DEADSOFTWARE

Refactor: Constants for first and last weapon
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$MODE DELPHI}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
54 K_SIMPLEKILL = 0;
55 K_HARDKILL = 1;
56 K_EXTRAHARDKILL = 2;
57 K_FALLKILL = 3;
59 T_RESPAWN = 0;
60 T_SWITCH = 1;
61 T_USE = 2;
62 T_FLAGCAP = 3;
64 TEAM_NONE = 0;
65 TEAM_RED = 1;
66 TEAM_BLUE = 2;
67 TEAM_COOP = 3;
69 SHELL_BULLET = 0;
70 SHELL_SHELL = 1;
71 SHELL_DBLSHELL = 2;
73 ANGLE_NONE = Low(SmallInt);
75 CORPSE_STATE_REMOVEME = 0;
76 CORPSE_STATE_NORMAL = 1;
77 CORPSE_STATE_MESS = 2;
79 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
80 PLAYER_RECT_CX = 15+(34 div 2);
81 PLAYER_RECT_CY = 12+(52 div 2);
82 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
84 PLAYER_HP_SOFT = 100;
85 PLAYER_HP_LIMIT = 200;
86 PLAYER_AP_SOFT = 100;
87 PLAYER_AP_LIMIT = 200;
88 SUICIDE_DAMAGE = 112;
90 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
91 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
93 type
94 TPlayerStat = record
95 Ping: Word;
96 Loss: Byte;
97 Name: String;
98 Team: Byte;
99 Frags: SmallInt;
100 Deaths: SmallInt;
101 Lives: Byte;
102 Kills: Word;
103 Color: TRGB;
104 Spectator: Boolean;
105 end;
107 TPlayerStatArray = Array of TPlayerStat;
109 TPlayerSavedState = record
110 Health: Integer;
111 Armor: Integer;
112 Air: Integer;
113 JetFuel: Integer;
114 CurrWeap: Byte;
115 NextWeap: WORD;
116 NextWeapDelay: Byte;
117 Ammo: Array [A_BULLETS..A_CELLS] of Word;
118 MaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
119 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
120 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
121 WaitRecall: Boolean;
122 end;
124 TKeyState = record
125 Pressed: Boolean;
126 Time: Word;
127 end;
129 TPlayer = class (TObject)
130 private
131 FIamBot: Boolean;
132 FUID: Word;
133 FName: String;
134 FTeam: Byte;
135 FLive: Boolean;
136 FSpawned: Boolean;
137 FDirection: TDirection;
138 FHealth: Integer;
139 FLives: Byte;
140 FArmor: Integer;
141 FAir: Integer;
142 FPain: Integer;
143 FPickup: Integer;
144 FKills: Integer;
145 FMonsterKills: Integer;
146 FFrags: Integer;
147 FFragCombo: Byte;
148 FLastFrag: LongWord;
149 FComboEvnt: Integer;
150 FDeath: Integer;
151 FCanJetpack: Boolean;
152 FJetFuel: Integer;
153 FFlag: Byte;
154 FSecrets: Integer;
155 FCurrWeap: Byte;
156 FNextWeap: WORD;
157 FNextWeapDelay: Byte; // frames
158 FBFGFireCounter: SmallInt;
159 FLastSpawnerUID: Word;
160 FLastHit: Byte;
161 FObj: TObj;
162 FXTo, FYTo: Integer;
163 FSpectatePlayer: Integer;
165 FSavedState: TPlayerSavedState;
167 FModel: TPlayerModel;
168 FActionPrior: Byte;
169 FActionAnim: Byte;
170 FActionForce: Boolean;
171 FActionChanged: Boolean;
172 FAngle: SmallInt;
173 FFireAngle: SmallInt;
174 FIncCam: Integer;
175 FShellTimer: Integer;
176 FShellType: Byte;
177 FSawSound: TPlayableSound;
178 FSawSoundIdle: TPlayableSound;
179 FSawSoundHit: TPlayableSound;
180 FSawSoundSelect: TPlayableSound;
181 FJetSoundOn: TPlayableSound;
182 FJetSoundOff: TPlayableSound;
183 FJetSoundFly: TPlayableSound;
184 FGodMode: Boolean;
185 FNoTarget: Boolean;
186 FNoReload: Boolean;
187 FJustTeleported: Boolean;
188 FNetTime: LongWord;
190 function CollideLevel(XInc, YInc: Integer): Boolean;
191 function StayOnStep(XInc, YInc: Integer): Boolean;
192 function HeadInLiquid(XInc, YInc: Integer): Boolean;
193 function BodyInLiquid(XInc, YInc: Integer): Boolean;
194 function BodyInAcid(XInc, YInc: Integer): Boolean;
195 function FullInLift(XInc, YInc: Integer): Integer;
196 {procedure CollideItem();}
197 procedure FlySmoke(Times: DWORD = 1);
198 function GetAmmoByWeapon(Weapon: Byte): Word;
199 procedure SetAction(Action: Byte; Force: Boolean = False);
200 procedure OnDamage(Angle: SmallInt); virtual;
201 function firediry(): Integer;
203 procedure Run(Direction: TDirection);
204 procedure NextWeapon();
205 procedure PrevWeapon();
206 procedure SeeUp();
207 procedure SeeDown();
208 procedure Fire();
209 procedure Jump();
210 procedure Use();
212 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
213 procedure resetWeaponQueue ();
214 function hasAmmoForWeapon (weapon: Byte): Boolean;
216 public
217 FDamageBuffer: Integer;
219 FAmmo: Array [A_BULLETS..A_CELLS] of Word;
220 FMaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
221 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
222 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
223 FBerserk: Integer;
224 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
225 FReloading: Array [WP_FIRST..WP_LAST] of Word;
226 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
227 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
228 FColor: TRGB;
229 FPreferredTeam: Byte;
230 FSpectator: Boolean;
231 FNoRespawn: Boolean;
232 FWantsInGame: Boolean;
233 FGhost: Boolean;
234 FPhysics: Boolean;
235 FJetpack: Boolean;
236 FActualModelName: string;
237 FClientID: SmallInt;
238 FPing: Word;
239 FLoss: Byte;
240 FDummy: Boolean;
242 constructor Create(); virtual;
243 destructor Destroy(); override;
244 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
245 function GetRespawnPoint(): Byte;
246 procedure PressKey(Key: Byte; Time: Word = 1);
247 procedure ReleaseKeys();
248 procedure SetModel(ModelName: String);
249 procedure SetColor(Color: TRGB);
250 procedure SetWeapon(W: Byte);
251 function IsKeyPressed(K: Byte): Boolean;
252 function GetKeys(): Byte;
253 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
254 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
255 function Collide(Panel: TPanel): Boolean; overload;
256 function Collide(X, Y: Integer): Boolean; overload;
257 procedure SetDirection(Direction: TDirection);
258 procedure GetSecret();
259 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
260 procedure Touch();
261 procedure Push(vx, vy: Integer);
262 procedure ChangeModel(ModelName: String);
263 procedure SwitchTeam;
264 procedure ChangeTeam(Team: Byte);
265 procedure BFGHit();
266 function GetFlag(Flag: Byte): Boolean;
267 procedure SetFlag(Flag: Byte);
268 function DropFlag(): Boolean;
269 procedure AllRulez(Health: Boolean);
270 procedure RestoreHealthArmor();
271 procedure FragCombo();
272 procedure GiveItem(ItemType: Byte);
273 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
274 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
275 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
276 procedure MakeBloodSimple(Count: Word);
277 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
278 procedure Reset(Force: Boolean);
279 procedure Spectate(NoMove: Boolean = False);
280 procedure SwitchNoClip;
281 procedure SoftReset();
282 procedure Draw(); virtual;
283 procedure DrawPain();
284 procedure DrawPickup();
285 procedure DrawRulez();
286 procedure DrawAim();
287 procedure DrawBubble();
288 procedure DrawGUI();
289 procedure Update(); virtual;
290 procedure RememberState();
291 procedure RecallState();
292 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
293 procedure LoadState(var Mem: TBinMemoryReader); virtual;
294 procedure PauseSounds(Enable: Boolean);
295 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
296 procedure DoLerp(Level: Integer = 2);
297 procedure SetLerp(XTo, YTo: Integer);
298 procedure QueueWeaponSwitch(Weapon: Byte);
299 procedure RealizeCurrentWeapon();
300 procedure JetpackOn;
301 procedure JetpackOff;
303 property Name: String read FName write FName;
304 property Model: TPlayerModel read FModel;
305 property Health: Integer read FHealth write FHealth;
306 property Lives: Byte read FLives write FLives;
307 property Armor: Integer read FArmor write FArmor;
308 property Air: Integer read FAir write FAir;
309 property JetFuel: Integer read FJetFuel write FJetFuel;
310 property Frags: Integer read FFrags write FFrags;
311 property Death: Integer read FDeath write FDeath;
312 property Kills: Integer read FKills write FKills;
313 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
314 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
315 property Secrets: Integer read FSecrets;
316 property GodMode: Boolean read FGodMode write FGodMode;
317 property NoTarget: Boolean read FNoTarget write FNoTarget;
318 property NoReload: Boolean read FNoReload write FNoReload;
319 property Live: Boolean read FLive write FLive;
320 property Flag: Byte read FFlag;
321 property Team: Byte read FTeam write FTeam;
322 property Direction: TDirection read FDirection;
323 property GameX: Integer read FObj.X write FObj.X;
324 property GameY: Integer read FObj.Y write FObj.Y;
325 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
326 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
327 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
328 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
329 property Vel: TPoint2i read FObj.Vel;
330 property Obj: TObj read FObj;
331 property IncCam: Integer read FIncCam write FIncCam;
332 property UID: Word read FUID write FUID;
333 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
334 property NetTime: LongWord read FNetTime write FNetTime;
335 end;
337 TDifficult = record
338 DiagFire: Byte;
339 InvisFire: Byte;
340 DiagPrecision: Byte;
341 FlyPrecision: Byte;
342 Cover: Byte;
343 CloseJump: Byte;
344 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
345 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
346 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
347 end;
349 TAIFlag = record
350 Name: String;
351 Value: String;
352 end;
354 TBot = class (TPlayer)
355 private
356 FSelectedWeapon: Byte;
357 FTargetUID: Word;
358 FLastVisible: DWORD;
359 FAIFlags: Array of TAIFlag;
360 FDifficult: TDifficult;
362 function GetRnd(a: Byte): Boolean;
363 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
364 function RunDirection(): TDirection;
365 function FullInStep(XInc, YInc: Integer): Boolean;
366 //function NeedItem(Item: Byte): Byte;
367 procedure SelectWeapon(Dist: Integer);
368 procedure SetAIFlag(fName, fValue: String20);
369 function GetAIFlag(fName: String20): String20;
370 procedure RemoveAIFlag(fName: String20);
371 function Healthy(): Byte;
372 procedure UpdateMove();
373 procedure UpdateCombat();
374 function KeyPressed(Key: Word): Boolean;
375 procedure ReleaseKey(Key: Byte);
376 function TargetOnScreen(TX, TY: Integer): Boolean;
377 procedure OnDamage(Angle: SmallInt); override;
379 public
380 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
381 constructor Create(); override;
382 destructor Destroy(); override;
383 procedure Draw(); override;
384 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
385 function Heal(value: Word; Soft: Boolean): Boolean; override;
386 procedure Update(); override;
387 procedure SaveState(var Mem: TBinMemoryWriter); override;
388 procedure LoadState(var Mem: TBinMemoryReader); override;
389 end;
391 TGib = record
392 Live: Boolean;
393 ID: DWORD;
394 MaskID: DWORD;
395 RAngle: Integer;
396 Color: TRGB;
397 Obj: TObj;
398 end;
400 TShell = record
401 SpriteID: DWORD;
402 Live: Boolean;
403 SType: Byte;
404 RAngle: Integer;
405 Timeout: Cardinal;
406 CX, CY: Integer;
407 Obj: TObj;
408 end;
410 TCorpse = class (TObject)
411 private
412 FModelName: String;
413 FMess: Boolean;
414 FState: Byte;
415 FDamage: Byte;
416 FColor: TRGB;
417 FObj: TObj;
418 FAnimation: TAnimation;
419 FAnimationMask: TAnimation;
421 public
422 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
423 destructor Destroy(); override;
424 procedure Damage(Value: Word; vx, vy: Integer);
425 procedure Update();
426 procedure Draw();
427 procedure SaveState(var Mem: TBinMemoryWriter);
428 procedure LoadState(var Mem: TBinMemoryReader);
430 property Obj: TObj read FObj;
431 property State: Byte read FState;
432 property Mess: Boolean read FMess;
433 end;
435 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
436 record
437 Goals: SmallInt;
438 end;
440 var
441 gPlayers: Array of TPlayer;
442 gCorpses: Array of TCorpse;
443 gGibs: Array of TGib;
444 gShells: Array of TShell;
445 gTeamStat: TTeamStat;
446 gFly: Boolean = False;
447 gAimLine: Boolean = False;
448 gChatBubble: Byte = 0;
449 gNumBots: Word = 0;
450 gLMSPID1: Word = 0;
451 gLMSPID2: Word = 0;
452 MAX_RUNVEL: Integer = 8;
453 VEL_JUMP: Integer = 10;
454 SHELL_TIMEOUT: Cardinal = 60000;
456 function Lerp(X, Y, Factor: Integer): Integer;
458 procedure g_Gibs_SetMax(Count: Word);
459 function g_Gibs_GetMax(): Word;
460 procedure g_Corpses_SetMax(Count: Word);
461 function g_Corpses_GetMax(): Word;
462 procedure g_Shells_SetMax(Count: Word);
463 function g_Shells_GetMax(): Word;
465 procedure g_Player_Init();
466 procedure g_Player_Free();
467 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
468 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
469 procedure g_Player_Remove(UID: Word);
470 procedure g_Player_ResetTeams();
471 procedure g_Player_UpdateAll();
472 procedure g_Player_DrawAll();
473 procedure g_Player_DrawDebug(p: TPlayer);
474 procedure g_Player_DrawHealth();
475 procedure g_Player_RememberAll();
476 procedure g_Player_ResetAll(Force, Silent: Boolean);
477 function g_Player_Get(UID: Word): TPlayer;
478 function g_Player_GetCount(): Byte;
479 function g_Player_GetStats(): TPlayerStatArray;
480 function g_Player_ValidName(Name: String): Boolean;
481 procedure g_Player_CreateCorpse(Player: TPlayer);
482 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
483 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
484 procedure g_Player_UpdatePhysicalObjects();
485 procedure g_Player_DrawCorpses();
486 procedure g_Player_DrawShells();
487 procedure g_Player_RemoveAllCorpses();
488 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
489 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
490 procedure g_Bot_Add(Team, Difficult: Byte);
491 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
492 procedure g_Bot_MixNames();
493 procedure g_Bot_RemoveAll();
495 implementation
497 uses
498 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
499 g_options, g_triggers, g_menu, MAPDEF, g_game,
500 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
502 type
503 TBotProfile = record
504 name: ShortString;
505 model: ShortString;
506 team: Byte;
507 color: TRGB;
508 diag_fire: Byte;
509 invis_fire: Byte;
510 diag_precision: Byte;
511 fly_precision: Byte;
512 cover: Byte;
513 close_jump: Byte;
514 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
515 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
516 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
517 end;
519 const
520 TIME_RESPAWN1 = 1500;
521 TIME_RESPAWN2 = 2000;
522 TIME_RESPAWN3 = 3000;
523 AIR_DEF = 360;
524 AIR_MAX = 1091;
525 JET_MAX = 540; // ~30 sec
526 PLAYER_SUIT_TIME = 30000;
527 PLAYER_INVUL_TIME = 30000;
528 PLAYER_INVIS_TIME = 35000;
529 FRAG_COMBO_TIME = 3000;
530 VEL_SW = 4;
531 VEL_FLY = 6;
532 ANGLE_RIGHTUP = 55;
533 ANGLE_RIGHTDOWN = -35;
534 ANGLE_LEFTUP = 125;
535 ANGLE_LEFTDOWN = -145;
536 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
537 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
538 BOT_MAXJUMP = 84;
539 BOT_LONGDIST = 300;
540 BOT_UNSAFEDIST = 128;
541 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
542 (R:0; G:0; B:255));
543 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
544 FlyPrecision: 32; Cover: 32; CloseJump: 32;
545 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
546 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
547 FlyPrecision: 127; Cover: 127; CloseJump: 127;
548 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
549 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
550 FlyPrecision: 255; Cover: 255; CloseJump: 255;
551 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
552 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
553 (WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
554 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
555 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
556 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
557 (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
558 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
559 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
560 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
561 // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
562 // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
563 // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
564 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
565 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
567 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
568 CORPSE_SIGNATURE = $50524F43; // 'CORP'
570 BOTNAMES_FILENAME = 'botnames.txt';
571 BOTLIST_FILENAME = 'botlist.txt';
573 var
574 MaxGibs: Word = 150;
575 MaxCorpses: Word = 20;
576 MaxShells: Word = 300;
577 CurrentGib: Integer = 0;
578 CurrentShell: Integer = 0;
579 BotNames: Array of String;
580 BotList: Array of TBotProfile;
582 function Lerp(X, Y, Factor: Integer): Integer;
583 begin
584 Result := X + ((Y - X) div Factor);
585 end;
587 function SameTeam(UID1, UID2: Word): Boolean;
588 begin
589 Result := False;
591 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
592 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
594 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
596 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
597 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
599 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
600 end;
602 procedure g_Gibs_SetMax(Count: Word);
603 begin
604 MaxGibs := Count;
605 SetLength(gGibs, Count);
607 if CurrentGib >= Count then
608 CurrentGib := 0;
609 end;
611 function g_Gibs_GetMax(): Word;
612 begin
613 Result := MaxGibs;
614 end;
616 procedure g_Shells_SetMax(Count: Word);
617 begin
618 MaxShells := Count;
619 SetLength(gShells, Count);
621 if CurrentShell >= Count then
622 CurrentShell := 0;
623 end;
625 function g_Shells_GetMax(): Word;
626 begin
627 Result := MaxShells;
628 end;
631 procedure g_Corpses_SetMax(Count: Word);
632 begin
633 MaxCorpses := Count;
634 SetLength(gCorpses, Count);
635 end;
637 function g_Corpses_GetMax(): Word;
638 begin
639 Result := MaxCorpses;
640 end;
642 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
643 var
644 a: Integer;
645 ok: Boolean;
646 begin
647 Result := 0;
649 ok := False;
650 a := 0;
652 // Åñòü ëè ìåñòî â gPlayers:
653 if gPlayers <> nil then
654 for a := 0 to High(gPlayers) do
655 if gPlayers[a] = nil then
656 begin
657 ok := True;
658 Break;
659 end;
661 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
662 if not ok then
663 begin
664 SetLength(gPlayers, Length(gPlayers)+1);
665 a := High(gPlayers);
666 end;
668 // Ñîçäàåì îáúåêò èãðîêà:
669 if Bot then
670 gPlayers[a] := TBot.Create()
671 else
672 gPlayers[a] := TPlayer.Create();
675 gPlayers[a].FActualModelName := ModelName;
676 gPlayers[a].SetModel(ModelName);
678 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
679 if gPlayers[a].FModel = nil then
680 begin
681 gPlayers[a].Free();
682 gPlayers[a] := nil;
683 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
684 Exit;
685 end;
687 if not (Team in [TEAM_RED, TEAM_BLUE]) then
688 if Random(2) = 0 then
689 Team := TEAM_RED
690 else
691 Team := TEAM_BLUE;
692 gPlayers[a].FPreferredTeam := Team;
694 case gGameSettings.GameMode of
695 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
696 GM_TDM,
697 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
698 GM_SINGLE,
699 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
700 end;
702 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
703 gPlayers[a].FColor := Color;
704 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
705 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
706 else
707 gPlayers[a].FModel.Color := Color;
709 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
710 gPlayers[a].FLive := False;
712 Result := gPlayers[a].FUID;
713 end;
715 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
716 var
717 a, i: Integer;
718 ok, Bot: Boolean;
719 sig: DWORD;
720 b: Byte;
721 begin
722 Result := 0;
723 if Mem = nil then
724 Exit;
726 // Ñèãíàòóðà èãðîêà:
727 Mem.ReadDWORD(sig);
728 if sig <> PLAYER_SIGNATURE then // 'PLYR'
729 begin
730 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
731 end;
733 // Áîò èëè ÷åëîâåê:
734 Mem.ReadBoolean(Bot);
736 ok := False;
737 a := 0;
739 // Åñòü ëè ìåñòî â gPlayers:
740 if gPlayers <> nil then
741 for a := 0 to High(gPlayers) do
742 if gPlayers[a] = nil then
743 begin
744 ok := True;
745 Break;
746 end;
748 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
749 if not ok then
750 begin
751 SetLength(gPlayers, Length(gPlayers)+1);
752 a := High(gPlayers);
753 end;
755 // Ñîçäàåì îáúåêò èãðîêà:
756 if Bot then
757 gPlayers[a] := TBot.Create()
758 else
759 gPlayers[a] := TPlayer.Create();
760 gPlayers[a].FIamBot := Bot;
761 gPlayers[a].FPhysics := True;
763 // UID èãðîêà:
764 Mem.ReadWord(gPlayers[a].FUID);
765 // Èìÿ èãðîêà:
766 Mem.ReadString(gPlayers[a].FName);
767 // Êîìàíäà:
768 Mem.ReadByte(gPlayers[a].FTeam);
769 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
770 // Æèâ ëè:
771 Mem.ReadBoolean(gPlayers[a].FLive);
772 // Èçðàñõîäîâàë ëè âñå æèçíè:
773 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
774 // Íàïðàâëåíèå:
775 Mem.ReadByte(b);
776 if b = 1 then
777 gPlayers[a].FDirection := D_LEFT
778 else // b = 2
779 gPlayers[a].FDirection := D_RIGHT;
780 // Çäîðîâüå:
781 Mem.ReadInt(gPlayers[a].FHealth);
782 // Æèçíè:
783 Mem.ReadByte(gPlayers[a].FLives);
784 // Áðîíÿ:
785 Mem.ReadInt(gPlayers[a].FArmor);
786 // Çàïàñ âîçäóõà:
787 Mem.ReadInt(gPlayers[a].FAir);
788 // Çàïàñ ãîðþ÷åãî:
789 Mem.ReadInt(gPlayers[a].FJetFuel);
790 // Áîëü:
791 Mem.ReadInt(gPlayers[a].FPain);
792 // Óáèë:
793 Mem.ReadInt(gPlayers[a].FKills);
794 // Óáèë ìîíñòðîâ:
795 Mem.ReadInt(gPlayers[a].FMonsterKills);
796 // Ôðàãîâ:
797 Mem.ReadInt(gPlayers[a].FFrags);
798 // Ôðàãîâ ïîäðÿä:
799 Mem.ReadByte(gPlayers[a].FFragCombo);
800 // Âðåìÿ ïîñëåäíåãî ôðàãà:
801 Mem.ReadDWORD(gPlayers[a].FLastFrag);
802 // Ñìåðòåé:
803 Mem.ReadInt(gPlayers[a].FDeath);
804 // Êàêîé ôëàã íåñåò:
805 Mem.ReadByte(gPlayers[a].FFlag);
806 // Íàøåë ñåêðåòîâ:
807 Mem.ReadInt(gPlayers[a].FSecrets);
808 // Òåêóùåå îðóæèå:
809 Mem.ReadByte(gPlayers[a].FCurrWeap);
810 // Ñëåäóþùåå æåëàåìîå îðóæèå:
811 Mem.ReadWord(gPlayers[a].FNextWeap);
812 // ...è ïàóçà:
813 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
814 // Âðåìÿ çàðÿäêè BFG:
815 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
816 // Áóôåð óðîíà:
817 Mem.ReadInt(gPlayers[a].FDamageBuffer);
818 // Ïîñëåäíèé óäàðèâøèé:
819 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
820 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
821 Mem.ReadByte(gPlayers[a].FLastHit);
822 // Îáúåêò èãðîêà:
823 Obj_LoadState(@gPlayers[a].FObj, Mem);
824 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
825 for i := A_BULLETS to A_CELLS do
826 Mem.ReadWord(gPlayers[a].FAmmo[i]);
827 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
828 for i := A_BULLETS to A_CELLS do
829 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
830 // Íàëè÷èå îðóæèÿ:
831 for i := WP_FIRST to WP_LAST do
832 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
833 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
834 for i := WP_FIRST to WP_LAST do
835 Mem.ReadWord(gPlayers[a].FReloading[i]);
836 // Íàëè÷èå ðþêçàêà:
837 Mem.ReadByte(b);
838 if b = 1 then
839 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
840 // Íàëè÷èå êðàñíîãî êëþ÷à:
841 Mem.ReadByte(b);
842 if b = 1 then
843 Include(gPlayers[a].FRulez, R_KEY_RED);
844 // Íàëè÷èå çåëåíîãî êëþ÷à:
845 Mem.ReadByte(b);
846 if b = 1 then
847 Include(gPlayers[a].FRulez, R_KEY_GREEN);
848 // Íàëè÷èå ñèíåãî êëþ÷à:
849 Mem.ReadByte(b);
850 if b = 1 then
851 Include(gPlayers[a].FRulez, R_KEY_BLUE);
852 // Íàëè÷èå áåðñåðêà:
853 Mem.ReadByte(b);
854 if b = 1 then
855 Include(gPlayers[a].FRulez, R_BERSERK);
856 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
857 for i := MR_SUIT to MR_MAX do
858 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
859 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
860 for i := T_RESPAWN to T_FLAGCAP do
861 Mem.ReadDWORD(gPlayers[a].FTime[i]);
863 // Íàçâàíèå ìîäåëè:
864 Mem.ReadString(gPlayers[a].FActualModelName);
865 // Öâåò ìîäåëè:
866 Mem.ReadByte(gPlayers[a].FColor.R);
867 Mem.ReadByte(gPlayers[a].FColor.G);
868 Mem.ReadByte(gPlayers[a].FColor.B);
869 // Îáíîâëÿåì ìîäåëü èãðîêà:
870 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
872 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
873 if gPlayers[a].FModel = nil then
874 begin
875 gPlayers[a].Free();
876 gPlayers[a] := nil;
877 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
878 Exit;
879 end;
881 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
882 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
883 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
884 else
885 gPlayers[a].FModel.Color := gPlayers[a].FColor;
887 Result := gPlayers[a].FUID;
888 end;
890 procedure g_Player_ResetTeams();
891 var
892 a: Integer;
893 begin
894 if g_Game_IsClient then
895 Exit;
896 if gPlayers = nil then
897 Exit;
898 for a := Low(gPlayers) to High(gPlayers) do
899 if gPlayers[a] <> nil then
900 case gGameSettings.GameMode of
901 GM_DM:
902 gPlayers[a].ChangeTeam(TEAM_NONE);
903 GM_TDM, GM_CTF:
904 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
905 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
906 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
907 else
908 if a mod 2 = 0 then
909 gPlayers[a].ChangeTeam(TEAM_RED)
910 else
911 gPlayers[a].ChangeTeam(TEAM_BLUE);
912 GM_SINGLE,
913 GM_COOP:
914 gPlayers[a].ChangeTeam(TEAM_COOP);
915 end;
916 end;
918 procedure g_Bot_Add(Team, Difficult: Byte);
919 var
920 m: SArray;
921 _name, _model: String;
922 a, tr, tb: Integer;
923 begin
924 if not g_Game_IsServer then Exit;
926 // Ñïèñîê íàçâàíèé ìîäåëåé:
927 m := g_PlayerModel_GetNames();
928 if m = nil then
929 Exit;
931 // Êîìàíäà:
932 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
933 Team := TEAM_COOP // COOP
934 else
935 if gGameSettings.GameMode = GM_DM then
936 Team := TEAM_NONE // DM
937 else
938 if Team = TEAM_NONE then // CTF / TDM
939 begin
940 // Àâòîáàëàíñ êîìàíä:
941 tr := 0;
942 tb := 0;
944 for a := 0 to High(gPlayers) do
945 if gPlayers[a] <> nil then
946 begin
947 if gPlayers[a].Team = TEAM_RED then
948 Inc(tr)
949 else
950 if gPlayers[a].Team = TEAM_BLUE then
951 Inc(tb);
952 end;
954 if tr > tb then
955 Team := TEAM_BLUE
956 else
957 if tb > tr then
958 Team := TEAM_RED
959 else // tr = tb
960 if Random(2) = 0 then
961 Team := TEAM_RED
962 else
963 Team := TEAM_BLUE;
964 end;
966 // Âûáèðàåì áîòó èìÿ:
967 _name := '';
968 if BotNames <> nil then
969 for a := 0 to High(BotNames) do
970 if g_Player_ValidName(BotNames[a]) then
971 begin
972 _name := BotNames[a];
973 Break;
974 end;
976 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
977 if _name = '' then
978 repeat
979 _name := Format('DFBOT%.2d', [Random(100)]);
980 until g_Player_ValidName(_name);
982 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
983 _model := m[Random(Length(m))];
985 // Ñîçäàåì áîòà:
986 with g_Player_Get(g_Player_Create(_model,
987 _RGB(Min(Random(9)*32, 255),
988 Min(Random(9)*32, 255),
989 Min(Random(9)*32, 255)),
990 Team, True)) as TBot do
991 begin
992 Name := _name;
994 case Difficult of
995 1: FDifficult := DIFFICULT_EASY;
996 2: FDifficult := DIFFICULT_MEDIUM;
997 else FDifficult := DIFFICULT_HARD;
998 end;
1000 for a := WP_FIRST to WP_LAST do
1001 begin
1002 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1003 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1004 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1005 end;
1007 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1009 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1010 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1011 Spectate();
1012 end;
1013 end;
1015 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1016 var
1017 m: SArray;
1018 _name, _model: String;
1019 a: 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
1036 Team := BotList[num].team; // CTF / TDM
1038 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1039 lName := AnsiLowerCase(lName);
1040 if (num < 0) or (num > Length(BotList)-1) then
1041 num := -1;
1042 if (num = -1) and (lName <> '') and (BotList <> nil) then
1043 for a := 0 to High(BotList) do
1044 if AnsiLowerCase(BotList[a].name) = lName then
1045 begin
1046 num := a;
1047 Break;
1048 end;
1049 if num = -1 then
1050 Exit;
1052 // Èìÿ áîòà:
1053 _name := BotList[num].name;
1054 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1055 if not g_Player_ValidName(_name) then
1056 repeat
1057 _name := Format('DFBOT%.2d', [Random(100)]);
1058 until g_Player_ValidName(_name);
1060 // Ìîäåëü:
1061 _model := BotList[num].model;
1062 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1063 if not InSArray(_model, m) then
1064 _model := m[Random(Length(m))];
1066 // Ñîçäàåì áîòà:
1067 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1068 begin
1069 Name := _name;
1071 FDifficult.DiagFire := BotList[num].diag_fire;
1072 FDifficult.InvisFire := BotList[num].invis_fire;
1073 FDifficult.DiagPrecision := BotList[num].diag_precision;
1074 FDifficult.FlyPrecision := BotList[num].fly_precision;
1075 FDifficult.Cover := BotList[num].cover;
1076 FDifficult.CloseJump := BotList[num].close_jump;
1078 for a := WP_FIRST to WP_LAST do
1079 begin
1080 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1081 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1082 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1083 end;
1085 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1087 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1088 end;
1089 end;
1091 procedure g_Bot_RemoveAll();
1092 var
1093 a: Integer;
1094 begin
1095 if not g_Game_IsServer then Exit;
1096 if gPlayers = nil then Exit;
1098 for a := 0 to High(gPlayers) do
1099 if gPlayers[a] <> nil then
1100 if gPlayers[a] is TBot then
1101 begin
1102 gPlayers[a].Lives := 0;
1103 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1104 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1105 g_Player_Remove(gPlayers[a].FUID);
1106 end;
1108 g_Bot_MixNames();
1109 end;
1111 procedure g_Bot_MixNames();
1112 var
1113 s: String;
1114 a, b: Integer;
1115 begin
1116 if BotNames <> nil then
1117 for a := 0 to High(BotNames) do
1118 begin
1119 b := Random(Length(BotNames));
1120 s := BotNames[a];
1121 Botnames[a] := BotNames[b];
1122 BotNames[b] := s;
1123 end;
1124 end;
1126 procedure g_Player_Remove(UID: Word);
1127 var
1128 i: Integer;
1129 begin
1130 if gPlayers = nil then Exit;
1132 if g_Game_IsServer and g_Game_IsNet then
1133 MH_SEND_PlayerDelete(UID);
1135 for i := 0 to High(gPlayers) do
1136 if gPlayers[i] <> nil then
1137 if gPlayers[i].FUID = UID then
1138 begin
1139 if gPlayers[i] is TPlayer then
1140 TPlayer(gPlayers[i]).Free()
1141 else
1142 TBot(gPlayers[i]).Free();
1143 gPlayers[i] := nil;
1144 Exit;
1145 end;
1146 end;
1148 procedure g_Player_Init();
1149 var
1150 F: TextFile;
1151 s: String;
1152 a, b: Integer;
1153 config: TConfig;
1154 sa: SArray;
1155 begin
1156 BotNames := nil;
1158 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1159 Exit;
1161 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1162 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1163 Reset(F);
1165 while not EOF(F) do
1166 begin
1167 ReadLn(F, s);
1169 s := Trim(s);
1170 if s = '' then
1171 Continue;
1173 SetLength(BotNames, Length(BotNames)+1);
1174 BotNames[High(BotNames)] := s;
1175 end;
1177 CloseFile(F);
1179 // Ïåðåìåøèâàåì èõ:
1180 g_Bot_MixNames();
1182 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1183 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1184 BotList := nil;
1185 a := 0;
1187 while config.SectionExists(IntToStr(a)) do
1188 begin
1189 SetLength(BotList, Length(BotList)+1);
1191 with BotList[High(BotList)] do
1192 begin
1193 // Èìÿ áîòà:
1194 name := config.ReadStr(IntToStr(a), 'name', '');
1195 // Ìîäåëü:
1196 model := config.ReadStr(IntToStr(a), 'model', '');
1197 // Êîìàíäà:
1198 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1199 team := TEAM_RED
1200 else
1201 team := TEAM_BLUE;
1202 // Öâåò ìîäåëè:
1203 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1204 color.R := StrToIntDef(sa[0], 0);
1205 color.G := StrToIntDef(sa[1], 0);
1206 color.B := StrToIntDef(sa[2], 0);
1207 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1208 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1209 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1210 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1211 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1212 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1213 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1214 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1215 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1216 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1217 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1218 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1219 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1220 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1221 if Length(sa) = 10 then
1222 for b := 0 to 9 do
1223 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1224 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1225 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1226 if Length(sa) = 10 then
1227 for b := 0 to 9 do
1228 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1230 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1231 if Length(sa) = 10 then
1232 for b := 0 to 9 do
1233 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1234 end;
1236 a := a + 1;
1237 end;
1239 config.Free();
1240 end;
1242 procedure g_Player_Free();
1243 var
1244 i: Integer;
1245 begin
1246 if gPlayers <> nil then
1247 begin
1248 for i := 0 to High(gPlayers) do
1249 if gPlayers[i] <> nil then
1250 begin
1251 if gPlayers[i] is TPlayer then
1252 TPlayer(gPlayers[i]).Free()
1253 else
1254 TBot(gPlayers[i]).Free();
1255 gPlayers[i] := nil;
1256 end;
1258 gPlayers := nil;
1259 end;
1261 gPlayer1 := nil;
1262 gPlayer2 := nil;
1263 end;
1265 procedure g_Player_UpdateAll();
1266 var
1267 i: Integer;
1268 begin
1269 if gPlayers = nil then Exit;
1271 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1272 for i := 0 to High(gPlayers) do
1273 begin
1274 if gPlayers[i] <> nil then
1275 begin
1276 if gPlayers[i] is TPlayer then
1277 begin
1278 gPlayers[i].Update();
1279 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1280 end
1281 else
1282 begin
1283 // bot updates weapons in `UpdateCombat()`
1284 TBot(gPlayers[i]).Update();
1285 end;
1286 end;
1287 end;
1288 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1289 end;
1291 procedure g_Player_DrawAll();
1292 var
1293 i: Integer;
1294 begin
1295 if gPlayers = nil then Exit;
1297 for i := 0 to High(gPlayers) do
1298 if gPlayers[i] <> nil then
1299 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1300 else TBot(gPlayers[i]).Draw();
1301 end;
1303 procedure g_Player_DrawDebug(p: TPlayer);
1304 var
1305 fW, fH: Byte;
1306 begin
1307 if p = nil then Exit;
1308 if (@p.FObj) = nil then Exit;
1310 e_TextureFontGetSize(gStdFont, fW, fH);
1312 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1313 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1314 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1315 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1316 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1317 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1318 end;
1320 procedure g_Player_DrawHealth();
1321 var
1322 i: Integer;
1323 fW, fH: Byte;
1324 begin
1325 if gPlayers = nil then Exit;
1326 e_TextureFontGetSize(gStdFont, fW, fH);
1328 for i := 0 to High(gPlayers) do
1329 if gPlayers[i] <> nil then
1330 begin
1331 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1332 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1333 IntToStr(gPlayers[i].FHealth), gStdFont);
1334 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1335 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1336 IntToStr(gPlayers[i].FArmor), gStdFont);
1337 end;
1338 end;
1340 function g_Player_Get(UID: Word): TPlayer;
1341 var
1342 a: Integer;
1343 begin
1344 Result := nil;
1346 if gPlayers = nil then
1347 Exit;
1349 for a := 0 to High(gPlayers) do
1350 if gPlayers[a] <> nil then
1351 if gPlayers[a].FUID = UID then
1352 begin
1353 Result := gPlayers[a];
1354 Exit;
1355 end;
1356 end;
1358 function g_Player_GetCount(): Byte;
1359 var
1360 a: Integer;
1361 begin
1362 Result := 0;
1364 if gPlayers = nil then
1365 Exit;
1367 for a := 0 to High(gPlayers) do
1368 if gPlayers[a] <> nil then
1369 Result := Result + 1;
1370 end;
1372 function g_Player_GetStats(): TPlayerStatArray;
1373 var
1374 a: Integer;
1375 begin
1376 Result := nil;
1378 if gPlayers = nil then Exit;
1380 for a := 0 to High(gPlayers) do
1381 if gPlayers[a] <> nil then
1382 begin
1383 SetLength(Result, Length(Result)+1);
1384 with Result[High(Result)] do
1385 begin
1386 Ping := gPlayers[a].FPing;
1387 Loss := gPlayers[a].FLoss;
1388 Name := gPlayers[a].FName;
1389 Team := gPlayers[a].FTeam;
1390 Frags := gPlayers[a].FFrags;
1391 Deaths := gPlayers[a].FDeath;
1392 Kills := gPlayers[a].FKills;
1393 Color := gPlayers[a].FModel.Color;
1394 Lives := gPlayers[a].FLives;
1395 Spectator := gPlayers[a].FSpectator;
1396 end;
1397 end;
1398 end;
1400 procedure g_Player_RememberAll;
1401 var
1402 i: Integer;
1403 begin
1404 for i := Low(gPlayers) to High(gPlayers) do
1405 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1406 gPlayers[i].RememberState;
1407 end;
1409 procedure g_Player_ResetAll(Force, Silent: Boolean);
1410 var
1411 i: Integer;
1412 begin
1413 gTeamStat[TEAM_RED].Goals := 0;
1414 gTeamStat[TEAM_BLUE].Goals := 0;
1416 if gPlayers <> nil then
1417 for i := 0 to High(gPlayers) do
1418 if gPlayers[i] <> nil then
1419 begin
1420 gPlayers[i].Reset(Force);
1422 if gPlayers[i] is TPlayer then
1423 begin
1424 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1425 gPlayers[i].Respawn(Silent)
1426 else
1427 gPlayers[i].Spectate();
1428 end
1429 else
1430 TBot(gPlayers[i]).Respawn(Silent);
1431 end;
1432 end;
1434 procedure g_Player_CreateCorpse(Player: TPlayer);
1435 var
1436 find_id: DWORD;
1437 ok: Boolean;
1438 begin
1439 if Player.Live then
1440 Exit;
1441 if Player.FObj.Y >= gMapInfo.Height+128 then
1442 Exit;
1444 with Player do
1445 begin
1446 if (FHealth >= -50) or (gGibsCount = 0) then
1447 begin
1448 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1449 Exit;
1451 ok := False;
1452 for find_id := 0 to High(gCorpses) do
1453 if gCorpses[find_id] = nil then
1454 begin
1455 ok := True;
1456 Break;
1457 end;
1459 if not ok then
1460 find_id := Random(Length(gCorpses));
1462 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1463 gCorpses[find_id].FColor := FModel.Color;
1464 gCorpses[find_id].FObj.Vel := FObj.Vel;
1465 gCorpses[find_id].FObj.Accel := FObj.Accel;
1466 end
1467 else
1468 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1469 FObj.Y + PLAYER_RECT_CY,
1470 FModel.Name, FModel.Color);
1471 end;
1472 end;
1474 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1475 var
1476 SID: DWORD;
1477 begin
1478 if (gShells = nil) or (Length(gShells) = 0) then
1479 Exit;
1481 with gShells[CurrentShell] do
1482 begin
1483 SpriteID := 0;
1484 g_Obj_Init(@Obj);
1485 Obj.Rect.X := 0;
1486 Obj.Rect.Y := 0;
1487 if T = SHELL_BULLET then
1488 begin
1489 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1490 SpriteID := SID;
1491 CX := 2;
1492 CY := 1;
1493 Obj.Rect.Width := 4;
1494 Obj.Rect.Height := 2;
1495 end
1496 else
1497 begin
1498 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1499 SpriteID := SID;
1500 CX := 4;
1501 CY := 2;
1502 Obj.Rect.Width := 7;
1503 Obj.Rect.Height := 3;
1504 end;
1505 SType := T;
1506 Live := True;
1507 Obj.X := fX;
1508 Obj.Y := fY;
1509 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1510 RAngle := Random(360);
1511 Timeout := gTime + SHELL_TIMEOUT;
1513 if CurrentShell >= High(gShells) then
1514 CurrentShell := 0
1515 else
1516 Inc(CurrentShell);
1517 end;
1518 end;
1520 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1521 var
1522 a: Integer;
1523 GibsArray: TGibsArray;
1524 begin
1525 if (gGibs = nil) or (Length(gGibs) = 0) then
1526 Exit;
1527 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1528 Exit;
1530 for a := 0 to High(GibsArray) do
1531 with gGibs[CurrentGib] do
1532 begin
1533 Color := fColor;
1534 ID := GibsArray[a].ID;
1535 MaskID := GibsArray[a].MaskID;
1536 Live := True;
1537 g_Obj_Init(@Obj);
1538 Obj.Rect := GibsArray[a].Rect;
1539 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1540 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1541 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1542 RAngle := Random(360);
1544 if gBloodCount > 0 then
1545 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1546 Random(48), Random(48), 150, 0, 0);
1548 if CurrentGib >= High(gGibs) then
1549 CurrentGib := 0
1550 else
1551 Inc(CurrentGib);
1552 end;
1553 end;
1555 procedure g_Player_UpdatePhysicalObjects();
1556 var
1557 i: Integer;
1558 vel: TPoint2i;
1559 mr: Word;
1561 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1562 var
1563 k: Integer;
1564 begin
1565 k := 1 + Random(2);
1566 if T = SHELL_BULLET then
1567 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1568 else
1569 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1570 end;
1572 begin
1573 // Êóñêè ìÿñà:
1574 if gGibs <> nil then
1575 for i := 0 to High(gGibs) do
1576 if gGibs[i].Live then
1577 with gGibs[i] do
1578 begin
1579 vel := Obj.Vel;
1580 mr := g_Obj_Move(@Obj, True, False, True);
1582 if WordBool(mr and MOVE_FALLOUT) then
1583 begin
1584 Live := False;
1585 Continue;
1586 end;
1588 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1589 if WordBool(mr and MOVE_HITWALL) then
1590 Obj.Vel.X := -(vel.X div 2);
1591 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1592 Obj.Vel.Y := -(vel.Y div 2);
1594 if (Obj.Vel.X >= 0) then
1595 begin // Clockwise
1596 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1597 if RAngle >= 360 then
1598 RAngle := RAngle mod 360;
1599 end else begin // Counter-clockwise
1600 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1601 if RAngle < 0 then
1602 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1603 end;
1605 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1606 if gTime mod (GAME_TICK*3) = 0 then
1607 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1608 end;
1610 // Òðóïû:
1611 if gCorpses <> nil then
1612 for i := 0 to High(gCorpses) do
1613 if gCorpses[i] <> nil then
1614 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1615 begin
1616 gCorpses[i].Free();
1617 gCorpses[i] := nil;
1618 end
1619 else
1620 gCorpses[i].Update();
1622 // Ãèëüçû:
1623 if gShells <> nil then
1624 for i := 0 to High(gShells) do
1625 if gShells[i].Live then
1626 with gShells[i] do
1627 begin
1628 vel := Obj.Vel;
1629 mr := g_Obj_Move(@Obj, True, False, True);
1631 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1632 begin
1633 Live := False;
1634 Continue;
1635 end;
1637 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1638 if WordBool(mr and MOVE_HITWALL) then
1639 begin
1640 Obj.Vel.X := -(vel.X div 2);
1641 if not WordBool(mr and MOVE_INWATER) then
1642 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1643 end;
1644 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1645 begin
1646 Obj.Vel.Y := -(vel.Y div 2);
1647 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1648 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1649 begin
1650 if RAngle mod 90 <> 0 then
1651 RAngle := (RAngle div 90) * 90;
1652 end
1653 else if not WordBool(mr and MOVE_INWATER) then
1654 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1655 end;
1657 if (Obj.Vel.X >= 0) then
1658 begin // Clockwise
1659 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1660 if RAngle >= 360 then
1661 RAngle := RAngle mod 360;
1662 end else begin // Counter-clockwise
1663 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1664 if RAngle < 0 then
1665 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1666 end;
1667 end;
1668 end;
1670 procedure g_Player_DrawCorpses();
1671 var
1672 i: Integer;
1673 a: TPoint;
1674 begin
1675 if gGibs <> nil then
1676 for i := 0 to High(gGibs) do
1677 if gGibs[i].Live then
1678 with gGibs[i] do
1679 begin
1680 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1681 Continue;
1683 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1684 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1686 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1688 e_Colors := Color;
1689 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1690 e_Colors.R := 255;
1691 e_Colors.G := 255;
1692 e_Colors.B := 255;
1693 end;
1695 if gCorpses <> nil then
1696 for i := 0 to High(gCorpses) do
1697 if gCorpses[i] <> nil then
1698 gCorpses[i].Draw();
1699 end;
1701 procedure g_Player_DrawShells();
1702 var
1703 i: Integer;
1704 a: TPoint;
1705 begin
1706 if gShells <> nil then
1707 for i := 0 to High(gShells) do
1708 if gShells[i].Live then
1709 with gShells[i] do
1710 begin
1711 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1712 Continue;
1714 a.X := CX;
1715 a.Y := CY;
1717 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1718 end;
1719 end;
1721 procedure g_Player_RemoveAllCorpses();
1722 var
1723 i: Integer;
1724 begin
1725 gGibs := nil;
1726 gShells := nil;
1727 SetLength(gGibs, MaxGibs);
1728 SetLength(gShells, MaxGibs);
1729 CurrentGib := 0;
1730 CurrentShell := 0;
1732 if gCorpses <> nil then
1733 for i := 0 to High(gCorpses) do
1734 gCorpses[i].Free();
1736 gCorpses := nil;
1737 SetLength(gCorpses, MaxCorpses);
1738 end;
1740 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1741 var
1742 count, i: Integer;
1743 b: Boolean;
1744 begin
1745 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1746 count := 0;
1747 if gCorpses <> nil then
1748 for i := 0 to High(gCorpses) do
1749 if gCorpses[i] <> nil then
1750 count := count + 1;
1752 Mem := TBinMemoryWriter.Create((count+1) * 128);
1754 // Êîëè÷åñòâî òðóïîâ:
1755 Mem.WriteInt(count);
1757 if count = 0 then
1758 Exit;
1760 // Ñîõðàíÿåì òðóïû:
1761 for i := 0 to High(gCorpses) do
1762 if gCorpses[i] <> nil then
1763 begin
1764 // Íàçâàíèå ìîäåëè:
1765 Mem.WriteString(gCorpses[i].FModelName);
1766 // Òèï ñìåðòè:
1767 b := gCorpses[i].Mess;
1768 Mem.WriteBoolean(b);
1769 // Ñîõðàíÿåì äàííûå òðóïà:
1770 gCorpses[i].SaveState(Mem);
1771 end;
1772 end;
1774 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1775 var
1776 count, i: Integer;
1777 str: String;
1778 b: Boolean;
1779 begin
1780 if Mem = nil then
1781 Exit;
1783 g_Player_RemoveAllCorpses();
1785 // Êîëè÷åñòâî òðóïîâ:
1786 Mem.ReadInt(count);
1788 if count > Length(gCorpses) then
1789 begin
1790 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1791 end;
1793 if count = 0 then
1794 Exit;
1796 // Çàãðóæàåì òðóïû:
1797 for i := 0 to count-1 do
1798 begin
1799 // Íàçâàíèå ìîäåëè:
1800 Mem.ReadString(str);
1801 // Òèï ñìåðòè:
1802 Mem.ReadBoolean(b);
1803 // Ñîçäàåì òðóï:
1804 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1805 // Çàãðóæàåì äàííûå òðóïà:
1806 gCorpses[i].LoadState(Mem);
1807 end;
1808 end;
1810 { T P l a y e r : }
1812 procedure TPlayer.BFGHit();
1813 begin
1814 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1815 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1816 if g_Game_IsServer and g_Game_IsNet then
1817 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1818 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1819 0, NET_GFX_BFGHIT);
1820 end;
1822 procedure TPlayer.ChangeModel(ModelName: string);
1823 var
1824 Model: TPlayerModel;
1825 begin
1826 Model := g_PlayerModel_Get(ModelName);
1827 if Model = nil then Exit;
1829 FModel.Free();
1830 FModel := Model;
1831 end;
1833 procedure TPlayer.SetModel(ModelName: string);
1834 var
1835 m: TPlayerModel;
1836 begin
1837 m := g_PlayerModel_Get(ModelName);
1838 if m = nil then
1839 begin
1840 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1841 m := g_PlayerModel_Get('doomer');
1842 if m = nil then
1843 begin
1844 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1845 Exit;
1846 end;
1847 end;
1849 if FModel <> nil then
1850 FModel.Free();
1852 FModel := m;
1854 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1855 FModel.Color := FColor
1856 else
1857 FModel.Color := TEAMCOLOR[FTeam];
1858 FModel.SetWeapon(FCurrWeap);
1859 FModel.SetFlag(FFlag);
1860 SetDirection(FDirection);
1861 end;
1863 procedure TPlayer.SetColor(Color: TRGB);
1864 begin
1865 FColor := Color;
1866 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1867 if FModel <> nil then FModel.Color := Color;
1868 end;
1870 procedure TPlayer.SwitchTeam;
1871 begin
1872 if g_Game_IsClient then
1873 Exit;
1874 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1876 if gGameOn and FLive then
1877 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1879 if FTeam = TEAM_RED then
1880 begin
1881 ChangeTeam(TEAM_BLUE);
1882 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1883 if g_Game_IsNet then
1884 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1885 end
1886 else
1887 begin
1888 ChangeTeam(TEAM_RED);
1889 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1890 if g_Game_IsNet then
1891 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1892 end;
1893 FPreferredTeam := FTeam;
1894 end;
1896 procedure TPlayer.ChangeTeam(Team: Byte);
1897 var
1898 OldTeam: Byte;
1899 begin
1900 OldTeam := FTeam;
1901 FTeam := Team;
1902 case Team of
1903 TEAM_RED, TEAM_BLUE:
1904 FModel.Color := TEAMCOLOR[Team];
1905 else
1906 FModel.Color := FColor;
1907 end;
1908 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1909 MH_SEND_PlayerStats(FUID);
1910 end;
1913 procedure TPlayer.CollideItem();
1914 var
1915 i: Integer;
1916 r: Boolean;
1917 begin
1918 if gItems = nil then Exit;
1919 if not FLive then Exit;
1921 for i := 0 to High(gItems) do
1922 with gItems[i] do
1923 begin
1924 if (ItemType <> ITEM_NONE) and Live then
1925 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1926 PLAYER_RECT.Height, @Obj) then
1927 begin
1928 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1930 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1931 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1932 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1933 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1934 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1936 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1937 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1938 (gGameSettings.GameType = GT_SINGLE) and
1939 (g_Player_GetCount() > 1)) then
1940 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1941 end;
1942 end;
1943 end;
1946 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1947 begin
1948 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1949 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1950 False);
1951 end;
1953 constructor TPlayer.Create();
1954 begin
1955 FIamBot := False;
1956 FDummy := False;
1957 FSpawned := False;
1959 FSawSound := TPlayableSound.Create();
1960 FSawSoundIdle := TPlayableSound.Create();
1961 FSawSoundHit := TPlayableSound.Create();
1962 FSawSoundSelect := TPlayableSound.Create();
1963 FJetSoundFly := TPlayableSound.Create();
1964 FJetSoundOn := TPlayableSound.Create();
1965 FJetSoundOff := TPlayableSound.Create();
1967 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1968 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1969 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1970 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1971 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1972 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1973 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1975 FSpectatePlayer := -1;
1976 FClientID := -1;
1977 FPing := 0;
1978 FLoss := 0;
1979 FSavedState.WaitRecall := False;
1980 FShellTimer := -1;
1982 FActualModelName := 'doomer';
1984 g_Obj_Init(@FObj);
1985 FObj.Rect := PLAYER_RECT;
1987 FBFGFireCounter := -1;
1988 FJustTeleported := False;
1989 FNetTime := 0;
1991 resetWeaponQueue();
1992 end;
1994 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
1995 var
1996 c: Word;
1997 begin
1998 if (not g_Game_IsClient) and (not FLive) then
1999 Exit;
2001 FLastHit := t;
2003 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2004 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2005 begin
2006 if not g_Game_IsClient then
2007 begin
2008 FArmor := 0;
2009 if t = HIT_TRAP then
2010 begin
2011 // Ëîâóøêà óáèâàåò ñðàçó:
2012 FHealth := -100;
2013 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2014 end;
2015 if t = HIT_SELF then
2016 begin
2017 // Ñàìîóáèéñòâî:
2018 FHealth := 0;
2019 Kill(K_SIMPLEKILL, SpawnerUID, t);
2020 end;
2021 end;
2022 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2023 FMegaRulez[MR_SUIT] := 0;
2024 FMegaRulez[MR_INVUL] := 0;
2025 FMegaRulez[MR_INVIS] := 0;
2026 FBerserk := 0;
2027 end;
2029 // Íî îò îñòàëüíîãî ñïàñàåò:
2030 if FMegaRulez[MR_INVUL] >= gTime then
2031 Exit;
2033 // ×èò-êîä "ÃÎÐÅÖ":
2034 if FGodMode then
2035 Exit;
2037 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2038 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2039 (SpawnerUID = FUID) or
2040 (not SameTeam(FUID, SpawnerUID)) then
2041 begin
2042 FLastSpawnerUID := SpawnerUID;
2044 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2045 if gBloodCount > 0 then
2046 begin
2047 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2048 if value div 4 <= c then
2049 c := c - (value div 4)
2050 else
2051 c := 0;
2053 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2054 MakeBloodSimple(c)
2055 else
2056 case t of
2057 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2058 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2059 end;
2061 if t = HIT_WATER then
2062 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2063 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2064 end;
2066 // Áóôåð óðîíà:
2067 if FLive then
2068 Inc(FDamageBuffer, value);
2070 // Âñïûøêà áîëè:
2071 if gFlash <> 0 then
2072 FPain := FPain + value;
2073 end;
2075 if g_Game_IsServer and g_Game_IsNet then
2076 begin
2077 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2078 MH_SEND_PlayerStats(FUID);
2079 MH_SEND_PlayerPos(False, FUID);
2080 end;
2081 end;
2083 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2084 begin
2085 Result := False;
2086 if g_Game_IsClient then
2087 Exit;
2088 if not FLive then
2089 Exit;
2091 if Soft and (FHealth < PLAYER_HP_SOFT) then
2092 begin
2093 IncMax(FHealth, value, PLAYER_HP_SOFT);
2094 Result := True;
2095 end;
2096 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2097 begin
2098 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2099 Result := True;
2100 end;
2102 if Result and g_Game_IsServer and g_Game_IsNet then
2103 MH_SEND_PlayerStats(FUID);
2104 end;
2106 destructor TPlayer.Destroy();
2107 begin
2108 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2109 gPlayer1 := nil;
2110 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2111 gPlayer2 := nil;
2113 FSawSound.Free();
2114 FSawSoundIdle.Free();
2115 FSawSoundHit.Free();
2116 FJetSoundFly.Free();
2117 FJetSoundOn.Free();
2118 FJetSoundOff.Free();
2119 FModel.Free();
2121 inherited;
2122 end;
2124 procedure TPlayer.DrawBubble();
2125 var
2126 bubX, bubY: Integer;
2127 ID: LongWord;
2128 Rb, Gb, Bb,
2129 Rw, Gw, Bw: SmallInt;
2130 Dot: Byte;
2131 begin
2132 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2133 bubY := FObj.Y+FObj.Rect.Y - 18;
2134 Rb := 64;
2135 Gb := 64;
2136 Bb := 64;
2137 Rw := 240;
2138 Gw := 240;
2139 Bw := 240;
2140 case gChatBubble of
2141 1: // simple textual non-bubble
2142 begin
2143 bubX := FObj.X+FObj.Rect.X - 11;
2144 bubY := FObj.Y+FObj.Rect.Y - 17;
2145 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2146 Exit;
2147 end;
2148 2: // advanced pixel-perfect bubble
2149 begin
2150 if FTeam = TEAM_RED then
2151 Rb := 255
2152 else
2153 if FTeam = TEAM_BLUE then
2154 Bb := 255;
2155 end;
2156 3: // colored bubble
2157 begin
2158 Rb := FModel.Color.R;
2159 Gb := FModel.Color.G;
2160 Bb := FModel.Color.B;
2161 Rw := Min(Rb * 2 + 64, 255);
2162 Gw := Min(Gb * 2 + 64, 255);
2163 Bw := Min(Bb * 2 + 64, 255);
2164 if (Abs(Rw - Rb) < 32)
2165 or (Abs(Gw - Gb) < 32)
2166 or (Abs(Bw - Bb) < 32) then
2167 begin
2168 Rb := Max(Rw div 2 - 16, 0);
2169 Gb := Max(Gw div 2 - 16, 0);
2170 Bb := Max(Bw div 2 - 16, 0);
2171 end;
2172 end;
2173 4: // custom textured bubble
2174 begin
2175 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2176 if FDirection = D_RIGHT then
2177 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2178 else
2179 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2180 Exit;
2181 end;
2182 end;
2184 // Outer borders
2185 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2186 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2187 // Inner box
2188 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2190 // Tail
2191 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2192 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2193 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2194 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2195 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2196 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2198 // Dots
2199 Dot := 6;
2200 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2201 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2202 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2203 end;
2205 procedure TPlayer.Draw();
2206 var
2207 ID: DWORD;
2208 w, h: Word;
2209 dr: Boolean;
2210 begin
2211 if FLive then
2212 begin
2213 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2214 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2215 begin
2216 e_GetTextureSize(ID, @w, @h);
2217 if FDirection = D_LEFT then
2218 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2219 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2220 else
2221 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2222 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2223 end;
2225 if FMegaRulez[MR_INVIS] > gTime then
2226 begin
2227 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2228 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2229 begin
2230 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2231 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2232 else
2233 dr := True;
2234 if dr then
2235 FModel.Draw(FObj.X, FObj.Y, 200)
2236 else
2237 FModel.Draw(FObj.X, FObj.Y);
2238 end
2239 else
2240 FModel.Draw(FObj.X, FObj.Y, 254);
2241 end
2242 else
2243 FModel.Draw(FObj.X, FObj.Y);
2244 end;
2246 if g_debug_Frames then
2247 begin
2248 e_DrawQuad(FObj.X+FObj.Rect.X,
2249 FObj.Y+FObj.Rect.Y,
2250 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2251 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2252 0, 255, 0);
2253 end;
2255 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2256 DrawBubble();
2257 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2258 if gAimLine and Live and
2259 ((Self = gPlayer1) or (Self = gPlayer2)) then
2260 DrawAim();
2261 end;
2263 procedure TPlayer.DrawAim();
2264 var
2265 wx, wy, xx, yy: Integer;
2266 angle: SmallInt;
2267 sz, len: Word;
2268 begin
2269 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2270 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2271 angle := FAngle;
2272 len := 1024;
2273 sz := 2;
2274 case FCurrWeap of
2275 0: begin // Punch
2276 len := 12;
2277 sz := 4;
2278 end;
2279 1: begin // Chainsaw
2280 len := 24;
2281 sz := 6;
2282 end;
2283 2: begin // Pistol
2284 len := 1024;
2285 sz := 2;
2286 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2287 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2288 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2289 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2290 end;
2291 3: begin // Shotgun
2292 len := 1024;
2293 sz := 3;
2294 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2295 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2296 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2297 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2298 end;
2299 4: begin // Double Shotgun
2300 len := 1024;
2301 sz := 4;
2302 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2303 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2304 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2305 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2306 end;
2307 5: begin // Chaingun
2308 len := 1024;
2309 sz := 3;
2310 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2311 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2312 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2313 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2314 end;
2315 6: begin // Rocket Launcher
2316 len := 1024;
2317 sz := 7;
2318 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2319 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2320 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2321 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2322 end;
2323 7: begin // Plasmagun
2324 len := 1024;
2325 sz := 5;
2326 if angle = ANGLE_RIGHTUP then Inc(angle);
2327 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2328 if angle = ANGLE_LEFTUP then Dec(angle);
2329 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2330 end;
2331 8: begin // BFG
2332 len := 1024;
2333 sz := 12;
2334 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2335 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2336 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2337 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2338 end;
2339 9: begin // Super Chaingun
2340 len := 1024;
2341 sz := 4;
2342 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2343 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2344 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2345 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2346 end;
2347 end;
2348 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2349 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2350 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2351 end;
2353 procedure TPlayer.DrawGUI();
2354 var
2355 ID: DWORD;
2356 X, Y, SY, a, p, m: Integer;
2357 tw, th: Word;
2358 cw, ch: Byte;
2359 s: string;
2360 stat: TPlayerStatArray;
2361 begin
2362 X := gPlayerScreenSize.X;
2363 SY := gPlayerScreenSize.Y;
2364 Y := 0;
2366 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2367 begin
2368 if gGameSettings.GameMode = GM_CTF then
2369 a := 32 + 8
2370 else
2371 a := 0;
2372 if gGameSettings.GameMode = GM_CTF then
2373 begin
2374 s := 'TEXTURE_PLAYER_REDFLAG';
2375 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2376 s := 'TEXTURE_PLAYER_REDFLAG_S';
2377 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2378 s := 'TEXTURE_PLAYER_REDFLAG_D';
2379 if g_Texture_Get(s, ID) then
2380 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2381 end;
2383 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2384 e_CharFont_GetSize(gMenuFont, s, tw, th);
2385 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2387 if gGameSettings.GameMode = GM_CTF then
2388 begin
2389 s := 'TEXTURE_PLAYER_BLUEFLAG';
2390 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2391 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2392 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2393 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2394 if g_Texture_Get(s, ID) then
2395 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2396 end;
2398 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2399 e_CharFont_GetSize(gMenuFont, s, tw, th);
2400 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2401 end;
2403 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2404 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2405 0, False, False);
2407 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2408 e_Draw(ID, X+2, Y, 0, True, False);
2410 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2411 begin
2412 if gShowStat then
2413 begin
2414 s := IntToStr(Frags);
2415 e_CharFont_GetSize(gMenuFont, s, tw, th);
2416 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2418 s := '';
2419 p := 1;
2420 m := 0;
2421 stat := g_Player_GetStats();
2422 if stat <> nil then
2423 begin
2424 p := 1;
2426 for a := 0 to High(stat) do
2427 if stat[a].Name <> Name then
2428 begin
2429 if stat[a].Frags > m then m := stat[a].Frags;
2430 if stat[a].Frags > Frags then p := p+1;
2431 end;
2432 end;
2434 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2435 if Frags >= m then s := s+'+' else s := s+'-';
2436 s := s+IntToStr(Abs(Frags-m));
2438 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2439 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2440 end;
2442 if gShowLives and (gGameSettings.MaxLives > 0) then
2443 begin
2444 s := IntToStr(Lives);
2445 e_CharFont_GetSize(gMenuFont, s, tw, th);
2446 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2447 end;
2448 end;
2450 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2451 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2453 if R_BERSERK in FRulez then
2454 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2455 else
2456 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2458 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2459 e_Draw(ID, X+36, Y+77, 0, True, False);
2461 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2462 e_CharFont_GetSize(gMenuFont, s, tw, th);
2463 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2465 s := IntToStr(FArmor);
2466 e_CharFont_GetSize(gMenuFont, s, tw, th);
2467 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2469 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2471 case FCurrWeap of
2472 WEAPON_KASTET:
2473 begin
2474 s := '--';
2475 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2476 end;
2477 WEAPON_SAW:
2478 begin
2479 s := '--';
2480 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2481 end;
2482 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2483 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2484 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2485 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2486 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2487 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2488 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2489 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2490 end;
2492 e_CharFont_GetSize(gMenuFont, s, tw, th);
2493 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2494 e_Draw(ID, X+20, Y+160, 0, True, False);
2496 if R_KEY_RED in FRulez then
2497 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2499 if R_KEY_GREEN in FRulez then
2500 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2502 if R_KEY_BLUE in FRulez then
2503 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2505 if FJetFuel > 0 then
2506 begin
2507 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2508 e_Draw(ID, X+2, Y+116, 0, True, False);
2509 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2510 e_Draw(ID, X+2, Y+126, 0, True, False);
2511 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2512 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2513 end
2514 else
2515 begin
2516 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2517 e_Draw(ID, X+2, Y+124, 0, True, False);
2518 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2519 end;
2521 if gShowPing and g_Game_IsClient then
2522 begin
2523 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2524 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2525 Y := Y + 16;
2526 end;
2528 if FSpectator then
2529 begin
2530 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2531 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2532 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2533 if FNoRespawn then
2534 begin
2535 e_TextureFontGetSize(gStdFont, cw, ch);
2536 s := _lc[I_PLAYER_SPECT4];
2537 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2538 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2539 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2540 end;
2542 end;
2543 end;
2545 procedure TPlayer.DrawRulez();
2546 var
2547 dr: Boolean;
2548 begin
2549 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2550 if FMegaRulez[MR_INVUL] >= gTime then
2551 begin
2552 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2553 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2554 else
2555 dr := True;
2557 if dr then
2558 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2559 191, 191, 191, 0, B_INVERT);
2560 end;
2562 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2563 if FMegaRulez[MR_SUIT] >= gTime then
2564 begin
2565 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2566 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2567 else
2568 dr := True;
2570 if dr then
2571 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2572 0, 96, 0, 200, B_NONE);
2573 end;
2575 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2576 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2577 begin
2578 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2579 255, 0, 0, 200, B_NONE);
2580 end;
2581 end;
2583 procedure TPlayer.DrawPain();
2584 var
2585 a, h: Integer;
2586 begin
2587 if FPain = 0 then Exit;
2589 a := FPain;
2591 if a < 15 then h := 0
2592 else if a < 35 then h := 1
2593 else if a < 55 then h := 2
2594 else if a < 75 then h := 3
2595 else if a < 95 then h := 4
2596 else h := 5;
2598 //if a > 255 then a := 255;
2600 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2601 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2602 end;
2604 procedure TPlayer.DrawPickup();
2605 var
2606 a, h: Integer;
2607 begin
2608 if FPickup = 0 then Exit;
2610 a := FPickup;
2612 if a < 15 then h := 1
2613 else if a < 35 then h := 2
2614 else if a < 55 then h := 3
2615 else if a < 75 then h := 4
2616 else h := 5;
2618 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2619 end;
2621 procedure TPlayer.Fire();
2622 var
2623 f, DidFire: Boolean;
2624 wx, wy, xd, yd: Integer;
2625 obj: TObj;
2626 begin
2627 if g_Game_IsClient then Exit;
2628 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2629 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2631 if FSpectator then
2632 begin
2633 Respawn(False);
2634 Exit;
2635 end;
2637 if FReloading[FCurrWeap] <> 0 then Exit;
2639 DidFire := False;
2641 f := False;
2642 wx := FObj.X+WEAPONPOINT[FDirection].X;
2643 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2644 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2645 yd := wy+firediry();
2647 case FCurrWeap of
2648 WEAPON_KASTET:
2649 begin
2650 if R_BERSERK in FRulez then
2651 begin
2652 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2653 obj.X := FObj.X+FObj.Rect.X;
2654 obj.Y := FObj.Y+FObj.Rect.Y;
2655 obj.rect.X := 0;
2656 obj.rect.Y := 0;
2657 obj.rect.Width := 39;
2658 obj.rect.Height := 52;
2659 obj.Vel.X := (xd-wx) div 2;
2660 obj.Vel.Y := (yd-wy) div 2;
2661 obj.Accel.X := xd-wx;
2662 obj.Accel.y := yd-wy;
2664 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2665 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2666 else
2667 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2669 if gFlash = 1 then
2670 if FPain < 50 then
2671 FPain := min(FPain + 25, 50);
2672 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2674 DidFire := True;
2675 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2676 end;
2678 WEAPON_SAW:
2679 begin
2680 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2681 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2682 begin
2683 FSawSoundSelect.Stop();
2684 FSawSound.Stop();
2685 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2686 end
2687 else if not FSawSoundHit.IsPlaying() then
2688 begin
2689 FSawSoundSelect.Stop();
2690 FSawSound.PlayAt(FObj.X, FObj.Y);
2691 end;
2693 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2694 DidFire := True;
2695 f := True;
2696 end;
2698 WEAPON_PISTOL:
2699 if FAmmo[A_BULLETS] > 0 then
2700 begin
2701 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2702 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2703 Dec(FAmmo[A_BULLETS]);
2704 FFireAngle := FAngle;
2705 f := True;
2706 DidFire := True;
2707 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2708 GameVelX, GameVelY-2, SHELL_BULLET);
2709 end;
2711 WEAPON_SHOTGUN1:
2712 if FAmmo[A_SHELLS] > 0 then
2713 begin
2714 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2715 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2716 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2717 Dec(FAmmo[A_SHELLS]);
2718 FFireAngle := FAngle;
2719 f := True;
2720 DidFire := True;
2721 FShellTimer := 10;
2722 FShellType := SHELL_SHELL;
2723 end;
2725 WEAPON_SHOTGUN2:
2726 if FAmmo[A_SHELLS] >= 2 then
2727 begin
2728 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2729 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2730 Dec(FAmmo[A_SHELLS], 2);
2731 FFireAngle := FAngle;
2732 f := True;
2733 DidFire := True;
2734 FShellTimer := 13;
2735 FShellType := SHELL_DBLSHELL;
2736 end;
2738 WEAPON_CHAINGUN:
2739 if FAmmo[A_BULLETS] > 0 then
2740 begin
2741 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2742 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2743 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2744 Dec(FAmmo[A_BULLETS]);
2745 FFireAngle := FAngle;
2746 f := True;
2747 DidFire := True;
2748 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2749 GameVelX, GameVelY-2, SHELL_BULLET);
2750 end;
2752 WEAPON_ROCKETLAUNCHER:
2753 if FAmmo[A_ROCKETS] > 0 then
2754 begin
2755 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2756 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2757 Dec(FAmmo[A_ROCKETS]);
2758 FFireAngle := FAngle;
2759 f := True;
2760 DidFire := True;
2761 end;
2763 WEAPON_PLASMA:
2764 if FAmmo[A_CELLS] > 0 then
2765 begin
2766 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2767 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2768 Dec(FAmmo[A_CELLS]);
2769 FFireAngle := FAngle;
2770 f := True;
2771 DidFire := True;
2772 end;
2774 WEAPON_BFG:
2775 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2776 begin
2777 FBFGFireCounter := 17;
2778 if not FNoReload then
2779 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2780 Dec(FAmmo[A_CELLS], 40);
2781 DidFire := True;
2782 end;
2784 WEAPON_SUPERPULEMET:
2785 if FAmmo[A_SHELLS] > 0 then
2786 begin
2787 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2788 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2789 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2790 Dec(FAmmo[A_SHELLS]);
2791 FFireAngle := FAngle;
2792 f := True;
2793 DidFire := True;
2794 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2795 GameVelX, GameVelY-2, SHELL_SHELL);
2796 end;
2797 end;
2799 if g_Game_IsNet then
2800 begin
2801 if DidFire then
2802 begin
2803 if FCurrWeap <> WEAPON_BFG then
2804 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2805 else
2806 if not FNoReload then
2807 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2808 end;
2810 MH_SEND_PlayerStats(FUID);
2811 end;
2813 if not f then Exit;
2815 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2816 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2817 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2818 end;
2820 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2821 begin
2822 case Weapon of
2823 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2824 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2825 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2826 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2827 else Result := 0;
2828 end;
2829 end;
2831 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2832 begin
2833 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2834 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2835 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2836 end;
2838 procedure TPlayer.JetpackOn;
2839 begin
2840 FJetSoundFly.Stop;
2841 FJetSoundOff.Stop;
2842 FJetSoundOn.SetPosition(0);
2843 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2844 FlySmoke(8);
2845 end;
2847 procedure TPlayer.JetpackOff;
2848 begin
2849 FJetSoundFly.Stop;
2850 FJetSoundOn.Stop;
2851 FJetSoundOff.SetPosition(0);
2852 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2853 end;
2855 procedure TPlayer.Jump();
2856 begin
2857 if gFly or FJetpack then
2858 begin
2859 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2860 if FObj.Vel.Y > -VEL_FLY then
2861 FObj.Vel.Y := FObj.Vel.Y - 3;
2862 if FJetpack then
2863 begin
2864 if FJetFuel > 0 then
2865 Dec(FJetFuel);
2866 if (FJetFuel < 1) and g_Game_IsServer then
2867 begin
2868 FJetpack := False;
2869 JetpackOff;
2870 if g_Game_IsNet then
2871 MH_SEND_PlayerStats(FUID);
2872 end;
2873 end;
2874 Exit;
2875 end;
2877 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2878 if FGhost then
2879 FCanJetpack := False;
2881 // Ïðûãàåì èëè âñïëûâàåì:
2882 if (CollideLevel(0, 1) or
2883 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2884 PLAYER_RECT.Height-33, PANEL_STEP, False)
2885 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2886 begin
2887 FObj.Vel.Y := -VEL_JUMP;
2888 FCanJetpack := False;
2889 end
2890 else
2891 begin
2892 if BodyInLiquid(0, 0) then
2893 FObj.Vel.Y := -VEL_SW
2894 else if (FJetFuel > 0) and FCanJetpack and
2895 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2896 begin
2897 FJetpack := True;
2898 JetpackOn;
2899 if g_Game_IsNet then
2900 MH_SEND_PlayerStats(FUID);
2901 end;
2902 end;
2903 end;
2905 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2906 var
2907 a, i, k, ab, ar: Byte;
2908 s: String;
2909 mon: TMonster;
2910 plr: TPlayer;
2911 srv, netsrv: Boolean;
2912 DoFrags: Boolean;
2913 OldLR: Byte;
2914 KP: TPlayer;
2916 procedure PushItem(t: Byte);
2917 var
2918 id: DWORD;
2919 begin
2920 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2921 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2922 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2923 (FObj.Vel.Y div 2)-Random(9))
2924 else
2925 if KillType = K_HARDKILL then // -5..+5; -5..0
2926 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2927 (FObj.Vel.Y div 2)-Random(6))
2928 else // -3..+3; -3..0
2929 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2930 (FObj.Vel.Y div 2)-Random(4));
2932 if g_Game_IsNet and g_Game_IsServer then
2933 MH_SEND_ItemSpawn(True, id);
2934 end;
2936 begin
2937 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2938 Srv := g_Game_IsServer;
2939 Netsrv := g_Game_IsServer and g_Game_IsNet;
2940 if Srv then FDeath := FDeath + 1;
2941 if FLive then
2942 begin
2943 if FGhost then
2944 FGhost := False;
2945 if not FPhysics then
2946 FPhysics := True;
2947 FLive := False;
2948 end;
2949 FShellTimer := -1;
2951 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2952 begin
2953 if FLives > 0 then FLives := FLives - 1;
2954 if FLives = 0 then FNoRespawn := True;
2955 end;
2957 // Íîìåð òèïà ñìåðòè:
2958 a := 1;
2959 case KillType of
2960 K_SIMPLEKILL: a := 1;
2961 K_HARDKILL: a := 2;
2962 K_EXTRAHARDKILL: a := 3;
2963 K_FALLKILL: a := 4;
2964 end;
2966 // Çâóê ñìåðòè:
2967 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
2968 for i := 1 to 3 do
2969 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
2970 Break;
2972 // Âðåìÿ ðåñïàóíà:
2973 if Srv then
2974 case KillType of
2975 K_SIMPLEKILL:
2976 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
2977 K_HARDKILL:
2978 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
2979 K_EXTRAHARDKILL, K_FALLKILL:
2980 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
2981 end;
2983 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
2984 case KillType of
2985 K_SIMPLEKILL:
2986 SetAction(A_DIE1);
2987 K_HARDKILL, K_EXTRAHARDKILL:
2988 SetAction(A_DIE2);
2989 end;
2991 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
2992 if (KillType <> K_FALLKILL) and (Srv) then
2993 g_Monsters_killedp();
2995 if SpawnerUID = FUID then
2996 begin // Ñàìîóáèëñÿ
2997 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2998 begin
2999 Dec(FFrags);
3000 FLastFrag := 0;
3001 end;
3002 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3003 end
3004 else
3005 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3006 begin // Óáèò äðóãèì èãðîêîì
3007 KP := g_Player_Get(SpawnerUID);
3008 if (KP <> nil) and Srv then
3009 begin
3010 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3011 if SameTeam(FUID, SpawnerUID) then
3012 begin
3013 Dec(KP.FFrags);
3014 KP.FLastFrag := 0;
3015 end else
3016 begin
3017 Inc(KP.FFrags);
3018 KP.FragCombo();
3019 end;
3021 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3022 Inc(gTeamStat[KP.Team].Goals,
3023 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3025 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3026 end;
3028 plr := g_Player_Get(SpawnerUID);
3029 if plr = nil then
3030 s := '?'
3031 else
3032 s := plr.FName;
3034 case KillType of
3035 K_HARDKILL:
3036 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3037 [FName, s]),
3038 gShowKillMsg);
3039 K_EXTRAHARDKILL:
3040 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3041 [FName, s]),
3042 gShowKillMsg);
3043 else
3044 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3045 [FName, s]),
3046 gShowKillMsg);
3047 end;
3048 end
3049 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3050 begin // Óáèò ìîíñòðîì
3051 mon := g_Monsters_Get(SpawnerUID);
3052 if mon = nil then
3053 s := '?'
3054 else
3055 s := g_Monsters_GetKilledBy(mon.MonsterType);
3057 case KillType of
3058 K_HARDKILL:
3059 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3060 [FName, s]),
3061 gShowKillMsg);
3062 K_EXTRAHARDKILL:
3063 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3064 [FName, s]),
3065 gShowKillMsg);
3066 else
3067 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3068 [FName, s]),
3069 gShowKillMsg);
3070 end;
3071 end
3072 else // Îñîáûå òèïû ñìåðòè
3073 case t of
3074 HIT_DISCON: ;
3075 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3076 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3077 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3078 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3079 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3080 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3081 end;
3083 if Srv then
3084 begin
3085 // Âûáðîñ îðóæèÿ:
3086 for a := WP_FIRST to WP_LAST do
3087 if FWeapon[a] then
3088 begin
3089 case a of
3090 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3091 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3092 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3093 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3094 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3095 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3096 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3097 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3098 else i := 0;
3099 end;
3101 if i <> 0 then
3102 PushItem(i);
3103 end;
3105 // Âûáðîñ ðþêçàêà:
3106 if R_ITEM_BACKPACK in FRulez then
3107 PushItem(ITEM_AMMO_BACKPACK);
3109 // Âûáðîñ ðàêåòíîãî ðàíöà:
3110 if FJetFuel > 0 then
3111 PushItem(ITEM_JETPACK);
3113 // Âûáðîñ êëþ÷åé:
3114 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3115 begin
3116 if R_KEY_RED in FRulez then
3117 PushItem(ITEM_KEY_RED);
3119 if R_KEY_GREEN in FRulez then
3120 PushItem(ITEM_KEY_GREEN);
3122 if R_KEY_BLUE in FRulez then
3123 PushItem(ITEM_KEY_BLUE);
3124 end;
3126 // Âûáðîñ ôëàãà:
3127 DropFlag();
3128 end;
3130 g_Player_CreateCorpse(Self);
3132 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3133 (gLMSRespawn = LMS_RESPAWN_NONE) then
3134 begin
3135 a := 0;
3136 k := 0;
3137 ar := 0;
3138 ab := 0;
3139 for i := Low(gPlayers) to High(gPlayers) do
3140 begin
3141 if gPlayers[i] = nil then continue;
3142 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3143 begin
3144 Inc(a);
3145 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3146 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3147 k := i;
3148 end;
3149 end;
3151 OldLR := gLMSRespawn;
3152 if (gGameSettings.GameMode = GM_COOP) then
3153 begin
3154 if (a = 0) then
3155 begin
3156 // everyone is dead, restart the map
3157 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3158 if Netsrv then
3159 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3160 gLMSRespawn := LMS_RESPAWN_FINAL;
3161 gLMSRespawnTime := gTime + 5000;
3162 end
3163 else if (a = 1) then
3164 begin
3165 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3166 if (gPlayers[k] = gPlayer1) or
3167 (gPlayers[k] = gPlayer2) then
3168 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3169 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3170 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3171 end;
3172 end
3173 else if (gGameSettings.GameMode = GM_TDM) then
3174 begin
3175 if (ab = 0) and (ar <> 0) then
3176 begin
3177 // blu team ded
3178 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3179 if Netsrv then
3180 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3181 Inc(gTeamStat[TEAM_RED].Goals);
3182 gLMSRespawn := LMS_RESPAWN_FINAL;
3183 gLMSRespawnTime := gTime + 5000;
3184 end
3185 else if (ar = 0) and (ab <> 0) then
3186 begin
3187 // red team ded
3188 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3189 if Netsrv then
3190 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3191 Inc(gTeamStat[TEAM_BLUE].Goals);
3192 gLMSRespawn := LMS_RESPAWN_FINAL;
3193 gLMSRespawnTime := gTime + 5000;
3194 end
3195 else if (ar = 0) and (ab = 0) then
3196 begin
3197 // everyone ded
3198 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3199 if Netsrv then
3200 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3201 gLMSRespawn := LMS_RESPAWN_FINAL;
3202 gLMSRespawnTime := gTime + 5000;
3203 end;
3204 end
3205 else if (gGameSettings.GameMode = GM_DM) then
3206 begin
3207 if (a = 1) then
3208 begin
3209 if gPlayers[k] <> nil then
3210 with gPlayers[k] do
3211 begin
3212 // survivor is the winner
3213 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3214 if Netsrv then
3215 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3216 Inc(FFrags);
3217 end;
3218 gLMSRespawn := LMS_RESPAWN_FINAL;
3219 gLMSRespawnTime := gTime + 5000;
3220 end
3221 else if (a = 0) then
3222 begin
3223 // everyone is dead, restart the map
3224 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3225 if Netsrv then
3226 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3227 gLMSRespawn := LMS_RESPAWN_FINAL;
3228 gLMSRespawnTime := gTime + 5000;
3229 end;
3230 end;
3231 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3232 begin
3233 if NetMode = NET_SERVER then
3234 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3235 else
3236 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3237 end;
3238 end;
3240 if Netsrv then
3241 begin
3242 MH_SEND_PlayerStats(FUID);
3243 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3244 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3245 end;
3247 if srv and FNoRespawn then Spectate(True);
3248 FWantsInGame := True;
3249 end;
3251 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3252 begin
3253 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3254 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3255 end;
3257 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3258 begin
3259 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3260 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3261 end;
3263 procedure TPlayer.MakeBloodSimple(Count: Word);
3264 begin
3265 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3266 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3267 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3268 150, 0, 0);
3269 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3270 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3271 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3272 150, 0, 0);
3273 end;
3275 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3276 begin
3277 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3278 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3279 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3280 150, 0, 0);
3281 end;
3283 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3284 begin
3285 if g_Game_IsClient then Exit;
3286 if Weapon > High(FWeapon) then Exit;
3287 FNextWeap := FNextWeap or (1 shl Weapon);
3288 end;
3290 procedure TPlayer.resetWeaponQueue ();
3291 begin
3292 FNextWeap := 0;
3293 FNextWeapDelay := 0;
3294 end;
3296 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3297 begin
3298 result := false;
3299 case weapon of
3300 WEAPON_KASTET, WEAPON_SAW: result := true;
3301 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3302 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3303 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3304 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3305 else result := (weapon < length(FWeapon));
3306 end;
3307 end;
3309 // return 255 for "no switch"
3310 function TPlayer.getNextWeaponIndex (): Byte;
3311 var
3312 i: Word;
3313 wantThisWeapon: array[0..64] of Boolean;
3314 wwc: Integer = 0; //HACK!
3315 dir, cwi: Integer;
3316 begin
3317 result := 255; // default result: "no switch"
3318 // had weapon cycling on previous frame? remove that flag
3319 if (FNextWeap and $2000) <> 0 then begin FNextWeap := FNextWeap and $1FFF; FNextWeapDelay := 0; end;
3320 // cycling has priority
3321 if (FNextWeap and $C000) <> 0 then
3322 begin
3323 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1;
3324 FNextWeap := FNextWeap or $2000; // we need this
3325 if FNextWeapDelay > 0 then exit; // cooldown time
3326 cwi := FCurrWeap;
3327 for i := 0 to High(FWeapon) do
3328 begin
3329 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3330 if FWeapon[cwi] then
3331 begin
3332 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3333 result := Byte(cwi);
3334 FNextWeapDelay := 10;
3335 exit;
3336 end;
3337 end;
3338 resetWeaponQueue();
3339 exit;
3340 end;
3341 // no cycling
3342 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3343 for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
3344 // exclude currently selected weapon from the set
3345 wantThisWeapon[FCurrWeap] := false;
3346 // slow down alterations a little
3347 if wwc > 1 then
3348 begin
3349 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3350 // more than one weapon requested, assume "alteration" and check alteration delay
3351 if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah
3352 end;
3353 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3354 // but clear all counters if no weapon should be switched
3355 if wwc < 1 then begin resetWeaponQueue(); exit; end;
3356 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3357 // try weapons in descending order
3358 for i := High(FWeapon) downto 0 do
3359 begin
3360 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3361 begin
3362 // i found her!
3363 result := Byte(i);
3364 resetWeaponQueue();
3365 FNextWeapDelay := 10; // anyway, 'cause why not
3366 exit;
3367 end;
3368 end;
3369 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3370 resetWeaponQueue();
3371 end;
3373 procedure TPlayer.RealizeCurrentWeapon();
3374 function switchAllowed (): Boolean;
3375 var
3376 i: Byte;
3377 begin
3378 result := false;
3379 if FBFGFireCounter <> -1 then
3380 exit;
3381 if FTime[T_SWITCH] > gTime then
3382 exit;
3383 for i := WP_FIRST to WP_LAST do
3384 if FReloading[i] > 0 then
3385 exit;
3386 result := true;
3387 end;
3389 var
3390 nw: Byte;
3391 begin
3392 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3393 //FNextWeap := FNextWeap and $1FFF;
3394 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3396 if not switchAllowed then
3397 begin
3398 //HACK for weapon cycling
3399 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3400 exit;
3401 end;
3403 nw := getNextWeaponIndex();
3404 if nw = 255 then exit; // don't reset anything here
3405 if nw > High(FWeapon) then
3406 begin
3407 // don't forget to reset queue here!
3408 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3409 resetWeaponQueue();
3410 exit;
3411 end;
3413 if FWeapon[nw] then
3414 begin
3415 FCurrWeap := nw;
3416 FTime[T_SWITCH] := gTime+156;
3417 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3418 FModel.SetWeapon(FCurrWeap);
3419 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3420 end;
3421 end;
3423 procedure TPlayer.NextWeapon();
3424 begin
3425 if g_Game_IsClient then Exit;
3426 FNextWeap := $8000;
3427 end;
3429 procedure TPlayer.PrevWeapon();
3430 begin
3431 if g_Game_IsClient then Exit;
3432 FNextWeap := $4000;
3433 end;
3435 procedure TPlayer.SetWeapon(W: Byte);
3436 begin
3437 if FCurrWeap <> W then
3438 if W = WEAPON_SAW then
3439 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3441 FCurrWeap := W;
3442 FModel.SetWeapon(CurrWeap);
3443 resetWeaponQueue();
3444 end;
3446 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3447 var
3448 a: Boolean;
3449 begin
3450 Result := False;
3451 if g_Game_IsClient then Exit;
3453 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3454 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3455 remove := not a;
3457 case ItemType of
3458 ITEM_MEDKIT_SMALL:
3459 if FHealth < PLAYER_HP_SOFT then
3460 begin
3461 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3462 Result := True;
3463 remove := True;
3464 if gFlash = 2 then Inc(FPickup, 5);
3465 end;
3467 ITEM_MEDKIT_LARGE:
3468 if FHealth < PLAYER_HP_SOFT then
3469 begin
3470 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3471 Result := True;
3472 remove := True;
3473 if gFlash = 2 then Inc(FPickup, 5);
3474 end;
3476 ITEM_ARMOR_GREEN:
3477 if FArmor < PLAYER_AP_SOFT then
3478 begin
3479 FArmor := PLAYER_AP_SOFT;
3480 Result := True;
3481 remove := True;
3482 if gFlash = 2 then Inc(FPickup, 5);
3483 end;
3485 ITEM_ARMOR_BLUE:
3486 if FArmor < PLAYER_AP_LIMIT then
3487 begin
3488 FArmor := PLAYER_AP_LIMIT;
3489 Result := True;
3490 remove := True;
3491 if gFlash = 2 then Inc(FPickup, 5);
3492 end;
3494 ITEM_SPHERE_BLUE:
3495 if FHealth < PLAYER_HP_LIMIT then
3496 begin
3497 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3498 Result := True;
3499 remove := True;
3500 if gFlash = 2 then Inc(FPickup, 5);
3501 end;
3503 ITEM_SPHERE_WHITE:
3504 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3505 begin
3506 if FHealth < PLAYER_HP_LIMIT then
3507 FHealth := PLAYER_HP_LIMIT;
3508 if FArmor < PLAYER_AP_LIMIT then
3509 FArmor := PLAYER_AP_LIMIT;
3510 Result := True;
3511 remove := True;
3512 if gFlash = 2 then Inc(FPickup, 5);
3513 end;
3515 ITEM_WEAPON_SAW:
3516 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3517 begin
3518 FWeapon[WEAPON_SAW] := True;
3519 Result := True;
3520 if gFlash = 2 then Inc(FPickup, 5);
3521 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3522 end;
3524 ITEM_WEAPON_SHOTGUN1:
3525 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3526 begin
3527 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3528 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3530 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3531 FWeapon[WEAPON_SHOTGUN1] := True;
3532 Result := True;
3533 if gFlash = 2 then Inc(FPickup, 5);
3534 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3535 end;
3537 ITEM_WEAPON_SHOTGUN2:
3538 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3539 begin
3540 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3542 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3543 FWeapon[WEAPON_SHOTGUN2] := True;
3544 Result := True;
3545 if gFlash = 2 then Inc(FPickup, 5);
3546 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3547 end;
3549 ITEM_WEAPON_CHAINGUN:
3550 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3551 begin
3552 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3554 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3555 FWeapon[WEAPON_CHAINGUN] := True;
3556 Result := True;
3557 if gFlash = 2 then Inc(FPickup, 5);
3558 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3559 end;
3561 ITEM_WEAPON_ROCKETLAUNCHER:
3562 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3563 begin
3564 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3566 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3567 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3568 Result := True;
3569 if gFlash = 2 then Inc(FPickup, 5);
3570 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3571 end;
3573 ITEM_WEAPON_PLASMA:
3574 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3575 begin
3576 if a and FWeapon[WEAPON_PLASMA] then Exit;
3578 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3579 FWeapon[WEAPON_PLASMA] := True;
3580 Result := True;
3581 if gFlash = 2 then Inc(FPickup, 5);
3582 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3583 end;
3585 ITEM_WEAPON_BFG:
3586 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3587 begin
3588 if a and FWeapon[WEAPON_BFG] then Exit;
3590 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3591 FWeapon[WEAPON_BFG] := True;
3592 Result := True;
3593 if gFlash = 2 then Inc(FPickup, 5);
3594 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3595 end;
3597 ITEM_WEAPON_SUPERPULEMET:
3598 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3599 begin
3600 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3602 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3603 FWeapon[WEAPON_SUPERPULEMET] := True;
3604 Result := True;
3605 if gFlash = 2 then Inc(FPickup, 5);
3606 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3607 end;
3609 ITEM_AMMO_BULLETS:
3610 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3611 begin
3612 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3613 Result := True;
3614 remove := True;
3615 if gFlash = 2 then Inc(FPickup, 5);
3616 end;
3618 ITEM_AMMO_BULLETS_BOX:
3619 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3620 begin
3621 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3622 Result := True;
3623 remove := True;
3624 if gFlash = 2 then Inc(FPickup, 5);
3625 end;
3627 ITEM_AMMO_SHELLS:
3628 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3629 begin
3630 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3631 Result := True;
3632 remove := True;
3633 if gFlash = 2 then Inc(FPickup, 5);
3634 end;
3636 ITEM_AMMO_SHELLS_BOX:
3637 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3638 begin
3639 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3640 Result := True;
3641 remove := True;
3642 if gFlash = 2 then Inc(FPickup, 5);
3643 end;
3645 ITEM_AMMO_ROCKET:
3646 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3647 begin
3648 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3649 Result := True;
3650 remove := True;
3651 if gFlash = 2 then Inc(FPickup, 5);
3652 end;
3654 ITEM_AMMO_ROCKET_BOX:
3655 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3656 begin
3657 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3658 Result := True;
3659 remove := True;
3660 if gFlash = 2 then Inc(FPickup, 5);
3661 end;
3663 ITEM_AMMO_CELL:
3664 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3665 begin
3666 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3667 Result := True;
3668 remove := True;
3669 if gFlash = 2 then Inc(FPickup, 5);
3670 end;
3672 ITEM_AMMO_CELL_BIG:
3673 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3674 begin
3675 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3676 Result := True;
3677 remove := True;
3678 if gFlash = 2 then Inc(FPickup, 5);
3679 end;
3681 ITEM_AMMO_BACKPACK:
3682 if not(R_ITEM_BACKPACK in FRulez) or
3683 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3684 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3685 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3686 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
3687 begin
3688 FMaxAmmo[A_BULLETS] := 400;
3689 FMaxAmmo[A_SHELLS] := 100;
3690 FMaxAmmo[A_ROCKETS] := 100;
3691 FMaxAmmo[A_CELLS] := 600;
3693 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3694 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3695 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3696 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3697 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3698 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3699 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3700 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3702 FRulez := FRulez + [R_ITEM_BACKPACK];
3703 Result := True;
3704 remove := True;
3705 if gFlash = 2 then Inc(FPickup, 5);
3706 end;
3708 ITEM_KEY_RED:
3709 if not(R_KEY_RED in FRulez) then
3710 begin
3711 Include(FRulez, R_KEY_RED);
3712 Result := True;
3713 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3714 if gFlash = 2 then Inc(FPickup, 5);
3715 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3716 end;
3718 ITEM_KEY_GREEN:
3719 if not(R_KEY_GREEN in FRulez) then
3720 begin
3721 Include(FRulez, R_KEY_GREEN);
3722 Result := True;
3723 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3724 if gFlash = 2 then Inc(FPickup, 5);
3725 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3726 end;
3728 ITEM_KEY_BLUE:
3729 if not(R_KEY_BLUE in FRulez) then
3730 begin
3731 Include(FRulez, R_KEY_BLUE);
3732 Result := True;
3733 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3734 if gFlash = 2 then Inc(FPickup, 5);
3735 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3736 end;
3738 ITEM_SUIT:
3739 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3740 begin
3741 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3742 Result := True;
3743 remove := True;
3744 if gFlash = 2 then Inc(FPickup, 5);
3745 end;
3747 ITEM_OXYGEN:
3748 if FAir < AIR_MAX then
3749 begin
3750 FAir := AIR_MAX;
3751 Result := True;
3752 remove := True;
3753 if gFlash = 2 then Inc(FPickup, 5);
3754 end;
3756 ITEM_MEDKIT_BLACK:
3757 begin
3758 if not (R_BERSERK in FRulez) then
3759 begin
3760 Include(FRulez, R_BERSERK);
3761 if FBFGFireCounter = -1 then
3762 begin
3763 FCurrWeap := WEAPON_KASTET;
3764 resetWeaponQueue();
3765 FModel.SetWeapon(WEAPON_KASTET);
3766 end;
3767 if gFlash <> 0 then
3768 Inc(FPain, 100);
3769 if gFlash = 2 then Inc(FPickup, 5);
3770 FBerserk := gTime+30000;
3771 Result := True;
3772 remove := True;
3773 end;
3774 if FHealth < PLAYER_HP_SOFT then
3775 begin
3776 FHealth := PLAYER_HP_SOFT;
3777 FBerserk := gTime+30000;
3778 Result := True;
3779 remove := True;
3780 end;
3781 end;
3783 ITEM_INVUL:
3784 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3785 begin
3786 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3787 Result := True;
3788 remove := True;
3789 if gFlash = 2 then Inc(FPickup, 5);
3790 end;
3792 ITEM_BOTTLE:
3793 if FHealth < PLAYER_HP_LIMIT then
3794 begin
3795 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3796 Result := True;
3797 remove := True;
3798 if gFlash = 2 then Inc(FPickup, 5);
3799 end;
3801 ITEM_HELMET:
3802 if FArmor < PLAYER_AP_LIMIT then
3803 begin
3804 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3805 Result := True;
3806 remove := True;
3807 if gFlash = 2 then Inc(FPickup, 5);
3808 end;
3810 ITEM_JETPACK:
3811 if FJetFuel < JET_MAX then
3812 begin
3813 FJetFuel := JET_MAX;
3814 Result := True;
3815 remove := True;
3816 if gFlash = 2 then Inc(FPickup, 5);
3817 end;
3819 ITEM_INVIS:
3820 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3821 begin
3822 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3823 Result := True;
3824 remove := True;
3825 if gFlash = 2 then Inc(FPickup, 5);
3826 end;
3827 end;
3828 end;
3830 procedure TPlayer.Touch();
3831 begin
3832 if not FLive then
3833 Exit;
3834 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3835 if FIamBot then
3836 begin
3837 // Áðîñèòü ôëàã òîâàðèùó:
3838 if gGameSettings.GameMode = GM_CTF then
3839 DropFlag();
3840 end;
3841 end;
3843 procedure TPlayer.Push(vx, vy: Integer);
3844 begin
3845 if (not FPhysics) and FGhost then
3846 Exit;
3847 FObj.Accel.X := FObj.Accel.X + vx;
3848 FObj.Accel.Y := FObj.Accel.Y + vy;
3849 if g_Game_IsNet and g_Game_IsServer then
3850 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3851 end;
3853 procedure TPlayer.Reset(Force: Boolean);
3854 begin
3855 if Force then
3856 FLive := False;
3858 FSpawned := False;
3859 FTime[T_RESPAWN] := 0;
3860 FTime[T_FLAGCAP] := 0;
3861 FGodMode := False;
3862 FNoTarget := False;
3863 FNoReload := False;
3864 FFrags := 0;
3865 FLastFrag := 0;
3866 FComboEvnt := -1;
3867 FKills := 0;
3868 FMonsterKills := 0;
3869 FDeath := 0;
3870 FSecrets := 0;
3871 if FNoRespawn then
3872 begin
3873 FSpectator := False;
3874 FGhost := False;
3875 FPhysics := True;
3876 FSpectatePlayer := -1;
3877 FNoRespawn := False;
3878 end;
3879 FLives := gGameSettings.MaxLives;
3881 SetFlag(FLAG_NONE);
3882 end;
3884 procedure TPlayer.SoftReset();
3885 begin
3886 ReleaseKeys();
3888 FDamageBuffer := 0;
3889 FIncCam := 0;
3890 FBFGFireCounter := -1;
3891 FShellTimer := -1;
3892 FPain := 0;
3893 FLastHit := 0;
3894 FLastFrag := 0;
3895 FComboEvnt := -1;
3897 SetFlag(FLAG_NONE);
3898 SetAction(A_STAND, True);
3899 end;
3901 function TPlayer.GetRespawnPoint(): Byte;
3902 var
3903 c: Byte;
3904 begin
3905 Result := 255;
3906 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3908 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3909 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3910 begin
3911 if (Self = gPlayer1) or (Self = gPlayer2) then
3912 begin
3913 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3914 if Self = gPlayer1 then
3915 c := RESPAWNPOINT_PLAYER1
3916 else
3917 c := RESPAWNPOINT_PLAYER2;
3918 if g_Map_GetPointCount(c) > 0 then
3919 begin
3920 Result := c;
3921 Exit;
3922 end;
3924 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3925 if Self = gPlayer1 then
3926 c := RESPAWNPOINT_PLAYER2
3927 else
3928 c := RESPAWNPOINT_PLAYER1;
3929 if g_Map_GetPointCount(c) > 0 then
3930 begin
3931 Result := c;
3932 Exit;
3933 end;
3934 end else
3935 begin
3936 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3937 if Random(2) = 0 then
3938 c := RESPAWNPOINT_PLAYER1
3939 else
3940 c := RESPAWNPOINT_PLAYER2;
3941 if g_Map_GetPointCount(c) > 0 then
3942 begin
3943 Result := c;
3944 Exit;
3945 end;
3946 end;
3948 // Òî÷êà ëþáîé èç êîìàíä
3949 if Random(2) = 0 then
3950 c := RESPAWNPOINT_RED
3951 else
3952 c := RESPAWNPOINT_BLUE;
3953 if g_Map_GetPointCount(c) > 0 then
3954 begin
3955 Result := c;
3956 Exit;
3957 end;
3959 // Òî÷êà DM
3960 c := RESPAWNPOINT_DM;
3961 if g_Map_GetPointCount(c) > 0 then
3962 begin
3963 Result := c;
3964 Exit;
3965 end;
3966 end;
3968 // Ìÿñîïîâàë
3969 if gGameSettings.GameMode = GM_DM then
3970 begin
3971 // Òî÷êà DM
3972 c := RESPAWNPOINT_DM;
3973 if g_Map_GetPointCount(c) > 0 then
3974 begin
3975 Result := c;
3976 Exit;
3977 end;
3979 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3980 if Random(2) = 0 then
3981 c := RESPAWNPOINT_PLAYER1
3982 else
3983 c := RESPAWNPOINT_PLAYER2;
3984 if g_Map_GetPointCount(c) > 0 then
3985 begin
3986 Result := c;
3987 Exit;
3988 end;
3990 // Òî÷êà ëþáîé èç êîìàíä
3991 if Random(2) = 0 then
3992 c := RESPAWNPOINT_RED
3993 else
3994 c := RESPAWNPOINT_BLUE;
3995 if g_Map_GetPointCount(c) > 0 then
3996 begin
3997 Result := c;
3998 Exit;
3999 end;
4000 end;
4002 // Êîìàíäíûå
4003 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4004 begin
4005 // Òî÷êà ñâîåé êîìàíäû
4006 c := RESPAWNPOINT_DM;
4007 if FTeam = TEAM_RED then
4008 c := RESPAWNPOINT_RED;
4009 if FTeam = TEAM_BLUE then
4010 c := RESPAWNPOINT_BLUE;
4011 if g_Map_GetPointCount(c) > 0 then
4012 begin
4013 Result := c;
4014 Exit;
4015 end;
4017 // Òî÷êà DM
4018 c := RESPAWNPOINT_DM;
4019 if g_Map_GetPointCount(c) > 0 then
4020 begin
4021 Result := c;
4022 Exit;
4023 end;
4025 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4026 if Random(2) = 0 then
4027 c := RESPAWNPOINT_PLAYER1
4028 else
4029 c := RESPAWNPOINT_PLAYER2;
4030 if g_Map_GetPointCount(c) > 0 then
4031 begin
4032 Result := c;
4033 Exit;
4034 end;
4036 // Òî÷êà äðóãîé êîìàíäû
4037 c := RESPAWNPOINT_DM;
4038 if FTeam = TEAM_RED then
4039 c := RESPAWNPOINT_BLUE;
4040 if FTeam = TEAM_BLUE then
4041 c := RESPAWNPOINT_RED;
4042 if g_Map_GetPointCount(c) > 0 then
4043 begin
4044 Result := c;
4045 Exit;
4046 end;
4047 end;
4048 end;
4050 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4051 var
4052 RespawnPoint: TRespawnPoint;
4053 a, b, c: Byte;
4054 Anim: TAnimation;
4055 ID: DWORD;
4056 begin
4057 if not g_Game_IsServer then
4058 Exit;
4059 if FDummy then
4060 Exit;
4061 FWantsInGame := True;
4062 FJustTeleported := True;
4063 if Force then
4064 begin
4065 FTime[T_RESPAWN] := 0;
4066 FLive := False;
4067 end;
4068 FNetTime := 0;
4069 // if server changes MaxLives we gotta be ready
4070 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4072 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4073 if FTime[T_RESPAWN] > gTime then
4074 Exit;
4076 // Ïðîñðàë âñå æèçíè:
4077 if FNoRespawn then
4078 begin
4079 if not FSpectator then Spectate(True);
4080 FWantsInGame := True;
4081 Exit;
4082 end;
4084 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4085 begin // "Ñâîÿ èãðà"
4086 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4087 FRulez := FRulez-[R_BERSERK];
4088 end
4089 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4090 begin
4091 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4092 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4093 end;
4095 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4096 c := GetRespawnPoint();
4098 ReleaseKeys();
4099 SetFlag(FLAG_NONE);
4101 // Âîñêðåøåíèå áåç îðóæèÿ:
4102 if not FLive then
4103 begin
4104 FHealth := PLAYER_HP_SOFT;
4105 FArmor := 0;
4106 FLive := True;
4107 FAir := AIR_DEF;
4108 FJetFuel := 0;
4110 for a := WP_FIRST to WP_LAST do
4111 begin
4112 FWeapon[a] := False;
4113 FReloading[a] := 0;
4114 end;
4116 FWeapon[WEAPON_PISTOL] := True;
4117 FWeapon[WEAPON_KASTET] := True;
4118 FCurrWeap := WEAPON_PISTOL;
4119 resetWeaponQueue();
4121 FModel.SetWeapon(FCurrWeap);
4123 for b := A_BULLETS to A_CELLS do
4124 FAmmo[b] := 0;
4126 FAmmo[A_BULLETS] := 50;
4128 FMaxAmmo[A_BULLETS] := 200;
4129 FMaxAmmo[A_SHELLS] := 50;
4130 FMaxAmmo[A_ROCKETS] := 50;
4131 FMaxAmmo[A_CELLS] := 300;
4133 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4134 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4135 else
4136 FRulez := [];
4137 end;
4139 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4140 if not g_Map_GetPoint(c, RespawnPoint) then
4141 begin
4142 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4143 Exit;
4144 end;
4146 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4147 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4148 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4149 FObj.Vel.X := 0;
4150 FObj.Vel.Y := 0;
4151 FObj.Accel.X := 0;
4152 FObj.Accel.Y := 0;
4154 FDirection := RespawnPoint.Direction;
4155 if FDirection = D_LEFT then
4156 FAngle := 180
4157 else
4158 FAngle := 0;
4160 FIncCam := 0;
4161 FBFGFireCounter := -1;
4162 FShellTimer := -1;
4163 FPain := 0;
4164 FLastHit := 0;
4166 SetAction(A_STAND, True);
4167 FModel.Direction := FDirection;
4169 for a := Low(FTime) to High(FTime) do
4170 FTime[a] := 0;
4172 for a := Low(FMegaRulez) to High(FMegaRulez) do
4173 FMegaRulez[a] := 0;
4175 FDamageBuffer := 0;
4176 FJetpack := False;
4177 FCanJetpack := False;
4179 // Àíèìàöèÿ âîçðîæäåíèÿ:
4180 if (not gLoadGameMode) and (not Silent) then
4181 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4182 begin
4183 Anim := TAnimation.Create(ID, False, 3);
4184 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4185 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4186 Anim.Free();
4187 end;
4189 FSpectator := False;
4190 FGhost := False;
4191 FPhysics := True;
4192 FSpectatePlayer := -1;
4193 FSpawned := True;
4195 if g_Game_IsNet then
4196 begin
4197 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4198 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4199 if not Silent then
4200 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4201 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4202 0, NET_GFX_TELE);
4203 end;
4204 end;
4206 procedure TPlayer.Spectate(NoMove: Boolean = False);
4207 begin
4208 if FLive then
4209 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4210 else if (not NoMove) then
4211 begin
4212 GameX := gMapInfo.Width div 2;
4213 GameY := gMapInfo.Height div 2;
4214 end;
4215 FXTo := GameX;
4216 FYTo := GameY;
4218 FLive := False;
4219 FSpectator := True;
4220 FGhost := True;
4221 FPhysics := False;
4222 FWantsInGame := False;
4223 FSpawned := False;
4225 if FNoRespawn then
4226 begin
4227 if Self = gPlayer1 then
4228 begin
4229 gLMSPID1 := FUID;
4230 gPlayer1 := nil;
4231 end;
4232 if Self = gPlayer2 then
4233 begin
4234 gLMSPID2 := FUID;
4235 gPlayer2 := nil;
4236 end;
4237 end;
4239 if g_Game_IsNet then
4240 MH_SEND_PlayerStats(FUID);
4241 end;
4243 procedure TPlayer.SwitchNoClip;
4244 begin
4245 if not FLive then
4246 Exit;
4247 FGhost := not FGhost;
4248 FPhysics := not FGhost;
4249 if FGhost then
4250 begin
4251 FXTo := FObj.X;
4252 FYTo := FObj.Y;
4253 end else
4254 begin
4255 FObj.Accel.X := 0;
4256 FObj.Accel.Y := 0;
4257 end;
4258 end;
4260 procedure TPlayer.Run(Direction: TDirection);
4261 var
4262 a, b: Integer;
4263 begin
4264 if MAX_RUNVEL > 8 then
4265 FlySmoke();
4267 // Áåæèì:
4268 if Direction = D_LEFT then
4269 begin
4270 if FObj.Vel.X > -MAX_RUNVEL then
4271 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4272 end
4273 else
4274 if FObj.Vel.X < MAX_RUNVEL then
4275 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4277 // Âîçìîæíî, ïèíàåì êóñêè:
4278 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4279 begin
4280 b := Abs(FObj.Vel.X);
4281 if b > 1 then b := b * (Random(8 div b) + 1);
4282 for a := 0 to High(gGibs) do
4283 if gGibs[a].Live and
4284 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4285 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4286 // Ïèíàåì êóñêè
4287 if FObj.Vel.X < 0 then
4288 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4289 else
4290 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4291 end;
4293 SetAction(A_WALK);
4294 end;
4296 procedure TPlayer.SeeDown();
4297 begin
4298 SetAction(A_SEEDOWN);
4300 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4302 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4303 end;
4305 procedure TPlayer.SeeUp();
4306 begin
4307 SetAction(A_SEEUP);
4309 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4311 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4312 end;
4314 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4315 var
4316 Prior: Byte;
4317 begin
4318 case Action of
4319 A_WALK: Prior := 3;
4320 A_DIE1: Prior := 5;
4321 A_DIE2: Prior := 5;
4322 A_ATTACK: Prior := 2;
4323 A_SEEUP: Prior := 1;
4324 A_SEEDOWN: Prior := 1;
4325 A_ATTACKUP: Prior := 2;
4326 A_ATTACKDOWN: Prior := 2;
4327 A_PAIN: Prior := 4;
4328 else Prior := 0;
4329 end;
4331 if (Prior > FActionPrior) or Force then
4332 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4333 begin
4334 FActionPrior := Prior;
4335 FActionAnim := Action;
4336 FActionForce := Force;
4337 FActionChanged := True;
4338 end;
4340 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4341 end;
4343 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4344 begin
4345 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4346 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4347 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4348 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4349 end;
4351 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4352 var
4353 Anim: TAnimation;
4354 ID: DWORD;
4355 begin
4356 Result := False;
4358 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4359 begin
4360 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4361 if g_Game_IsServer and g_Game_IsNet then
4362 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4363 Exit;
4364 end;
4366 FJustTeleported := True;
4368 Anim := nil;
4369 if not silent then
4370 begin
4371 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4372 begin
4373 Anim := TAnimation.Create(ID, False, 3);
4374 end;
4376 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4377 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4378 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4379 if g_Game_IsServer and g_Game_IsNet then
4380 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4381 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4382 NET_GFX_TELE);
4383 end;
4385 FObj.X := X-PLAYER_RECT.X;
4386 FObj.Y := Y-PLAYER_RECT.Y;
4387 if FLive and FGhost then
4388 begin
4389 FXTo := FObj.X;
4390 FYTo := FObj.Y;
4391 end;
4393 if not g_Game_IsNet then
4394 begin
4395 if dir = 1 then
4396 begin
4397 SetDirection(D_LEFT);
4398 FAngle := 180;
4399 end
4400 else
4401 if dir = 2 then
4402 begin
4403 SetDirection(D_RIGHT);
4404 FAngle := 0;
4405 end
4406 else
4407 if dir = 3 then
4408 begin // îáðàòíîå
4409 if FDirection = D_RIGHT then
4410 begin
4411 SetDirection(D_LEFT);
4412 FAngle := 180;
4413 end
4414 else
4415 begin
4416 SetDirection(D_RIGHT);
4417 FAngle := 0;
4418 end;
4419 end;
4420 end;
4422 if not silent and (Anim <> nil) then
4423 begin
4424 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4425 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4426 Anim.Free();
4428 if g_Game_IsServer and g_Game_IsNet then
4429 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4430 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4431 NET_GFX_TELE);
4432 end;
4434 Result := True;
4435 end;
4437 function nonz(a: Single): Single;
4438 begin
4439 if a <> 0 then
4440 Result := a
4441 else
4442 Result := 1;
4443 end;
4445 procedure TPlayer.Update();
4446 var
4447 b: Byte;
4448 i, ii, wx, wy, xd, yd, k: Integer;
4449 blockmon, headwater, dospawn: Boolean;
4450 NetServer: Boolean;
4451 AnyServer: Boolean;
4452 SetSpect: Boolean;
4453 begin
4454 NetServer := g_Game_IsNet and g_Game_IsServer;
4455 AnyServer := g_Game_IsServer;
4457 if g_Game_IsClient and (NetInterpLevel > 0) then
4458 DoLerp(NetInterpLevel + 1)
4459 else
4460 if FGhost then
4461 DoLerp(4);
4463 if NetServer then
4464 if FClientID >= 0 then
4465 begin
4466 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4467 if NetClients[FClientID].Peer^.packetsSent > 0 then
4468 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4469 else
4470 FLoss := 0;
4471 end else
4472 begin
4473 FPing := 0;
4474 FLoss := 0;
4475 end;
4477 if FLive and (gFly or FJetpack) then
4478 FlySmoke();
4480 if FDirection = D_LEFT then
4481 FAngle := 180
4482 else
4483 FAngle := 0;
4485 if FLive and (not FGhost) then
4486 begin
4487 if FKeys[KEY_UP].Pressed then
4488 SeeUp();
4489 if FKeys[KEY_DOWN].Pressed then
4490 SeeDown();
4491 end;
4493 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4494 (FIncCam <> 0) then
4495 begin
4496 i := g_basic.Sign(FIncCam);
4497 FIncCam := Abs(FIncCam);
4498 DecMin(FIncCam, 5, 0);
4499 FIncCam := FIncCam*i;
4500 end;
4502 // no need to do that each second frame, weapon queue will take care of it
4503 if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4504 if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4506 if gTime mod (GAME_TICK*2) <> 0 then
4507 begin
4508 if (FObj.Vel.X = 0) and FLive then
4509 begin
4510 if FKeys[KEY_LEFT].Pressed then
4511 Run(D_LEFT);
4512 if FKeys[KEY_RIGHT].Pressed then
4513 Run(D_RIGHT);
4514 end;
4516 if FPhysics then
4517 g_Obj_Move(@FObj, True, True, True);
4519 Exit;
4520 end;
4522 FActionChanged := False;
4524 if FLive then
4525 begin
4526 // Let alive player do some actions
4527 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4528 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4529 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4530 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4531 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4532 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4533 if FKeys[KEY_JUMP].Pressed then Jump()
4534 else
4535 begin
4536 if AnyServer and FJetpack then
4537 begin
4538 FJetpack := False;
4539 JetpackOff;
4540 if NetServer then MH_SEND_PlayerStats(FUID);
4541 end;
4542 FCanJetpack := True;
4543 end;
4544 end
4545 else // Dead
4546 begin
4547 dospawn := False;
4548 if not FGhost then
4549 for k := Low(FKeys) to KEY_CHAT-1 do
4550 begin
4551 if FKeys[k].Pressed then
4552 begin
4553 dospawn := True;
4554 break;
4555 end;
4556 end;
4557 if dospawn then
4558 begin
4559 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4560 Respawn(False)
4561 else // Single
4562 if (FTime[T_RESPAWN] <= gTime) and
4563 gGameOn and (not FLive) then
4564 begin
4565 if (g_Player_GetCount() > 1) then
4566 Respawn(False)
4567 else
4568 begin
4569 gExit := EXIT_RESTART;
4570 Exit;
4571 end;
4572 end;
4573 end;
4574 // Dead spectator actions
4575 if FGhost then
4576 begin
4577 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4578 if FKeys[KEY_FIRE].Pressed and AnyServer then
4579 begin
4580 if FSpectator then
4581 begin
4582 if (FSpectatePlayer >= High(gPlayers)) then
4583 FSpectatePlayer := -1
4584 else
4585 begin
4586 SetSpect := False;
4587 for I := FSpectatePlayer + 1 to High(gPlayers) do
4588 if gPlayers[I] <> nil then
4589 if gPlayers[I].Live then
4590 if gPlayers[I].UID <> FUID then
4591 begin
4592 FSpectatePlayer := I;
4593 SetSpect := True;
4594 break;
4595 end;
4597 if not SetSpect then FSpectatePlayer := -1;
4598 end;
4600 ReleaseKeys;
4601 end;
4602 end;
4603 end;
4604 end;
4605 // No clipping
4606 if FGhost then
4607 begin
4608 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4609 begin
4610 FYTo := FObj.Y - 32;
4611 FSpectatePlayer := -1;
4612 end;
4613 if FKeys[KEY_DOWN].Pressed then
4614 begin
4615 FYTo := FObj.Y + 32;
4616 FSpectatePlayer := -1;
4617 end;
4618 if FKeys[KEY_LEFT].Pressed then
4619 begin
4620 FXTo := FObj.X - 32;
4621 FSpectatePlayer := -1;
4622 end;
4623 if FKeys[KEY_RIGHT].Pressed then
4624 begin
4625 FXTo := FObj.X + 32;
4626 FSpectatePlayer := -1;
4627 end;
4629 if (FXTo < -64) then
4630 FXTo := -64
4631 else if (FXTo > gMapInfo.Width + 32) then
4632 FXTo := gMapInfo.Width + 32;
4633 if (FYTo < -72) then
4634 FYTo := -72
4635 else if (FYTo > gMapInfo.Height + 32) then
4636 FYTo := gMapInfo.Height + 32;
4637 end;
4639 if FPhysics then
4640 g_Obj_Move(@FObj, True, True, True)
4641 else
4642 begin
4643 FObj.Vel.X := 0;
4644 FObj.Vel.Y := 0;
4645 if FSpectator then
4646 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4647 if gPlayers[FSpectatePlayer] <> nil then
4648 if gPlayers[FSpectatePlayer].Live then
4649 begin
4650 FXTo := gPlayers[FSpectatePlayer].GameX;
4651 FYTo := gPlayers[FSpectatePlayer].GameY;
4652 end;
4653 end;
4655 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4656 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4657 PANEL_BLOCKMON, True);
4658 headwater := HeadInLiquid(0, 0);
4660 // Ñîïðîòèâëåíèå âîçäóõà:
4661 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4662 if FObj.Vel.X <> 0 then
4663 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4665 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4666 DecMin(FPain, 5, 0);
4667 DecMin(FPickup, 1, 0);
4669 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4670 begin
4671 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4672 FMegaRulez[MR_SUIT] := 0;
4673 FMegaRulez[MR_INVUL] := 0;
4674 FMegaRulez[MR_INVIS] := 0;
4675 Kill(K_FALLKILL, 0, HIT_FALL);
4676 end;
4678 i := 9;
4680 if FLive then
4681 begin
4682 if FCurrWeap = WEAPON_SAW then
4683 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4684 FSawSoundSelect.IsPlaying()) then
4685 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4687 if FJetpack then
4688 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4689 (not FJetSoundOff.IsPlaying()) then
4690 begin
4691 FJetSoundFly.SetPosition(0);
4692 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4693 end;
4695 for b := WP_FIRST to WP_LAST do
4696 if FReloading[b] > 0 then
4697 if FNoReload then
4698 FReloading[b] := 0
4699 else
4700 Dec(FReloading[b]);
4702 if FShellTimer > -1 then
4703 if FShellTimer = 0 then
4704 begin
4705 if FShellType = SHELL_SHELL then
4706 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4707 GameVelX, GameVelY-2, SHELL_SHELL)
4708 else if FShellType = SHELL_DBLSHELL then
4709 begin
4710 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4711 GameVelX+1, GameVelY-2, SHELL_SHELL);
4712 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4713 GameVelX-1, GameVelY-2, SHELL_SHELL);
4714 end;
4715 FShellTimer := -1;
4716 end else Dec(FShellTimer);
4718 if (FBFGFireCounter > -1) then
4719 if FBFGFireCounter = 0 then
4720 begin
4721 if AnyServer then
4722 begin
4723 wx := FObj.X+WEAPONPOINT[FDirection].X;
4724 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4725 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4726 yd := wy+firediry();
4727 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4728 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4729 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4730 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4731 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4732 end;
4734 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4735 FBFGFireCounter := -1;
4736 end else
4737 if FNoReload then
4738 FBFGFireCounter := 0
4739 else
4740 Dec(FBFGFireCounter);
4742 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4743 begin
4744 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4746 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4747 end;
4749 if (headwater or blockmon) then
4750 begin
4751 Dec(FAir);
4753 if FAir < -9 then
4754 begin
4755 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4756 FAir := 0;
4757 end
4758 else if (FAir mod 31 = 0) and not blockmon then
4759 begin
4760 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4761 if Random(2) = 0 then
4762 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4763 else
4764 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4765 end;
4766 end else if FAir < AIR_DEF then
4767 FAir := AIR_DEF;
4769 if FDamageBuffer > 0 then
4770 begin
4771 if FDamageBuffer >= 9 then
4772 begin
4773 SetAction(A_PAIN);
4775 if FDamageBuffer < 30 then i := 9
4776 else if FDamageBuffer < 100 then i := 18
4777 else i := 27;
4778 end;
4780 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4781 FArmor := FArmor-(FDamageBuffer-ii);
4782 FHealth := FHealth-ii;
4783 if FArmor < 0 then
4784 begin
4785 FHealth := FHealth+FArmor;
4786 FArmor := 0;
4787 end;
4789 if AnyServer then
4790 if FHealth <= 0 then
4791 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4792 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4793 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4795 if FLive then
4796 begin
4797 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4798 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4799 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4800 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4801 end;
4803 FDamageBuffer := 0;
4804 end;
4806 {CollideItem();}
4807 end; // if FLive then ...
4809 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4810 begin
4811 FModel.ChangeAnimation(FActionAnim, FActionForce);
4812 FModel.GetCurrentAnimation.MinLength := i;
4813 FModel.GetCurrentAnimationMask.MinLength := i;
4814 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4816 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4817 then SetAction(A_STAND, True);
4819 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4821 for b := Low(FKeys) to High(FKeys) do
4822 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4823 end;
4825 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4826 begin
4827 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4828 FObj.Y+PLAYER_RECT.Y,
4829 PLAYER_RECT.Width,
4830 PLAYER_RECT.Height,
4831 X, Y,
4832 Width, Height);
4833 end;
4835 function TPlayer.Collide(Panel: TPanel): Boolean;
4836 begin
4837 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4838 FObj.Y+PLAYER_RECT.Y,
4839 PLAYER_RECT.Width,
4840 PLAYER_RECT.Height,
4841 Panel.X, Panel.Y,
4842 Panel.Width, Panel.Height);
4843 end;
4845 function TPlayer.Collide(X, Y: Integer): Boolean;
4846 begin
4847 X := X-FObj.X-PLAYER_RECT.X;
4848 Y := Y-FObj.Y-PLAYER_RECT.Y;
4849 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4850 (y >= 0) and (y <= PLAYER_RECT.Height);
4851 end;
4853 function g_Player_ValidName(Name: string): Boolean;
4854 var
4855 a: Integer;
4856 begin
4857 Result := True;
4859 if gPlayers = nil then Exit;
4861 for a := 0 to High(gPlayers) do
4862 if gPlayers[a] <> nil then
4863 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4864 begin
4865 Result := False;
4866 Exit;
4867 end;
4868 end;
4870 procedure TPlayer.SetDirection(Direction: TDirection);
4871 var
4872 d: TDirection;
4873 begin
4874 d := FModel.Direction;
4876 FModel.Direction := Direction;
4877 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4879 FDirection := Direction;
4880 end;
4882 function TPlayer.GetKeys(): Byte;
4883 begin
4884 Result := 0;
4886 if R_KEY_RED in FRulez then Result := KEY_RED;
4887 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4888 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4890 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4891 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4892 end;
4894 procedure TPlayer.Use();
4895 var
4896 a: Integer;
4897 begin
4898 if FTime[T_USE] > gTime then Exit;
4900 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
4901 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
4903 for a := 0 to High(gPlayers) do
4904 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
4905 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
4906 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4907 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
4908 begin
4909 gPlayers[a].Touch();
4910 if g_Game_IsNet and g_Game_IsServer then
4911 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
4912 end;
4914 FTime[T_USE] := gTime+120;
4915 end;
4917 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
4918 var
4919 Obj: TObj;
4920 F: Boolean;
4921 WX, WY, XD, YD: Integer;
4922 begin
4923 F := False;
4924 WX := X;
4925 WY := Y;
4926 XD := AX;
4927 YD := AY;
4929 case FCurrWeap of
4930 WEAPON_KASTET:
4931 begin
4932 if R_BERSERK in FRulez then
4933 begin
4934 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4935 obj.X := FObj.X+FObj.Rect.X;
4936 obj.Y := FObj.Y+FObj.Rect.Y;
4937 obj.rect.X := 0;
4938 obj.rect.Y := 0;
4939 obj.rect.Width := 39;
4940 obj.rect.Height := 52;
4941 obj.Vel.X := (xd-wx) div 2;
4942 obj.Vel.Y := (yd-wy) div 2;
4943 obj.Accel.X := xd-wx;
4944 obj.Accel.y := yd-wy;
4946 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
4947 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
4948 else
4949 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
4951 if gFlash = 1 then
4952 if FPain < 50 then
4953 FPain := min(FPain + 25, 50);
4954 end else
4955 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
4956 end;
4958 WEAPON_SAW:
4959 begin
4960 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4961 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
4962 begin
4963 FSawSoundSelect.Stop();
4964 FSawSound.Stop();
4965 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
4966 end
4967 else if not FSawSoundHit.IsPlaying() then
4968 begin
4969 FSawSoundSelect.Stop();
4970 FSawSound.PlayAt(FObj.X, FObj.Y);
4971 end;
4972 f := True;
4973 end;
4975 WEAPON_PISTOL:
4976 begin
4977 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
4978 FFireAngle := FAngle;
4979 f := True;
4980 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4981 GameVelX, GameVelY-2, SHELL_BULLET);
4982 end;
4984 WEAPON_SHOTGUN1:
4985 begin
4986 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4987 FFireAngle := FAngle;
4988 f := True;
4989 FShellTimer := 10;
4990 FShellType := SHELL_SHELL;
4991 end;
4993 WEAPON_SHOTGUN2:
4994 begin
4995 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
4996 FFireAngle := FAngle;
4997 f := True;
4998 FShellTimer := 13;
4999 FShellType := SHELL_DBLSHELL;
5000 end;
5002 WEAPON_CHAINGUN:
5003 begin
5004 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5005 FFireAngle := FAngle;
5006 f := True;
5007 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5008 GameVelX, GameVelY-2, SHELL_BULLET);
5009 end;
5011 WEAPON_ROCKETLAUNCHER:
5012 begin
5013 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5014 FFireAngle := FAngle;
5015 f := True;
5016 end;
5018 WEAPON_PLASMA:
5019 begin
5020 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5021 FFireAngle := FAngle;
5022 f := True;
5023 end;
5025 WEAPON_BFG:
5026 begin
5027 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5028 FFireAngle := FAngle;
5029 f := True;
5030 end;
5032 WEAPON_SUPERPULEMET:
5033 begin
5034 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5035 FFireAngle := FAngle;
5036 f := True;
5037 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5038 GameVelX, GameVelY-2, SHELL_SHELL);
5039 end;
5040 end;
5042 if not f then Exit;
5044 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5045 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5046 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5047 end;
5049 procedure TPlayer.DoLerp(Level: Integer = 2);
5050 begin
5051 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5052 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5053 end;
5055 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5056 var
5057 AX, AY: Integer;
5058 begin
5059 if NetInterpLevel < 1 then
5060 begin
5061 FObj.X := XTo;
5062 FObj.Y := YTo;
5063 end
5064 else
5065 begin
5066 FXTo := XTo;
5067 FYTo := YTo;
5069 AX := Abs(FXTo - FObj.X);
5070 AY := Abs(FYTo - FObj.Y);
5071 if (AX > 32) or (AX <= NetInterpLevel) then
5072 FObj.X := FXTo;
5073 if (AY > 32) or (AY <= NetInterpLevel) then
5074 FObj.Y := FYTo;
5075 end;
5076 end;
5078 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5079 begin
5080 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5081 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5082 PANEL_LIFTUP, False) then Result := -1
5083 else
5084 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5085 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5086 PANEL_LIFTDOWN, False) then Result := 1
5087 else Result := 0;
5088 end;
5090 function TPlayer.GetFlag(Flag: Byte): Boolean;
5091 var
5092 s, ts: String;
5093 evtype: Byte;
5094 begin
5095 Result := False;
5097 if Flag = FLAG_NONE then
5098 Exit;
5100 if not g_Game_IsServer then Exit;
5102 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5103 if (Flag = FTeam) and
5104 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5105 (FFlag <> FLAG_NONE) then
5106 begin
5107 if FFlag = FLAG_RED then
5108 s := _lc[I_PLAYER_FLAG_RED]
5109 else
5110 s := _lc[I_PLAYER_FLAG_BLUE];
5112 evtype := FLAG_STATE_SCORED;
5114 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5115 Insert('.', ts, Length(ts) + 1 - 3);
5116 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5118 g_Map_ResetFlag(FFlag);
5119 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5121 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5123 Result := True;
5124 if g_Game_IsNet then
5125 begin
5126 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5127 MH_SEND_GameStats;
5128 end;
5130 gFlags[FFlag].CaptureTime := 0;
5131 SetFlag(FLAG_NONE);
5132 Exit;
5133 end;
5135 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5136 if (Flag = FTeam) and
5137 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5138 begin
5139 if Flag = FLAG_RED then
5140 s := _lc[I_PLAYER_FLAG_RED]
5141 else
5142 s := _lc[I_PLAYER_FLAG_BLUE];
5144 evtype := FLAG_STATE_RETURNED;
5145 gFlags[Flag].CaptureTime := 0;
5147 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5149 g_Map_ResetFlag(Flag);
5150 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5152 Result := True;
5153 if g_Game_IsNet then
5154 begin
5155 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5156 MH_SEND_GameStats;
5157 end;
5158 Exit;
5159 end;
5161 // Ïîäîáðàë ÷óæîé ôëàã:
5162 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5163 begin
5164 SetFlag(Flag);
5166 if Flag = FLAG_RED then
5167 s := _lc[I_PLAYER_FLAG_RED]
5168 else
5169 s := _lc[I_PLAYER_FLAG_BLUE];
5171 evtype := FLAG_STATE_CAPTURED;
5173 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5175 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5177 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5179 Result := True;
5180 if g_Game_IsNet then
5181 begin
5182 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5183 MH_SEND_GameStats;
5184 end;
5185 end;
5186 end;
5188 procedure TPlayer.SetFlag(Flag: Byte);
5189 begin
5190 FFlag := Flag;
5191 if FModel <> nil then
5192 FModel.SetFlag(FFlag);
5193 end;
5195 function TPlayer.DropFlag(): Boolean;
5196 var
5197 s: String;
5198 begin
5199 Result := False;
5200 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5201 Exit;
5202 FTime[T_FLAGCAP] := gTime + 2000;
5203 with gFlags[FFlag] do
5204 begin
5205 Obj.X := FObj.X;
5206 Obj.Y := FObj.Y;
5207 Direction := FDirection;
5208 State := FLAG_STATE_DROPPED;
5209 Count := FLAG_TIME;
5210 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5211 (FObj.Vel.Y div 2)-2+Random(5));
5213 if FFlag = FLAG_RED then
5214 s := _lc[I_PLAYER_FLAG_RED]
5215 else
5216 s := _lc[I_PLAYER_FLAG_BLUE];
5218 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5219 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5221 if g_Game_IsNet then
5222 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5223 end;
5224 SetFlag(FLAG_NONE);
5225 Result := True;
5226 end;
5228 procedure TPlayer.GetSecret();
5229 begin
5230 Inc(FSecrets);
5231 end;
5233 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5234 begin
5235 Assert(Key <= High(FKeys));
5237 FKeys[Key].Pressed := True;
5238 FKeys[Key].Time := Time;
5239 end;
5241 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5242 begin
5243 Result := FKeys[K].Pressed;
5244 end;
5246 procedure TPlayer.ReleaseKeys();
5247 var
5248 a: Integer;
5249 begin
5250 for a := Low(FKeys) to High(FKeys) do
5251 begin
5252 FKeys[a].Pressed := False;
5253 FKeys[a].Time := 0;
5254 end;
5255 end;
5257 procedure TPlayer.OnDamage(Angle: SmallInt);
5258 begin
5259 end;
5261 function TPlayer.firediry(): Integer;
5262 begin
5263 if FKeys[KEY_UP].Pressed then Result := -42
5264 else if FKeys[KEY_DOWN].Pressed then Result := 19
5265 else Result := 0;
5266 end;
5268 procedure TPlayer.RememberState();
5269 var
5270 i: Integer;
5271 begin
5272 FSavedState.Health := FHealth;
5273 FSavedState.Armor := FArmor;
5274 FSavedState.Air := FAir;
5275 FSavedState.JetFuel := FJetFuel;
5276 FSavedState.CurrWeap := FCurrWeap;
5277 FSavedState.NextWeap := FNextWeap;
5278 FSavedState.NextWeapDelay := FNextWeapDelay;
5280 for i := 0 to 3 do
5281 FSavedState.Ammo[i] := FAmmo[i];
5282 for i := 0 to 3 do
5283 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5285 FSavedState.Rulez := FRulez;
5286 FSavedState.WaitRecall := True;
5287 end;
5289 procedure TPlayer.RecallState();
5290 var
5291 i: Integer;
5292 begin
5293 if not FSavedState.WaitRecall then Exit;
5295 FHealth := FSavedState.Health;
5296 FArmor := FSavedState.Armor;
5297 FAir := FSavedState.Air;
5298 FJetFuel := FSavedState.JetFuel;
5299 FCurrWeap := FSavedState.CurrWeap;
5300 FNextWeap := FSavedState.NextWeap;
5301 FNextWeapDelay := FSavedState.NextWeapDelay;
5303 for i := 0 to 3 do
5304 FAmmo[i] := FSavedState.Ammo[i];
5305 for i := 0 to 3 do
5306 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5308 FRulez := FSavedState.Rulez;
5309 FSavedState.WaitRecall := False;
5311 if gGameSettings.GameType = GT_SERVER then
5312 MH_SEND_PlayerStats(FUID);
5313 end;
5315 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5316 var
5317 i: Integer;
5318 sig: DWORD;
5319 str: String;
5320 b: Byte;
5321 begin
5322 if FIamBot then
5323 i := 512
5324 else
5325 i := 256;
5327 Mem := TBinMemoryWriter.Create(i);
5329 // Ñèãíàòóðà èãðîêà:
5330 sig := PLAYER_SIGNATURE; // 'PLYR'
5331 Mem.WriteDWORD(sig);
5332 // Áîò èëè ÷åëîâåê:
5333 Mem.WriteBoolean(FIamBot);
5334 // UID èãðîêà:
5335 Mem.WriteWord(FUID);
5336 // Èìÿ èãðîêà:
5337 Mem.WriteString(FName, 32);
5338 // Êîìàíäà:
5339 Mem.WriteByte(FTeam);
5340 // Æèâ ëè:
5341 Mem.WriteBoolean(FLive);
5342 // Èçðàñõîäîâàë ëè âñå æèçíè:
5343 Mem.WriteBoolean(FNoRespawn);
5344 // Íàïðàâëåíèå:
5345 if FDirection = D_LEFT then
5346 b := 1
5347 else // D_RIGHT
5348 b := 2;
5349 Mem.WriteByte(b);
5350 // Çäîðîâüå:
5351 Mem.WriteInt(FHealth);
5352 // Æèçíè:
5353 Mem.WriteByte(FLives);
5354 // Áðîíÿ:
5355 Mem.WriteInt(FArmor);
5356 // Çàïàñ âîçäóõà:
5357 Mem.WriteInt(FAir);
5358 // Çàïàñ ãîðþ÷åãî:
5359 Mem.WriteInt(FJetFuel);
5360 // Áîëü:
5361 Mem.WriteInt(FPain);
5362 // Óáèë:
5363 Mem.WriteInt(FKills);
5364 // Óáèë ìîíñòðîâ:
5365 Mem.WriteInt(FMonsterKills);
5366 // Ôðàãîâ:
5367 Mem.WriteInt(FFrags);
5368 // Ôðàãîâ ïîäðÿä:
5369 Mem.WriteByte(FFragCombo);
5370 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5371 Mem.WriteDWORD(FLastFrag);
5372 // Ñìåðòåé:
5373 Mem.WriteInt(FDeath);
5374 // Êàêîé ôëàã íåñåò:
5375 Mem.WriteByte(FFlag);
5376 // Íàøåë ñåêðåòîâ:
5377 Mem.WriteInt(FSecrets);
5378 // Òåêóùåå îðóæèå:
5379 Mem.WriteByte(FCurrWeap);
5380 // Æåëàåìîå îðóæèå:
5381 Mem.WriteWord(FNextWeap);
5382 // ...è ïàóçà
5383 Mem.WriteByte(FNextWeapDelay);
5384 // Âðåìÿ çàðÿäêè BFG:
5385 Mem.WriteSmallInt(FBFGFireCounter);
5386 // Áóôåð óðîíà:
5387 Mem.WriteInt(FDamageBuffer);
5388 // Ïîñëåäíèé óäàðèâøèé:
5389 Mem.WriteWord(FLastSpawnerUID);
5390 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5391 Mem.WriteByte(FLastHit);
5392 // Îáúåêò èãðîêà:
5393 Obj_SaveState(@FObj, Mem);
5394 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5395 for i := A_BULLETS to A_CELLS do
5396 Mem.WriteWord(FAmmo[i]);
5397 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5398 for i := A_BULLETS to A_CELLS do
5399 Mem.WriteWord(FMaxAmmo[i]);
5400 // Íàëè÷èå îðóæèÿ:
5401 for i := WP_FIRST to WP_LAST do
5402 Mem.WriteBoolean(FWeapon[i]);
5403 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5404 for i := WP_FIRST to WP_LAST do
5405 Mem.WriteWord(FReloading[i]);
5406 // Íàëè÷èå ðþêçàêà:
5407 if R_ITEM_BACKPACK in FRulez then
5408 b := 1
5409 else
5410 b := 0;
5411 Mem.WriteByte(b);
5412 // Íàëè÷èå êðàñíîãî êëþ÷à:
5413 if R_KEY_RED in FRulez then
5414 b := 1
5415 else
5416 b := 0;
5417 Mem.WriteByte(b);
5418 // Íàëè÷èå çåëåíîãî êëþ÷à:
5419 if R_KEY_GREEN in FRulez then
5420 b := 1
5421 else
5422 b := 0;
5423 Mem.WriteByte(b);
5424 // Íàëè÷èå ñèíåãî êëþ÷à:
5425 if R_KEY_BLUE in FRulez then
5426 b := 1
5427 else
5428 b := 0;
5429 Mem.WriteByte(b);
5430 // Íàëè÷èå áåðñåðêà:
5431 if R_BERSERK in FRulez then
5432 b := 1
5433 else
5434 b := 0;
5435 Mem.WriteByte(b);
5436 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5437 for i := MR_SUIT to MR_MAX do
5438 Mem.WriteDWORD(FMegaRulez[i]);
5439 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5440 for i := T_RESPAWN to T_FLAGCAP do
5441 Mem.WriteDWORD(FTime[i]);
5442 // Íàçâàíèå ìîäåëè:
5443 str := FModel.Name;
5444 Mem.WriteString(str);
5445 // Öâåò ìîäåëè:
5446 b := FColor.R;
5447 Mem.WriteByte(b);
5448 b := FColor.G;
5449 Mem.WriteByte(b);
5450 b := FColor.B;
5451 Mem.WriteByte(b);
5452 end;
5454 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5455 var
5456 i: Integer;
5457 sig: DWORD;
5458 str: String;
5459 b: Byte;
5460 begin
5461 if Mem = nil then
5462 Exit;
5464 // Ñèãíàòóðà èãðîêà:
5465 Mem.ReadDWORD(sig);
5466 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5467 begin
5468 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5469 end;
5470 // Áîò èëè ÷åëîâåê:
5471 Mem.ReadBoolean(FIamBot);
5472 // UID èãðîêà:
5473 Mem.ReadWord(FUID);
5474 // Èìÿ èãðîêà:
5475 Mem.ReadString(str);
5476 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5477 FName := str;
5478 // Êîìàíäà:
5479 Mem.ReadByte(FTeam);
5480 // Æèâ ëè:
5481 Mem.ReadBoolean(FLive);
5482 // Èçðàñõîäîâàë ëè âñå æèçíè:
5483 Mem.ReadBoolean(FNoRespawn);
5484 // Íàïðàâëåíèå:
5485 Mem.ReadByte(b);
5486 if b = 1 then
5487 FDirection := D_LEFT
5488 else // b = 2
5489 FDirection := D_RIGHT;
5490 // Çäîðîâüå:
5491 Mem.ReadInt(FHealth);
5492 // Æèçíè:
5493 Mem.ReadByte(FLives);
5494 // Áðîíÿ:
5495 Mem.ReadInt(FArmor);
5496 // Çàïàñ âîçäóõà:
5497 Mem.ReadInt(FAir);
5498 // Çàïàñ ãîðþ÷åãî:
5499 Mem.ReadInt(FJetFuel);
5500 // Áîëü:
5501 Mem.ReadInt(FPain);
5502 // Óáèë:
5503 Mem.ReadInt(FKills);
5504 // Óáèë ìîíñòðîâ:
5505 Mem.ReadInt(FMonsterKills);
5506 // Ôðàãîâ:
5507 Mem.ReadInt(FFrags);
5508 // Ôðàãîâ ïîäðÿä:
5509 Mem.ReadByte(FFragCombo);
5510 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5511 Mem.ReadDWORD(FLastFrag);
5512 // Ñìåðòåé:
5513 Mem.ReadInt(FDeath);
5514 // Êàêîé ôëàã íåñåò:
5515 Mem.ReadByte(FFlag);
5516 // Íàøåë ñåêðåòîâ:
5517 Mem.ReadInt(FSecrets);
5518 // Òåêóùåå îðóæèå:
5519 Mem.ReadByte(FCurrWeap);
5520 // Æåëàåìîå îðóæèå:
5521 Mem.ReadWord(FNextWeap);
5522 // ...è ïàóçà
5523 Mem.ReadByte(FNextWeapDelay);
5524 // Âðåìÿ çàðÿäêè BFG:
5525 Mem.ReadSmallInt(FBFGFireCounter);
5526 // Áóôåð óðîíà:
5527 Mem.ReadInt(FDamageBuffer);
5528 // Ïîñëåäíèé óäàðèâøèé:
5529 Mem.ReadWord(FLastSpawnerUID);
5530 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5531 Mem.ReadByte(FLastHit);
5532 // Îáúåêò èãðîêà:
5533 Obj_LoadState(@FObj, Mem);
5534 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5535 for i := A_BULLETS to A_CELLS do
5536 Mem.ReadWord(FAmmo[i]);
5537 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5538 for i := A_BULLETS to A_CELLS do
5539 Mem.ReadWord(FMaxAmmo[i]);
5540 // Íàëè÷èå îðóæèÿ:
5541 for i := WP_FIRST to WP_LAST do
5542 Mem.ReadBoolean(FWeapon[i]);
5543 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5544 for i := WP_FIRST to WP_LAST do
5545 Mem.ReadWord(FReloading[i]);
5546 // Íàëè÷èå ðþêçàêà:
5547 Mem.ReadByte(b);
5548 if b = 1 then
5549 Include(FRulez, R_ITEM_BACKPACK);
5550 // Íàëè÷èå êðàñíîãî êëþ÷à:
5551 Mem.ReadByte(b);
5552 if b = 1 then
5553 Include(FRulez, R_KEY_RED);
5554 // Íàëè÷èå çåëåíîãî êëþ÷à:
5555 Mem.ReadByte(b);
5556 if b = 1 then
5557 Include(FRulez, R_KEY_GREEN);
5558 // Íàëè÷èå ñèíåãî êëþ÷à:
5559 Mem.ReadByte(b);
5560 if b = 1 then
5561 Include(FRulez, R_KEY_BLUE);
5562 // Íàëè÷èå áåðñåðêà:
5563 Mem.ReadByte(b);
5564 if b = 1 then
5565 Include(FRulez, R_BERSERK);
5566 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5567 for i := MR_SUIT to MR_MAX do
5568 Mem.ReadDWORD(FMegaRulez[i]);
5569 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5570 for i := T_RESPAWN to T_FLAGCAP do
5571 Mem.ReadDWORD(FTime[i]);
5572 // Íàçâàíèå ìîäåëè:
5573 Mem.ReadString(str);
5574 // Öâåò ìîäåëè:
5575 Mem.ReadByte(FColor.R);
5576 Mem.ReadByte(FColor.G);
5577 Mem.ReadByte(FColor.B);
5578 if Self = gPlayer1 then
5579 begin
5580 str := gPlayer1Settings.Model;
5581 FColor := gPlayer1Settings.Color;
5582 end;
5583 if Self = gPlayer2 then
5584 begin
5585 str := gPlayer2Settings.Model;
5586 FColor := gPlayer2Settings.Color;
5587 end;
5588 // Îáíîâëÿåì ìîäåëü èãðîêà:
5589 SetModel(str);
5590 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5591 FModel.Color := TEAMCOLOR[FTeam]
5592 else
5593 FModel.Color := FColor;
5594 end;
5596 procedure TPlayer.AllRulez(Health: Boolean);
5597 var
5598 a: Integer;
5599 begin
5600 if Health then
5601 begin
5602 FHealth := PLAYER_HP_LIMIT;
5603 FArmor := PLAYER_AP_LIMIT;
5604 Exit;
5605 end;
5607 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5608 for a := A_BULLETS to A_CELLS do FAmmo[a] := 30000;
5609 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5610 end;
5612 procedure TPlayer.RestoreHealthArmor();
5613 begin
5614 FHealth := PLAYER_HP_LIMIT;
5615 FArmor := PLAYER_AP_LIMIT;
5616 end;
5618 procedure TPlayer.FragCombo();
5619 var
5620 Param: Integer;
5621 begin
5622 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5623 Exit;
5624 if gTime - FLastFrag < FRAG_COMBO_TIME then
5625 begin
5626 if FFragCombo < 5 then
5627 Inc(FFragCombo);
5628 Param := FUID or (FFragCombo shl 16);
5629 if (FComboEvnt >= Low(gDelayedEvents)) and
5630 (FComboEvnt <= High(gDelayedEvents)) and
5631 gDelayedEvents[FComboEvnt].Pending and
5632 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5633 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5634 begin
5635 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5636 gDelayedEvents[FComboEvnt].DENum := Param;
5637 end
5638 else
5639 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5640 end
5641 else
5642 FFragCombo := 1;
5644 FLastFrag := gTime;
5645 end;
5647 procedure TPlayer.GiveItem(ItemType: Byte);
5648 begin
5649 case ItemType of
5650 ITEM_SUIT:
5651 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5652 begin
5653 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5654 end;
5656 ITEM_OXYGEN:
5657 if FAir < AIR_MAX then
5658 begin
5659 FAir := AIR_MAX;
5660 end;
5662 ITEM_MEDKIT_BLACK:
5663 begin
5664 if not (R_BERSERK in FRulez) then
5665 begin
5666 Include(FRulez, R_BERSERK);
5667 if FBFGFireCounter < 1 then
5668 begin
5669 FCurrWeap := WEAPON_KASTET;
5670 resetWeaponQueue();
5671 FModel.SetWeapon(WEAPON_KASTET);
5672 end;
5673 if gFlash <> 0 then
5674 Inc(FPain, 100);
5675 FBerserk := gTime+30000;
5676 end;
5677 if FHealth < PLAYER_HP_SOFT then
5678 begin
5679 FHealth := PLAYER_HP_SOFT;
5680 FBerserk := gTime+30000;
5681 end;
5682 end;
5684 ITEM_INVUL:
5685 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5686 begin
5687 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5688 end;
5690 ITEM_INVIS:
5691 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5692 begin
5693 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5694 end;
5696 ITEM_JETPACK:
5697 if FJetFuel < JET_MAX then
5698 begin
5699 FJetFuel := JET_MAX;
5700 end;
5702 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5703 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5705 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5706 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5708 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5709 ITEM_SPHERE_WHITE:
5710 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5711 begin
5712 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5713 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5714 end;
5716 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5717 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5718 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5719 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5720 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5721 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5722 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5723 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5725 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5726 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5727 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5728 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5729 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5730 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5731 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5732 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5734 ITEM_AMMO_BACKPACK:
5735 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5736 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5737 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5738 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
5739 begin
5740 FMaxAmmo[A_BULLETS] := 400;
5741 FMaxAmmo[A_SHELLS] := 100;
5742 FMaxAmmo[A_ROCKETS] := 100;
5743 FMaxAmmo[A_CELLS] := 600;
5745 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5746 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5747 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5748 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5750 FRulez := FRulez + [R_ITEM_BACKPACK];
5751 end;
5753 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5754 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5755 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5757 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5758 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5760 else
5761 Exit;
5762 end;
5763 if g_Game_IsNet and g_Game_IsServer then
5764 MH_SEND_PlayerStats(FUID);
5765 end;
5767 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5768 var
5769 id, i: DWORD;
5770 Anim: TAnimation;
5771 begin
5772 if (Random(5) = 1) and (Times = 1) then
5773 Exit;
5775 if BodyInLiquid(0, 0) then
5776 begin
5777 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5778 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5779 if Random(2) = 0 then
5780 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5781 else
5782 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5783 Exit;
5784 end;
5786 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5787 begin
5788 for i := 1 to Times do
5789 begin
5790 Anim := TAnimation.Create(id, False, 3);
5791 Anim.Alpha := 150;
5792 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5793 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5794 Anim.Free();
5795 end;
5796 end;
5797 end;
5799 procedure TPlayer.PauseSounds(Enable: Boolean);
5800 begin
5801 FSawSound.Pause(Enable);
5802 FSawSoundIdle.Pause(Enable);
5803 FSawSoundHit.Pause(Enable);
5804 FSawSoundSelect.Pause(Enable);
5805 end;
5807 { T C o r p s e : }
5809 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5810 begin
5811 g_Obj_Init(@FObj);
5812 FObj.X := X;
5813 FObj.Y := Y;
5814 FObj.Rect := PLAYER_CORPSERECT;
5815 FModelName := ModelName;
5816 FMess := aMess;
5818 if FMess then
5819 begin
5820 FState := CORPSE_STATE_MESS;
5821 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5822 end
5823 else
5824 begin
5825 FState := CORPSE_STATE_NORMAL;
5826 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5827 end;
5828 end;
5830 destructor TCorpse.Destroy();
5831 begin
5832 FAnimation.Free();
5834 inherited;
5835 end;
5837 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5838 var
5839 pm: TPlayerModel;
5840 begin
5841 if FState = CORPSE_STATE_REMOVEME then
5842 Exit;
5844 FDamage := FDamage + Value;
5846 if FDamage > 150 then
5847 begin
5848 if FAnimation <> nil then
5849 begin
5850 FAnimation.Free();
5851 FAnimation := nil;
5853 FState := CORPSE_STATE_REMOVEME;
5855 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5856 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5857 FModelName, FColor);
5858 // Çâóê ìÿñà îò òðóïà:
5859 pm := g_PlayerModel_Get(FModelName);
5860 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
5861 pm.Free;
5862 end;
5863 end
5864 else
5865 begin
5866 FObj.Vel.X := FObj.Vel.X + vx;
5867 FObj.Vel.Y := FObj.Vel.Y + vy;
5868 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
5869 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
5870 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
5871 150, 0, 0);
5872 end;
5873 end;
5875 procedure TCorpse.Draw();
5876 begin
5877 if FState = CORPSE_STATE_REMOVEME then
5878 Exit;
5880 if FAnimation <> nil then
5881 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
5883 if FAnimationMask <> nil then
5884 begin
5885 e_Colors := FColor;
5886 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
5887 e_Colors.R := 255;
5888 e_Colors.G := 255;
5889 e_Colors.B := 255;
5890 end;
5891 end;
5893 procedure TCorpse.Update();
5894 var
5895 st: Word;
5896 begin
5897 if FState = CORPSE_STATE_REMOVEME then
5898 Exit;
5900 if gTime mod (GAME_TICK*2) <> 0 then
5901 begin
5902 g_Obj_Move(@FObj, True, True, True);
5904 Exit;
5905 end;
5907 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
5908 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5910 st := g_Obj_Move(@FObj, True, True, True);
5912 if WordBool(st and MOVE_FALLOUT) then
5913 begin
5914 FState := CORPSE_STATE_REMOVEME;
5915 Exit;
5916 end;
5918 if FAnimation <> nil then
5919 FAnimation.Update();
5920 if FAnimationMask <> nil then
5921 FAnimationMask.Update();
5922 end;
5924 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
5925 var
5926 sig: DWORD;
5927 anim: Boolean;
5928 begin
5929 if Mem = nil then
5930 Exit;
5932 // Ñèãíàòóðà òðóïà:
5933 sig := CORPSE_SIGNATURE; // 'CORP'
5934 Mem.WriteDWORD(sig);
5935 // Ñîñòîÿíèå:
5936 Mem.WriteByte(FState);
5937 // Íàêîïëåííûé óðîí:
5938 Mem.WriteByte(FDamage);
5939 // Öâåò:
5940 Mem.WriteByte(FColor.R);
5941 Mem.WriteByte(FColor.G);
5942 Mem.WriteByte(FColor.B);
5943 // Îáúåêò òðóïà:
5944 Obj_SaveState(@FObj, Mem);
5945 // Åñòü ëè àíèìàöèÿ:
5946 anim := FAnimation <> nil;
5947 Mem.WriteBoolean(anim);
5948 // Åñëè åñòü - ñîõðàíÿåì:
5949 if anim then
5950 FAnimation.SaveState(Mem);
5951 // Åñòü ëè ìàñêà àíèìàöèè:
5952 anim := FAnimationMask <> nil;
5953 Mem.WriteBoolean(anim);
5954 // Åñëè åñòü - ñîõðàíÿåì:
5955 if anim then
5956 FAnimationMask.SaveState(Mem);
5957 end;
5959 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
5960 var
5961 sig: DWORD;
5962 anim: Boolean;
5963 begin
5964 if Mem = nil then
5965 Exit;
5967 // Ñèãíàòóðà òðóïà:
5968 Mem.ReadDWORD(sig);
5969 if sig <> CORPSE_SIGNATURE then // 'CORP'
5970 begin
5971 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
5972 end;
5973 // Ñîñòîÿíèå:
5974 Mem.ReadByte(FState);
5975 // Íàêîïëåííûé óðîí:
5976 Mem.ReadByte(FDamage);
5977 // Öâåò:
5978 Mem.ReadByte(FColor.R);
5979 Mem.ReadByte(FColor.G);
5980 Mem.ReadByte(FColor.B);
5981 // Îáúåêò òðóïà:
5982 Obj_LoadState(@FObj, Mem);
5983 // Åñòü ëè àíèìàöèÿ:
5984 Mem.ReadBoolean(anim);
5985 // Åñëè åñòü - çàãðóæàåì:
5986 if anim then
5987 begin
5988 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
5989 FAnimation.LoadState(Mem);
5990 end;
5991 // Åñòü ëè ìàñêà àíèìàöèè:
5992 Mem.ReadBoolean(anim);
5993 // Åñëè åñòü - çàãðóæàåì:
5994 if anim then
5995 begin
5996 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
5997 FAnimationMask.LoadState(Mem);
5998 end;
5999 end;
6001 { T B o t : }
6003 constructor TBot.Create();
6004 var
6005 a: Integer;
6006 begin
6007 inherited Create();
6009 FPhysics := True;
6010 FSpectator := False;
6011 FGhost := False;
6013 FIamBot := True;
6015 Inc(gNumBots);
6017 for a := WP_FIRST to WP_LAST do
6018 begin
6019 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6020 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6021 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6022 end;
6023 end;
6025 destructor TBot.Destroy();
6026 begin
6027 Dec(gNumBots);
6028 inherited Destroy();
6029 end;
6031 procedure TBot.Draw();
6032 begin
6033 inherited Draw();
6035 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6036 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6037 end;
6039 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6040 begin
6041 inherited Respawn(Silent, Force);
6043 FAIFlags := nil;
6044 FSelectedWeapon := FCurrWeap;
6045 resetWeaponQueue();
6046 FTargetUID := 0;
6047 end;
6049 procedure TBot.UpdateCombat();
6050 type
6051 TTarget = record
6052 UID: Word;
6053 X, Y: Integer;
6054 Rect: TRectWH;
6055 cX, cY: Integer;
6056 Dist: Word;
6057 Line: Boolean;
6058 Visible: Boolean;
6059 IsPlayer: Boolean;
6060 end;
6062 TTargetRecord = array of TTarget;
6064 function Compare(a, b: TTarget): Integer;
6065 begin
6066 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6067 Result := -1
6068 else
6069 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6070 Result := 1
6071 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6072 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6073 begin
6074 if a.Dist > b.Dist then // B áëèæå
6075 Result := 1
6076 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6077 Result := -1;
6078 end
6079 else // Ñòðàííî -> A
6080 Result := -1;
6081 end;
6083 var
6084 a, x1, y1, x2, y2: Integer;
6085 targets: TTargetRecord;
6086 ammo: Word;
6087 Target, BestTarget: TTarget;
6088 firew, fireh: Integer;
6089 angle: SmallInt;
6090 mon: TMonster;
6091 pla: TPlayer;
6092 vsPlayer, vsMonster, ok: Boolean;
6093 begin
6094 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6095 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6097 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6098 if FCurrWeap <> FSelectedWeapon then
6099 NextWeapon();
6101 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6102 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6103 begin
6104 RemoveAIFlag('NEEDFIRE');
6106 case FCurrWeap of
6107 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6108 WEAPON_SAW, WEAPON_KASTET, WEAPON_MEGAKASTET: PressKey(KEY_FIRE, 40);
6109 else PressKey(KEY_FIRE);
6110 end;
6111 end;
6113 // Êîîðäèíàòû ñòâîëà:
6114 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6115 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6117 Target.UID := FTargetUID;
6119 ok := False;
6120 if Target.UID <> 0 then
6121 begin // Öåëü åñòü - íàñòðàèâàåì
6122 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6123 vsPlayer then
6124 begin // Èãðîê
6125 with g_Player_Get(Target.UID) do
6126 begin
6127 if (@FObj) <> nil then
6128 begin
6129 Target.X := FObj.X;
6130 Target.Y := FObj.Y;
6131 end;
6132 end;
6134 Target.cX := Target.X + PLAYER_RECT_CX;
6135 Target.cY := Target.Y + PLAYER_RECT_CY;
6136 Target.Rect := PLAYER_RECT;
6137 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6138 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6139 (y1-4 > Target.Y+PLAYER_RECT.Y);
6140 Target.IsPlayer := True;
6141 ok := True;
6142 end
6143 else
6144 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6145 vsMonster then
6146 begin // Ìîíñòð
6147 mon := g_Monsters_Get(Target.UID);
6148 if mon <> nil then
6149 begin
6150 Target.X := mon.Obj.X;
6151 Target.Y := mon.Obj.Y;
6153 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6154 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6155 Target.Rect := mon.Obj.Rect;
6156 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6157 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6158 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6159 Target.IsPlayer := False;
6160 ok := True;
6161 end;
6162 end;
6163 end;
6165 if not ok then
6166 begin // Öåëè íåò - îáíóëÿåì
6167 Target.X := 0;
6168 Target.Y := 0;
6169 Target.cX := 0;
6170 Target.cY := 0;
6171 Target.Visible := False;
6172 Target.Line := False;
6173 Target.IsPlayer := False;
6174 end;
6176 targets := nil;
6178 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6179 if (not Target.Line) or (not Target.Visible) then
6180 begin
6181 // Èãðîêè:
6182 if vsPlayer then
6183 for a := 0 to High(gPlayers) do
6184 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6185 (gPlayers[a].FUID <> FUID) and
6186 (not SameTeam(FUID, gPlayers[a].FUID)) and
6187 (not gPlayers[a].NoTarget) and
6188 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6189 begin
6190 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6191 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6192 Continue;
6194 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6195 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6197 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6198 if g_TraceVector(x1, y1, x2, y2) then
6199 begin
6200 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6201 SetLength(targets, Length(targets)+1);
6202 with targets[High(targets)] do
6203 begin
6204 UID := gPlayers[a].FUID;
6205 X := gPlayers[a].FObj.X;
6206 Y := gPlayers[a].FObj.Y;
6207 cX := x2;
6208 cY := y2;
6209 Rect := PLAYER_RECT;
6210 Dist := g_PatchLength(x1, y1, x2, y2);
6211 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6212 (y1-4 > Target.Y+PLAYER_RECT.Y);
6213 Visible := True;
6214 IsPlayer := True;
6215 end;
6216 end;
6217 end;
6219 // Ìîíñòðû:
6220 if vsMonster and (gMonsters <> nil) then
6221 for a := 0 to High(gMonsters) do
6222 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6223 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6224 begin
6225 mon := gMonsters[a];
6227 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6228 mon.Obj.Y + mon.Obj.Rect.Y) then
6229 Continue;
6231 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6232 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6234 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6235 if g_TraceVector(x1, y1, x2, y2) then
6236 begin
6237 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6238 SetLength(targets, Length(targets)+1);
6239 with targets[High(targets)] do
6240 begin
6241 UID := mon.UID;
6242 X := mon.Obj.X;
6243 Y := mon.Obj.Y;
6244 cX := x2;
6245 cY := y2;
6246 Rect := mon.Obj.Rect;
6247 Dist := g_PatchLength(x1, y1, x2, y2);
6248 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6249 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6250 Visible := True;
6251 IsPlayer := False;
6252 end;
6253 end;
6254 end;
6255 end;
6257 // Åñëè åñòü âîçìîæíûå öåëè:
6258 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6259 if targets <> nil then
6260 begin
6261 // Âûáèðàåì íàèëó÷øóþ öåëü:
6262 BestTarget := targets[0];
6263 if Length(targets) > 1 then
6264 for a := 1 to High(targets) do
6265 if Compare(BestTarget, targets[a]) = 1 then
6266 BestTarget := targets[a];
6268 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6269 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6270 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6271 begin
6272 Target := BestTarget;
6274 if (Healthy() = 3) or ((Healthy() = 2)) then
6275 begin // Åñëè çäîðîâû - äîãîíÿåì
6276 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6277 SetAIFlag('GORIGHT', '1');
6278 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6279 SetAIFlag('GOLEFT', '1');
6280 end
6281 else
6282 begin // Åñëè ïîáèòû - óáåãàåì
6283 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6284 SetAIFlag('GORIGHT', '1');
6285 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6286 SetAIFlag('GOLEFT', '1');
6287 end;
6289 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6290 SelectWeapon(Abs(x1-Target.cX));
6291 end;
6292 end;
6294 // Åñëè åñòü öåëü:
6295 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6296 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6297 if Target.UID <> 0 then
6298 begin
6299 if not TargetOnScreen(Target.X + Target.Rect.X,
6300 Target.Y + Target.Rect.Y) then
6301 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6302 if (Healthy() = 3) or ((Healthy() = 2)) then
6303 begin // Åñëè çäîðîâû - äîãîíÿåì
6304 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6305 SetAIFlag('GORIGHT', '1');
6306 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6307 SetAIFlag('GOLEFT', '1');
6308 end
6309 else
6310 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6311 Target.UID := 0;
6312 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6313 SetAIFlag('GORIGHT', '1');
6314 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6315 SetAIFlag('GOLEFT', '1');
6316 end;
6317 end
6318 else
6319 begin // Öåëü ïîêà íà "ýêðàíå"
6320 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6321 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6322 FLastVisible := gTime;
6323 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6324 if (Abs(FObj.Y-Target.Y) <= 128) then
6325 begin
6326 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6327 SetAIFlag('GORIGHT', '1');
6328 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6329 SetAIFlag('GOLEFT', '1');
6330 end;
6331 end;
6333 // Âûáèðàåì óãîë ââåðõ:
6334 if FDirection = D_LEFT then
6335 angle := ANGLE_LEFTUP
6336 else
6337 angle := ANGLE_RIGHTUP;
6339 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6340 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6342 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6343 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6344 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6345 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6346 Target.Rect.Width, Target.Rect.Height) and
6347 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6348 begin // òî íóæíî ñòðåëÿòü ââåðõ
6349 SetAIFlag('NEEDFIRE', '1');
6350 SetAIFlag('NEEDSEEUP', '1');
6351 end;
6353 // Âûáèðàåì óãîë âíèç:
6354 if FDirection = D_LEFT then
6355 angle := ANGLE_LEFTDOWN
6356 else
6357 angle := ANGLE_RIGHTDOWN;
6359 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6360 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6362 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6363 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6364 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6365 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6366 Target.Rect.Width, Target.Rect.Height) and
6367 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6368 begin // òî íóæíî ñòðåëÿòü âíèç
6369 SetAIFlag('NEEDFIRE', '1');
6370 SetAIFlag('NEEDSEEDOWN', '1');
6371 end;
6373 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6374 if Target.Visible and
6375 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6376 (y1-4 > Target.Y+Target.Rect.Y) then
6377 begin
6378 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6379 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6380 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6381 begin // òî íóæíî ñòðåëÿòü âïåðåä
6382 SetAIFlag('NEEDFIRE', '1');
6383 SetAIFlag('NEEDSEEDOWN', '');
6384 SetAIFlag('NEEDSEEUP', '');
6385 end;
6386 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6387 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6388 if GetRnd(FDifficult.CloseJump) then
6389 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6390 if Abs(FObj.X-Target.X) < 128 then
6391 a := 4
6392 else
6393 a := 30;
6394 if Random(a) = 0 then
6395 SetAIFlag('NEEDJUMP', '1');
6396 end;
6397 end;
6399 // Åñëè öåëü âñå åùå åñòü:
6400 if Target.UID <> 0 then
6401 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6402 Target.UID := 0 // òî çàáûòü öåëü
6403 else // Åñëè âèäåëè íåäàâíî
6404 begin // íî öåëü óáèëè
6405 if Target.IsPlayer then
6406 begin // Öåëü - èãðîê
6407 pla := g_Player_Get(Target.UID);
6408 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6409 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6410 Target.UID := 0; // òî çàáûòü öåëü
6411 end
6412 else
6413 begin // Öåëü - ìîíñòð
6414 mon := g_Monsters_Get(Target.UID);
6415 if (mon = nil) or (not mon.Live) then
6416 Target.UID := 0; // òî çàáûòü öåëü
6417 end;
6418 end;
6419 end; // if Target.UID <> 0
6421 FTargetUID := Target.UID;
6423 // Åñëè âîçìîæíûõ öåëåé íåò:
6424 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6425 if targets = nil then
6426 if GetAIFlag('ATTACKLEFT') <> '' then
6427 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6428 RemoveAIFlag('ATTACKLEFT');
6430 SetAIFlag('NEEDJUMP', '1');
6432 if RunDirection() = D_RIGHT then
6433 begin // Èäåì íå â òó ñòîðîíó
6434 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6435 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6436 SetAIFlag('NEEDFIRE', '1');
6437 SetAIFlag('GOLEFT', '1');
6438 end;
6439 end
6440 else
6441 begin // Èäåì â íóæíóþ ñòîðîíó
6442 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6443 SetAIFlag('NEEDFIRE', '1');
6444 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6445 SetAIFlag('GORIGHT', '1');
6446 end;
6447 end
6448 else
6449 if GetAIFlag('ATTACKRIGHT') <> '' then
6450 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6451 RemoveAIFlag('ATTACKRIGHT');
6453 SetAIFlag('NEEDJUMP', '1');
6455 if RunDirection() = D_LEFT then
6456 begin // Èäåì íå â òó ñòîðîíó
6457 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6458 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6459 SetAIFlag('NEEDFIRE', '1');
6460 SetAIFlag('GORIGHT', '1');
6461 end;
6462 end
6463 else
6464 begin
6465 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6466 SetAIFlag('NEEDFIRE', '1');
6467 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6468 SetAIFlag('GOLEFT', '1');
6469 end;
6470 end;
6472 //HACK! (does it belongs there?)
6473 RealizeCurrentWeapon();
6475 // Åñëè åñòü âîçìîæíûå öåëè:
6476 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6477 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6478 for a := 0 to High(targets) do
6479 begin
6480 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6481 if GetRnd(FDifficult.DiagFire) then
6482 begin
6483 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6484 if FDirection = D_LEFT then
6485 angle := ANGLE_LEFTUP
6486 else
6487 angle := ANGLE_RIGHTUP;
6489 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6490 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6492 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6493 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6494 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6495 targets[a].Rect.Width, targets[a].Rect.Height) and
6496 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6497 begin
6498 SetAIFlag('NEEDFIRE', '1');
6499 SetAIFlag('NEEDSEEUP', '1');
6500 end;
6502 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6503 if FDirection = D_LEFT then
6504 angle := ANGLE_LEFTDOWN
6505 else
6506 angle := ANGLE_RIGHTDOWN;
6508 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6509 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6511 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6512 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6513 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6514 targets[a].Rect.Width, targets[a].Rect.Height) and
6515 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6516 begin
6517 SetAIFlag('NEEDFIRE', '1');
6518 SetAIFlag('NEEDSEEDOWN', '1');
6519 end;
6520 end;
6522 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6523 if targets[a].Line and targets[a].Visible and
6524 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6525 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6526 begin
6527 SetAIFlag('NEEDFIRE', '1');
6528 Break;
6529 end;
6530 end;
6532 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6533 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6534 PLAYER_RECT.Width, PLAYER_RECT.Height,
6535 40+GetInterval(FDifficult.Cover, 40)) then
6536 SetAIFlag('NEEDJUMP', '1');
6538 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6539 ammo := GetAmmoByWeapon(FCurrWeap);
6540 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6541 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6542 (ammo = 0) then
6543 SetAIFlag('SELECTWEAPON', '1');
6545 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6546 if GetAIFlag('SELECTWEAPON') = '1' then
6547 begin
6548 SelectWeapon(-1);
6549 RemoveAIFlag('SELECTWEAPON');
6550 end;
6551 end;
6553 procedure TBot.Update();
6554 var
6555 EnableAI: Boolean;
6556 begin
6557 if not FLive then
6558 begin // Respawn
6559 ReleaseKeys();
6560 PressKey(KEY_UP);
6561 end
6562 else
6563 begin
6564 EnableAI := True;
6566 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6567 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6568 EnableAI := False;
6569 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6570 EnableAI := False;
6571 if g_debug_BotAIOff = 3 then
6572 EnableAI := False;
6574 if EnableAI then
6575 begin
6576 UpdateMove();
6577 UpdateCombat();
6578 end
6579 else
6580 begin
6581 RealizeCurrentWeapon();
6582 end;
6583 end;
6585 inherited Update();
6586 end;
6588 procedure TBot.ReleaseKey(Key: Byte);
6589 begin
6590 with FKeys[Key] do
6591 begin
6592 Pressed := False;
6593 Time := 0;
6594 end;
6595 end;
6597 function TBot.KeyPressed(Key: Word): Boolean;
6598 begin
6599 Result := FKeys[Key].Pressed;
6600 end;
6602 function TBot.GetAIFlag(fName: String20): String20;
6603 var
6604 a: Integer;
6605 begin
6606 Result := '';
6608 fName := LowerCase(fName);
6610 if FAIFlags <> nil then
6611 for a := 0 to High(FAIFlags) do
6612 if LowerCase(FAIFlags[a].Name) = fName then
6613 begin
6614 Result := FAIFlags[a].Value;
6615 Break;
6616 end;
6617 end;
6619 procedure TBot.RemoveAIFlag(fName: String20);
6620 var
6621 a, b: Integer;
6622 begin
6623 if FAIFlags = nil then Exit;
6625 fName := LowerCase(fName);
6627 for a := 0 to High(FAIFlags) do
6628 if LowerCase(FAIFlags[a].Name) = fName then
6629 begin
6630 if a <> High(FAIFlags) then
6631 for b := a to High(FAIFlags)-1 do
6632 FAIFlags[b] := FAIFlags[b+1];
6634 SetLength(FAIFlags, Length(FAIFlags)-1);
6635 Break;
6636 end;
6637 end;
6639 procedure TBot.SetAIFlag(fName, fValue: String20);
6640 var
6641 a: Integer;
6642 ok: Boolean;
6643 begin
6644 a := 0;
6645 ok := False;
6647 fName := LowerCase(fName);
6649 if FAIFlags <> nil then
6650 for a := 0 to High(FAIFlags) do
6651 if LowerCase(FAIFlags[a].Name) = fName then
6652 begin
6653 ok := True;
6654 Break;
6655 end;
6657 if ok then FAIFlags[a].Value := fValue
6658 else
6659 begin
6660 SetLength(FAIFlags, Length(FAIFlags)+1);
6661 with FAIFlags[High(FAIFlags)] do
6662 begin
6663 Name := fName;
6664 Value := fValue;
6665 end;
6666 end;
6667 end;
6669 procedure TBot.UpdateMove;
6671 procedure GoLeft(Time: Word = 1);
6672 begin
6673 ReleaseKey(KEY_LEFT);
6674 ReleaseKey(KEY_RIGHT);
6675 PressKey(KEY_LEFT, Time);
6676 SetDirection(D_LEFT);
6677 end;
6679 procedure GoRight(Time: Word = 1);
6680 begin
6681 ReleaseKey(KEY_LEFT);
6682 ReleaseKey(KEY_RIGHT);
6683 PressKey(KEY_RIGHT, Time);
6684 SetDirection(D_RIGHT);
6685 end;
6687 function Rnd(a: Word): Boolean;
6688 begin
6689 Result := Random(a) = 0;
6690 end;
6692 procedure Turn(Time: Word = 1200);
6693 begin
6694 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6695 end;
6697 procedure Stop();
6698 begin
6699 ReleaseKey(KEY_LEFT);
6700 ReleaseKey(KEY_RIGHT);
6701 end;
6703 function CanRunLeft(): Boolean;
6704 begin
6705 Result := not CollideLevel(-1, 0);
6706 end;
6708 function CanRunRight(): Boolean;
6709 begin
6710 Result := not CollideLevel(1, 0);
6711 end;
6713 function CanRun(): Boolean;
6714 begin
6715 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6716 end;
6718 procedure Jump(Time: Word = 30);
6719 begin
6720 PressKey(KEY_JUMP, Time);
6721 end;
6723 function NearHole(): Boolean;
6724 var
6725 x, sx: Integer;
6726 begin
6727 { TODO 5 : Ëåñòíèöû }
6728 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6729 for x := 1 to PLAYER_RECT.Width do
6730 if (not StayOnStep(x*sx, 0)) and
6731 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6732 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6733 begin
6734 Result := True;
6735 Exit;
6736 end;
6738 Result := False;
6739 end;
6741 function BorderHole(): Boolean;
6742 var
6743 x, sx, xx: Integer;
6744 begin
6745 { TODO 5 : Ëåñòíèöû }
6746 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6747 for x := 1 to PLAYER_RECT.Width do
6748 if (not StayOnStep(x*sx, 0)) and
6749 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6750 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6751 begin
6752 for xx := x to x+32 do
6753 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6754 begin
6755 Result := True;
6756 Exit;
6757 end;
6758 end;
6760 Result := False;
6761 end;
6763 function NearDeepHole(): Boolean;
6764 var
6765 x, sx, y: Integer;
6766 begin
6767 Result := False;
6769 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6770 y := 3;
6772 for x := 1 to PLAYER_RECT.Width do
6773 if (not StayOnStep(x*sx, 0)) and
6774 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6775 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6776 begin
6777 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6778 begin
6779 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6780 y := y+1;
6781 end;
6783 Result := True;
6784 end else Result := False;
6785 end;
6787 function OverDeepHole(): Boolean;
6788 var
6789 y: Integer;
6790 begin
6791 Result := False;
6793 y := 1;
6794 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6795 begin
6796 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6797 y := y+1;
6798 end;
6800 Result := True;
6801 end;
6803 function OnGround(): Boolean;
6804 begin
6805 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6806 end;
6808 function OnLadder(): Boolean;
6809 begin
6810 Result := FullInStep(0, 0);
6811 end;
6813 function BelowLadder(): Boolean;
6814 begin
6815 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6816 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6817 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6818 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6819 end;
6821 function BelowLiftUp(): Boolean;
6822 begin
6823 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6824 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6825 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6826 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6827 end;
6829 function OnTopLift(): Boolean;
6830 begin
6831 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6832 end;
6834 function CanJumpOver(): Boolean;
6835 var
6836 sx, y: Integer;
6837 begin
6838 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6840 Result := False;
6842 if not CollideLevel(sx, 0) then Exit;
6844 for y := 1 to BOT_MAXJUMP do
6845 if CollideLevel(0, -y) then Exit else
6846 if not CollideLevel(sx, -y) then
6847 begin
6848 Result := True;
6849 Exit;
6850 end;
6851 end;
6853 function CanJumpUp(Dist: ShortInt): Boolean;
6854 var
6855 y, yy: Integer;
6856 c: Boolean;
6857 begin
6858 Result := False;
6860 if CollideLevel(Dist, 0) then Exit;
6862 c := False;
6863 for y := 0 to BOT_MAXJUMP do
6864 if CollideLevel(Dist, -y) then
6865 begin
6866 c := True;
6867 Break;
6868 end;
6870 if not c then Exit;
6872 c := False;
6873 for yy := y+1 to BOT_MAXJUMP do
6874 if not CollideLevel(Dist, -yy) then
6875 begin
6876 c := True;
6877 Break;
6878 end;
6880 if not c then Exit;
6882 c := False;
6883 for y := 0 to BOT_MAXJUMP do
6884 if CollideLevel(0, -y) then
6885 begin
6886 c := True;
6887 Break;
6888 end;
6890 if c then Exit;
6892 if y < yy then Exit;
6894 Result := True;
6895 end;
6897 function IsSafeTrigger(): Boolean;
6898 var
6899 a: Integer;
6900 begin
6901 Result := True;
6902 if gTriggers = nil then
6903 Exit;
6904 for a := 0 to High(gTriggers) do
6905 if Collide(gTriggers[a].X,
6906 gTriggers[a].Y,
6907 gTriggers[a].Width,
6908 gTriggers[a].Height) and
6909 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
6910 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
6911 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
6912 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
6913 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
6914 Result := False;
6915 end;
6917 begin
6918 // Âîçìîæíî, íàæèìàåì êíîïêó:
6919 if Rnd(16) and IsSafeTrigger() then
6920 PressKey(KEY_OPEN);
6922 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
6923 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6924 begin
6925 ReleaseKey(KEY_LEFT);
6926 ReleaseKey(KEY_RIGHT);
6927 Jump();
6928 end;
6930 // Èäåì âëåâî, åñëè íàäî áûëî:
6931 if GetAIFlag('GOLEFT') <> '' then
6932 begin
6933 RemoveAIFlag('GOLEFT');
6934 if CanRunLeft() then
6935 GoLeft(360);
6936 end;
6938 // Èäåì âïðàâî, åñëè íàäî áûëî:
6939 if GetAIFlag('GORIGHT') <> '' then
6940 begin
6941 RemoveAIFlag('GORIGHT');
6942 if CanRunRight() then
6943 GoRight(360);
6944 end;
6946 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
6947 if FObj.X < -32 then
6948 GoRight(360)
6949 else
6950 if FObj.X+32 > gMapInfo.Width then
6951 GoLeft(360);
6953 // Ïðûãàåì, åñëè íàäî áûëî:
6954 if GetAIFlag('NEEDJUMP') <> '' then
6955 begin
6956 Jump(0);
6957 RemoveAIFlag('NEEDJUMP');
6958 end;
6960 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
6961 if GetAIFlag('NEEDSEEUP') <> '' then
6962 begin
6963 ReleaseKey(KEY_UP);
6964 ReleaseKey(KEY_DOWN);
6965 PressKey(KEY_UP, 20);
6966 RemoveAIFlag('NEEDSEEUP');
6967 end;
6969 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
6970 if GetAIFlag('NEEDSEEDOWN') <> '' then
6971 begin
6972 ReleaseKey(KEY_UP);
6973 ReleaseKey(KEY_DOWN);
6974 PressKey(KEY_DOWN, 20);
6975 RemoveAIFlag('NEEDSEEDOWN');
6976 end;
6978 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
6979 if GetAIFlag('GOINHOLE') <> '' then
6980 if not OnGround() then
6981 begin
6982 ReleaseKey(KEY_LEFT);
6983 ReleaseKey(KEY_RIGHT);
6984 RemoveAIFlag('GOINHOLE');
6985 SetAIFlag('FALLINHOLE', '1');
6986 end;
6988 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
6989 if GetAIFlag('FALLINHOLE') <> '' then
6990 if OnGround() then
6991 RemoveAIFlag('FALLINHOLE');
6993 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
6994 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
6995 if GetAIFlag('FALLINHOLE') = '' then
6996 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
6997 if Rnd(2) then
6998 GoLeft(360)
6999 else
7000 GoRight(360);
7002 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7003 if OnGround() and
7004 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7005 Rnd(8) then
7006 Jump();
7008 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7009 if OnGround() and NearHole() then
7010 if NearDeepHole() then // Åñëè ýòî áåçäíà
7011 case Random(6) of
7012 0..3: Turn(); // Áåæèì îáðàòíî
7013 4: Jump(); // Ïðûãàåì
7014 5: begin // Ïðûãàåì îáðàòíî
7015 Turn();
7016 Jump();
7017 end;
7018 end
7019 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7020 if GetAIFlag('GOINHOLE') = '' then
7021 case Random(6) of
7022 0: Turn(); // Íå íóæíî òóäà
7023 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7024 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7025 if BorderHole() then
7026 SetAIFlag('GOINHOLE', '1');
7027 end;
7029 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7030 if (not CanRun()) and OnGround() then
7031 begin
7032 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7033 if CanJumpOver() or OnLadder() then
7034 Jump()
7035 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7036 if Random(2) = 0 then
7037 begin
7038 if IsSafeTrigger() then
7039 PressKey(KEY_OPEN);
7040 end else
7041 Turn();
7042 end;
7044 // Îñòàëîñü ìàëî âîçäóõà:
7045 if FAir < 36 * 2 then
7046 Jump(20);
7048 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7049 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7050 if BodyInAcid(0, 0) then
7051 Jump();
7052 end;
7054 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7055 begin
7056 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7057 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7058 end;
7060 {function TBot.NeedItem(Item: Byte): Byte;
7061 begin
7062 Result := 4;
7063 end;}
7065 procedure TBot.SelectWeapon(Dist: Integer);
7066 var
7067 a: Integer;
7069 function HaveAmmo(weapon: Byte): Boolean;
7070 begin
7071 case weapon of
7072 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7073 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7074 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7075 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7076 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7077 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7078 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7079 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7080 else Result := True;
7081 end;
7082 end;
7084 begin
7085 if Dist = -1 then Dist := BOT_LONGDIST;
7087 if Dist > BOT_LONGDIST then
7088 begin // Äàëüíèé áîé
7089 for a := 0 to 9 do
7090 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7091 begin
7092 FSelectedWeapon := FDifficult.WeaponPrior[a];
7093 Break;
7094 end;
7095 end
7096 else //if Dist > BOT_UNSAFEDIST then
7097 begin // Áëèæíèé áîé
7098 for a := 0 to 9 do
7099 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7100 begin
7101 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7102 Break;
7103 end;
7104 end;
7105 { else
7106 begin
7107 for a := 0 to 9 do
7108 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7109 begin
7110 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7111 Break;
7112 end;
7113 end;}
7114 end;
7116 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7117 begin
7118 Result := inherited PickItem(ItemType, force, remove);
7120 if Result then SetAIFlag('SELECTWEAPON', '1');
7121 end;
7123 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7124 begin
7125 Result := inherited Heal(value, Soft);
7126 end;
7128 function TBot.Healthy(): Byte;
7129 begin
7130 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7131 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7132 else if (FHealth > 50) then Result := 2
7133 else if (FHealth > 20) then Result := 1
7134 else Result := 0;
7135 end;
7137 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7138 begin
7139 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7140 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7141 end;
7143 procedure TBot.OnDamage(Angle: SmallInt);
7144 var
7145 pla: TPlayer;
7146 mon: TMonster;
7147 ok: Boolean;
7148 begin
7149 inherited;
7151 if (Angle = 0) or (Angle = 180) then
7152 begin
7153 ok := False;
7154 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7155 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7156 begin // Èãðîê
7157 pla := g_Player_Get(FLastSpawnerUID);
7158 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7159 pla.FObj.Y + PLAYER_RECT.Y);
7160 end
7161 else
7162 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7163 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7164 begin // Ìîíñòð
7165 mon := g_Monsters_Get(FLastSpawnerUID);
7166 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7167 mon.Obj.Y + mon.Obj.Rect.Y);
7168 end;
7170 if ok then
7171 if Angle = 0 then
7172 SetAIFlag('ATTACKLEFT', '1')
7173 else
7174 SetAIFlag('ATTACKRIGHT', '1');
7175 end;
7176 end;
7178 function TBot.RunDirection(): TDirection;
7179 begin
7180 if Abs(Vel.X) >= 1 then
7181 begin
7182 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7183 end else
7184 Result := FDirection;
7185 end;
7187 function TBot.GetRnd(a: Byte): Boolean;
7188 begin
7189 if a = 0 then Result := False
7190 else if a = 255 then Result := True
7191 else Result := Random(256) > 255-a;
7192 end;
7194 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7195 begin
7196 Result := Round((255-a)/255*radius*(Random(2)-1));
7197 end;
7199 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7200 var
7201 i: Integer;
7202 dw: DWORD;
7203 p: Pointer;
7204 begin
7205 inherited SaveState(Mem);
7207 // Âûáðàííîå îðóæèå:
7208 Mem.WriteByte(FSelectedWeapon);
7209 // UID öåëè:
7210 Mem.WriteWord(FTargetUID);
7211 // Âðåìÿ ïîòåðè öåëè:
7212 Mem.WriteDWORD(FLastVisible);
7213 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7214 dw := Length(FAIFlags);
7215 Mem.WriteDWORD(dw);
7216 // Ôëàãè ÈÈ:
7217 for i := 0 to Integer(dw)-1 do
7218 begin
7219 Mem.WriteString(FAIFlags[i].Name, 20);
7220 Mem.WriteString(FAIFlags[i].Value, 20);
7221 end;
7222 // Íàñòðîéêè ñëîæíîñòè:
7223 p := @FDifficult;
7224 Mem.WriteMemory(p, SizeOf(TDifficult));
7225 end;
7227 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7228 var
7229 i: Integer;
7230 dw: DWORD;
7231 p: Pointer;
7232 begin
7233 inherited LoadState(Mem);
7235 // Âûáðàííîå îðóæèå:
7236 Mem.ReadByte(FSelectedWeapon);
7237 // UID öåëè:
7238 Mem.ReadWord(FTargetUID);
7239 // Âðåìÿ ïîòåðè öåëè:
7240 Mem.ReadDWORD(FLastVisible);
7241 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7242 Mem.ReadDWORD(dw);
7243 SetLength(FAIFlags, dw);
7244 // Ôëàãè ÈÈ:
7245 for i := 0 to Integer(dw)-1 do
7246 begin
7247 Mem.ReadString(FAIFlags[i].Name);
7248 Mem.ReadString(FAIFlags[i].Value);
7249 end;
7250 // Íàñòðîéêè ñëîæíîñòè:
7251 Mem.ReadMemory(p, dw);
7252 if dw <> SizeOf(TDifficult) then
7253 begin
7254 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7255 end;
7256 FDifficult := TDifficult(p^);
7257 end;
7259 end.