560 if g_Map_GetPointCount(c) > 0 then
4561 begin
4562 Result := c;
4563 Exit;
4564 end;
4565 end;
4566 end;
4568 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4569 var
4570 RespawnPoint: TRespawnPoint;
4571 a, b, c: Byte;
4572 Anim: TAnimation;
4573 ID: DWORD;
4574 begin
4575 FIncCam := 0;
4576 FBFGFireCounter := -1;
4577 FShellTimer := -1;
4578 FPain := 0;
4579 FLastHit := 0;
4580 //FNetForceWeap := FCurrWeap;
4581 FNetForceWeapFIdx := 0;
4583 if not g_Game_IsServer then
4584 Exit;
4585 if FDummy then
4586 Exit;
4587 FWantsInGame := True;
4588 FJustTeleported := True;
4589 if Force then
4590 begin
4591 FTime[T_RESPAWN] := 0;
4592 FAlive := False;
4593 end;
4594 FNetTime := 0;
4595 // if server changes MaxLives we gotta be ready
4596 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4598 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4599 if FTime[T_RESPAWN] > gTime then
4600 Exit;
4602 // Ïðîñðàë âñå æèçíè:
4603 if FNoRespawn then
4604 begin
4605 if not FSpectator then Spectate(True);
4606 FWantsInGame := True;
4607 Exit;
4608 end;
4610 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4611 begin // "Ñâîÿ èãðà"
4612 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4613 FRulez := FRulez-[R_BERSERK];
4614 end
4615 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4616 begin
4617 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4618 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4619 end;
4621 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4622 c := GetRespawnPoint();
4624 ReleaseKeys();
4625 SetFlag(FLAG_NONE);
4627 // Âîñêðåøåíèå áåç îðóæèÿ:
4628 if not FAlive then
4629 begin
4630 FHealth := PLAYER_HP_SOFT;
4631 FArmor := 0;
4632 FAlive := True;
4633 FAir := AIR_DEF;
4634 FJetFuel := 0;
4636 for a := WP_FIRST to WP_LAST do
4637 begin
4638 FWeapon[a] := False;
4639 FReloading[a] := 0;
4640 end;
4642 FWeapon[WEAPON_PISTOL] := True;
4643 FWeapon[WEAPON_KASTET] := True;
4644 FCurrWeap := WEAPON_PISTOL;
4645 //FNetForceWeap := FCurrWeap;
4646 resetWeaponQueue();
4648 FModel.SetWeapon(FCurrWeap);
4650 for b := A_BULLETS to A_HIGH do
4651 FAmmo[b] := 0;
4653 FAmmo[A_BULLETS] := 50;
4655 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4656 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4657 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4658 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4659 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4661 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4662 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4663 else
4664 FRulez := [];
4665 end;
4667 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4668 if not g_Map_GetPoint(c, RespawnPoint) then
4669 begin
4670 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4671 Exit;
4672 end;
4674 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4675 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4676 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4677 FObj.Vel.X := 0;
4678 FObj.Vel.Y := 0;
4679 FObj.Accel.X := 0;
4680 FObj.Accel.Y := 0;
4682 FDirection := RespawnPoint.Direction;
4683 if FDirection = TDirection.D_LEFT then
4684 FAngle := 180
4685 else
4686 FAngle := 0;
4688 SetAction(A_STAND, True);
4689 FModel.Direction := FDirection;
4691 for a := Low(FTime) to High(FTime) do
4692 FTime[a] := 0;
4694 for a := Low(FMegaRulez) to High(FMegaRulez) do
4695 FMegaRulez[a] := 0;
4697 FDamageBuffer := 0;
4698 FJetpack := False;
4699 FCanJetpack := False;
4700 FFireTime := 0;
4701 FFirePainTime := 0;
4702 FFireAttacker := 0;
4704 // Àíèìàöèÿ âîçðîæäåíèÿ:
4705 if (not gLoadGameMode) and (not Silent) then
4706 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4707 begin
4708 Anim := TAnimation.Create(ID, False, 3);
4709 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4710 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4711 Anim.Free();
4712 end;
4714 FSpectator := False;
4715 FGhost := False;
4716 FPhysics := True;
4717 FSpectatePlayer := -1;
4718 FSpawned := True;
4720 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4721 gPlayer1 := self;
4722 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4723 gPlayer2 := self;
4725 //FNetForceWeap := FCurrWeap;
4727 if g_Game_IsNet then
4728 begin
4729 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4730 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4731 if not Silent then
4732 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4733 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4734 0, NET_GFX_TELE);
4735 end;
4736 end;
4738 procedure TPlayer.Spectate(NoMove: Boolean = False);
4739 begin
4740 if FAlive then
4741 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4742 else if (not NoMove) then
4743 begin
4744 GameX := gMapInfo.Width div 2;
4745 GameY := gMapInfo.Height div 2;
4746 end;
4747 FXTo := GameX;
4748 FYTo := GameY;
4750 FAlive := False;
4751 FSpectator := True;
4752 FGhost := True;
4753 FPhysics := False;
4754 FWantsInGame := False;
4755 FSpawned := False;
4757 if FNoRespawn then
4758 begin
4759 if Self = gPlayer1 then
4760 begin
4761 gLMSPID1 := FUID;
4762 gPlayer1 := nil;
4763 end;
4764 if Self = gPlayer2 then
4765 begin
4766 gLMSPID2 := FUID;
4767 gPlayer2 := nil;
4768 end;
4769 end;
4771 if g_Game_IsNet then
4772 MH_SEND_PlayerStats(FUID);
4773 end;
4775 procedure TPlayer.SwitchNoClip;
4776 begin
4777 if not FAlive then
4778 Exit;
4779 FGhost := not FGhost;
4780 FPhysics := not FGhost;
4781 if FGhost then
4782 begin
4783 FXTo := FObj.X;
4784 FYTo := FObj.Y;
4785 end else
4786 begin
4787 FObj.Accel.X := 0;
4788 FObj.Accel.Y := 0;
4789 end;
4790 end;
4792 procedure TPlayer.Run(Direction: TDirection);
4793 var
4794 a, b: Integer;
4795 begin
4796 if MAX_RUNVEL > 8 then
4797 FlySmoke();
4799 // Áåæèì:
4800 if Direction = TDirection.D_LEFT then
4801 begin
4802 if FObj.Vel.X > -MAX_RUNVEL then
4803 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4804 end
4805 else
4806 if FObj.Vel.X < MAX_RUNVEL then
4807 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4809 // Âîçìîæíî, ïèíàåì êóñêè:
4810 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4811 begin
4812 b := Abs(FObj.Vel.X);
4813 if b > 1 then b := b * (Random(8 div b) + 1);
4814 for a := 0 to High(gGibs) do
4815 begin
4816 if gGibs[a].alive and
4817 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4818 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4819 begin
4820 // Ïèíàåì êóñêè
4821 if FObj.Vel.X < 0 then
4822 begin
4823 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4824 end
4825 else
4826 begin
4827 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4828 end;
4829 gGibs[a].positionChanged(); // this updates spatial accelerators
4830 end;
4831 end;
4832 end;
4834 SetAction(A_WALK);
4835 end;
4837 procedure TPlayer.SeeDown();
4838 begin
4839 SetAction(A_SEEDOWN);
4841 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4843 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4844 end;
4846 procedure TPlayer.SeeUp();
4847 begin
4848 SetAction(A_SEEUP);
4850 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4852 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4853 end;
4855 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4856 var
4857 Prior: Byte;
4858 begin
4859 case Action of
4860 A_WALK: Prior := 3;
4861 A_DIE1: Prior := 5;
4862 A_DIE2: Prior := 5;
4863 A_ATTACK: Prior := 2;
4864 A_SEEUP: Prior := 1;
4865 A_SEEDOWN: Prior := 1;
4866 A_ATTACKUP: Prior := 2;
4867 A_ATTACKDOWN: Prior := 2;
4868 A_PAIN: Prior := 4;
4869 else Prior := 0;
4870 end;
4872 if (Prior > FActionPrior) or Force then
4873 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4874 begin
4875 FActionPrior := Prior;
4876 FActionAnim := Action;
4877 FActionForce := Force;
4878 FActionChanged := True;
4879 end;
4881 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4882 end;
4884 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4885 begin
4886 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4887 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4888 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4889 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4890 end;
4892 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4893 var
4894 Anim: TAnimation;
4895 ID: DWORD;
4896 begin
4897 Result := False;
4899 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4900 begin
4901 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4902 if g_Game_IsServer and g_Game_IsNet then
4903 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4904 Exit;
4905 end;
4907 FJustTeleported := True;
4909 Anim := nil;
4910 if not silent then
4911 begin
4912 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4913 begin
4914 Anim := TAnimation.Create(ID, False, 3);
4915 end;
4917 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4918 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4919 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4920 if g_Game_IsServer and g_Game_IsNet then
4921 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4922 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4923 NET_GFX_TELE);
4924 end;
4926 FObj.X := X-PLAYER_RECT.X;
4927 FObj.Y := Y-PLAYER_RECT.Y;
4928 if FAlive and FGhost then
4929 begin
4930 FXTo := FObj.X;
4931 FYTo := FObj.Y;
4932 end;
4934 if not g_Game_IsNet then
4935 begin
4936 if dir = 1 then
4937 begin
4938 SetDirection(TDirection.D_LEFT);
4939 FAngle := 180;
4940 end
4941 else
4942 if dir = 2 then
4943 begin
4944 SetDirection(TDirection.D_RIGHT);
4945 FAngle := 0;
4946 end
4947 else
4948 if dir = 3 then
4949 begin // îáðàòíîå
4950 if FDirection = TDirection.D_RIGHT then
4951 begin
4952 SetDirection(TDirection.D_LEFT);
4953 FAngle := 180;
4954 end
4955 else
4956 begin
4957 SetDirection(TDirection.D_RIGHT);
4958 FAngle := 0;
4959 end;
4960 end;
4961 end;
4963 if not silent and (Anim <> nil) then
4964 begin
4965 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4966 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4967 Anim.Free();
4969 if g_Game_IsServer and g_Game_IsNet then
4970 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4971 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4972 NET_GFX_TELE);
4973 end;
4975 Result := True;
4976 end;
4978 function nonz(a: Single): Single;
4979 begin
4980 if a <> 0 then
4981 Result := a
4982 else
4983 Result := 1;
4984 end;
4986 function TPlayer.followCorpse(): Boolean;
4987 var
4988 i: Integer;
4989 begin
4990 Result := False;
4991 if FAlive or FSpectator then
4992 Exit;
4993 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4994 Exit;
4995 for i := 0 to High(gCorpses) do
4996 if gCorpses[i] <> nil then
4997 if gCorpses[i].FPlayerUID = FUID then
4998 begin
4999 Result := True;
5000 FObj.X := gCorpses[i].FObj.X;
5001 FObj.Y := gCorpses[i].FObj.Y;
5002 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
5003 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
5004 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
5005 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
5006 break;
5007 end;
5008 end;
5010 procedure TPlayer.Update();
5011 var
5012 b: Byte;
5013 i, ii, wx, wy, xd, yd, k: Integer;
5014 blockmon, headwater, dospawn: Boolean;
5015 NetServer: Boolean;
5016 AnyServer: Boolean;
5017 SetSpect: Boolean;
5018 begin
5019 //Inc(FCurrFrameIdx);
5021 NetServer := g_Game_IsNet and g_Game_IsServer;
5022 AnyServer := g_Game_IsServer;
5024 if g_Game_IsClient and (NetInterpLevel > 0) then
5025 DoLerp(NetInterpLevel + 1)
5026 else
5027 if FGhost then
5028 DoLerp(4);
5030 if NetServer then
5031 begin
5032 if FClientID >= 0 then
5033 begin
5034 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5035 if NetClients[FClientID].Peer^.packetsSent > 0 then
5036 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5037 else
5038 FLoss := 0;
5039 end else
5040 begin
5041 FPing := 0;
5042 FLoss := 0;
5043 end;
5044 end;
5046 if FAlive and (FPunchAnim <> nil) then
5047 FPunchAnim.Update();
5049 if FAlive and (gFly or FJetpack) then
5050 FlySmoke();
5052 if FDirection = TDirection.D_LEFT then
5053 FAngle := 180
5054 else
5055 FAngle := 0;
5057 if FAlive and (not FGhost) then
5058 begin
5059 if FKeys[KEY_UP].Pressed then
5060 SeeUp();
5061 if FKeys[KEY_DOWN].Pressed then
5062 SeeDown();
5063 end;
5065 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5066 (FIncCam <> 0) then
5067 begin
5068 i := g_basic.Sign(FIncCam);
5069 FIncCam := Abs(FIncCam);
5070 DecMin(FIncCam, 5, 0);
5071 FIncCam := FIncCam*i;
5072 end;
5074 // no need to do that each second frame, weapon queue will take care of it
5075 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed {and AnyServer} then NextWeapon();
5076 if FAlive and FKeys[KEY_PREVWEAPON].Pressed {and AnyServer} then PrevWeapon();
5078 if gTime mod (GAME_TICK*2) <> 0 then
5079 begin
5080 if (FObj.Vel.X = 0) and FAlive then
5081 begin
5082 if FKeys[KEY_LEFT].Pressed then
5083 Run(TDirection.D_LEFT);
5084 if FKeys[KEY_RIGHT].Pressed then
5085 Run(TDirection.D_RIGHT);
5086 end;
5088 if FPhysics then
5089 begin
5090 if not followCorpse() then
5091 g_Obj_Move(@FObj, True, True, True);
5092 positionChanged(); // this updates spatial accelerators
5093 end;
5095 Exit;
5096 end;
5098 FActionChanged := False;
5100 if FAlive then
5101 begin
5102 // Let alive player do some actions
5103 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5104 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5105 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5106 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5107 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5108 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5109 if FKeys[KEY_JUMP].Pressed then Jump()
5110 else
5111 begin
5112 if AnyServer and FJetpack then
5113 begin
5114 FJetpack := False;
5115 JetpackOff;
5116 if NetServer then MH_SEND_PlayerStats(FUID);
5117 end;
5118 FCanJetpack := True;
5119 end;
5120 end
5121 else // Dead
5122 begin
5123 dospawn := False;
5124 if not FGhost then
5125 for k := Low(FKeys) to KEY_CHAT-1 do
5126 begin
5127 if FKeys[k].Pressed then
5128 begin
5129 dospawn := True;
5130 break;
5131 end;
5132 end;
5133 if dospawn then
5134 begin
5135 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5136 Respawn(False)
5137 else // Single
5138 if (FTime[T_RESPAWN] <= gTime) and
5139 gGameOn and (not FAlive) then
5140 begin
5141 if (g_Player_GetCount() > 1) then
5142 Respawn(False)
5143 else
5144 begin
5145 gExit := EXIT_RESTART;
5146 Exit;
5147 end;
5148 end;
5149 end;
5150 // Dead spectator actions
5151 if FGhost then
5152 begin
5153 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5154 if FKeys[KEY_FIRE].Pressed and AnyServer then
5155 begin
5156 if FSpectator then
5157 begin
5158 if (FSpectatePlayer >= High(gPlayers)) then
5159 FSpectatePlayer := -1
5160 else
5161 begin
5162 SetSpect := False;
5163 for I := FSpectatePlayer + 1 to High(gPlayers) do
5164 if gPlayers[I] <> nil then
5165 if gPlayers[I].alive then
5166 if gPlayers[I].UID <> FUID then
5167 begin
5168 FSpectatePlayer := I;
5169 SetSpect := True;
5170 break;
5171 end;
5173 if not SetSpect then FSpectatePlayer := -1;
5174 end;
5176 ReleaseKeys;
5177 end;
5178 end;
5179 end;
5180 end;
5181 // No clipping
5182 if FGhost then
5183 begin
5184 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5185 begin
5186 FYTo := FObj.Y - 32;
5187 FSpectatePlayer := -1;
5188 end;
5189 if FKeys[KEY_DOWN].Pressed then
5190 begin
5191 FYTo := FObj.Y + 32;
5192 FSpectatePlayer := -1;
5193 end;
5194 if FKeys[KEY_LEFT].Pressed then
5195 begin
5196 FXTo := FObj.X - 32;
5197 FSpectatePlayer := -1;
5198 end;
5199 if FKeys[KEY_RIGHT].Pressed then
5200 begin
5201 FXTo := FObj.X + 32;
5202 FSpectatePlayer := -1;
5203 end;
5205 if (FXTo < -64) then
5206 FXTo := -64
5207 else if (FXTo > gMapInfo.Width + 32) then
5208 FXTo := gMapInfo.Width + 32;
5209 if (FYTo < -72) then
5210 FYTo := -72
5211 else if (FYTo > gMapInfo.Height + 32) then
5212 FYTo := gMapInfo.Height + 32;
5213 end;
5215 if FPhysics then
5216 begin
5217 if not followCorpse() then
5218 g_Obj_Move(@FObj, True, True, True);
5219 positionChanged(); // this updates spatial accelerators
5220 end
5221 else
5222 begin
5223 FObj.Vel.X := 0;
5224 FObj.Vel.Y := 0;
5225 if FSpectator then
5226 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5227 if gPlayers[FSpectatePlayer] <> nil then
5228 if gPlayers[FSpectatePlayer].alive then
5229 begin
5230 FXTo := gPlayers[FSpectatePlayer].GameX;
5231 FYTo := gPlayers[FSpectatePlayer].GameY;
5232 end;
5233 end;
5235 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5236 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5237 PANEL_BLOCKMON, True);
5238 headwater := HeadInLiquid(0, 0);
5240 // Ñîïðîòèâëåíèå âîçäóõà:
5241 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5242 if FObj.Vel.X <> 0 then
5243 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5245 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5246 DecMin(FPain, 5, 0);
5247 DecMin(FPickup, 1, 0);
5249 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5250 begin
5251 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5252 FMegaRulez[MR_SUIT] := 0;
5253 FMegaRulez[MR_INVUL] := 0;
5254 FMegaRulez[MR_INVIS] := 0;
5255 Kill(K_FALLKILL, 0, HIT_FALL);
5256 end;
5258 i := 9;
5260 if FAlive then
5261 begin
5262 if FCurrWeap = WEAPON_SAW then
5263 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5264 FSawSoundSelect.IsPlaying()) then
5265 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5267 if FJetpack then
5268 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5269 (not FJetSoundOff.IsPlaying()) then
5270 begin
5271 FJetSoundFly.SetPosition(0);
5272 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5273 end;
5275 for b := WP_FIRST to WP_LAST do
5276 if FReloading[b] > 0 then
5277 if FNoReload then
5278 FReloading[b] := 0
5279 else
5280 Dec(FReloading[b]);
5282 if FShellTimer > -1 then
5283 if FShellTimer = 0 then
5284 begin
5285 if FShellType = SHELL_SHELL then
5286 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5287 GameVelX, GameVelY-2, SHELL_SHELL)
5288 else if FShellType = SHELL_DBLSHELL then
5289 begin
5290 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5291 GameVelX+1, GameVelY-2, SHELL_SHELL);
5292 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5293 GameVelX-1, GameVelY-2, SHELL_SHELL);
5294 end;
5295 FShellTimer := -1;
5296 end else Dec(FShellTimer);
5298 if (FBFGFireCounter > -1) then
5299 if FBFGFireCounter = 0 then
5300 begin
5301 if AnyServer then
5302 begin
5303 wx := FObj.X+WEAPONPOINT[FDirection].X;
5304 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5305 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5306 yd := wy+firediry();
5307 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5308 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5309 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5310 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5311 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5312 end;
5314 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5315 FBFGFireCounter := -1;
5316 end else
5317 if FNoReload then
5318 FBFGFireCounter := 0
5319 else
5320 Dec(FBFGFireCounter);
5322 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5323 begin
5324 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5326 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5327 end;
5329 if (headwater or blockmon) then
5330 begin
5331 Dec(FAir);
5333 if FAir < -9 then
5334 begin
5335 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5336 FAir := 0;
5337 end
5338 else if (FAir mod 31 = 0) and not blockmon then
5339 begin
5340 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5341 if Random(2) = 0 then
5342 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5343 else
5344 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5345 end;
5346 end else if FAir < AIR_DEF then
5347 FAir := AIR_DEF;
5349 if FFireTime > 0 then
5350 begin
5351 if BodyInLiquid(0, 0) then
5352 begin
5353 FFireTime := 0;
5354 FFirePainTime := 0;
5355 end
5356 else if FMegaRulez[MR_SUIT] >= gTime then
5357 begin
5358 if FMegaRulez[MR_SUIT] = gTime then
5359 FFireTime := 1;
5360 FFirePainTime := 0;
5361 end
5362 else
5363 begin
5364 OnFireFlame(1);
5365 if FFirePainTime <= 0 then
5366 begin
5367 if g_Game_IsServer then
5368 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5369 FFirePainTime := 18;
5370 end;
5371 FFirePainTime := FFirePainTime - 1;
5372 FFireTime := FFireTime - 1;
5373 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5374 MH_SEND_PlayerStats(FUID);
5375 end;
5376 end;
5378 if FDamageBuffer > 0 then
5379 begin
5380 if FDamageBuffer >= 9 then
5381 begin
5382 SetAction(A_PAIN);
5384 if FDamageBuffer < 30 then i := 9
5385 else if FDamageBuffer < 100 then i := 18
5386 else i := 27;
5387 end;
5389 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5390 FArmor := FArmor-(FDamageBuffer-ii);
5391 FHealth := FHealth-ii;
5392 if FArmor < 0 then
5393 begin
5394 FHealth := FHealth+FArmor;
5395 FArmor := 0;
5396 end;
5398 if AnyServer then
5399 if FHealth <= 0 then
5400 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5401 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5402 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5404 if FAlive then
5405 begin
5406 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5407 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5408 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5409 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5410 end;
5412 FDamageBuffer := 0;
5413 end;
5415 {CollideItem();}
5416 end; // if FAlive then ...
5418 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5419 begin
5420 FModel.ChangeAnimation(FActionAnim, FActionForce);
5421 FModel.GetCurrentAnimation.MinLength := i;
5422 FModel.GetCurrentAnimationMask.MinLength := i;
5423 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5425 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5426 then SetAction(A_STAND, True);
5428 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5430 for b := Low(FKeys) to High(FKeys) do
5431 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5432 end;
5435 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5436 begin
5437 x := FObj.X+PLAYER_RECT.X;
5438 y := FObj.Y+PLAYER_RECT.Y;
5439 w := PLAYER_RECT.Width;
5440 h := PLAYER_RECT.Height;
5441 end;
5444 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5445 begin
5446 if (dx <> 0) or (dy <> 0) then
5447 begin
5448 FObj.X += dx;
5449 FObj.Y += dy;
5450 positionChanged();
5451 end;
5452 end;
5455 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5456 begin
5457 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5458 FObj.Y+PLAYER_RECT.Y,
5459 PLAYER_RECT.Width,
5460 PLAYER_RECT.Height,
5461 X, Y,
5462 Width, Height);
5463 end;
5465 function TPlayer.Collide(Panel: TPanel): Boolean;
5466 begin
5467 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5468 FObj.Y+PLAYER_RECT.Y,
5469 PLAYER_RECT.Width,
5470 PLAYER_RECT.Height,
5471 Panel.X, Panel.Y,
5472 Panel.Width, Panel.Height);
5473 end;
5475 function TPlayer.Collide(X, Y: Integer): Boolean;
5476 begin
5477 X := X-FObj.X-PLAYER_RECT.X;
5478 Y := Y-FObj.Y-PLAYER_RECT.Y;
5479 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5480 (y >= 0) and (y <= PLAYER_RECT.Height);
5481 end;
5483 function g_Player_ValidName(Name: string): Boolean;
5484 var
5485 a: Integer;
5486 begin
5487 Result := True;
5489 if gPlayers = nil then Exit;
5491 for a := 0 to High(gPlayers) do
5492 if gPlayers[a] <> nil then
5493 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5494 begin
5495 Result := False;
5496 Exit;
5497 end;
5498 end;
5500 procedure TPlayer.SetDirection(Direction: TDirection);
5501 var
5502 d: TDirection;
5503 begin
5504 d := FModel.Direction;
5506 FModel.Direction := Direction;
5507 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5509 FDirection := Direction;
5510 end;
5512 function TPlayer.GetKeys(): Byte;
5513 begin
5514 Result := 0;
5516 if R_KEY_RED in FRulez then Result := KEY_RED;
5517 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5518 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5520 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5521 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5522 end;
5524 procedure TPlayer.Use();
5525 var
5526 a: Integer;
5527 begin
5528 if FTime[T_USE] > gTime then Exit;
5530 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5531 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5533 for a := 0 to High(gPlayers) do
5534 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5535 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5536 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5537 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5538 begin
5539 gPlayers[a].Touch();
5540 if g_Game_IsNet and g_Game_IsServer then
5541 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5542 end;
5544 FTime[T_USE] := gTime+120;
5545 end;
5547 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5548 var
5549 locObj: TObj;
5550 F: Boolean;
5551 WX, WY, XD, YD: Integer;
5552 begin
5553 F := False;
5554 WX := X;
5555 WY := Y;
5556 XD := AX;
5557 YD := AY;
5559 case FCurrWeap of
5560 WEAPON_KASTET:
5561 begin
5562 DoPunch();
5563 if R_BERSERK in FRulez then
5564 begin
5565 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5566 locobj.X := FObj.X+FObj.Rect.X;
5567 locobj.Y := FObj.Y+FObj.Rect.Y;
5568 locobj.rect.X := 0;
5569 locobj.rect.Y := 0;
5570 locobj.rect.Width := 39;
5571 locobj.rect.Height := 52;
5572 locobj.Vel.X := (xd-wx) div 2;
5573 locobj.Vel.Y := (yd-wy) div 2;
5574 locobj.Accel.X := xd-wx;
5575 locobj.Accel.y := yd-wy;
5577 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5578 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5579 else
5580 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5582 if gFlash = 1 then
5583 if FPain < 50 then
5584 FPain := min(FPain + 25, 50);
5585 end else
5586 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5587 end;
5589 WEAPON_SAW:
5590 begin
5591 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5592 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5593 begin
5594 FSawSoundSelect.Stop();
5595 FSawSound.Stop();
5596 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5597 end
5598 else if not FSawSoundHit.IsPlaying() then
5599 begin
5600 FSawSoundSelect.Stop();
5601 FSawSound.PlayAt(FObj.X, FObj.Y);
5602 end;
5603 f := True;
5604 end;
5606 WEAPON_PISTOL:
5607 begin
5608 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5609 FFireAngle := FAngle;
5610 f := True;
5611 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5612 GameVelX, GameVelY-2, SHELL_BULLET);
5613 end;
5615 WEAPON_SHOTGUN1:
5616 begin
5617 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5618 FFireAngle := FAngle;
5619 f := True;
5620 FShellTimer := 10;
5621 FShellType := SHELL_SHELL;
5622 end;
5624 WEAPON_SHOTGUN2:
5625 begin
5626 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5627 FFireAngle := FAngle;
5628 f := True;
5629 FShellTimer := 13;
5630 FShellType := SHELL_DBLSHELL;
5631 end;
5633 WEAPON_CHAINGUN:
5634 begin
5635 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5636 FFireAngle := FAngle;
5637 f := True;
5638 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5639 GameVelX, GameVelY-2, SHELL_BULLET);
5640 end;
5642 WEAPON_ROCKETLAUNCHER:
5643 begin
5644 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5645 FFireAngle := FAngle;
5646 f := True;
5647 end;
5649 WEAPON_PLASMA:
5650 begin
5651 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5652 FFireAngle := FAngle;
5653 f := True;
5654 end;
5656 WEAPON_BFG:
5657 begin
5658 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5659 FFireAngle := FAngle;
5660 f := True;
5661 end;
5663 WEAPON_SUPERPULEMET:
5664 begin
5665 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5666 FFireAngle := FAngle;
5667 f := True;
5668 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5669 GameVelX, GameVelY-2, SHELL_SHELL);
5670 end;
5672 WEAPON_FLAMETHROWER:
5673 begin
5674 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5675 FFireAngle := FAngle;
5676 f := True;
5677 end;
5678 end;
5680 if not f then Exit;
5682 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5683 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5684 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5685 end;
5687 procedure TPlayer.DoLerp(Level: Integer = 2);
5688 begin
5689 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5690 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5691 end;
5693 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5694 var
5695 AX, AY: Integer;
5696 begin
5697 if NetInterpLevel < 1 then
5698 begin
5699 FObj.X := XTo;
5700 FObj.Y := YTo;
5701 end
5702 else
5703 begin
5704 FXTo := XTo;
5705 FYTo := YTo;
5707 AX := Abs(FXTo - FObj.X);
5708 AY := Abs(FYTo - FObj.Y);
5709 if (AX > 32) or (AX <= NetInterpLevel) then
5710 FObj.X := FXTo;
5711 if (AY > 32) or (AY <= NetInterpLevel) then
5712 FObj.Y := FYTo;
5713 end;
5714 end;
5716 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5717 begin
5718 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5719 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5720 PANEL_LIFTUP, False) then Result := -1
5721 else
5722 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5723 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5724 PANEL_LIFTDOWN, False) then Result := 1
5725 else Result := 0;
5726 end;
5728 function TPlayer.GetFlag(Flag: Byte): Boolean;
5729 var
5730 s, ts: String;
5731 evtype: Byte;
5732 begin
5733 Result := False;
5735 if Flag = FLAG_NONE then
5736 Exit;
5738 if not g_Game_IsServer then Exit;
5740 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5741 if (Flag = FTeam) and
5742 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5743 (FFlag <> FLAG_NONE) then
5744 begin
5745 if FFlag = FLAG_RED then
5746 s := _lc[I_PLAYER_FLAG_RED]
5747 else
5748 s := _lc[I_PLAYER_FLAG_BLUE];
5750 evtype := FLAG_STATE_SCORED;
5752 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5753 Insert('.', ts, Length(ts) + 1 - 3);
5754 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5756 g_Map_ResetFlag(FFlag);
5757 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5759 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5761 Result := True;
5762 if g_Game_IsNet then
5763 begin
5764 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5765 MH_SEND_GameStats;
5766 end;
5768 gFlags[FFlag].CaptureTime := 0;
5769 SetFlag(FLAG_NONE);
5770 Exit;
5771 end;
5773 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5774 if (Flag = FTeam) and
5775 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5776 begin
5777 if Flag = FLAG_RED then
5778 s := _lc[I_PLAYER_FLAG_RED]
5779 else
5780 s := _lc[I_PLAYER_FLAG_BLUE];
5782 evtype := FLAG_STATE_RETURNED;
5783 gFlags[Flag].CaptureTime := 0;
5785 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5787 g_Map_ResetFlag(Flag);
5788 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5790 Result := True;
5791 if g_Game_IsNet then
5792 begin
5793 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5794 MH_SEND_GameStats;
5795 end;
5796 Exit;
5797 end;
5799 // Ïîäîáðàë ÷óæîé ôëàã:
5800 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5801 begin
5802 SetFlag(Flag);
5804 if Flag = FLAG_RED then
5805 s := _lc[I_PLAYER_FLAG_RED]
5806 else
5807 s := _lc[I_PLAYER_FLAG_BLUE];
5809 evtype := FLAG_STATE_CAPTURED;
5811 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5813 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5815 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5817 Result := True;
5818 if g_Game_IsNet then
5819 begin
5820 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5821 MH_SEND_GameStats;
5822 end;
5823 end;
5824 end;
5826 procedure TPlayer.SetFlag(Flag: Byte);
5827 begin
5828 FFlag := Flag;
5829 if FModel <> nil then
5830 FModel.SetFlag(FFlag);
5831 end;
5833 function TPlayer.DropFlag(): Boolean;
5834 var
5835 s: String;
5836 begin
5837 Result := False;
5838 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5839 Exit;
5840 FTime[T_FLAGCAP] := gTime + 2000;
5841 with gFlags[FFlag] do
5842 begin
5843 Obj.X := FObj.X;
5844 Obj.Y := FObj.Y;
5845 Direction := FDirection;
5846 State := FLAG_STATE_DROPPED;
5847 Count := FLAG_TIME;
5848 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5849 (FObj.Vel.Y div 2)-2+Random(5));
5850 positionChanged(); // this updates spatial accelerators
5852 if FFlag = FLAG_RED then
5853 s := _lc[I_PLAYER_FLAG_RED]
5854 else
5855 s := _lc[I_PLAYER_FLAG_BLUE];
5857 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5858 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5860 if g_Game_IsNet then
5861 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5862 end;
5863 SetFlag(FLAG_NONE);
5864 Result := True;
5865 end;
5867 procedure TPlayer.GetSecret();
5868 begin
5869 Inc(FSecrets);
5870 end;
5872 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5873 begin
5874 Assert(Key <= High(FKeys));
5876 FKeys[Key].Pressed := True;
5877 FKeys[Key].Time := Time;
5878 end;
5880 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5881 begin
5882 Result := FKeys[K].Pressed;
5883 end;
5885 procedure TPlayer.ReleaseKeys();
5886 var
5887 a: Integer;
5888 begin
5889 for a := Low(FKeys) to High(FKeys) do
5890 begin
5891 FKeys[a].Pressed := False;
5892 FKeys[a].Time := 0;
5893 end;
5894 end;
5896 procedure TPlayer.ReleaseKeysNoWeapon();
5897 var
5898 a: Integer;
5899 begin
5900 for a := Low(FKeys) to High(FKeys) do
5901 begin
5902 if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue;
5903 FKeys[a].Pressed := False;
5904 FKeys[a].Time := 0;
5905 end;
5906 end;
5908 procedure TPlayer.OnDamage(Angle: SmallInt);
5909 begin
5910 end;
5912 function TPlayer.firediry(): Integer;
5913 begin
5914 if FKeys[KEY_UP].Pressed then Result := -42
5915 else if FKeys[KEY_DOWN].Pressed then Result := 19
5916 else Result := 0;
5917 end;
5919 procedure TPlayer.RememberState();
5920 var
5921 i: Integer;
5922 begin
5923 FSavedState.Health := FHealth;
5924 FSavedState.Armor := FArmor;
5925 FSavedState.Air := FAir;
5926 FSavedState.JetFuel := FJetFuel;
5927 FSavedState.CurrWeap := FCurrWeap;
5928 FSavedState.NextWeap := FNextWeap;
5929 FSavedState.NextWeapDelay := FNextWeapDelay;
5931 for i := 0 to 3 do
5932 FSavedState.Ammo[i] := FAmmo[i];
5933 for i := 0 to 3 do
5934 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5936 FSavedState.Rulez := FRulez;
5937 FSavedState.WaitRecall := True;
5938 end;
5940 procedure TPlayer.RecallState();
5941 var
5942 i: Integer;
5943 begin
5944 if not FSavedState.WaitRecall then Exit;
5946 FHealth := FSavedState.Health;
5947 FArmor := FSavedState.Armor;
5948 FAir := FSavedState.Air;
5949 FJetFuel := FSavedState.JetFuel;
5950 FCurrWeap := FSavedState.CurrWeap;
5951 //FNetForceWeap := FCurrWeap;
5952 FNextWeap := FSavedState.NextWeap;
5953 FNextWeapDelay := FSavedState.NextWeapDelay;
5955 for i := 0 to 3 do
5956 FAmmo[i] := FSavedState.Ammo[i];
5957 for i := 0 to 3 do
5958 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5960 FRulez := FSavedState.Rulez;
5961 FSavedState.WaitRecall := False;
5963 if gGameSettings.GameType = GT_SERVER then
5964 MH_SEND_PlayerStats(FUID);
5965 end;
5967 procedure TPlayer.SaveState (st: TStream);
5968 var
5969 i: Integer;
5970 b: Byte;
5971 begin
5972 // Ñèãíàòóðà èãðîêà
5973 utils.writeSign(st, 'PLYR');
5974 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5975 // Áîò èëè ÷åëîâåê
5976 utils.writeBool(st, FIamBot);
5977 // UID èãðîêà
5978 utils.writeInt(st, Word(FUID));
5979 // Èìÿ èãðîêà
5980 utils.writeStr(st, FName);
5981 // Êîìàíäà
5982 utils.writeInt(st, Byte(FTeam));
5983 // Æèâ ëè
5984 utils.writeBool(st, FAlive);
5985 // Èçðàñõîäîâàë ëè âñå æèçíè
5986 utils.writeBool(st, FNoRespawn);
5987 // Íàïðàâëåíèå
5988 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5989 utils.writeInt(st, Byte(b));
5990 // Çäîðîâüå
5991 utils.writeInt(st, LongInt(FHealth));
5992 // Æèçíè
5993 utils.writeInt(st, Byte(FLives));
5994 // Áðîíÿ
5995 utils.writeInt(st, LongInt(FArmor));
5996 // Çàïàñ âîçäóõà
5997 utils.writeInt(st, LongInt(FAir));
5998 // Çàïàñ ãîðþ÷åãî
5999 utils.writeInt(st, LongInt(FJetFuel));
6000 // Áîëü
6001 utils.writeInt(st, LongInt(FPain));
6002 // Óáèë
6003 utils.writeInt(st, LongInt(FKills));
6004 // Óáèë ìîíñòðîâ
6005 utils.writeInt(st, LongInt(FMonsterKills));
6006 // Ôðàãîâ
6007 utils.writeInt(st, LongInt(FFrags));
6008 // Ôðàãîâ ïîäðÿä
6009 utils.writeInt(st, Byte(FFragCombo));
6010 // Âðåìÿ ïîñëåäíåãî ôðàãà
6011 utils.writeInt(st, LongWord(FLastFrag));
6012 // Ñìåðòåé
6013 utils.writeInt(st, LongInt(FDeath));
6014 // Êàêîé ôëàã íåñåò
6015 utils.writeInt(st, Byte(FFlag));
6016 // Íàøåë ñåêðåòîâ
6017 utils.writeInt(st, LongInt(FSecrets));
6018 // Òåêóùåå îðóæèå
6019 utils.writeInt(st, Byte(FCurrWeap));
6020 // Æåëàåìîå îðóæèå
6021 utils.writeInt(st, Word(FNextWeap));
6022 // ...è ïàóçà
6023 utils.writeInt(st, Byte(FNextWeapDelay));
6024 // Âðåìÿ çàðÿäêè BFG
6025 utils.writeInt(st, SmallInt(FBFGFireCounter));
6026 // Áóôåð óðîíà
6027 utils.writeInt(st, LongInt(FDamageBuffer));
6028 // Ïîñëåäíèé óäàðèâøèé
6029 utils.writeInt(st, Word(FLastSpawnerUID));
6030 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6031 utils.writeInt(st, Byte(FLastHit));
6032 // Îáúåêò èãðîêà
6033 Obj_SaveState(st, @FObj);
6034 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6035 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6036 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6037 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6038 // Íàëè÷èå îðóæèÿ
6039 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6040 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6041 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6042 // Íàëè÷èå ðþêçàêà
6043 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6044 // Íàëè÷èå êðàñíîãî êëþ÷à
6045 utils.writeBool(st, (R_KEY_RED in FRulez));
6046 // Íàëè÷èå çåëåíîãî êëþ÷à
6047 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6048 // Íàëè÷èå ñèíåãî êëþ÷à
6049 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6050 // Íàëè÷èå áåðñåðêà
6051 utils.writeBool(st, (R_BERSERK in FRulez));
6052 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6053 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6054 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6055 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6056 // Íàçâàíèå ìîäåëè
6057 utils.writeStr(st, FModel.Name);
6058 // Öâåò ìîäåëè
6059 utils.writeInt(st, Byte(FColor.R));
6060 utils.writeInt(st, Byte(FColor.G));
6061 utils.writeInt(st, Byte(FColor.B));
6062 end;
6065 procedure TPlayer.LoadState (st: TStream);
6066 var
6067 i: Integer;
6068 str: String;
6069 b: Byte;
6070 begin
6071 assert(st <> nil);
6073 // Ñèãíàòóðà èãðîêà
6074 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6075 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6076 // Áîò èëè ÷åëîâåê:
6077 FIamBot := utils.readBool(st);
6078 // UID èãðîêà
6079 FUID := utils.readWord(st);
6080 // Èìÿ èãðîêà
6081 str := utils.readStr(st);
6082 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6083 // Êîìàíäà
6084 FTeam := utils.readByte(st);
6085 // Æèâ ëè
6086 FAlive := utils.readBool(st);
6087 // Èçðàñõîäîâàë ëè âñå æèçíè
6088 FNoRespawn := utils.readBool(st);
6089 // Íàïðàâëåíèå
6090 b := utils.readByte(st);
6091 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6092 // Çäîðîâüå
6093 FHealth := utils.readLongInt(st);
6094 // Æèçíè
6095 FLives := utils.readByte(st);
6096 // Áðîíÿ
6097 FArmor := utils.readLongInt(st);
6098 // Çàïàñ âîçäóõà
6099 FAir := utils.readLongInt(st);
6100 // Çàïàñ ãîðþ÷åãî
6101 FJetFuel := utils.readLongInt(st);
6102 // Áîëü
6103 FPain := utils.readLongInt(st);
6104 // Óáèë
6105 FKills := utils.readLongInt(st);
6106 // Óáèë ìîíñòðîâ
6107 FMonsterKills := utils.readLongInt(st);
6108 // Ôðàãîâ
6109 FFrags := utils.readLongInt(st);
6110 // Ôðàãîâ ïîäðÿä
6111 FFragCombo := utils.readByte(st);
6112 // Âðåìÿ ïîñëåäíåãî ôðàãà
6113 FLastFrag := utils.readLongWord(st);
6114 // Ñìåðòåé
6115 FDeath := utils.readLongInt(st);
6116 // Êàêîé ôëàã íåñåò
6117 FFlag := utils.readByte(st);
6118 // Íàøåë ñåêðåòîâ
6119 FSecrets := utils.readLongInt(st);
6120 // Òåêóùåå îðóæèå
6121 FCurrWeap := utils.readByte(st);
6122 //FNetForceWeap := FCurrWeap;
6123 // Æåëàåìîå îðóæèå
6124 FNextWeap := utils.readWord(st);
6125 // ...è ïàóçà
6126 FNextWeapDelay := utils.readByte(st);
6127 // Âðåìÿ çàðÿäêè BFG
6128 FBFGFireCounter := utils.readSmallInt(st);
6129 // Áóôåð óðîíà
6130 FDamageBuffer := utils.readLongInt(st);
6131 // Ïîñëåäíèé óäàðèâøèé
6132 FLastSpawnerUID := utils.readWord(st);
6133 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6134 FLastHit := utils.readByte(st);
6135 // Îáúåêò èãðîêà
6136 Obj_LoadState(@FObj, st);
6137 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6138 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6139 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6140 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6141 // Íàëè÷èå îðóæèÿ
6142 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6143 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6144 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6145 // Íàëè÷èå ðþêçàêà
6146 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6147 // Íàëè÷èå êðàñíîãî êëþ÷à
6148 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6149 // Íàëè÷èå çåëåíîãî êëþ÷à
6150 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6151 // Íàëè÷èå ñèíåãî êëþ÷à
6152 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6153 // Íàëè÷èå áåðñåðêà
6154 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6155 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6156 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6157 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6158 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6159 // Íàçâàíèå ìîäåëè
6160 str := utils.readStr(st);
6161 // Öâåò ìîäåëè
6162 FColor.R := utils.readByte(st);
6163 FColor.G := utils.readByte(st);
6164 FColor.B := utils.readByte(st);
6165 if (self = gPlayer1) then
6166 begin
6167 str := gPlayer1Settings.Model;
6168 FColor := gPlayer1Settings.Color;
6169 end
6170 else if (self = gPlayer2) then
6171 begin
6172 str := gPlayer2Settings.Model;
6173 FColor := gPlayer2Settings.Color;
6174 end;
6175 // Îáíîâëÿåì ìîäåëü èãðîêà
6176 SetModel(str);
6177 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6178 FModel.Color := TEAMCOLOR[FTeam]
6179 else
6180 FModel.Color := FColor;
6181 end;
6184 procedure TPlayer.AllRulez(Health: Boolean);
6185 var
6186 a: Integer;
6187 begin
6188 if Health then
6189 begin
6190 FHealth := PLAYER_HP_LIMIT;
6191 FArmor := PLAYER_AP_LIMIT;
6192 Exit;
6193 end;
6195 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6196 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6197 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6198 end;
6200 procedure TPlayer.RestoreHealthArmor();
6201 begin
6202 FHealth := PLAYER_HP_LIMIT;
6203 FArmor := PLAYER_AP_LIMIT;
6204 end;
6206 procedure TPlayer.FragCombo();
6207 var
6208 Param: Integer;
6209 begin
6210 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6211 Exit;
6212 if gTime - FLastFrag < FRAG_COMBO_TIME then
6213 begin
6214 if FFragCombo < 5 then
6215 Inc(FFragCombo);
6216 Param := FUID or (FFragCombo shl 16);
6217 if (FComboEvnt >= Low(gDelayedEvents)) and
6218 (FComboEvnt <= High(gDelayedEvents)) and
6219 gDelayedEvents[FComboEvnt].Pending and
6220 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6221 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6222 begin
6223 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6224 gDelayedEvents[FComboEvnt].DENum := Param;
6225 end
6226 else
6227 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6228 end
6229 else
6230 FFragCombo := 1;
6232 FLastFrag := gTime;
6233 end;
6235 procedure TPlayer.GiveItem(ItemType: Byte);
6236 begin
6237 case ItemType of
6238 ITEM_SUIT:
6239 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6240 begin
6241 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6242 end;
6244 ITEM_OXYGEN:
6245 if FAir < AIR_MAX then
6246 begin
6247 FAir := AIR_MAX;
6248 end;
6250 ITEM_MEDKIT_BLACK:
6251 begin
6252 if not (R_BERSERK in FRulez) then
6253 begin
6254 Include(FRulez, R_BERSERK);
6255 if FBFGFireCounter < 1 then
6256 begin
6257 FCurrWeap := WEAPON_KASTET;
6258 //FNetForceWeap := FCurrWeap;
6259 resetWeaponQueue();
6260 FModel.SetWeapon(WEAPON_KASTET);
6261 end;
6262 if gFlash <> 0 then
6263 Inc(FPain, 100);
6264 FBerserk := gTime+30000;
6265 end;
6266 if FHealth < PLAYER_HP_SOFT then
6267 begin
6268 FHealth := PLAYER_HP_SOFT;
6269 FBerserk := gTime+30000;
6270 end;
6271 end;
6273 ITEM_INVUL:
6274 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6275 begin
6276 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6277 end;
6279 ITEM_INVIS:
6280 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6281 begin
6282 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6283 end;
6285 ITEM_JETPACK:
6286 if FJetFuel < JET_MAX then
6287 begin
6288 FJetFuel := JET_MAX;
6289 end;
6291 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6292 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6294 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6295 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6297 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6298 ITEM_SPHERE_WHITE:
6299 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6300 begin
6301 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6302 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6303 end;
6305 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6306 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6307 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6308 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6309 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6310 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6311 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6312 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6313 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6315 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6316 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6317 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6318 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6319 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6320 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6321 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6322 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6323 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6325 ITEM_AMMO_BACKPACK:
6326 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6327 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6328 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6329 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6330 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6331 begin
6332 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6333 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6334 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6335 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6336 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6338 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6339 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6340 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6341 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6343 FRulez := FRulez + [R_ITEM_BACKPACK];
6344 end;
6346 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6347 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6348 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6350 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6351 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6353 else
6354 Exit;
6355 end;
6356 if g_Game_IsNet and g_Game_IsServer then
6357 MH_SEND_PlayerStats(FUID);
6358 end;
6360 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6361 var
6362 id, i: DWORD;
6363 Anim: TAnimation;
6364 begin
6365 if (Random(5) = 1) and (Times = 1) then
6366 Exit;
6368 if BodyInLiquid(0, 0) then
6369 begin
6370 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6371 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6372 if Random(2) = 0 then
6373 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6374 else
6375 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6376 Exit;
6377 end;
6379 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6380 begin
6381 for i := 1 to Times do
6382 begin
6383 Anim := TAnimation.Create(id, False, 3);
6384 Anim.Alpha := 150;
6385 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6386 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6387 Anim.Free();
6388 end;
6389 end;
6390 end;
6392 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6393 var
6394 id, i: DWORD;
6395 Anim: TAnimation;
6396 begin
6397 if (Random(10) = 1) and (Times = 1) then
6398 Exit;
6400 if g_Frames_Get(id, 'FRAMES_FLAME') then
6401 begin
6402 for i := 1 to Times do
6403 begin
6404 Anim := TAnimation.Create(id, False, 3);
6405 Anim.Alpha := 0;
6406 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6407 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6408 Anim.Free();
6409 end;
6410 end;
6411 end;
6413 procedure TPlayer.PauseSounds(Enable: Boolean);
6414 begin
6415 FSawSound.Pause(Enable);
6416 FSawSoundIdle.Pause(Enable);
6417 FSawSoundHit.Pause(Enable);
6418 FSawSoundSelect.Pause(Enable);
6419 end;
6421 { T C o r p s e : }
6423 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6424 begin
6425 g_Obj_Init(@FObj);
6426 FObj.X := X;
6427 FObj.Y := Y;
6428 FObj.Rect := PLAYER_CORPSERECT;
6429 FModelName := ModelName;
6430 FMess := aMess;
6432 if FMess then
6433 begin
6434 FState := CORPSE_STATE_MESS;
6435 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6436 end
6437 else
6438 begin
6439 FState := CORPSE_STATE_NORMAL;
6440 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6441 end;
6442 end;
6444 destructor TCorpse.Destroy();
6445 begin
6446 FAnimation.Free();
6448 inherited;
6449 end;
6451 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6453 procedure TCorpse.positionChanged (); inline; begin end;
6455 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6456 begin
6457 if (dx <> 0) or (dy <> 0) then
6458 begin
6459 FObj.X += dx;
6460 FObj.Y += dy;
6461 positionChanged();
6462 end;
6463 end;
6466 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6467 begin
6468 x := FObj.X+PLAYER_CORPSERECT.X;
6469 y := FObj.Y+PLAYER_CORPSERECT.Y;
6470 w := PLAYER_CORPSERECT.Width;
6471 h := PLAYER_CORPSERECT.Height;
6472 end;
6475 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6476 var
6477 pm: TPlayerModel;
6478 Blood: TModelBlood;
6479 begin
6480 if FState = CORPSE_STATE_REMOVEME then
6481 Exit;
6483 FDamage := FDamage + Value;
6485 if FDamage > 150 then
6486 begin
6487 if FAnimation <> nil then
6488 begin
6489 FAnimation.Free();
6490 FAnimation := nil;
6492 FState := CORPSE_STATE_REMOVEME;
6494 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6495 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6496 FModelName, FColor);
6497 // Çâóê ìÿñà îò òðóïà:
6498 pm := g_PlayerModel_Get(FModelName);
6499 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6500 pm.Free;
6502 // Çëîâåùèé ñìåõ:
6503 if (gBodyKillEvent <> -1)
6504 and gDelayedEvents[gBodyKillEvent].Pending then
6505 gDelayedEvents[gBodyKillEvent].Pending := False;
6506 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6507 end;
6508 end
6509 else
6510 begin
6511 Blood := g_PlayerModel_GetBlood(FModelName);
6512 FObj.Vel.X := FObj.Vel.X + vx;
6513 FObj.Vel.Y := FObj.Vel.Y + vy;
6514 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6515 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6516 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6517 Blood.R, Blood.G, Blood.B, Blood.Kind);
6518 end;
6519 end;
6521 procedure TCorpse.Draw();
6522 begin
6523 if FState = CORPSE_STATE_REMOVEME then
6524 Exit;
6526 if FAnimation <> nil then
6527 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6529 if FAnimationMask <> nil then
6530 begin
6531 e_Colors := FColor;
6532 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6533 e_Colors.R := 255;
6534 e_Colors.G := 255;
6535 e_Colors.B := 255;
6536 end;
6537 end;
6539 procedure TCorpse.Update();
6540 var
6541 st: Word;
6542 begin
6543 if FState = CORPSE_STATE_REMOVEME then
6544 Exit;
6546 if gTime mod (GAME_TICK*2) <> 0 then
6547 begin
6548 g_Obj_Move(@FObj, True, True, True);
6549 positionChanged(); // this updates spatial accelerators
6550 Exit;
6551 end;
6553 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6554 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6556 st := g_Obj_Move(@FObj, True, True, True);
6557 positionChanged(); // this updates spatial accelerators
6559 if WordBool(st and MOVE_FALLOUT) then
6560 begin
6561 FState := CORPSE_STATE_REMOVEME;
6562 Exit;
6563 end;
6565 if FAnimation <> nil then
6566 FAnimation.Update();
6567 if FAnimationMask <> nil then
6568 FAnimationMask.Update();
6569 end;
6572 procedure TCorpse.SaveState (st: TStream);
6573 var
6574 anim: Boolean;
6575 begin
6576 assert(st <> nil);
6578 // Ñèãíàòóðà òðóïà
6579 utils.writeSign(st, 'CORP');
6580 utils.writeInt(st, Byte(0));
6581 // Ñîñòîÿíèå
6582 utils.writeInt(st, Byte(FState));
6583 // Íàêîïëåííûé óðîí
6584 utils.writeInt(st, Byte(FDamage));
6585 // Öâåò
6586 utils.writeInt(st, Byte(FColor.R));
6587 utils.writeInt(st, Byte(FColor.G));
6588 utils.writeInt(st, Byte(FColor.B));
6589 // Îáúåêò òðóïà
6590 Obj_SaveState(st, @FObj);
6591 utils.writeInt(st, Word(FPlayerUID));
6592 // Åñòü ëè àíèìàöèÿ
6593 anim := (FAnimation <> nil);
6594 utils.writeBool(st, anim);
6595 // Åñëè åñòü - ñîõðàíÿåì
6596 if anim then FAnimation.SaveState(st);
6597 // Åñòü ëè ìàñêà àíèìàöèè
6598 anim := (FAnimationMask <> nil);
6599 utils.writeBool(st, anim);
6600 // Åñëè åñòü - ñîõðàíÿåì
6601 if anim then FAnimationMask.SaveState(st);
6602 end;
6605 procedure TCorpse.LoadState (st: TStream);
6606 var
6607 anim: Boolean;
6608 begin
6609 assert(st <> nil);
6611 // Ñèãíàòóðà òðóïà
6612 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6613 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6614 // Ñîñòîÿíèå
6615 FState := utils.readByte(st);
6616 // Íàêîïëåííûé óðîí
6617 FDamage := utils.readByte(st);
6618 // Öâåò
6619 FColor.R := utils.readByte(st);
6620 FColor.G := utils.readByte(st);
6621 FColor.B := utils.readByte(st);
6622 // Îáúåêò òðóïà
6623 Obj_LoadState(@FObj, st);
6624 FPlayerUID := utils.readWord(st);
6625 // Åñòü ëè àíèìàöèÿ
6626 anim := utils.readBool(st);
6627 // Åñëè åñòü - çàãðóæàåì
6628 if anim then
6629 begin
6630 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6631 FAnimation.LoadState(st);
6632 end;
6633 // Åñòü ëè ìàñêà àíèìàöèè
6634 anim := utils.readBool(st);
6635 // Åñëè åñòü - çàãðóæàåì
6636 if anim then
6637 begin
6638 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6639 FAnimationMask.LoadState(st);
6640 end;
6641 end;
6643 { T B o t : }
6645 constructor TBot.Create();
6646 var
6647 a: Integer;
6648 begin
6649 inherited Create();
6651 FPhysics := True;
6652 FSpectator := False;
6653 FGhost := False;
6655 FIamBot := True;
6657 Inc(gNumBots);
6659 for a := WP_FIRST to WP_LAST do
6660 begin
6661 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6662 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6663 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6664 end;
6665 end;
6667 destructor TBot.Destroy();
6668 begin
6669 Dec(gNumBots);
6670 inherited Destroy();
6671 end;
6673 procedure TBot.Draw();
6674 begin
6675 inherited Draw();
6677 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6678 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6679 end;
6681 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6682 begin
6683 inherited Respawn(Silent, Force);
6685 FAIFlags := nil;
6686 FSelectedWeapon := FCurrWeap;
6687 resetWeaponQueue();
6688 FTargetUID := 0;
6689 end;
6691 procedure TBot.UpdateCombat();
6692 type
6693 TTarget = record
6694 UID: Word;
6695 X, Y: Integer;
6696 Rect: TRectWH;
6697 cX, cY: Integer;
6698 Dist: Word;
6699 Line: Boolean;
6700 Visible: Boolean;
6701 IsPlayer: Boolean;
6702 end;
6704 TTargetRecord = array of TTarget;
6706 function Compare(a, b: TTarget): Integer;
6707 begin
6708 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6709 Result := -1
6710 else
6711 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6712 Result := 1
6713 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6714 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6715 begin
6716 if a.Dist > b.Dist then // B áëèæå
6717 Result := 1
6718 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6719 Result := -1;
6720 end
6721 else // Ñòðàííî -> A
6722 Result := -1;
6723 end;
6725 var
6726 a, x1, y1, x2, y2: Integer;
6727 targets: TTargetRecord;
6728 ammo: Word;
6729 Target, BestTarget: TTarget;
6730 firew, fireh: Integer;
6731 angle: SmallInt;
6732 mon: TMonster;
6733 pla, tpla: TPlayer;
6734 vsPlayer, vsMonster, ok: Boolean;
6737 function monsUpdate (mon: TMonster): Boolean;
6738 begin
6739 result := false; // don't stop
6740 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6741 begin
6742 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6744 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6745 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6747 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6748 if g_TraceVector(x1, y1, x2, y2) then
6749 begin
6750 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6751 SetLength(targets, Length(targets)+1);
6752 with targets[High(targets)] do
6753 begin
6754 UID := mon.UID;
6755 X := mon.Obj.X;
6756 Y := mon.Obj.Y;
6757 cX := x2;
6758 cY := y2;
6759 Rect := mon.Obj.Rect;
6760 Dist := g_PatchLength(x1, y1, x2, y2);
6761 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6762 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6763 Visible := True;
6764 IsPlayer := False;
6765 end;
6766 end;
6767 end;
6768 end;
6770 begin
6771 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6772 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6774 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6775 if FCurrWeap <> FSelectedWeapon then
6776 NextWeapon();
6778 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6779 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6780 begin
6781 RemoveAIFlag('NEEDFIRE');
6783 case FCurrWeap of
6784 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6785 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6786 else PressKey(KEY_FIRE);
6787 end;
6788 end;
6790 // Êîîðäèíàòû ñòâîëà:
6791 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6792 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6794 Target.UID := FTargetUID;
6796 ok := False;
6797 if Target.UID <> 0 then
6798 begin // Öåëü åñòü - íàñòðàèâàåì
6799 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6800 vsPlayer then
6801 begin // Èãðîê
6802 tpla := g_Player_Get(Target.UID);
6803 if tpla <> nil then
6804 with tpla do
6805 begin
6806 if (@FObj) <> nil then
6807 begin
6808 Target.X := FObj.X;
6809 Target.Y := FObj.Y;
6810 end;
6811 end;
6813 Target.cX := Target.X + PLAYER_RECT_CX;
6814 Target.cY := Target.Y + PLAYER_RECT_CY;
6815 Target.Rect := PLAYER_RECT;
6816 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6817 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6818 (y1-4 > Target.Y+PLAYER_RECT.Y);
6819 Target.IsPlayer := True;
6820 ok := True;
6821 end
6822 else
6823 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6824 vsMonster then
6825 begin // Ìîíñòð
6826 mon := g_Monsters_ByUID(Target.UID);
6827 if mon <> nil then
6828 begin
6829 Target.X := mon.Obj.X;
6830 Target.Y := mon.Obj.Y;
6832 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6833 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6834 Target.Rect := mon.Obj.Rect;
6835 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6836 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6837 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6838 Target.IsPlayer := False;
6839 ok := True;
6840 end;
6841 end;
6842 end;
6844 if not ok then
6845 begin // Öåëè íåò - îáíóëÿåì
6846 Target.X := 0;
6847 Target.Y := 0;
6848 Target.cX := 0;
6849 Target.cY := 0;
6850 Target.Visible := False;
6851 Target.Line := False;
6852 Target.IsPlayer := False;
6853 end;
6855 targets := nil;
6857 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6858 if (not Target.Line) or (not Target.Visible) then
6859 begin
6860 // Èãðîêè:
6861 if vsPlayer then
6862 for a := 0 to High(gPlayers) do
6863 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6864 (gPlayers[a].FUID <> FUID) and
6865 (not SameTeam(FUID, gPlayers[a].FUID)) and
6866 (not gPlayers[a].NoTarget) and
6867 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6868 begin
6869 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6870 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6871 Continue;
6873 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6874 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6876 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6877 if g_TraceVector(x1, y1, x2, y2) then
6878 begin
6879 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6880 SetLength(targets, Length(targets)+1);
6881 with targets[High(targets)] do
6882 begin
6883 UID := gPlayers[a].FUID;
6884 X := gPlayers[a].FObj.X;
6885 Y := gPlayers[a].FObj.Y;
6886 cX := x2;
6887 cY := y2;
6888 Rect := PLAYER_RECT;
6889 Dist := g_PatchLength(x1, y1, x2, y2);
6890 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6891 (y1-4 > Target.Y+PLAYER_RECT.Y);
6892 Visible := True;
6893 IsPlayer := True;
6894 end;
6895 end;
6896 end;
6898 // Ìîíñòðû:
6899 if vsMonster then g_Mons_ForEach(monsUpdate);
6900 end;
6902 // Åñëè åñòü âîçìîæíûå öåëè:
6903 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6904 if targets <> nil then
6905 begin
6906 // Âûáèðàåì íàèëó÷øóþ öåëü:
6907 BestTarget := targets[0];
6908 if Length(targets) > 1 then
6909 for a := 1 to High(targets) do
6910 if Compare(BestTarget, targets[a]) = 1 then
6911 BestTarget := targets[a];
6913 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6914 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6915 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6916 begin
6917 Target := BestTarget;
6919 if (Healthy() = 3) or ((Healthy() = 2)) then
6920 begin // Åñëè çäîðîâû - äîãîíÿåì
6921 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6922 SetAIFlag('GORIGHT', '1');
6923 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6924 SetAIFlag('GOLEFT', '1');
6925 end
6926 else
6927 begin // Åñëè ïîáèòû - óáåãàåì
6928 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6929 SetAIFlag('GORIGHT', '1');
6930 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6931 SetAIFlag('GOLEFT', '1');
6932 end;
6934 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6935 SelectWeapon(Abs(x1-Target.cX));
6936 end;
6937 end;
6939 // Åñëè åñòü öåëü:
6940 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6941 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6942 if Target.UID <> 0 then
6943 begin
6944 if not TargetOnScreen(Target.X + Target.Rect.X,
6945 Target.Y + Target.Rect.Y) then
6946 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6947 if (Healthy() = 3) or ((Healthy() = 2)) then
6948 begin // Åñëè çäîðîâû - äîãîíÿåì
6949 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6950 SetAIFlag('GORIGHT', '1');
6951 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6952 SetAIFlag('GOLEFT', '1');
6953 end
6954 else
6955 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6956 Target.UID := 0;
6957 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6958 SetAIFlag('GORIGHT', '1');
6959 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6960 SetAIFlag('GOLEFT', '1');
6961 end;
6962 end
6963 else
6964 begin // Öåëü ïîêà íà "ýêðàíå"
6965 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6966 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6967 FLastVisible := gTime;
6968 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6969 if (Abs(FObj.Y-Target.Y) <= 128) then
6970 begin
6971 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6972 SetAIFlag('GORIGHT', '1');
6973 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6974 SetAIFlag('GOLEFT', '1');
6975 end;
6976 end;
6978 // Âûáèðàåì óãîë ââåðõ:
6979 if FDirection = TDirection.D_LEFT then
6980 angle := ANGLE_LEFTUP
6981 else
6982 angle := ANGLE_RIGHTUP;
6984 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6985 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6987 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6988 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6989 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6990 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6991 Target.Rect.Width, Target.Rect.Height) and
6992 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6993 begin // òî íóæíî ñòðåëÿòü ââåðõ
6994 SetAIFlag('NEEDFIRE', '1');
6995 SetAIFlag('NEEDSEEUP', '1');
6996 end;
6998 // Âûáèðàåì óãîë âíèç:
6999 if FDirection = TDirection.D_LEFT then
7000 angle := ANGLE_LEFTDOWN
7001 else
7002 angle := ANGLE_RIGHTDOWN;
7004 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7005 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7007 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7008 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7009 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7010 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7011 Target.Rect.Width, Target.Rect.Height) and
7012 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7013 begin // òî íóæíî ñòðåëÿòü âíèç
7014 SetAIFlag('NEEDFIRE', '1');
7015 SetAIFlag('NEEDSEEDOWN', '1');
7016 end;
7018 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7019 if Target.Visible and
7020 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7021 (y1-4 > Target.Y+Target.Rect.Y) then
7022 begin
7023 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7024 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7025 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7026 begin // òî íóæíî ñòðåëÿòü âïåðåä
7027 SetAIFlag('NEEDFIRE', '1');
7028 SetAIFlag('NEEDSEEDOWN', '');
7029 SetAIFlag('NEEDSEEUP', '');
7030 end;
7031 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7032 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7033 if GetRnd(FDifficult.CloseJump) then
7034 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7035 if Abs(FObj.X-Target.X) < 128 then
7036 a := 4
7037 else
7038 a := 30;
7039 if Random(a) = 0 then
7040 SetAIFlag('NEEDJUMP', '1');
7041 end;
7042 end;
7044 // Åñëè öåëü âñå åùå åñòü:
7045 if Target.UID <> 0 then
7046 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7047 Target.UID := 0 // òî çàáûòü öåëü
7048 else // Åñëè âèäåëè íåäàâíî
7049 begin // íî öåëü óáèëè
7050 if Target.IsPlayer then
7051 begin // Öåëü - èãðîê
7052 pla := g_Player_Get(Target.UID);
7053 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7054 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7055 Target.UID := 0; // òî çàáûòü öåëü
7056 end
7057 else
7058 begin // Öåëü - ìîíñòð
7059 mon := g_Monsters_ByUID(Target.UID);
7060 if (mon = nil) or (not mon.alive) then
7061 Target.UID := 0; // òî çàáûòü öåëü
7062 end;
7063 end;
7064 end; // if Target.UID <> 0
7066 FTargetUID := Target.UID;
7068 // Åñëè âîçìîæíûõ öåëåé íåò:
7069 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7070 if targets = nil then
7071 if GetAIFlag('ATTACKLEFT') <> '' then
7072 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7073 RemoveAIFlag('ATTACKLEFT');
7075 SetAIFlag('NEEDJUMP', '1');
7077 if RunDirection() = TDirection.D_RIGHT then
7078 begin // Èäåì íå â òó ñòîðîíó
7079 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7080 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7081 SetAIFlag('NEEDFIRE', '1');
7082 SetAIFlag('GOLEFT', '1');
7083 end;
7084 end
7085 else
7086 begin // Èäåì â íóæíóþ ñòîðîíó
7087 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7088 SetAIFlag('NEEDFIRE', '1');
7089 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7090 SetAIFlag('GORIGHT', '1');
7091 end;
7092 end
7093 else
7094 if GetAIFlag('ATTACKRIGHT') <> '' then
7095 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7096 RemoveAIFlag('ATTACKRIGHT');
7098 SetAIFlag('NEEDJUMP', '1');
7100 if RunDirection() = TDirection.D_LEFT then
7101 begin // Èäåì íå â òó ñòîðîíó
7102 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7103 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7104 SetAIFlag('NEEDFIRE', '1');
7105 SetAIFlag('GORIGHT', '1');
7106 end;
7107 end
7108 else
7109 begin
7110 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7111 SetAIFlag('NEEDFIRE', '1');
7112 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7113 SetAIFlag('GOLEFT', '1');
7114 end;
7115 end;
7117 //HACK! (does it belong there?)
7118 RealizeCurrentWeapon();
7120 // Åñëè åñòü âîçìîæíûå öåëè:
7121 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7122 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7123 for a := 0 to High(targets) do
7124 begin
7125 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7126 if GetRnd(FDifficult.DiagFire) then
7127 begin
7128 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7129 if FDirection = TDirection.D_LEFT then
7130 angle := ANGLE_LEFTUP
7131 else
7132 angle := ANGLE_RIGHTUP;
7134 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7135 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7137 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7138 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7139 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7140 targets[a].Rect.Width, targets[a].Rect.Height) and
7141 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7142 begin
7143 SetAIFlag('NEEDFIRE', '1');
7144 SetAIFlag('NEEDSEEUP', '1');
7145 end;
7147 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7148 if FDirection = TDirection.D_LEFT then
7149 angle := ANGLE_LEFTDOWN
7150 else
7151 angle := ANGLE_RIGHTDOWN;
7153 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7154 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7156 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7157 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7158 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7159 targets[a].Rect.Width, targets[a].Rect.Height) and
7160 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7161 begin
7162 SetAIFlag('NEEDFIRE', '1');
7163 SetAIFlag('NEEDSEEDOWN', '1');
7164 end;
7165 end;
7167 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7168 if targets[a].Line and targets[a].Visible and
7169 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7170 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7171 begin
7172 SetAIFlag('NEEDFIRE', '1');
7173 Break;
7174 end;
7175 end;
7177 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7178 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7179 PLAYER_RECT.Width, PLAYER_RECT.Height,
7180 40+GetInterval(FDifficult.Cover, 40)) then
7181 SetAIFlag('NEEDJUMP', '1');
7183 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7184 ammo := GetAmmoByWeapon(FCurrWeap);
7185 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7186 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7187 (ammo = 0) then
7188 SetAIFlag('SELECTWEAPON', '1');
7190 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7191 if GetAIFlag('SELECTWEAPON') = '1' then
7192 begin
7193 SelectWeapon(-1);
7194 RemoveAIFlag('SELECTWEAPON');
7195 end;
7196 end;
7198 procedure TBot.Update();
7199 var
7200 EnableAI: Boolean;
7201 begin
7202 if not FAlive then
7203 begin // Respawn
7204 ReleaseKeys();
7205 PressKey(KEY_UP);
7206 end
7207 else
7208 begin
7209 EnableAI := True;
7211 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7212 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7213 EnableAI := False;
7214 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7215 EnableAI := False;
7216 if g_debug_BotAIOff = 3 then
7217 EnableAI := False;
7219 if EnableAI then
7220 begin
7221 UpdateMove();
7222 UpdateCombat();
7223 end
7224 else
7225 begin
7226 RealizeCurrentWeapon();
7227 end;
7228 end;
7230 inherited Update();
7231 end;
7233 procedure TBot.ReleaseKey(Key: Byte);
7234 begin
7235 with FKeys[Key] do
7236 begin
7237 Pressed := False;
7238 Time := 0;
7239 end;
7240 end;
7242 function TBot.KeyPressed(Key: Word): Boolean;
7243 begin
7244 Result := FKeys[Key].Pressed;
7245 end;
7247 function TBot.GetAIFlag(aName: String20): String20;
7248 var
7249 a: Integer;
7250 begin
7251 Result := '';
7253 aName := LowerCase(aName);
7255 if FAIFlags <> nil then
7256 for a := 0 to High(FAIFlags) do
7257 if LowerCase(FAIFlags[a].Name) = aName then
7258 begin
7259 Result := FAIFlags[a].Value;
7260 Break;
7261 end;
7262 end;
7264 procedure TBot.RemoveAIFlag(aName: String20);
7265 var
7266 a, b: Integer;
7267 begin
7268 if FAIFlags = nil then Exit;
7270 aName := LowerCase(aName);
7272 for a := 0 to High(FAIFlags) do
7273 if LowerCase(FAIFlags[a].Name) = aName then
7274 begin
7275 if a <> High(FAIFlags) then
7276 for b := a to High(FAIFlags)-1 do
7277 FAIFlags[b] := FAIFlags[b+1];
7279 SetLength(FAIFlags, Length(FAIFlags)-1);
7280 Break;
7281 end;
7282 end;
7284 procedure TBot.SetAIFlag(aName, fValue: String20);
7285 var
7286 a: Integer;
7287 ok: Boolean;
7288 begin
7289 a := 0;
7290 ok := False;
7292 aName := LowerCase(aName);
7294 if FAIFlags <> nil then
7295 for a := 0 to High(FAIFlags) do
7296 if LowerCase(FAIFlags[a].Name) = aName then
7297 begin
7298 ok := True;
7299 Break;
7300 end;
7302 if ok then FAIFlags[a].Value := fValue
7303 else
7304 begin
7305 SetLength(FAIFlags, Length(FAIFlags)+1);
7306 with FAIFlags[High(FAIFlags)] do
7307 begin
7308 Name := aName;
7309 Value := fValue;
7310 end;
7311 end;
7312 end;
7314 procedure TBot.UpdateMove;
7316 procedure GoLeft(Time: Word = 1);
7317 begin
7318 ReleaseKey(KEY_LEFT);
7319 ReleaseKey(KEY_RIGHT);
7320 PressKey(KEY_LEFT, Time);
7321 SetDirection(TDirection.D_LEFT);
7322 end;
7324 procedure GoRight(Time: Word = 1);
7325 begin
7326 ReleaseKey(KEY_LEFT);
7327 ReleaseKey(KEY_RIGHT);
7328 PressKey(KEY_RIGHT, Time);
7329 SetDirection(TDirection.D_RIGHT);
7330 end;
7332 function Rnd(a: Word): Boolean;
7333 begin
7334 Result := Random(a) = 0;
7335 end;
7337 procedure Turn(Time: Word = 1200);
7338 begin
7339 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7340 end;
7342 procedure Stop();
7343 begin
7344 ReleaseKey(KEY_LEFT);
7345 ReleaseKey(KEY_RIGHT);
7346 end;
7348 function CanRunLeft(): Boolean;
7349 begin
7350 Result := not CollideLevel(-1, 0);
7351 end;
7353 function CanRunRight(): Boolean;
7354 begin
7355 Result := not CollideLevel(1, 0);
7356 end;
7358 function CanRun(): Boolean;
7359 begin
7360 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7361 end;
7363 procedure Jump(Time: Word = 30);
7364 begin
7365 PressKey(KEY_JUMP, Time);
7366 end;
7368 function NearHole(): Boolean;
7369 var
7370 x, sx: Integer;
7371 begin
7372 { TODO 5 : Ëåñòíèöû }
7373 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7374 for x := 1 to PLAYER_RECT.Width do
7375 if (not StayOnStep(x*sx, 0)) and
7376 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7377 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7378 begin
7379 Result := True;
7380 Exit;
7381 end;
7383 Result := False;
7384 end;
7386 function BorderHole(): Boolean;
7387 var
7388 x, sx, xx: Integer;
7389 begin
7390 { TODO 5 : Ëåñòíèöû }
7391 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7392 for x := 1 to PLAYER_RECT.Width do
7393 if (not StayOnStep(x*sx, 0)) and
7394 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7395 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7396 begin
7397 for xx := x to x+32 do
7398 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7399 begin
7400 Result := True;
7401 Exit;
7402 end;
7403 end;
7405 Result := False;
7406 end;
7408 function NearDeepHole(): Boolean;
7409 var
7410 x, sx, y: Integer;
7411 begin
7412 Result := False;
7414 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7415 y := 3;
7417 for x := 1 to PLAYER_RECT.Width do
7418 if (not StayOnStep(x*sx, 0)) and
7419 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7420 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7421 begin
7422 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7423 begin
7424 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7425 y := y+1;
7426 end;
7428 Result := True;
7429 end else Result := False;
7430 end;
7432 function OverDeepHole(): Boolean;
7433 var
7434 y: Integer;
7435 begin
7436 Result := False;
7438 y := 1;
7439 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7440 begin
7441 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7442 y := y+1;
7443 end;
7445 Result := True;
7446 end;
7448 function OnGround(): Boolean;
7449 begin
7450 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7451 end;
7453 function OnLadder(): Boolean;
7454 begin
7455 Result := FullInStep(0, 0);
7456 end;
7458 function BelowLadder(): Boolean;
7459 begin
7460 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7461 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7462 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7463 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7464 end;
7466 function BelowLiftUp(): Boolean;
7467 begin
7468 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7469 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7470 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7471 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7472 end;
7474 function OnTopLift(): Boolean;
7475 begin
7476 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7477 end;
7479 function CanJumpOver(): Boolean;
7480 var
7481 sx, y: Integer;
7482 begin
7483 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7485 Result := False;
7487 if not CollideLevel(sx, 0) then Exit;
7489 for y := 1 to BOT_MAXJUMP do
7490 if CollideLevel(0, -y) then Exit else
7491 if not CollideLevel(sx, -y) then
7492 begin
7493 Result := True;
7494 Exit;
7495 end;
7496 end;
7498 function CanJumpUp(Dist: ShortInt): Boolean;
7499 var
7500 y, yy: Integer;
7501 c: Boolean;
7502 begin
7503 Result := False;
7505 if CollideLevel(Dist, 0) then Exit;
7507 c := False;
7508 for y := 0 to BOT_MAXJUMP do
7509 if CollideLevel(Dist, -y) then
7510 begin
7511 c := True;
7512 Break;
7513 end;
7515 if not c then Exit;
7517 c := False;
7518 for yy := y+1 to BOT_MAXJUMP do
7519 if not CollideLevel(Dist, -yy) then
7520 begin
7521 c := True;
7522 Break;
7523 end;
7525 if not c then Exit;
7527 c := False;
7528 for y := 0 to BOT_MAXJUMP do
7529 if CollideLevel(0, -y) then
7530 begin
7531 c := True;
7532 Break;
7533 end;
7535 if c then Exit;
7537 if y < yy then Exit;
7539 Result := True;
7540 end;
7542 function IsSafeTrigger(): Boolean;
7543 var
7544 a: Integer;
7545 begin
7546 Result := True;
7547 if gTriggers = nil then
7548 Exit;
7549 for a := 0 to High(gTriggers) do
7550 if Collide(gTriggers[a].X,
7551 gTriggers[a].Y,
7552 gTriggers[a].Width,
7553 gTriggers[a].Height) and
7554 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7555 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7556 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7557 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7558 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7559 Result := False;
7560 end;
7562 begin
7563 // Âîçìîæíî, íàæèìàåì êíîïêó:
7564 if Rnd(16) and IsSafeTrigger() then
7565 PressKey(KEY_OPEN);
7567 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7568 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7569 begin
7570 ReleaseKey(KEY_LEFT);
7571 ReleaseKey(KEY_RIGHT);
7572 Jump();
7573 end;
7575 // Èäåì âëåâî, åñëè íàäî áûëî:
7576 if GetAIFlag('GOLEFT') <> '' then
7577 begin
7578 RemoveAIFlag('GOLEFT');
7579 if CanRunLeft() then
7580 GoLeft(360);
7581 end;
7583 // Èäåì âïðàâî, åñëè íàäî áûëî:
7584 if GetAIFlag('GORIGHT') <> '' then
7585 begin
7586 RemoveAIFlag('GORIGHT');
7587 if CanRunRight() then
7588 GoRight(360);
7589 end;
7591 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7592 if FObj.X < -32 then
7593 GoRight(360)
7594 else
7595 if FObj.X+32 > gMapInfo.Width then
7596 GoLeft(360);
7598 // Ïðûãàåì, åñëè íàäî áûëî:
7599 if GetAIFlag('NEEDJUMP') <> '' then
7600 begin
7601 Jump(0);
7602 RemoveAIFlag('NEEDJUMP');
7603 end;
7605 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7606 if GetAIFlag('NEEDSEEUP') <> '' then
7607 begin
7608 ReleaseKey(KEY_UP);
7609 ReleaseKey(KEY_DOWN);
7610 PressKey(KEY_UP, 20);
7611 RemoveAIFlag('NEEDSEEUP');
7612 end;
7614 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7615 if GetAIFlag('NEEDSEEDOWN') <> '' then
7616 begin
7617 ReleaseKey(KEY_UP);
7618 ReleaseKey(KEY_DOWN);
7619 PressKey(KEY_DOWN, 20);
7620 RemoveAIFlag('NEEDSEEDOWN');
7621 end;
7623 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7624 if GetAIFlag('GOINHOLE') <> '' then
7625 if not OnGround() then
7626 begin
7627 ReleaseKey(KEY_LEFT);
7628 ReleaseKey(KEY_RIGHT);
7629 RemoveAIFlag('GOINHOLE');
7630 SetAIFlag('FALLINHOLE', '1');
7631 end;
7633 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7634 if GetAIFlag('FALLINHOLE') <> '' then
7635 if OnGround() then
7636 RemoveAIFlag('FALLINHOLE');
7638 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7639 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7640 if GetAIFlag('FALLINHOLE') = '' then
7641 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7642 if Rnd(2) then
7643 GoLeft(360)
7644 else
7645 GoRight(360);
7647 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7648 if OnGround() and
7649 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7650 Rnd(8) then
7651 Jump();
7653 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7654 if OnGround() and NearHole() then
7655 if NearDeepHole() then // Åñëè ýòî áåçäíà
7656 case Random(6) of
7657 0..3: Turn(); // Áåæèì îáðàòíî
7658 4: Jump(); // Ïðûãàåì
7659 5: begin // Ïðûãàåì îáðàòíî
7660 Turn();
7661 Jump();
7662 end;
7663 end
7664 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7665 if GetAIFlag('GOINHOLE') = '' then
7666 case Random(6) of
7667 0: Turn(); // Íå íóæíî òóäà
7668 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7669 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7670 if BorderHole() then
7671 SetAIFlag('GOINHOLE', '1');
7672 end;
7674 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7675 if (not CanRun()) and OnGround() then
7676 begin
7677 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7678 if CanJumpOver() or OnLadder() then
7679 Jump()
7680 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7681 if Random(2) = 0 then
7682 begin
7683 if IsSafeTrigger() then
7684 PressKey(KEY_OPEN);
7685 end else
7686 Turn();
7687 end;
7689 // Îñòàëîñü ìàëî âîçäóõà:
7690 if FAir < 36 * 2 then
7691 Jump(20);
7693 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7694 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7695 if BodyInAcid(0, 0) then
7696 Jump();
7697 end;
7699 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7700 begin
7701 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7702 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7703 end;
7705 {function TBot.NeedItem(Item: Byte): Byte;
7706 begin
7707 Result := 4;
7708 end;}
7710 procedure TBot.SelectWeapon(Dist: Integer);
7711 var
7712 a: Integer;
7714 function HaveAmmo(weapon: Byte): Boolean;
7715 begin
7716 case weapon of
7717 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7718 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7719 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7720 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7721 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7722 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7723 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7724 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7725 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7726 else Result := True;
7727 end;
7728 end;
7730 begin
7731 if Dist = -1 then Dist := BOT_LONGDIST;
7733 if Dist > BOT_LONGDIST then
7734 begin // Äàëüíèé áîé
7735 for a := 0 to 9 do
7736 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7737 begin
7738 FSelectedWeapon := FDifficult.WeaponPrior[a];
7739 Break;
7740 end;
7741 end
7742 else //if Dist > BOT_UNSAFEDIST then
7743 begin // Áëèæíèé áîé
7744 for a := 0 to 9 do
7745 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7746 begin
7747 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7748 Break;
7749 end;
7750 end;
7751 { else
7752 begin
7753 for a := 0 to 9 do
7754 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7755 begin
7756 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7757 Break;
7758 end;
7759 end;}
7760 end;
7762 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7763 begin
7764 Result := inherited PickItem(ItemType, force, remove);
7766 if Result then SetAIFlag('SELECTWEAPON', '1');
7767 end;
7769 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7770 begin
7771 Result := inherited Heal(value, Soft);
7772 end;
7774 function TBot.Healthy(): Byte;
7775 begin
7776 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7777 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7778 else if (FHealth > 50) then Result := 2
7779 else if (FHealth > 20) then Result := 1
7780 else Result := 0;
7781 end;
7783 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7784 begin
7785 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7786 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7787 end;
7789 procedure TBot.OnDamage(Angle: SmallInt);
7790 var
7791 pla: TPlayer;
7792 mon: TMonster;
7793 ok: Boolean;
7794 begin
7795 inherited;
7797 if (Angle = 0) or (Angle = 180) then
7798 begin
7799 ok := False;
7800 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7801 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7802 begin // Èãðîê
7803 pla := g_Player_Get(FLastSpawnerUID);
7804 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7805 pla.FObj.Y + PLAYER_RECT.Y);
7806 end
7807 else
7808 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7809 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7810 begin // Ìîíñòð
7811 mon := g_Monsters_ByUID(FLastSpawnerUID);
7812 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7813 mon.Obj.Y + mon.Obj.Rect.Y);
7814 end;
7816 if ok then
7817 if Angle = 0 then
7818 SetAIFlag('ATTACKLEFT', '1')
7819 else
7820 SetAIFlag('ATTACKRIGHT', '1');
7821 end;
7822 end;
7824 function TBot.RunDirection(): TDirection;
7825 begin
7826 if Abs(Vel.X) >= 1 then
7827 begin
7828 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7829 end else
7830 Result := FDirection;
7831 end;
7833 function TBot.GetRnd(a: Byte): Boolean;
7834 begin
7835 if a = 0 then Result := False
7836 else if a = 255 then Result := True
7837 else Result := Random(256) > 255-a;
7838 end;
7840 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7841 begin
7842 Result := Round((255-a)/255*radius*(Random(2)-1));
7843 end;
7846 procedure TDifficult.save (st: TStream);
7847 begin
7848 utils.writeInt(st, Byte(DiagFire));
7849 utils.writeInt(st, Byte(InvisFire));
7850 utils.writeInt(st, Byte(DiagPrecision));
7851 utils.writeInt(st, Byte(FlyPrecision));
7852 utils.writeInt(st, Byte(Cover));
7853 utils.writeInt(st, Byte(CloseJump));
7854 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7855 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7856 end;
7858 procedure TDifficult.load (st: TStream);
7859 begin
7860 DiagFire := utils.readByte(st);
7861 InvisFire := utils.readByte(st);
7862 DiagPrecision := utils.readByte(st);
7863 FlyPrecision := utils.readByte(st);
7864 Cover := utils.readByte(st);
7865 CloseJump := utils.readByte(st);
7866 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7867 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7868 end;
7871 procedure TBot.SaveState (st: TStream);
7872 var
7873 i: Integer;
7874 dw: Integer;
7875 begin
7876 inherited SaveState(st);
7877 utils.writeSign(st, 'BOT0');
7878 // Âûáðàííîå îðóæèå
7879 utils.writeInt(st, Byte(FSelectedWeapon));
7880 // UID öåëè
7881 utils.writeInt(st, Word(FTargetUID));
7882 // Âðåìÿ ïîòåðè öåëè
7883 utils.writeInt(st, LongWord(FLastVisible));
7884 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7885 dw := Length(FAIFlags);
7886 utils.writeInt(st, LongInt(dw));
7887 // Ôëàãè ÈÈ
7888 for i := 0 to dw-1 do
7889 begin
7890 utils.writeStr(st, FAIFlags[i].Name, 20);
7891 utils.writeStr(st, FAIFlags[i].Value, 20);
7892 end;
7893 // Íàñòðîéêè ñëîæíîñòè
7894 FDifficult.save(st);
7895 end;
7898 procedure TBot.LoadState (st: TStream);
7899 var
7900 i: Integer;
7901 dw: Integer;
7902 begin
7903 inherited LoadState(st);
7904 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7905 // Âûáðàííîå îðóæèå
7906 FSelectedWeapon := utils.readByte(st);
7907 // UID öåëè
7908 FTargetUID := utils.readWord(st);
7909 // Âðåìÿ ïîòåðè öåëè
7910 FLastVisible := utils.readLongWord(st);
7911 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7912 dw := utils.readLongInt(st);
7913 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7914 SetLength(FAIFlags, dw);
7915 // Ôëàãè ÈÈ
7916 for i := 0 to dw-1 do
7917 begin
7918 FAIFlags[i].Name := utils.readStr(st, 20);
7919 FAIFlags[i].Value := utils.readStr(st, 20);
7920 end;
7921 // Íàñòðîéêè ñëîæíîñòè
7922 FDifficult.load(st);
7923 end;
7926 begin
7927 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7928 end.