DEADSOFTWARE

82ce13054db7fb141c6468f3c5b01b9c74c861d3
[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, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_OPEN = 6;
35 KEY_JUMP = 7;
36 KEY_CHAT = 8;
38 WP_PREV = 0;
39 WP_NEXT = 1;
40 WP_FACT = WP_PREV;
41 WP_LACT = WP_NEXT;
43 R_ITEM_BACKPACK = 0;
44 R_KEY_RED = 1;
45 R_KEY_GREEN = 2;
46 R_KEY_BLUE = 3;
47 R_BERSERK = 4;
49 MR_SUIT = 0;
50 MR_INVUL = 1;
51 MR_INVIS = 2;
52 MR_MAX = 2;
54 A_BULLETS = 0;
55 A_SHELLS = 1;
56 A_ROCKETS = 2;
57 A_CELLS = 3;
58 A_FUEL = 4;
59 A_HIGH = 4;
61 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
62 ((200, 50, 50, 300, 100),
63 (400, 100, 100, 600, 200));
65 K_SIMPLEKILL = 0;
66 K_HARDKILL = 1;
67 K_EXTRAHARDKILL = 2;
68 K_FALLKILL = 3;
70 T_RESPAWN = 0;
71 T_SWITCH = 1;
72 T_USE = 2;
73 T_FLAGCAP = 3;
75 TEAM_NONE = 0;
76 TEAM_RED = 1;
77 TEAM_BLUE = 2;
78 TEAM_COOP = 3;
80 SHELL_BULLET = 0;
81 SHELL_SHELL = 1;
82 SHELL_DBLSHELL = 2;
84 ANGLE_NONE = Low(SmallInt);
86 CORPSE_STATE_REMOVEME = 0;
87 CORPSE_STATE_NORMAL = 1;
88 CORPSE_STATE_MESS = 2;
90 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
91 PLAYER_RECT_CX = 15+(34 div 2);
92 PLAYER_RECT_CY = 12+(52 div 2);
93 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
95 PLAYER_HP_SOFT = 100;
96 PLAYER_HP_LIMIT = 200;
97 PLAYER_AP_SOFT = 100;
98 PLAYER_AP_LIMIT = 200;
99 SUICIDE_DAMAGE = 112;
100 WEAPON_DELAY = 5;
102 PLAYER_BURN_TIME = 110;
104 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
105 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
107 type
108 TPlayerStat = record
109 Num: Integer;
110 Ping: Word;
111 Loss: Byte;
112 Name: String;
113 Team: Byte;
114 Frags: SmallInt;
115 Deaths: SmallInt;
116 Lives: Byte;
117 Kills: Word;
118 Color: TRGB;
119 Spectator: Boolean;
120 UID: Word;
121 end;
123 TPlayerStatArray = Array of TPlayerStat;
125 TPlayerSavedState = record
126 Health: Integer;
127 Armor: Integer;
128 Air: Integer;
129 JetFuel: Integer;
130 CurrWeap: Byte;
131 NextWeap: WORD;
132 NextWeapDelay: Byte;
133 Ammo: Array [A_BULLETS..A_HIGH] of Word;
134 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
135 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
136 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
137 Used: Boolean;
138 end;
140 TKeyState = record
141 Pressed: Boolean;
142 Time: Word;
143 end;
145 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
146 private
147 FIamBot: Boolean;
148 FUID: Word;
149 FName: String;
150 FTeam: Byte;
151 FAlive: Boolean;
152 FSpawned: Boolean;
153 FDirection: TDirection;
154 FHealth: Integer;
155 FLives: Byte;
156 FArmor: Integer;
157 FAir: Integer;
158 FPain: Integer;
159 FPickup: Integer;
160 FKills: Integer;
161 FMonsterKills: Integer;
162 FFrags: Integer;
163 FFragCombo: Byte;
164 FLastFrag: LongWord;
165 FComboEvnt: Integer;
166 FDeath: Integer;
167 FCanJetpack: Boolean;
168 FJetFuel: Integer;
169 FFlag: Byte;
170 FSecrets: Integer;
171 FCurrWeap: Byte;
172 FNextWeap: WORD;
173 FNextWeapDelay: Byte; // frames
174 FBFGFireCounter: SmallInt;
175 FLastSpawnerUID: Word;
176 FLastHit: Byte;
177 FObj: TObj;
178 FXTo, FYTo: Integer;
179 FSpectatePlayer: Integer;
180 FFirePainTime: Integer;
181 FFireAttacker: Word;
183 FSavedStateNum: Integer;
185 FModel: TPlayerModel;
186 FPunchAnim: TAnimation;
187 FActionPrior: Byte;
188 FActionAnim: Byte;
189 FActionForce: Boolean;
190 FActionChanged: Boolean;
191 FAngle: SmallInt;
192 FFireAngle: SmallInt;
193 FIncCamOld: Integer;
194 FIncCam: Integer;
195 FSlopeOld: Integer;
196 FShellTimer: Integer;
197 FShellType: Byte;
198 FSawSound: TPlayableSound;
199 FSawSoundIdle: TPlayableSound;
200 FSawSoundHit: TPlayableSound;
201 FSawSoundSelect: TPlayableSound;
202 FFlameSoundOn: TPlayableSound;
203 FFlameSoundOff: TPlayableSound;
204 FFlameSoundWork: TPlayableSound;
205 FJetSoundOn: TPlayableSound;
206 FJetSoundOff: TPlayableSound;
207 FJetSoundFly: TPlayableSound;
208 FGodMode: Boolean;
209 FNoTarget: Boolean;
210 FNoReload: Boolean;
211 FJustTeleported: Boolean;
212 FNetTime: LongWord;
213 mEDamageType: Integer;
216 function CollideLevel(XInc, YInc: Integer): Boolean;
217 function StayOnStep(XInc, YInc: Integer): Boolean;
218 function HeadInLiquid(XInc, YInc: Integer): Boolean;
219 function BodyInLiquid(XInc, YInc: Integer): Boolean;
220 function BodyInAcid(XInc, YInc: Integer): Boolean;
221 function FullInLift(XInc, YInc: Integer): Integer;
222 {procedure CollideItem();}
223 procedure FlySmoke(Times: DWORD = 1);
224 procedure OnFireFlame(Times: DWORD = 1);
225 function GetAmmoByWeapon(Weapon: Byte): Word;
226 procedure SetAction(Action: Byte; Force: Boolean = False);
227 procedure OnDamage(Angle: SmallInt); virtual;
228 function firediry(): Integer;
229 procedure DoPunch();
231 procedure Run(Direction: TDirection);
232 procedure NextWeapon();
233 procedure PrevWeapon();
234 procedure SeeUp();
235 procedure SeeDown();
236 procedure Fire();
237 procedure Jump();
238 procedure Use();
240 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
241 procedure resetWeaponQueue ();
242 function hasAmmoForWeapon (weapon: Byte): Boolean;
243 function hasAmmoForShooting (weapon: Byte): Boolean;
244 function shouldSwitch (weapon: Byte; hadWeapon: Boolean) : Boolean;
246 procedure doDamage (v: Integer);
248 function refreshCorpse(): Boolean;
250 public
251 FDamageBuffer: Integer;
253 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
254 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
255 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
256 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
257 FBerserk: Integer;
258 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
259 FReloading: Array [WP_FIRST..WP_LAST] of Word;
260 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
261 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
262 FWeapSwitchMode: Byte;
263 FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte;
264 FSwitchToEmpty: Byte;
265 FSkipFist: Byte;
266 FColor: TRGB;
267 FPreferredTeam: Byte;
268 FSpectator: Boolean;
269 FNoRespawn: Boolean;
270 FWantsInGame: Boolean;
271 FGhost: Boolean;
272 FPhysics: Boolean;
273 FFlaming: Boolean;
274 FJetpack: Boolean;
275 FActualModelName: string;
276 FClientID: SmallInt;
277 FPing: Word;
278 FLoss: Byte;
279 FReady: Boolean;
280 FDummy: Boolean;
281 FFireTime: Integer;
282 FSpawnInvul: Integer;
283 FHandicap: Integer;
284 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
285 FCorpse: Integer;
287 // debug: viewport offset
288 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
290 function isValidViewPort (): Boolean; inline;
292 constructor Create(); virtual;
293 destructor Destroy(); override;
294 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
295 function GetRespawnPoint(): Byte;
296 procedure PressKey(Key: Byte; Time: Word = 1);
297 procedure ReleaseKeys();
298 procedure SetModel(ModelName: String);
299 procedure SetColor(Color: TRGB);
300 function GetColor(): TRGB;
301 procedure SetWeapon(W: Byte);
302 function IsKeyPressed(K: Byte): Boolean;
303 function GetKeys(): Byte;
304 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
305 procedure SetWeaponPrefs(Prefs: Array of Byte);
306 procedure SetWeaponPref(Weapon, Pref: Byte);
307 function GetWeaponPref(Weapon: Byte) : Byte;
308 function GetMorePrefered() : Byte;
309 function MaySwitch(Weapon: Byte) : Boolean;
310 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
311 function Collide(Panel: TPanel): Boolean; overload;
312 function Collide(X, Y: Integer): Boolean; overload;
313 procedure SetDirection(Direction: TDirection);
314 procedure GetSecret();
315 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
316 procedure Touch();
317 procedure Push(vx, vy: Integer);
318 procedure ChangeModel(ModelName: String);
319 procedure SwitchTeam;
320 procedure ChangeTeam(Team: Byte);
321 procedure BFGHit();
322 function GetFlag(Flag: Byte): Boolean;
323 procedure SetFlag(Flag: Byte);
324 function DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
325 function TryDropFlag(): Boolean;
326 procedure AllRulez(Health: Boolean);
327 procedure RestoreHealthArmor();
328 procedure FragCombo();
329 procedure GiveItem(ItemType: Byte);
330 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
331 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
332 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
333 procedure MakeBloodSimple(Count: Word);
334 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
335 procedure Reset(Force: Boolean);
336 procedure Spectate(NoMove: Boolean = False);
337 procedure SwitchNoClip;
338 procedure SoftReset();
339 procedure Draw(); virtual;
340 procedure DrawPain();
341 procedure DrawPickup();
342 procedure DrawRulez();
343 procedure DrawAim();
344 procedure DrawIndicator(Color: TRGB);
345 procedure DrawBubble();
346 procedure DrawGUI();
347 procedure PreUpdate();
348 procedure Update(); virtual;
349 procedure RememberState();
350 procedure RecallState();
351 procedure SaveState (st: TStream); virtual;
352 procedure LoadState (st: TStream); virtual;
353 procedure PauseSounds(Enable: Boolean);
354 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
355 procedure DoLerp(Level: Integer = 2);
356 procedure SetLerp(XTo, YTo: Integer);
357 procedure ProcessWeaponAction(Action: Byte);
358 procedure QueueWeaponSwitch(Weapon: Byte);
359 procedure RealizeCurrentWeapon();
360 procedure FlamerOn;
361 procedure FlamerOff;
362 procedure JetpackOn;
363 procedure JetpackOff;
364 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
366 //WARNING! this does nothing for now, but still call it!
367 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
369 procedure getMapBox (out x, y, w, h: Integer); inline;
370 procedure moveBy (dx, dy: Integer); inline;
372 function getCameraObj(): TObj;
374 public
375 property Vel: TPoint2i read FObj.Vel;
376 property Obj: TObj read FObj;
378 property Name: String read FName write FName;
379 property Model: TPlayerModel read FModel;
380 property Health: Integer read FHealth write FHealth;
381 property Lives: Byte read FLives write FLives;
382 property Armor: Integer read FArmor write FArmor;
383 property Air: Integer read FAir write FAir;
384 property JetFuel: Integer read FJetFuel write FJetFuel;
385 property Frags: Integer read FFrags write FFrags;
386 property Death: Integer read FDeath write FDeath;
387 property Kills: Integer read FKills write FKills;
388 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
389 property WeapSwitchMode: Byte read FWeapSwitchMode write FWeapSwitchMode;
390 property SwitchToEmpty: Byte read FSwitchToEmpty write FSwitchToEmpty;
391 property SkipFist: Byte read FSkipFist write FSkipFist;
392 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
393 property Secrets: Integer read FSecrets;
394 property GodMode: Boolean read FGodMode write FGodMode;
395 property NoTarget: Boolean read FNoTarget write FNoTarget;
396 property NoReload: Boolean read FNoReload write FNoReload;
397 property alive: Boolean read FAlive write FAlive;
398 property Flag: Byte read FFlag;
399 property Team: Byte read FTeam write FTeam;
400 property Direction: TDirection read FDirection;
401 property GameX: Integer read FObj.X write FObj.X;
402 property GameY: Integer read FObj.Y write FObj.Y;
403 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
404 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
405 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
406 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
407 property IncCam: Integer read FIncCam write FIncCam;
408 property IncCamOld: Integer read FIncCamOld write FIncCamOld;
409 property SlopeOld: Integer read FSlopeOld write FSlopeOld;
410 property UID: Word read FUID write FUID;
411 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
412 property NetTime: LongWord read FNetTime write FNetTime;
414 published
415 property eName: String read FName write FName;
416 property eHealth: Integer read FHealth write FHealth;
417 property eLives: Byte read FLives write FLives;
418 property eArmor: Integer read FArmor write FArmor;
419 property eAir: Integer read FAir write FAir;
420 property eJetFuel: Integer read FJetFuel write FJetFuel;
421 property eFrags: Integer read FFrags write FFrags;
422 property eDeath: Integer read FDeath write FDeath;
423 property eKills: Integer read FKills write FKills;
424 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
425 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
426 property eSecrets: Integer read FSecrets write FSecrets;
427 property eGodMode: Boolean read FGodMode write FGodMode;
428 property eNoTarget: Boolean read FNoTarget write FNoTarget;
429 property eNoReload: Boolean read FNoReload write FNoReload;
430 property eAlive: Boolean read FAlive write FAlive;
431 property eFlag: Byte read FFlag;
432 property eTeam: Byte read FTeam write FTeam;
433 property eDirection: TDirection read FDirection;
434 property eGameX: Integer read FObj.X write FObj.X;
435 property eGameY: Integer read FObj.Y write FObj.Y;
436 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
437 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
438 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
439 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
440 property eIncCam: Integer read FIncCam write FIncCam;
441 property eUID: Word read FUID;
442 property eJustTeleported: Boolean read FJustTeleported;
443 property eNetTime: LongWord read FNetTime;
445 // set this before assigning something to `eDamage`
446 property eDamageType: Integer read mEDamageType write mEDamageType;
447 property eDamage: Integer write doDamage;
448 end;
450 TDifficult = record
451 public
452 DiagFire: Byte;
453 InvisFire: Byte;
454 DiagPrecision: Byte;
455 FlyPrecision: Byte;
456 Cover: Byte;
457 CloseJump: Byte;
458 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
459 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
460 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
462 public
463 procedure save (st: TStream);
464 procedure load (st: TStream);
465 end;
467 TAIFlag = record
468 Name: String;
469 Value: String;
470 end;
472 TBot = class(TPlayer)
473 private
474 FSelectedWeapon: Byte;
475 FTargetUID: Word;
476 FLastVisible: DWORD;
477 FAIFlags: Array of TAIFlag;
478 FDifficult: TDifficult;
480 function GetRnd(a: Byte): Boolean;
481 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
482 function RunDirection(): TDirection;
483 function FullInStep(XInc, YInc: Integer): Boolean;
484 //function NeedItem(Item: Byte): Byte;
485 procedure SelectWeapon(Dist: Integer);
486 procedure SetAIFlag(aName, fValue: String20);
487 function GetAIFlag(aName: String20): String20;
488 procedure RemoveAIFlag(aName: String20);
489 function Healthy(): Byte;
490 procedure UpdateMove();
491 procedure UpdateCombat();
492 function KeyPressed(Key: Word): Boolean;
493 procedure ReleaseKey(Key: Byte);
494 function TargetOnScreen(TX, TY: Integer): Boolean;
495 procedure OnDamage(Angle: SmallInt); override;
497 public
498 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
499 constructor Create(); override;
500 destructor Destroy(); override;
501 procedure Draw(); override;
502 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
503 function Heal(value: Word; Soft: Boolean): Boolean; override;
504 procedure Update(); override;
505 procedure SaveState (st: TStream); override;
506 procedure LoadState (st: TStream); override;
507 end;
509 PGib = ^TGib;
510 TGib = record
511 alive: Boolean;
512 ID: DWORD;
513 MaskID: DWORD;
514 RAngle: Integer;
515 Color: TRGB;
516 Obj: TObj;
518 procedure getMapBox (out x, y, w, h: Integer); inline;
519 procedure moveBy (dx, dy: Integer); inline;
521 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
522 end;
525 PShell = ^TShell;
526 TShell = record
527 SpriteID: DWORD;
528 alive: Boolean;
529 SType: Byte;
530 RAngle: Integer;
531 Timeout: Cardinal;
532 CX, CY: Integer;
533 Obj: TObj;
535 procedure getMapBox (out x, y, w, h: Integer); inline;
536 procedure moveBy (dx, dy: Integer); inline;
538 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
539 end;
541 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
542 private
543 FModelName: String;
544 FMess: Boolean;
545 FState: Byte;
546 FDamage: Byte;
547 FColor: TRGB;
548 FObj: TObj;
549 FPlayerUID: Word;
550 FAnimation: TAnimation;
551 FAnimationMask: TAnimation;
553 public
554 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
555 destructor Destroy(); override;
556 procedure Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
557 procedure Update();
558 procedure Draw();
559 procedure SaveState (st: TStream);
560 procedure LoadState (st: TStream);
562 procedure getMapBox (out x, y, w, h: Integer); inline;
563 procedure moveBy (dx, dy: Integer); inline;
565 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
567 function ObjPtr (): PObj; inline;
569 property Obj: TObj read FObj; // copies object
570 property State: Byte read FState;
571 property Mess: Boolean read FMess;
572 end;
574 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
575 record
576 Score: SmallInt;
577 end;
579 var
580 gPlayers: Array of TPlayer;
581 gCorpses: Array of TCorpse;
582 gGibs: Array of TGib;
583 gShells: Array of TShell;
584 gTeamStat: TTeamStat;
585 gFly: Boolean = False;
586 gAimLine: Boolean = False;
587 gChatBubble: Integer = 0;
588 gPlayerIndicator: Integer = 1;
589 gPlayerIndicatorStyle: Integer = 0;
590 gNumBots: Word = 0;
591 gSpectLatchPID1: Word = 0;
592 gSpectLatchPID2: Word = 0;
593 MAX_RUNVEL: Integer = 8;
594 VEL_JUMP: Integer = 10;
595 SHELL_TIMEOUT: Cardinal = 60000;
597 function Lerp(X, Y, Factor: Integer): Integer;
599 procedure g_Gibs_SetMax(Count: Word);
600 function g_Gibs_GetMax(): Word;
601 procedure g_Corpses_SetMax(Count: Word);
602 function g_Corpses_GetMax(): Word;
603 procedure g_Force_Model_Set(Mode: Word);
604 function g_Force_Model_Get(): Word;
605 procedure g_Forced_Model_SetName(Model: String);
606 function g_Forced_Model_GetName(): String;
607 procedure g_Shells_SetMax(Count: Word);
608 function g_Shells_GetMax(): Word;
610 procedure g_Player_Init();
611 procedure g_Player_Free();
612 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
613 function g_Player_CreateFromState (st: TStream): Word;
614 procedure g_Player_Remove(UID: Word);
615 procedure g_Player_ResetTeams();
616 procedure g_Player_PreUpdate();
617 procedure g_Player_UpdateAll();
618 procedure g_Player_DrawAll();
619 procedure g_Player_DrawDebug(p: TPlayer);
620 procedure g_Player_DrawHealth();
621 procedure g_Player_RememberAll();
622 procedure g_Player_ResetAll(Force, Silent: Boolean);
623 function g_Player_Get(UID: Word): TPlayer;
624 function g_Player_GetCount(): Byte;
625 function g_Player_GetStats(): TPlayerStatArray;
626 function g_Player_ExistingName(Name: String): Boolean;
627 function g_Player_CreateCorpse(Player: TPlayer): Integer;
628 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
629 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
630 procedure g_Player_UpdatePhysicalObjects();
631 procedure g_Player_DrawCorpses();
632 procedure g_Player_DrawShells();
633 procedure g_Player_RemoveAllCorpses();
634 procedure g_Player_Corpses_SaveState (st: TStream);
635 procedure g_Player_Corpses_LoadState (st: TStream);
636 procedure g_Player_ResetReady();
637 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
638 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
639 procedure g_Bot_MixNames();
640 procedure g_Bot_RemoveAll();
641 function g_Bot_GetCount(): Integer;
643 implementation
645 uses
646 {$INCLUDE ../nogl/noGLuses.inc}
647 {$IFDEF ENABLE_HOLMES}
648 g_holmes,
649 {$ENDIF}
650 e_log, g_map, g_items, g_console, g_gfx, Math,
651 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
652 wadreader, g_main, g_monsters, CONFIG, g_language,
653 g_net, g_netmsg, g_window,
654 utils, xstreams;
656 const PLR_SAVE_VERSION = 0;
658 type
659 TBotProfile = record
660 name: ShortString;
661 model: ShortString;
662 team: Byte;
663 color: TRGB;
664 diag_fire: Byte;
665 invis_fire: Byte;
666 diag_precision: Byte;
667 fly_precision: Byte;
668 cover: Byte;
669 close_jump: Byte;
670 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
671 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
672 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
673 end;
675 const
676 TIME_RESPAWN1 = 1500;
677 TIME_RESPAWN2 = 2000;
678 TIME_RESPAWN3 = 3000;
679 AIR_DEF = 360;
680 AIR_MAX = 1091;
681 JET_MAX = 540; // ~30 sec
682 PLAYER_SUIT_TIME = 30000;
683 PLAYER_INVUL_TIME = 30000;
684 PLAYER_INVIS_TIME = 35000;
685 FRAG_COMBO_TIME = 3000;
686 VEL_SW = 4;
687 VEL_FLY = 6;
688 ANGLE_RIGHTUP = 55;
689 ANGLE_RIGHTDOWN = -35;
690 ANGLE_LEFTUP = 125;
691 ANGLE_LEFTDOWN = -145;
692 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
693 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
694 BOT_MAXJUMP = 84;
695 BOT_LONGDIST = 300;
696 BOT_UNSAFEDIST = 128;
697 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
698 (R:0; G:0; B:255));
699 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
700 FlyPrecision: 32; Cover: 32; CloseJump: 32;
701 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
702 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
703 FlyPrecision: 127; Cover: 127; CloseJump: 127;
704 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
705 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
706 FlyPrecision: 255; Cover: 255; CloseJump: 255;
707 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
708 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
709 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
710 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
711 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
712 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
713 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
714 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
715 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
716 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
717 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
718 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
719 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
720 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
721 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
722 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
723 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
724 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
726 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
727 CORPSE_SIGNATURE = $50524F43; // 'CORP'
729 BOTNAMES_FILENAME = 'botnames.txt';
730 BOTLIST_FILENAME = 'botlist.txt';
732 var
733 MaxGibs: Word = 150;
734 MaxCorpses: Word = 20;
735 MaxShells: Word = 300;
736 ForceModel: Word = 0;
737 ForcedModelName: String = STD_PLAYER_MODEL;
738 CurrentGib: Integer = 0;
739 CurrentShell: Integer = 0;
740 BotNames: Array of String;
741 BotList: Array of TBotProfile;
742 SavedStates: Array of TPlayerSavedState;
745 function Lerp(X, Y, Factor: Integer): Integer;
746 begin
747 Result := X + ((Y - X) div Factor);
748 end;
750 function SameTeam(UID1, UID2: Word): Boolean;
751 begin
752 Result := False;
754 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
755 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
757 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
759 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
760 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
762 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
763 end;
765 procedure g_Gibs_SetMax(Count: Word);
766 begin
767 MaxGibs := Count;
768 SetLength(gGibs, Count);
770 if CurrentGib >= Count then
771 CurrentGib := 0;
772 end;
774 function g_Gibs_GetMax(): Word;
775 begin
776 Result := MaxGibs;
777 end;
779 procedure g_Shells_SetMax(Count: Word);
780 begin
781 MaxShells := Count;
782 SetLength(gShells, Count);
784 if CurrentShell >= Count then
785 CurrentShell := 0;
786 end;
788 function g_Shells_GetMax(): Word;
789 begin
790 Result := MaxShells;
791 end;
794 procedure g_Corpses_SetMax(Count: Word);
795 begin
796 MaxCorpses := Count;
797 SetLength(gCorpses, Count);
798 end;
800 function g_Corpses_GetMax(): Word;
801 begin
802 Result := MaxCorpses;
803 end;
805 procedure g_Force_Model_Set(Mode: Word);
806 begin
807 ForceModel := Mode;
808 end;
810 function g_Force_Model_Get(): Word;
811 begin
812 Result := ForceModel;
813 end;
815 procedure g_Forced_Model_SetName(Model: String);
816 begin
817 ForcedModelName := Model;
818 end;
820 function g_Forced_Model_GetName(): String;
821 begin
822 Result := ForcedModelName;
823 end;
825 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
826 var
827 a: Integer;
828 ok: Boolean;
829 begin
830 Result := 0;
832 ok := False;
833 a := 0;
835 // Åñòü ëè ìåñòî â gPlayers:
836 if gPlayers <> nil then
837 for a := 0 to High(gPlayers) do
838 if gPlayers[a] = nil then
839 begin
840 ok := True;
841 Break;
842 end;
844 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
845 if not ok then
846 begin
847 SetLength(gPlayers, Length(gPlayers)+1);
848 a := High(gPlayers);
849 end;
851 // Ñîçäàåì îáúåêò èãðîêà:
852 if Bot then
853 gPlayers[a] := TBot.Create()
854 else
855 gPlayers[a] := TPlayer.Create();
858 gPlayers[a].FActualModelName := ModelName;
859 gPlayers[a].SetModel(ModelName);
860 if Bot and (g_Force_Model_Get() <> 0) then
861 gPlayers[a].SetModel(g_Forced_Model_GetName());
863 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
864 if gPlayers[a].FModel = nil then
865 begin
866 gPlayers[a].Free();
867 gPlayers[a] := nil;
868 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
869 Exit;
870 end;
872 if not (Team in [TEAM_RED, TEAM_BLUE]) then
873 if Random(2) = 0 then
874 Team := TEAM_RED
875 else
876 Team := TEAM_BLUE;
877 gPlayers[a].FPreferredTeam := Team;
879 case gGameSettings.GameMode of
880 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
881 GM_TDM,
882 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
883 GM_SINGLE,
884 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
885 end;
887 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
888 gPlayers[a].FColor := Color;
889 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
890 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
891 else
892 gPlayers[a].FModel.Color := Color;
894 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
895 gPlayers[a].FAlive := False;
897 Result := gPlayers[a].FUID;
898 end;
900 function g_Player_CreateFromState (st: TStream): Word;
901 var a: Integer; ok, Bot: Boolean; pos: Int64;
902 begin
903 assert(st <> nil);
905 // check signature and entity type
906 pos := st.Position;
907 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
908 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
909 Bot := utils.readBool(st);
910 st.Position := pos;
912 // find free player slot
913 ok := false;
914 for a := 0 to High(gPlayers) do
915 if gPlayers[a] = nil then
916 begin
917 ok := true;
918 break;
919 end;
921 // allocate player slot
922 if not ok then
923 begin
924 SetLength(gPlayers, Length(gPlayers)+1);
925 a := High(gPlayers);
926 end;
928 // create entity and load state
929 if Bot then
930 begin
931 gPlayers[a] := TBot.Create();
932 if (g_Force_Model_Get() <> 0) then
933 gPlayers[a].SetModel(g_Forced_Model_GetName());
934 end
935 else
936 gPlayers[a] := TPlayer.Create();
937 gPlayers[a].FPhysics := True; // ???
938 gPlayers[a].LoadState(st);
940 result := gPlayers[a].FUID;
941 end;
944 procedure g_Player_ResetTeams();
945 var
946 a: Integer;
947 begin
948 if g_Game_IsClient then
949 Exit;
950 if gPlayers = nil then
951 Exit;
952 for a := Low(gPlayers) to High(gPlayers) do
953 if gPlayers[a] <> nil then
954 case gGameSettings.GameMode of
955 GM_DM:
956 gPlayers[a].ChangeTeam(TEAM_NONE);
957 GM_TDM, GM_CTF:
958 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
959 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
960 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
961 else
962 if a mod 2 = 0 then
963 gPlayers[a].ChangeTeam(TEAM_RED)
964 else
965 gPlayers[a].ChangeTeam(TEAM_BLUE);
966 GM_SINGLE,
967 GM_COOP:
968 gPlayers[a].ChangeTeam(TEAM_COOP);
969 end;
970 end;
972 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
973 var
974 m: SSArray;
975 _name, _model: String;
976 a, tr, tb: Integer;
977 begin
978 if not g_Game_IsServer then Exit;
980 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
981 if (g_Bot_GetCount() >= gMaxBots) then Exit;
983 // Ñïèñîê íàçâàíèé ìîäåëåé:
984 m := g_PlayerModel_GetNames();
985 if m = nil then
986 Exit;
988 // Êîìàíäà:
989 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
990 Team := TEAM_COOP // COOP
991 else
992 if gGameSettings.GameMode = GM_DM then
993 Team := TEAM_NONE // DM
994 else
995 if Team = TEAM_NONE then // CTF / TDM
996 begin
997 // Àâòîáàëàíñ êîìàíä:
998 tr := 0;
999 tb := 0;
1001 for a := 0 to High(gPlayers) do
1002 if gPlayers[a] <> nil then
1003 begin
1004 if gPlayers[a].Team = TEAM_RED then
1005 Inc(tr)
1006 else
1007 if gPlayers[a].Team = TEAM_BLUE then
1008 Inc(tb);
1009 end;
1011 if tr > tb then
1012 Team := TEAM_BLUE
1013 else
1014 if tb > tr then
1015 Team := TEAM_RED
1016 else // tr = tb
1017 if Random(2) = 0 then
1018 Team := TEAM_RED
1019 else
1020 Team := TEAM_BLUE;
1021 end;
1023 // Âûáèðàåì áîòó èìÿ:
1024 _name := '';
1025 if BotNames <> nil then
1026 for a := 0 to High(BotNames) do
1027 if g_Player_ExistingName(BotNames[a]) then
1028 begin
1029 _name := BotNames[a];
1030 Break;
1031 end;
1033 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1034 _model := m[Random(Length(m))];
1036 // Ñîçäàåì áîòà:
1037 with g_Player_Get(g_Player_Create(_model,
1038 _RGB(Min(Random(9)*32, 255),
1039 Min(Random(9)*32, 255),
1040 Min(Random(9)*32, 255)),
1041 Team, True)) as TBot do
1042 begin
1043 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1044 if _name = '' then
1045 Name := Format('DFBOT%.5d', [UID])
1046 else
1047 Name := _name;
1049 case Difficult of
1050 1: FDifficult := DIFFICULT_EASY;
1051 2: FDifficult := DIFFICULT_MEDIUM;
1052 else FDifficult := DIFFICULT_HARD;
1053 end;
1055 for a := WP_FIRST to WP_LAST do
1056 begin
1057 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1058 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1059 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1060 end;
1062 FHandicap := Handicap;
1064 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1066 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1067 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1068 Spectate();
1069 end;
1070 end;
1072 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1073 var
1074 m: SSArray;
1075 _name, _model: String;
1076 a: Integer;
1077 begin
1078 if not g_Game_IsServer then Exit;
1080 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
1081 if (g_Bot_GetCount() >= gMaxBots) then Exit;
1083 // Ñïèñîê íàçâàíèé ìîäåëåé:
1084 m := g_PlayerModel_GetNames();
1085 if m = nil then
1086 Exit;
1088 // Êîìàíäà:
1089 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1090 Team := TEAM_COOP // COOP
1091 else
1092 if gGameSettings.GameMode = GM_DM then
1093 Team := TEAM_NONE // DM
1094 else
1095 if Team = TEAM_NONE then
1096 Team := BotList[num].team; // CTF / TDM
1098 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1099 if lName = '' then
1100 num := Random(Length(BotList))
1101 else
1102 begin
1103 if (num < 0) or (num > Length(BotList)-1) then
1104 num := -1;
1105 if (num = -1) and (BotList <> nil) then
1106 lName := AnsiLowerCase(lName);
1107 for a := 0 to High(BotList) do
1108 if AnsiLowerCase(BotList[a].name) = lName then
1109 begin
1110 num := a;
1111 Break;
1112 end;
1113 if num = -1 then
1114 Exit;
1115 end;
1117 // Èìÿ áîòà:
1118 _name := BotList[num].name;
1120 // Ìîäåëü:
1121 _model := BotList[num].model;
1122 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1123 if not InSArray(_model, m) then
1124 _model := m[Random(Length(m))];
1126 // Ñîçäàåì áîòà:
1127 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1128 begin
1129 Name := _name;
1131 FDifficult.DiagFire := BotList[num].diag_fire;
1132 FDifficult.InvisFire := BotList[num].invis_fire;
1133 FDifficult.DiagPrecision := BotList[num].diag_precision;
1134 FDifficult.FlyPrecision := BotList[num].fly_precision;
1135 FDifficult.Cover := BotList[num].cover;
1136 FDifficult.CloseJump := BotList[num].close_jump;
1138 FHandicap := Handicap;
1140 for a := WP_FIRST to WP_LAST do
1141 begin
1142 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1143 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1144 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1145 end;
1147 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1149 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1150 end;
1151 end;
1153 procedure g_Bot_RemoveAll();
1154 var
1155 a: Integer;
1156 begin
1157 if not g_Game_IsServer then Exit;
1158 if gPlayers = nil then Exit;
1160 for a := 0 to High(gPlayers) do
1161 if gPlayers[a] <> nil then
1162 if gPlayers[a] is TBot then
1163 begin
1164 gPlayers[a].Lives := 0;
1165 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1166 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1167 g_Player_Remove(gPlayers[a].FUID);
1168 end;
1170 g_Bot_MixNames();
1171 end;
1173 procedure g_Bot_MixNames();
1174 var
1175 s: String;
1176 a, b: Integer;
1177 begin
1178 if BotNames <> nil then
1179 for a := 0 to High(BotNames) do
1180 begin
1181 b := Random(Length(BotNames));
1182 s := BotNames[a];
1183 Botnames[a] := BotNames[b];
1184 BotNames[b] := s;
1185 end;
1186 end;
1188 procedure g_Player_Remove(UID: Word);
1189 var
1190 i: Integer;
1191 begin
1192 if gPlayers = nil then Exit;
1194 if g_Game_IsServer and g_Game_IsNet then
1195 MH_SEND_PlayerDelete(UID);
1197 for i := 0 to High(gPlayers) do
1198 if gPlayers[i] <> nil then
1199 if gPlayers[i].FUID = UID then
1200 begin
1201 if gPlayers[i] is TPlayer then
1202 TPlayer(gPlayers[i]).Free()
1203 else
1204 TBot(gPlayers[i]).Free();
1205 gPlayers[i] := nil;
1206 Exit;
1207 end;
1208 end;
1210 procedure g_Player_Init();
1211 var
1212 F: TextFile;
1213 s: String;
1214 a, b: Integer;
1215 config: TConfig;
1216 sa: SSArray;
1217 path: AnsiString;
1218 begin
1219 BotNames := nil;
1220 BotList := nil;
1222 path := BOTNAMES_FILENAME;
1223 if e_FindResource(DataDirs, path) then
1224 begin
1225 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1226 AssignFile(F, path);
1227 Reset(F);
1229 while not EOF(F) do
1230 begin
1231 ReadLn(F, s);
1233 s := Trim(s);
1234 if s = '' then
1235 Continue;
1237 SetLength(BotNames, Length(BotNames)+1);
1238 BotNames[High(BotNames)] := s;
1239 end;
1241 CloseFile(F);
1243 // Ïåðåìåøèâàåì èõ:
1244 g_Bot_MixNames();
1245 end;
1247 path := BOTLIST_FILENAME;
1248 if e_FindResource(DataDirs, path) then
1249 begin
1250 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1251 config := TConfig.CreateFile(path);
1252 a := 0;
1254 while config.SectionExists(IntToStr(a)) do
1255 begin
1256 SetLength(BotList, Length(BotList)+1);
1258 with BotList[High(BotList)] do
1259 begin
1260 name := config.ReadStr(IntToStr(a), 'name', ''); // Èìÿ áîòà
1261 model := config.ReadStr(IntToStr(a), 'model', ''); // Ìîäåëü
1263 // Êîìàíäà
1264 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red'
1265 then team := TEAM_RED
1266 else team := TEAM_BLUE;
1268 // Öâåò ìîäåëè
1269 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1270 color.R := StrToIntDef(sa[0], 0);
1271 color.G := StrToIntDef(sa[1], 0);
1272 color.B := StrToIntDef(sa[2], 0);
1274 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0); // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì
1275 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0); // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó
1276 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0); // Òî÷íîñòü ñòðåëüáû ïîä óãëîì
1277 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0); // Òî÷íîñòü ñòðåëüáû â ïîëåòå
1278 cover := config.ReadInt(IntToStr(a), 'cover', 0); // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ
1279 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0); // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà
1281 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ
1282 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1283 if Length(sa) = 10 then
1284 for b := 0 to 9 do
1285 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1287 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ
1288 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1289 if Length(sa) = 10 then
1290 for b := 0 to 9 do
1291 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1293 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1294 if Length(sa) = 10 then
1295 for b := 0 to 9 do
1296 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1297 end;
1299 a += 1;
1300 end;
1302 config.Free();
1303 end;
1305 SetLength(SavedStates, 0);
1306 end;
1308 procedure g_Player_Free();
1309 var
1310 i: Integer;
1311 begin
1312 if gPlayers <> nil then
1313 begin
1314 for i := 0 to High(gPlayers) do
1315 if gPlayers[i] <> nil then
1316 begin
1317 if gPlayers[i] is TPlayer then
1318 TPlayer(gPlayers[i]).Free()
1319 else
1320 TBot(gPlayers[i]).Free();
1321 gPlayers[i] := nil;
1322 end;
1324 gPlayers := nil;
1325 end;
1327 gPlayer1 := nil;
1328 gPlayer2 := nil;
1329 SetLength(SavedStates, 0);
1330 end;
1332 procedure g_Player_PreUpdate();
1333 var
1334 i: Integer;
1335 begin
1336 if gPlayers = nil then Exit;
1337 for i := 0 to High(gPlayers) do
1338 if gPlayers[i] <> nil then
1339 gPlayers[i].PreUpdate();
1340 end;
1342 procedure g_Player_UpdateAll();
1343 var
1344 i: Integer;
1345 begin
1346 if gPlayers = nil then Exit;
1348 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1349 for i := 0 to High(gPlayers) do
1350 begin
1351 if gPlayers[i] <> nil then
1352 begin
1353 if gPlayers[i] is TPlayer then
1354 begin
1355 gPlayers[i].Update();
1356 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1357 end
1358 else
1359 begin
1360 // bot updates weapons in `UpdateCombat()`
1361 TBot(gPlayers[i]).Update();
1362 end;
1363 end;
1364 end;
1365 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1366 end;
1368 procedure g_Player_DrawAll();
1369 var
1370 i: Integer;
1371 begin
1372 if gPlayers = nil then Exit;
1374 for i := 0 to High(gPlayers) do
1375 if gPlayers[i] <> nil then
1376 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1377 else TBot(gPlayers[i]).Draw();
1378 end;
1380 procedure g_Player_DrawDebug(p: TPlayer);
1381 var
1382 fW, fH: Byte;
1383 begin
1384 if p = nil then Exit;
1385 if (@p.FObj) = nil then Exit;
1387 e_TextureFontGetSize(gStdFont, fW, fH);
1389 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1390 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1391 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1392 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1393 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1394 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1395 e_TextureFontPrint(0, fH * 6, 'Old X: ' + IntToStr(p.FObj.oldX), gStdFont);
1396 e_TextureFontPrint(0, fH * 7, 'Old Y: ' + IntToStr(p.FObj.oldY), gStdFont);
1397 end;
1399 procedure g_Player_DrawHealth();
1400 var
1401 i: Integer;
1402 fW, fH: Byte;
1403 begin
1404 if gPlayers = nil then Exit;
1405 e_TextureFontGetSize(gStdFont, fW, fH);
1407 for i := 0 to High(gPlayers) do
1408 if gPlayers[i] <> nil then
1409 begin
1410 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1411 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1412 IntToStr(gPlayers[i].FHealth), gStdFont);
1413 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1414 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1415 IntToStr(gPlayers[i].FArmor), gStdFont);
1416 end;
1417 end;
1419 function g_Player_Get(UID: Word): TPlayer;
1420 var
1421 a: Integer;
1422 begin
1423 Result := nil;
1425 if gPlayers = nil then
1426 Exit;
1428 for a := 0 to High(gPlayers) do
1429 if gPlayers[a] <> nil then
1430 if gPlayers[a].FUID = UID then
1431 begin
1432 Result := gPlayers[a];
1433 Exit;
1434 end;
1435 end;
1437 function g_Player_GetCount(): Byte;
1438 var
1439 a: Integer;
1440 begin
1441 Result := 0;
1443 if gPlayers = nil then
1444 Exit;
1446 for a := 0 to High(gPlayers) do
1447 if gPlayers[a] <> nil then
1448 Result := Result + 1;
1449 end;
1451 function g_Bot_GetCount(): Integer;
1452 var
1453 a: Integer;
1454 begin
1455 Result := 0;
1457 if gPlayers = nil then
1458 Exit;
1460 for a := 0 to High(gPlayers) do
1461 if (gPlayers[a] <> nil) and (gPlayers[a] is TBot) then
1462 Result := Result + 1;
1463 end;
1465 function g_Player_GetStats(): TPlayerStatArray;
1466 var
1467 a: Integer;
1468 begin
1469 Result := nil;
1471 if gPlayers = nil then Exit;
1473 for a := 0 to High(gPlayers) do
1474 if gPlayers[a] <> nil then
1475 begin
1476 SetLength(Result, Length(Result)+1);
1477 with Result[High(Result)] do
1478 begin
1479 Num := a;
1480 Ping := gPlayers[a].FPing;
1481 Loss := gPlayers[a].FLoss;
1482 Name := gPlayers[a].FName;
1483 Team := gPlayers[a].FTeam;
1484 Frags := gPlayers[a].FFrags;
1485 Deaths := gPlayers[a].FDeath;
1486 Kills := gPlayers[a].FKills;
1487 Color := gPlayers[a].FModel.Color;
1488 Lives := gPlayers[a].FLives;
1489 Spectator := gPlayers[a].FSpectator;
1490 UID := gPlayers[a].FUID;
1491 end;
1492 end;
1493 end;
1495 procedure g_Player_ResetReady();
1496 var
1497 a: Integer;
1498 begin
1499 if not g_Game_IsServer then Exit;
1500 if gPlayers = nil then Exit;
1502 for a := 0 to High(gPlayers) do
1503 if gPlayers[a] <> nil then
1504 begin
1505 gPlayers[a].FReady := False;
1506 if g_Game_IsNet then
1507 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1508 end;
1509 end;
1511 procedure g_Player_RememberAll;
1512 var
1513 i: Integer;
1514 begin
1515 for i := Low(gPlayers) to High(gPlayers) do
1516 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1517 gPlayers[i].RememberState;
1518 end;
1520 procedure g_Player_ResetAll(Force, Silent: Boolean);
1521 var
1522 i: Integer;
1523 begin
1524 gTeamStat[TEAM_RED].Score := 0;
1525 gTeamStat[TEAM_BLUE].Score := 0;
1527 if gPlayers <> nil then
1528 for i := 0 to High(gPlayers) do
1529 if gPlayers[i] <> nil then
1530 begin
1531 gPlayers[i].Reset(Force);
1533 if gPlayers[i] is TPlayer then
1534 begin
1535 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1536 gPlayers[i].Respawn(Silent)
1537 else
1538 gPlayers[i].Spectate();
1539 end
1540 else
1541 TBot(gPlayers[i]).Respawn(Silent);
1542 end;
1543 end;
1545 function g_Player_CreateCorpse(Player: TPlayer): Integer;
1546 var
1547 i: Integer;
1548 find_id: DWORD;
1549 ok: Boolean;
1550 begin
1551 Result := -1;
1553 if Player.alive then
1554 Exit;
1556 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1557 i := Player.FCorpse;
1558 if (i >= 0) and (i < Length(gCorpses)) then
1559 begin
1560 if (gCorpses[i] <> nil) and (gCorpses[i].FPlayerUID = Player.FUID) then
1561 gCorpses[i].FPlayerUID := 0;
1562 end;
1564 if Player.FObj.Y >= gMapInfo.Height+128 then
1565 Exit;
1567 with Player do
1568 begin
1569 if (FHealth >= -50) or (gGibsCount = 0) then
1570 begin
1571 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1572 Exit;
1574 ok := False;
1575 for find_id := 0 to High(gCorpses) do
1576 if gCorpses[find_id] = nil then
1577 begin
1578 ok := True;
1579 Break;
1580 end;
1582 if not ok then
1583 find_id := Random(Length(gCorpses));
1585 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1586 gCorpses[find_id].FColor := FModel.Color;
1587 gCorpses[find_id].FObj.Vel := FObj.Vel;
1588 gCorpses[find_id].FObj.Accel := FObj.Accel;
1589 gCorpses[find_id].FPlayerUID := FUID;
1591 Result := find_id;
1592 end
1593 else
1594 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1595 FObj.Y + PLAYER_RECT_CY,
1596 FModel.Name, FModel.Color);
1597 end;
1598 end;
1600 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1601 var
1602 SID: DWORD;
1603 begin
1604 if (gShells = nil) or (Length(gShells) = 0) then
1605 Exit;
1607 with gShells[CurrentShell] do
1608 begin
1609 SpriteID := 0;
1610 g_Obj_Init(@Obj);
1611 Obj.Rect.X := 0;
1612 Obj.Rect.Y := 0;
1613 if T = SHELL_BULLET then
1614 begin
1615 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1616 SpriteID := SID;
1617 CX := 2;
1618 CY := 1;
1619 Obj.Rect.Width := 4;
1620 Obj.Rect.Height := 2;
1621 end
1622 else
1623 begin
1624 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1625 SpriteID := SID;
1626 CX := 4;
1627 CY := 2;
1628 Obj.Rect.Width := 7;
1629 Obj.Rect.Height := 3;
1630 end;
1631 SType := T;
1632 alive := True;
1633 Obj.X := fX;
1634 Obj.Y := fY;
1635 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1636 positionChanged(); // this updates spatial accelerators
1637 RAngle := Random(360);
1638 Timeout := gTime + SHELL_TIMEOUT;
1640 if CurrentShell >= High(gShells) then
1641 CurrentShell := 0
1642 else
1643 Inc(CurrentShell);
1644 end;
1645 end;
1647 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1648 var
1649 a: Integer;
1650 GibsArray: TGibsArray;
1651 Blood: TModelBlood;
1652 begin
1653 if (gGibs = nil) or (Length(gGibs) = 0) then
1654 Exit;
1655 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1656 Exit;
1657 Blood := g_PlayerModel_GetBlood(ModelName);
1659 for a := 0 to High(GibsArray) do
1660 with gGibs[CurrentGib] do
1661 begin
1662 Color := fColor;
1663 ID := GibsArray[a].ID;
1664 MaskID := GibsArray[a].MaskID;
1665 alive := True;
1666 g_Obj_Init(@Obj);
1667 Obj.Rect := GibsArray[a].Rect;
1668 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1669 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1670 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1671 positionChanged(); // this updates spatial accelerators
1672 RAngle := Random(360);
1674 if gBloodCount > 0 then
1675 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1676 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1678 if CurrentGib >= High(gGibs) then
1679 CurrentGib := 0
1680 else
1681 Inc(CurrentGib);
1682 end;
1683 end;
1685 procedure g_Player_UpdatePhysicalObjects();
1686 var
1687 i: Integer;
1688 vel: TPoint2i;
1689 mr: Word;
1691 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1692 var
1693 k: Integer;
1694 begin
1695 k := 1 + Random(2);
1696 if T = SHELL_BULLET then
1697 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1698 else
1699 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1700 end;
1702 begin
1703 // Êóñêè ìÿñà:
1704 if gGibs <> nil then
1705 for i := 0 to High(gGibs) do
1706 if gGibs[i].alive then
1707 with gGibs[i] do
1708 begin
1709 Obj.oldX := Obj.X;
1710 Obj.oldY := Obj.Y;
1712 vel := Obj.Vel;
1713 mr := g_Obj_Move(@Obj, True, False, True);
1714 positionChanged(); // this updates spatial accelerators
1716 if WordBool(mr and MOVE_FALLOUT) then
1717 begin
1718 alive := False;
1719 Continue;
1720 end;
1722 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1723 if WordBool(mr and MOVE_HITWALL) then
1724 Obj.Vel.X := -(vel.X div 2);
1725 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1726 Obj.Vel.Y := -(vel.Y div 2);
1728 if (Obj.Vel.X >= 0) then
1729 begin // Clockwise
1730 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1731 if RAngle >= 360 then
1732 RAngle := RAngle mod 360;
1733 end else begin // Counter-clockwise
1734 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1735 if RAngle < 0 then
1736 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1737 end;
1739 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1740 if gTime mod (GAME_TICK*3) = 0 then
1741 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1742 end;
1744 // Òðóïû:
1745 if gCorpses <> nil then
1746 for i := 0 to High(gCorpses) do
1747 if gCorpses[i] <> nil then
1748 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1749 begin
1750 gCorpses[i].Free();
1751 gCorpses[i] := nil;
1752 end
1753 else
1754 gCorpses[i].Update();
1756 // Ãèëüçû:
1757 if gShells <> nil then
1758 for i := 0 to High(gShells) do
1759 if gShells[i].alive then
1760 with gShells[i] do
1761 begin
1762 Obj.oldX := Obj.X;
1763 Obj.oldY := Obj.Y;
1765 vel := Obj.Vel;
1766 mr := g_Obj_Move(@Obj, True, False, True);
1767 positionChanged(); // this updates spatial accelerators
1769 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1770 begin
1771 alive := False;
1772 Continue;
1773 end;
1775 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1776 if WordBool(mr and MOVE_HITWALL) then
1777 begin
1778 Obj.Vel.X := -(vel.X div 2);
1779 if not WordBool(mr and MOVE_INWATER) then
1780 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1781 end;
1782 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1783 begin
1784 Obj.Vel.Y := -(vel.Y div 2);
1785 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1786 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1787 begin
1788 if RAngle mod 90 <> 0 then
1789 RAngle := (RAngle div 90) * 90;
1790 end
1791 else if not WordBool(mr and MOVE_INWATER) then
1792 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1793 end;
1795 if (Obj.Vel.X >= 0) then
1796 begin // Clockwise
1797 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1798 if RAngle >= 360 then
1799 RAngle := RAngle mod 360;
1800 end else begin // Counter-clockwise
1801 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1802 if RAngle < 0 then
1803 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1804 end;
1805 end;
1806 end;
1809 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1810 begin
1811 x := Obj.X+Obj.Rect.X;
1812 y := Obj.Y+Obj.Rect.Y;
1813 w := Obj.Rect.Width;
1814 h := Obj.Rect.Height;
1815 end;
1817 procedure TGib.moveBy (dx, dy: Integer); inline;
1818 begin
1819 if (dx <> 0) or (dy <> 0) then
1820 begin
1821 Obj.X += dx;
1822 Obj.Y += dy;
1823 positionChanged();
1824 end;
1825 end;
1828 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1829 begin
1830 x := Obj.X;
1831 y := Obj.Y;
1832 w := Obj.Rect.Width;
1833 h := Obj.Rect.Height;
1834 end;
1836 procedure TShell.moveBy (dx, dy: Integer); inline;
1837 begin
1838 if (dx <> 0) or (dy <> 0) then
1839 begin
1840 Obj.X += dx;
1841 Obj.Y += dy;
1842 positionChanged();
1843 end;
1844 end;
1847 procedure TGib.positionChanged (); inline; begin end;
1848 procedure TShell.positionChanged (); inline; begin end;
1851 procedure g_Player_DrawCorpses();
1852 var
1853 i, fX, fY: Integer;
1854 a: TDFPoint;
1855 begin
1856 if gGibs <> nil then
1857 for i := 0 to High(gGibs) do
1858 if gGibs[i].alive then
1859 with gGibs[i] do
1860 begin
1861 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1862 Continue;
1864 Obj.lerp(gLerpFactor, fX, fY);
1866 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1867 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1869 e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1871 e_Colors := Color;
1872 e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1873 e_Colors.R := 255;
1874 e_Colors.G := 255;
1875 e_Colors.B := 255;
1876 end;
1878 if gCorpses <> nil then
1879 for i := 0 to High(gCorpses) do
1880 if gCorpses[i] <> nil then
1881 gCorpses[i].Draw();
1882 end;
1884 procedure g_Player_DrawShells();
1885 var
1886 i, fX, fY: Integer;
1887 a: TDFPoint;
1888 begin
1889 if gShells <> nil then
1890 for i := 0 to High(gShells) do
1891 if gShells[i].alive then
1892 with gShells[i] do
1893 begin
1894 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1895 Continue;
1897 Obj.lerp(gLerpFactor, fX, fY);
1899 a.X := CX;
1900 a.Y := CY;
1902 e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1903 end;
1904 end;
1906 procedure g_Player_RemoveAllCorpses();
1907 var
1908 i: Integer;
1909 begin
1910 gGibs := nil;
1911 gShells := nil;
1912 SetLength(gGibs, MaxGibs);
1913 SetLength(gShells, MaxGibs);
1914 CurrentGib := 0;
1915 CurrentShell := 0;
1917 if gCorpses <> nil then
1918 for i := 0 to High(gCorpses) do
1919 gCorpses[i].Free();
1921 gCorpses := nil;
1922 SetLength(gCorpses, MaxCorpses);
1923 end;
1925 procedure g_Player_Corpses_SaveState (st: TStream);
1926 var
1927 count, i: Integer;
1928 begin
1929 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1930 count := 0;
1931 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1933 // Êîëè÷åñòâî òðóïîâ
1934 utils.writeInt(st, LongInt(count));
1936 if (count = 0) then exit;
1938 // Ñîõðàíÿåì òðóïû
1939 for i := 0 to High(gCorpses) do
1940 begin
1941 if gCorpses[i] <> nil then
1942 begin
1943 // Íàçâàíèå ìîäåëè
1944 utils.writeStr(st, gCorpses[i].FModelName);
1945 // Òèï ñìåðòè
1946 utils.writeBool(st, gCorpses[i].Mess);
1947 // Ñîõðàíÿåì äàííûå òðóïà:
1948 gCorpses[i].SaveState(st);
1949 end;
1950 end;
1951 end;
1954 procedure g_Player_Corpses_LoadState (st: TStream);
1955 var
1956 count, i: Integer;
1957 str: String;
1958 b: Boolean;
1959 begin
1960 assert(st <> nil);
1962 g_Player_RemoveAllCorpses();
1964 // Êîëè÷åñòâî òðóïîâ:
1965 count := utils.readLongInt(st);
1966 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1968 if (count = 0) then exit;
1970 // Çàãðóæàåì òðóïû
1971 for i := 0 to count-1 do
1972 begin
1973 // Íàçâàíèå ìîäåëè:
1974 str := utils.readStr(st);
1975 // Òèï ñìåðòè
1976 b := utils.readBool(st);
1977 // Ñîçäàåì òðóï
1978 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1979 // Çàãðóæàåì äàííûå òðóïà
1980 gCorpses[i].LoadState(st);
1981 end;
1982 end;
1985 { T P l a y e r : }
1987 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1989 procedure TPlayer.BFGHit();
1990 begin
1991 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1992 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1993 if g_Game_IsServer and g_Game_IsNet then
1994 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1995 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1996 0, NET_GFX_BFGHIT);
1997 end;
1999 procedure TPlayer.ChangeModel(ModelName: string);
2000 var
2001 locModel: TPlayerModel;
2002 begin
2003 locModel := g_PlayerModel_Get(ModelName);
2004 if locModel = nil then Exit;
2006 FModel.Free();
2007 FModel := locModel;
2008 end;
2010 procedure TPlayer.SetModel(ModelName: string);
2011 var
2012 m: TPlayerModel;
2013 begin
2014 m := g_PlayerModel_Get(ModelName);
2015 if m = nil then
2016 begin
2017 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2018 m := g_PlayerModel_Get('doomer');
2019 if m = nil then
2020 begin
2021 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2022 Exit;
2023 end;
2024 end;
2026 if FModel <> nil then
2027 FModel.Free();
2029 FModel := m;
2031 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2032 FModel.Color := FColor
2033 else
2034 FModel.Color := TEAMCOLOR[FTeam];
2035 FModel.SetWeapon(FCurrWeap);
2036 FModel.SetFlag(FFlag);
2037 SetDirection(FDirection);
2038 end;
2040 procedure TPlayer.SetColor(Color: TRGB);
2041 begin
2042 FColor := Color;
2043 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2044 if FModel <> nil then FModel.Color := Color;
2045 end;
2049 function TPlayer.GetColor(): TRGB;
2050 begin
2051 result := FModel.Color;
2052 end;
2054 procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte);
2055 var
2056 i: Integer;
2057 begin
2058 for i := WP_FIRST to WP_LAST + 1 do
2059 begin
2060 if (Prefs[i] > WP_LAST + 1) then
2061 FWeapPreferences[i] := 0
2062 else
2063 FWeapPreferences[i] := Prefs[i];
2064 end;
2065 end;
2067 procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte);
2068 begin
2069 if (Weapon > WP_LAST + 1) then
2070 exit
2071 else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then
2072 FWeapPreferences[Weapon] := Pref
2073 else if (Weapon <= WP_LAST + 1) and (Pref > WP_LAST + 1) then
2074 FWeapPreferences[Weapon] := 0;
2075 end;
2077 function TPlayer.GetWeaponPref(Weapon: Byte) : Byte;
2078 begin
2079 if (Weapon > WP_LAST + 1) then
2080 result := 0
2081 else if (FWeapPreferences[Weapon] > WP_LAST + 1) then
2082 result := 0
2083 else
2084 result := FWeapPreferences[Weapon];
2085 end;
2087 function TPlayer.GetMorePrefered() : Byte;
2088 var
2089 testedWeap, i: Byte;
2090 begin
2091 testedWeap := FCurrWeap;
2092 for i := WP_FIRST to WP_LAST do
2093 if FWeapon[i] and maySwitch(i) and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then
2094 testedWeap := i;
2095 if (R_BERSERK in FRulez) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then
2096 testedWeap := WEAPON_KASTET;
2097 result := testedWeap;
2098 end;
2100 function TPlayer.maySwitch(Weapon: Byte) : Boolean;
2101 begin
2102 result := true;
2103 if (Weapon = WEAPON_KASTET) and (FSkipFist <> 0) then
2104 begin
2105 if (FSkipFist = 1) and (not (R_BERSERK in FRulez)) then
2106 result := false;
2107 end
2108 else if (FSwitchToEmpty = 0) and (not hasAmmoForShooting(Weapon)) then
2109 result := false;
2110 end;
2112 procedure TPlayer.SwitchTeam;
2113 begin
2114 if g_Game_IsClient then
2115 Exit;
2116 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2118 if gGameOn and FAlive then
2119 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2121 if FTeam = TEAM_RED then
2122 begin
2123 ChangeTeam(TEAM_BLUE);
2124 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2125 if g_Game_IsNet then
2126 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2127 end
2128 else
2129 begin
2130 ChangeTeam(TEAM_RED);
2131 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2132 if g_Game_IsNet then
2133 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2134 end;
2135 FPreferredTeam := FTeam;
2136 end;
2138 procedure TPlayer.ChangeTeam(Team: Byte);
2139 var
2140 OldTeam: Byte;
2141 begin
2142 OldTeam := FTeam;
2143 FTeam := Team;
2144 case Team of
2145 TEAM_RED, TEAM_BLUE:
2146 FModel.Color := TEAMCOLOR[Team];
2147 else
2148 FModel.Color := FColor;
2149 end;
2150 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2151 MH_SEND_PlayerStats(FUID);
2152 end;
2155 procedure TPlayer.CollideItem();
2156 var
2157 i: Integer;
2158 r: Boolean;
2159 begin
2160 if gItems = nil then Exit;
2161 if not FAlive then Exit;
2163 for i := 0 to High(gItems) do
2164 with gItems[i] do
2165 begin
2166 if (ItemType <> ITEM_NONE) and alive then
2167 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2168 PLAYER_RECT.Height, @Obj) then
2169 begin
2170 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2172 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2173 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2174 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2175 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2176 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2178 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2179 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2180 (gGameSettings.GameType = GT_SINGLE) and
2181 (g_Player_GetCount() > 1)) then
2182 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2183 end;
2184 end;
2185 end;
2188 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2189 begin
2190 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2191 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2192 False);
2193 end;
2195 constructor TPlayer.Create();
2196 begin
2197 viewPortX := 0;
2198 viewPortY := 0;
2199 viewPortW := 0;
2200 viewPortH := 0;
2201 mEDamageType := HIT_SOME;
2203 FIamBot := False;
2204 FDummy := False;
2205 FSpawned := False;
2207 FSawSound := TPlayableSound.Create();
2208 FSawSoundIdle := TPlayableSound.Create();
2209 FSawSoundHit := TPlayableSound.Create();
2210 FSawSoundSelect := TPlayableSound.Create();
2211 FFlameSoundOn := TPlayableSound.Create();
2212 FFlameSoundOff := TPlayableSound.Create();
2213 FFlameSoundWork := TPlayableSound.Create();
2214 FJetSoundFly := TPlayableSound.Create();
2215 FJetSoundOn := TPlayableSound.Create();
2216 FJetSoundOff := TPlayableSound.Create();
2218 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2219 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2220 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2221 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2222 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2223 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2224 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2225 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2226 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2227 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2229 FSpectatePlayer := -1;
2230 FClientID := -1;
2231 FPing := 0;
2232 FLoss := 0;
2233 FSavedStateNum := -1;
2234 FShellTimer := -1;
2235 FFireTime := 0;
2236 FFirePainTime := 0;
2237 FFireAttacker := 0;
2238 FHandicap := 100;
2239 FCorpse := -1;
2241 FActualModelName := 'doomer';
2243 g_Obj_Init(@FObj);
2244 FObj.Rect := PLAYER_RECT;
2246 FBFGFireCounter := -1;
2247 FJustTeleported := False;
2248 FNetTime := 0;
2250 FWaitForFirstSpawn := false;
2252 resetWeaponQueue();
2253 end;
2255 procedure TPlayer.positionChanged (); inline;
2256 begin
2257 end;
2259 procedure TPlayer.doDamage (v: Integer);
2260 begin
2261 if (v <= 0) then exit;
2262 if (v > 32767) then v := 32767;
2263 Damage(v, 0, 0, 0, mEDamageType);
2264 end;
2266 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2267 var
2268 c: Word;
2269 begin
2270 if (not g_Game_IsClient) and (not FAlive) then
2271 Exit;
2273 FLastHit := t;
2275 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2276 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2277 begin
2278 if not g_Game_IsClient then
2279 begin
2280 FArmor := 0;
2281 if t = HIT_TRAP then
2282 begin
2283 // Ëîâóøêà óáèâàåò ñðàçó:
2284 FHealth := -100;
2285 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2286 end;
2287 if t = HIT_SELF then
2288 begin
2289 // Ñàìîóáèéñòâî:
2290 FHealth := 0;
2291 Kill(K_SIMPLEKILL, SpawnerUID, t);
2292 end;
2293 end;
2294 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2295 FMegaRulez[MR_SUIT] := 0;
2296 FMegaRulez[MR_INVUL] := 0;
2297 FMegaRulez[MR_INVIS] := 0;
2298 FSpawnInvul := 0;
2299 FBerserk := 0;
2300 end;
2302 // Íî îò îñòàëüíîãî ñïàñàåò:
2303 if FMegaRulez[MR_INVUL] >= gTime then
2304 Exit;
2306 // ×èò-êîä "ÃÎÐÅÖ":
2307 if FGodMode then
2308 Exit;
2310 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2311 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2312 (SpawnerUID = FUID) or
2313 (not SameTeam(FUID, SpawnerUID)) then
2314 begin
2315 FLastSpawnerUID := SpawnerUID;
2317 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2318 if gBloodCount > 0 then
2319 begin
2320 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2321 if value div 4 <= c then
2322 c := c - (value div 4)
2323 else
2324 c := 0;
2326 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2327 MakeBloodSimple(c)
2328 else
2329 case t of
2330 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2331 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2332 end;
2334 if t = HIT_WATER then
2335 begin
2336 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2337 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2338 if Random(2) = 0
2339 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2340 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2341 end;
2342 end;
2344 // Áóôåð óðîíà:
2345 if FAlive then
2346 Inc(FDamageBuffer, value);
2348 // Âñïûøêà áîëè:
2349 if gFlash <> 0 then
2350 FPain := FPain + value;
2351 end;
2353 if g_Game_IsServer and g_Game_IsNet then
2354 begin
2355 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2356 MH_SEND_PlayerStats(FUID);
2357 MH_SEND_PlayerPos(False, FUID);
2358 end;
2359 end;
2361 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2362 begin
2363 Result := False;
2364 if g_Game_IsClient then
2365 Exit;
2366 if not FAlive then
2367 Exit;
2369 if Soft and (FHealth < PLAYER_HP_SOFT) then
2370 begin
2371 IncMax(FHealth, value, PLAYER_HP_SOFT);
2372 Result := True;
2373 end;
2374 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2375 begin
2376 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2377 Result := True;
2378 end;
2380 if Result and g_Game_IsServer and g_Game_IsNet then
2381 MH_SEND_PlayerStats(FUID);
2382 end;
2384 destructor TPlayer.Destroy();
2385 begin
2386 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2387 gPlayer1 := nil;
2388 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2389 gPlayer2 := nil;
2391 FSawSound.Free();
2392 FSawSoundIdle.Free();
2393 FSawSoundHit.Free();
2394 FSawSoundSelect.Free();
2395 FFlameSoundOn.Free();
2396 FFlameSoundOff.Free();
2397 FFlameSoundWork.Free();
2398 FJetSoundFly.Free();
2399 FJetSoundOn.Free();
2400 FJetSoundOff.Free();
2401 FModel.Free();
2402 if FPunchAnim <> nil then
2403 FPunchAnim.Free();
2405 inherited;
2406 end;
2408 procedure TPlayer.DrawIndicator(Color: TRGB);
2409 var
2410 indX, indY, fX, fY, fSlope: Integer;
2411 indW, indH: Word;
2412 indA: Single;
2413 a: TDFPoint;
2414 nW, nH: Byte;
2415 ID: DWORD;
2416 c: TRGB;
2417 begin
2418 if FAlive then
2419 begin
2420 FObj.lerp(gLerpFactor, fX, fY);
2421 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2423 case gPlayerIndicatorStyle of
2424 0:
2425 begin
2426 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2427 begin
2428 e_GetTextureSize(ID, @indW, @indH);
2429 a.X := indW div 2;
2430 a.Y := indH div 2;
2432 if (FObj.X + FObj.Rect.X) < 0 then
2433 begin
2434 indA := 90;
2435 indX := fX + FObj.Rect.X + FObj.Rect.Width;
2436 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2437 end
2439 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2440 begin
2441 indA := 270;
2442 indX := fX + FObj.Rect.X - indH;
2443 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2444 end
2446 else if (FObj.Y - indH) < 0 then
2447 begin
2448 indA := 180;
2449 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2450 indY := fY + FObj.Rect.Y + FObj.Rect.Height;
2451 end
2453 else
2454 begin
2455 indA := 0;
2456 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2457 indY := fY - indH;
2458 end;
2460 indY := indY + fSlope;
2461 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2462 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2464 c := e_Colors;
2465 e_Colors := Color;
2466 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2467 e_Colors := c;
2468 end;
2469 end;
2471 1:
2472 begin
2473 e_TextureFontGetSize(gStdFont, nW, nH);
2474 indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2475 indY := fY - nH + fSlope;
2476 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2477 end;
2478 end;
2479 end;
2480 end;
2482 procedure TPlayer.DrawBubble();
2483 var
2484 bubX, bubY, fX, fY: Integer;
2485 ID: LongWord;
2486 Rb, Gb, Bb,
2487 Rw, Gw, Bw: SmallInt;
2488 Dot: Byte;
2489 CObj: TObj;
2490 begin
2491 CObj := getCameraObj();
2492 CObj.lerp(gLerpFactor, fX, fY);
2493 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2494 bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2495 bubY := fY+FObj.Rect.Y - 18;
2496 Rb := 64;
2497 Gb := 64;
2498 Bb := 64;
2499 Rw := 240;
2500 Gw := 240;
2501 Bw := 240;
2502 case gChatBubble of
2503 1: // simple textual non-bubble
2504 begin
2505 bubX := fX+FObj.Rect.X - 11;
2506 bubY := fY+FObj.Rect.Y - 17;
2507 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2508 Exit;
2509 end;
2510 2: // advanced pixel-perfect bubble
2511 begin
2512 if FTeam = TEAM_RED then
2513 Rb := 255
2514 else
2515 if FTeam = TEAM_BLUE then
2516 Bb := 255;
2517 end;
2518 3: // colored bubble
2519 begin
2520 Rb := FModel.Color.R;
2521 Gb := FModel.Color.G;
2522 Bb := FModel.Color.B;
2523 Rw := Min(Rb * 2 + 64, 255);
2524 Gw := Min(Gb * 2 + 64, 255);
2525 Bw := Min(Bb * 2 + 64, 255);
2526 if (Abs(Rw - Rb) < 32)
2527 or (Abs(Gw - Gb) < 32)
2528 or (Abs(Bw - Bb) < 32) then
2529 begin
2530 Rb := Max(Rw div 2 - 16, 0);
2531 Gb := Max(Gw div 2 - 16, 0);
2532 Bb := Max(Bw div 2 - 16, 0);
2533 end;
2534 end;
2535 4: // custom textured bubble
2536 begin
2537 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2538 if FDirection = TDirection.D_RIGHT then
2539 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2540 else
2541 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2542 Exit;
2543 end;
2544 end;
2546 // Outer borders
2547 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2548 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2549 // Inner box
2550 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2552 // Tail
2553 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2554 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2555 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2556 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2557 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2558 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2560 // Dots
2561 Dot := 6;
2562 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2563 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2564 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2565 end;
2567 procedure TPlayer.Draw();
2568 var
2569 ID: DWORD;
2570 w, h: Word;
2571 dr: Boolean;
2572 Mirror: TMirrorType;
2573 fX, fY, fSlope: Integer;
2574 begin
2575 FObj.lerp(gLerpFactor, fX, fY);
2576 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2578 if FAlive then
2579 begin
2580 if Direction = TDirection.D_RIGHT then
2581 Mirror := TMirrorType.None
2582 else
2583 Mirror := TMirrorType.Horizontal;
2585 if FPunchAnim <> nil then
2586 begin
2587 FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2588 fY+fSlope+FObj.Rect.Y-11, Mirror);
2589 if FPunchAnim.played then
2590 begin
2591 FPunchAnim.Free;
2592 FPunchAnim := nil;
2593 end;
2594 end;
2596 if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
2597 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2598 begin
2599 e_GetTextureSize(ID, @w, @h);
2600 if FDirection = TDirection.D_LEFT then
2601 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2602 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False)
2603 else
2604 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2605 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False);
2606 end;
2608 if FMegaRulez[MR_INVIS] > gTime then
2609 begin
2610 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2611 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2612 begin
2613 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2614 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2615 else
2616 dr := True;
2617 if dr then
2618 FModel.Draw(fX, fY+fSlope, 200)
2619 else
2620 FModel.Draw(fX, fY+fSlope);
2621 end
2622 else
2623 FModel.Draw(fX, fY+fSlope, 254);
2624 end
2625 else
2626 FModel.Draw(fX, fY+fSlope);
2627 end;
2629 if g_debug_Frames then
2630 begin
2631 e_DrawQuad(FObj.X+FObj.Rect.X,
2632 FObj.Y+FObj.Rect.Y,
2633 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2634 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2635 0, 255, 0);
2636 end;
2638 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2639 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2640 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2641 DrawBubble();
2642 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2643 if gAimLine and alive and
2644 ((Self = gPlayer1) or (Self = gPlayer2)) then
2645 DrawAim();
2646 end;
2649 procedure TPlayer.DrawAim();
2650 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2651 var
2652 ex, ey: Integer;
2653 begin
2655 {$IFDEF ENABLE_HOLMES}
2656 if isValidViewPort and (self = gPlayer1) then
2657 begin
2658 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2659 end;
2660 {$ENDIF}
2662 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2663 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2664 begin
2665 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2666 end
2667 else
2668 begin
2669 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2670 end;
2671 end;
2673 var
2674 wx, wy, xx, yy: Integer;
2675 angle: SmallInt;
2676 sz, len: Word;
2677 begin
2678 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2679 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2680 angle := FAngle;
2681 len := 1024;
2682 sz := 2;
2683 case FCurrWeap of
2684 0: begin // Punch
2685 len := 12;
2686 sz := 4;
2687 end;
2688 1: begin // Chainsaw
2689 len := 24;
2690 sz := 6;
2691 end;
2692 2: begin // Pistol
2693 len := 1024;
2694 sz := 2;
2695 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2696 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2697 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2698 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2699 end;
2700 3: begin // Shotgun
2701 len := 1024;
2702 sz := 3;
2703 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2704 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2705 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2706 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2707 end;
2708 4: begin // Double Shotgun
2709 len := 1024;
2710 sz := 4;
2711 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2712 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2713 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2714 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2715 end;
2716 5: begin // Chaingun
2717 len := 1024;
2718 sz := 3;
2719 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2720 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2721 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2722 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2723 end;
2724 6: begin // Rocket Launcher
2725 len := 1024;
2726 sz := 7;
2727 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2728 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2729 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2730 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2731 end;
2732 7: begin // Plasmagun
2733 len := 1024;
2734 sz := 5;
2735 if angle = ANGLE_RIGHTUP then Inc(angle);
2736 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2737 if angle = ANGLE_LEFTUP then Dec(angle);
2738 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2739 end;
2740 8: begin // BFG
2741 len := 1024;
2742 sz := 12;
2743 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2744 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2745 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2746 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2747 end;
2748 9: begin // Super Chaingun
2749 len := 1024;
2750 sz := 4;
2751 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2752 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2753 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2754 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2755 end;
2756 end;
2757 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2758 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2759 {$IF DEFINED(D2F_DEBUG)}
2760 drawCast(sz, wx, wy, xx, yy);
2761 {$ELSE}
2762 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2763 {$ENDIF}
2764 end;
2766 procedure TPlayer.DrawGUI();
2767 var
2768 ID: DWORD;
2769 X, Y, SY, a, p, m: Integer;
2770 tw, th: Word;
2771 cw, ch: Byte;
2772 s: string;
2773 stat: TPlayerStatArray;
2774 begin
2775 X := gPlayerScreenSize.X;
2776 SY := gPlayerScreenSize.Y;
2777 Y := 0;
2779 if gShowScore and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2780 begin
2781 if gGameSettings.GameMode = GM_CTF then
2782 a := 32 + 8
2783 else
2784 a := 0;
2785 if gGameSettings.GameMode = GM_CTF then
2786 begin
2787 s := 'TEXTURE_PLAYER_REDFLAG';
2788 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2789 s := 'TEXTURE_PLAYER_REDFLAG_S';
2790 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2791 s := 'TEXTURE_PLAYER_REDFLAG_D';
2792 if g_Texture_Get(s, ID) then
2793 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2794 end;
2796 s := IntToStr(gTeamStat[TEAM_RED].Score);
2797 e_CharFont_GetSize(gMenuFont, s, tw, th);
2798 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2800 if gGameSettings.GameMode = GM_CTF then
2801 begin
2802 s := 'TEXTURE_PLAYER_BLUEFLAG';
2803 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2804 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2805 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2806 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2807 if g_Texture_Get(s, ID) then
2808 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2809 end;
2811 s := IntToStr(gTeamStat[TEAM_BLUE].Score);
2812 e_CharFont_GetSize(gMenuFont, s, tw, th);
2813 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2814 end;
2816 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2817 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2818 0, False, False);
2820 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2821 e_Draw(ID, X+2, Y, 0, True, False);
2823 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2824 begin
2825 if gShowStat then
2826 begin
2827 s := IntToStr(Frags);
2828 e_CharFont_GetSize(gMenuFont, s, tw, th);
2829 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2831 s := '';
2832 p := 1;
2833 m := 0;
2834 stat := g_Player_GetStats();
2835 if stat <> nil then
2836 begin
2837 p := 1;
2839 for a := 0 to High(stat) do
2840 if stat[a].Name <> Name then
2841 begin
2842 if stat[a].Frags > m then m := stat[a].Frags;
2843 if stat[a].Frags > Frags then p := p+1;
2844 end;
2845 end;
2847 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2848 if Frags >= m then s := s+'+' else s := s+'-';
2849 s := s+IntToStr(Abs(Frags-m));
2851 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2852 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2853 end;
2855 if gLMSRespawn > LMS_RESPAWN_NONE then
2856 begin
2857 s := _lc[I_GAME_WARMUP];
2858 e_CharFont_GetSize(gMenuFont, s, tw, th);
2859 s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000);
2860 e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0));
2861 end
2862 else if gShowLives and (gGameSettings.MaxLives > 0) then
2863 begin
2864 s := IntToStr(Lives);
2865 e_CharFont_GetSize(gMenuFont, s, tw, th);
2866 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2867 end;
2868 end;
2870 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2871 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2873 if R_BERSERK in FRulez then
2874 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2875 else
2876 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2878 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2879 e_Draw(ID, X+36, Y+77, 0, True, False);
2881 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2882 e_CharFont_GetSize(gMenuFont, s, tw, th);
2883 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2885 s := IntToStr(FArmor);
2886 e_CharFont_GetSize(gMenuFont, s, tw, th);
2887 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2889 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2891 case FCurrWeap of
2892 WEAPON_KASTET:
2893 begin
2894 s := '--';
2895 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2896 end;
2897 WEAPON_SAW:
2898 begin
2899 s := '--';
2900 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2901 end;
2902 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2903 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2904 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2905 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2906 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2907 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2908 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2909 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2910 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2911 end;
2913 e_CharFont_GetSize(gMenuFont, s, tw, th);
2914 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2915 e_Draw(ID, X+20, Y+160, 0, True, False);
2917 if R_KEY_RED in FRulez then
2918 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2920 if R_KEY_GREEN in FRulez then
2921 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2923 if R_KEY_BLUE in FRulez then
2924 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2926 if FJetFuel > 0 then
2927 begin
2928 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2929 e_Draw(ID, X+2, Y+116, 0, True, False);
2930 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2931 e_Draw(ID, X+2, Y+126, 0, True, False);
2932 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2933 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2934 end
2935 else
2936 begin
2937 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2938 e_Draw(ID, X+2, Y+124, 0, True, False);
2939 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2940 end;
2942 if gShowPing and g_Game_IsClient then
2943 begin
2944 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2945 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2946 Y := Y + 16;
2947 end;
2949 if FSpectator then
2950 begin
2951 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2952 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2953 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2954 if FNoRespawn then
2955 begin
2956 e_TextureFontGetSize(gStdFont, cw, ch);
2957 s := _lc[I_PLAYER_SPECT4];
2958 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2959 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2960 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2961 end;
2963 end;
2964 end;
2966 procedure TPlayer.DrawRulez();
2967 var
2968 dr: Boolean;
2969 begin
2970 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2971 if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
2972 begin
2973 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2974 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2975 else
2976 dr := True;
2978 if dr then
2979 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2980 191, 191, 191, 0, TBlending.Invert);
2981 end;
2983 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2984 if FMegaRulez[MR_SUIT] >= gTime then
2985 begin
2986 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2987 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2988 else
2989 dr := True;
2991 if dr then
2992 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2993 0, 96, 0, 200, TBlending.None);
2994 end;
2996 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2997 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2998 begin
2999 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
3000 255, 0, 0, 200, TBlending.None);
3001 end;
3002 end;
3004 procedure TPlayer.DrawPain();
3005 var
3006 a, h: Integer;
3007 begin
3008 if FPain = 0 then Exit;
3010 a := FPain;
3012 if a < 15 then h := 0
3013 else if a < 35 then h := 1
3014 else if a < 55 then h := 2
3015 else if a < 75 then h := 3
3016 else if a < 95 then h := 4
3017 else h := 5;
3019 //if a > 255 then a := 255;
3021 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
3022 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
3023 end;
3025 procedure TPlayer.DrawPickup();
3026 var
3027 a, h: Integer;
3028 begin
3029 if FPickup = 0 then Exit;
3031 a := FPickup;
3033 if a < 15 then h := 1
3034 else if a < 35 then h := 2
3035 else if a < 55 then h := 3
3036 else if a < 75 then h := 4
3037 else h := 5;
3039 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
3040 end;
3042 procedure TPlayer.DoPunch();
3043 var
3044 id: DWORD;
3045 st: String;
3046 begin
3047 if FPunchAnim <> nil then begin
3048 FPunchAnim.reset();
3049 FPunchAnim.Free;
3050 FPunchAnim := nil;
3051 end;
3052 st := 'FRAMES_PUNCH';
3053 if R_BERSERK in FRulez then
3054 st := st + '_BERSERK';
3055 if FKeys[KEY_UP].Pressed then
3056 st := st + '_UP'
3057 else if FKeys[KEY_DOWN].Pressed then
3058 st := st + '_DN';
3059 g_Frames_Get(id, st);
3060 FPunchAnim := TAnimation.Create(id, False, 1);
3061 end;
3063 procedure TPlayer.Fire();
3064 var
3065 f, DidFire: Boolean;
3066 wx, wy, xd, yd: Integer;
3067 locobj: TObj;
3068 begin
3069 if g_Game_IsClient then Exit;
3070 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3071 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3073 if FSpectator then
3074 begin
3075 Respawn(False);
3076 Exit;
3077 end;
3079 if FReloading[FCurrWeap] <> 0 then Exit;
3081 DidFire := False;
3083 f := False;
3084 wx := FObj.X+WEAPONPOINT[FDirection].X;
3085 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
3086 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
3087 yd := wy+firediry();
3089 case FCurrWeap of
3090 WEAPON_KASTET:
3091 begin
3092 DoPunch();
3093 if R_BERSERK in FRulez then
3094 begin
3095 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3096 locobj.X := FObj.X+FObj.Rect.X;
3097 locobj.Y := FObj.Y+FObj.Rect.Y;
3098 locobj.rect.X := 0;
3099 locobj.rect.Y := 0;
3100 locobj.rect.Width := 39;
3101 locobj.rect.Height := 52;
3102 locobj.Vel.X := (xd-wx) div 2;
3103 locobj.Vel.Y := (yd-wy) div 2;
3104 locobj.Accel.X := xd-wx;
3105 locobj.Accel.y := yd-wy;
3107 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3108 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3109 else
3110 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3112 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3113 end
3114 else
3115 begin
3116 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3117 end;
3119 DidFire := True;
3120 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3121 end;
3123 WEAPON_SAW:
3124 begin
3125 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3126 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3127 begin
3128 FSawSoundSelect.Stop();
3129 FSawSound.Stop();
3130 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3131 end
3132 else if not FSawSoundHit.IsPlaying() then
3133 begin
3134 FSawSoundSelect.Stop();
3135 FSawSound.PlayAt(FObj.X, FObj.Y);
3136 end;
3138 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3139 DidFire := True;
3140 f := True;
3141 end;
3143 WEAPON_PISTOL:
3144 if FAmmo[A_BULLETS] > 0 then
3145 begin
3146 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3147 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3148 Dec(FAmmo[A_BULLETS]);
3149 FFireAngle := FAngle;
3150 f := True;
3151 DidFire := True;
3152 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3153 GameVelX, GameVelY-2, SHELL_BULLET);
3154 end;
3156 WEAPON_SHOTGUN1:
3157 if FAmmo[A_SHELLS] > 0 then
3158 begin
3159 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3160 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3161 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3162 Dec(FAmmo[A_SHELLS]);
3163 FFireAngle := FAngle;
3164 f := True;
3165 DidFire := True;
3166 FShellTimer := 10;
3167 FShellType := SHELL_SHELL;
3168 end;
3170 WEAPON_SHOTGUN2:
3171 if FAmmo[A_SHELLS] >= 2 then
3172 begin
3173 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3174 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3175 Dec(FAmmo[A_SHELLS], 2);
3176 FFireAngle := FAngle;
3177 f := True;
3178 DidFire := True;
3179 FShellTimer := 13;
3180 FShellType := SHELL_DBLSHELL;
3181 end;
3183 WEAPON_CHAINGUN:
3184 if FAmmo[A_BULLETS] > 0 then
3185 begin
3186 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3187 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3188 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3189 Dec(FAmmo[A_BULLETS]);
3190 FFireAngle := FAngle;
3191 f := True;
3192 DidFire := True;
3193 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3194 GameVelX, GameVelY-2, SHELL_BULLET);
3195 end;
3197 WEAPON_ROCKETLAUNCHER:
3198 if FAmmo[A_ROCKETS] > 0 then
3199 begin
3200 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3201 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3202 Dec(FAmmo[A_ROCKETS]);
3203 FFireAngle := FAngle;
3204 f := True;
3205 DidFire := True;
3206 end;
3208 WEAPON_PLASMA:
3209 if FAmmo[A_CELLS] > 0 then
3210 begin
3211 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3212 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3213 Dec(FAmmo[A_CELLS]);
3214 FFireAngle := FAngle;
3215 f := True;
3216 DidFire := True;
3217 end;
3219 WEAPON_BFG:
3220 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3221 begin
3222 FBFGFireCounter := 17;
3223 if not FNoReload then
3224 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3225 Dec(FAmmo[A_CELLS], 40);
3226 DidFire := True;
3227 end;
3229 WEAPON_SUPERPULEMET:
3230 if FAmmo[A_SHELLS] > 0 then
3231 begin
3232 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3233 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3234 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3235 Dec(FAmmo[A_SHELLS]);
3236 FFireAngle := FAngle;
3237 f := True;
3238 DidFire := True;
3239 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3240 GameVelX, GameVelY-2, SHELL_SHELL);
3241 end;
3243 WEAPON_FLAMETHROWER:
3244 if FAmmo[A_FUEL] > 0 then
3245 begin
3246 g_Weapon_flame(wx, wy, xd, yd, FUID);
3247 FlamerOn;
3248 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3249 Dec(FAmmo[A_FUEL]);
3250 FFireAngle := FAngle;
3251 f := True;
3252 DidFire := True;
3253 end
3254 else
3255 begin
3256 FlamerOff;
3257 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3258 end;
3259 end;
3261 if g_Game_IsNet then
3262 begin
3263 if DidFire then
3264 begin
3265 if FCurrWeap <> WEAPON_BFG then
3266 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3267 else
3268 if not FNoReload then
3269 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3270 end;
3272 MH_SEND_PlayerStats(FUID);
3273 end;
3275 if not f then Exit;
3277 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3278 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3279 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3280 end;
3282 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3283 begin
3284 case Weapon of
3285 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3286 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3287 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3288 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3289 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3290 else Result := 0;
3291 end;
3292 end;
3294 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3295 begin
3296 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3297 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3298 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3299 end;
3301 procedure TPlayer.FlamerOn;
3302 begin
3303 FFlameSoundOff.Stop();
3304 FFlameSoundOff.SetPosition(0);
3305 if FFlaming then
3306 begin
3307 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3308 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3309 end
3310 else
3311 begin
3312 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3313 FFlaming := True;
3314 end;
3315 end;
3317 procedure TPlayer.FlamerOff;
3318 begin
3319 if FFlaming then
3320 begin
3321 FFlameSoundOn.Stop();
3322 FFlameSoundOn.SetPosition(0);
3323 FFlameSoundWork.Stop();
3324 FFlameSoundWork.SetPosition(0);
3325 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3326 FFlaming := False;
3327 end;
3328 end;
3330 procedure TPlayer.JetpackOn;
3331 begin
3332 FJetSoundFly.Stop;
3333 FJetSoundOff.Stop;
3334 FJetSoundOn.SetPosition(0);
3335 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3336 FlySmoke(8);
3337 end;
3339 procedure TPlayer.JetpackOff;
3340 begin
3341 FJetSoundFly.Stop;
3342 FJetSoundOn.Stop;
3343 FJetSoundOff.SetPosition(0);
3344 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3345 end;
3347 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3348 begin
3349 if Timeout <= 0 then
3350 exit;
3351 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3352 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3353 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3354 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3355 if FFireTime <= 0 then
3356 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3357 FFireTime := Timeout;
3358 FFireAttacker := Attacker;
3359 if g_Game_IsNet and g_Game_IsServer then
3360 MH_SEND_PlayerStats(FUID);
3361 end;
3363 procedure TPlayer.Jump();
3364 begin
3365 if gFly or FJetpack then
3366 begin
3367 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3368 if FObj.Vel.Y > -VEL_FLY then
3369 FObj.Vel.Y := FObj.Vel.Y - 3;
3370 if FJetpack then
3371 begin
3372 if FJetFuel > 0 then
3373 Dec(FJetFuel);
3374 if (FJetFuel < 1) and g_Game_IsServer then
3375 begin
3376 FJetpack := False;
3377 JetpackOff;
3378 if g_Game_IsNet then
3379 MH_SEND_PlayerStats(FUID);
3380 end;
3381 end;
3382 Exit;
3383 end;
3385 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3386 if FGhost then
3387 FCanJetpack := False;
3389 // Ïðûãàåì èëè âñïëûâàåì:
3390 if (CollideLevel(0, 1) or
3391 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3392 PLAYER_RECT.Height-33, PANEL_STEP, False)
3393 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3394 begin
3395 FObj.Vel.Y := -VEL_JUMP;
3396 FCanJetpack := False;
3397 end
3398 else
3399 begin
3400 if BodyInLiquid(0, 0) then
3401 FObj.Vel.Y := -VEL_SW
3402 else if (FJetFuel > 0) and FCanJetpack and
3403 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3404 begin
3405 FJetpack := True;
3406 JetpackOn;
3407 if g_Game_IsNet then
3408 MH_SEND_PlayerStats(FUID);
3409 end;
3410 end;
3411 end;
3413 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3414 var
3415 a, i, k, ab, ar: Byte;
3416 s: String;
3417 mon: TMonster;
3418 plr: TPlayer;
3419 srv, netsrv: Boolean;
3420 DoFrags: Boolean;
3421 OldLR: Byte;
3422 KP: TPlayer;
3423 it: PItem;
3425 procedure PushItem(t: Byte);
3426 var
3427 id: DWORD;
3428 begin
3429 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3430 it := g_Items_ByIdx(id);
3431 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3432 begin
3433 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3434 (FObj.Vel.Y div 2)-Random(9));
3435 it.positionChanged(); // this updates spatial accelerators
3436 end
3437 else
3438 begin
3439 if KillType = K_HARDKILL then // -5..+5; -5..0
3440 begin
3441 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3442 (FObj.Vel.Y div 2)-Random(6));
3443 end
3444 else // -3..+3; -3..0
3445 begin
3446 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3447 (FObj.Vel.Y div 2)-Random(4));
3448 end;
3449 it.positionChanged(); // this updates spatial accelerators
3450 end;
3452 if g_Game_IsNet and g_Game_IsServer then
3453 MH_SEND_ItemSpawn(True, id);
3454 end;
3456 begin
3457 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3458 Srv := g_Game_IsServer;
3459 Netsrv := g_Game_IsServer and g_Game_IsNet;
3460 if Srv then FDeath := FDeath + 1;
3461 if FAlive then
3462 begin
3463 if FGhost then
3464 FGhost := False;
3465 if not FPhysics then
3466 FPhysics := True;
3467 FAlive := False;
3468 end;
3469 FShellTimer := -1;
3471 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3472 begin
3473 if FLives > 0 then FLives := FLives - 1;
3474 if FLives = 0 then FNoRespawn := True;
3475 end;
3477 // Íîìåð òèïà ñìåðòè:
3478 a := 1;
3479 case KillType of
3480 K_SIMPLEKILL: a := 1;
3481 K_HARDKILL: a := 2;
3482 K_EXTRAHARDKILL: a := 3;
3483 K_FALLKILL: a := 4;
3484 end;
3486 // Çâóê ñìåðòè:
3487 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3488 for i := 1 to 3 do
3489 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3490 Break;
3492 // Âðåìÿ ðåñïàóíà:
3493 if Srv then
3494 case KillType of
3495 K_SIMPLEKILL:
3496 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3497 K_HARDKILL:
3498 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3499 K_EXTRAHARDKILL, K_FALLKILL:
3500 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3501 end;
3503 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3504 case KillType of
3505 K_SIMPLEKILL:
3506 SetAction(A_DIE1);
3507 K_HARDKILL, K_EXTRAHARDKILL:
3508 SetAction(A_DIE2);
3509 end;
3511 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3512 if (KillType <> K_FALLKILL) and (Srv) then
3513 g_Monsters_killedp();
3515 if SpawnerUID = FUID then
3516 begin // Ñàìîóáèëñÿ
3517 if Srv then
3518 begin
3519 if gGameSettings.GameMode = GM_TDM then
3520 Dec(gTeamStat[FTeam].Score);
3521 if DoFrags or (gGameSettings.GameMode = GM_TDM) then
3522 begin
3523 Dec(FFrags);
3524 FLastFrag := 0;
3525 end;
3526 end;
3527 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3528 end
3529 else
3530 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3531 begin // Óáèò äðóãèì èãðîêîì
3532 KP := g_Player_Get(SpawnerUID);
3533 if (KP <> nil) and Srv then
3534 begin
3535 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3536 if SameTeam(FUID, SpawnerUID) then
3537 begin
3538 Dec(KP.FFrags);
3539 KP.FLastFrag := 0;
3540 end else
3541 begin
3542 Inc(KP.FFrags);
3543 KP.FragCombo();
3544 end;
3546 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3547 Inc(gTeamStat[KP.Team].Score,
3548 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3550 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3551 end;
3553 plr := g_Player_Get(SpawnerUID);
3554 if plr = nil then
3555 s := '?'
3556 else
3557 s := plr.FName;
3559 case KillType of
3560 K_HARDKILL:
3561 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3562 [FName, s]),
3563 gShowKillMsg);
3564 K_EXTRAHARDKILL:
3565 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3566 [FName, s]),
3567 gShowKillMsg);
3568 else
3569 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3570 [FName, s]),
3571 gShowKillMsg);
3572 end;
3573 end
3574 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3575 begin // Óáèò ìîíñòðîì
3576 mon := g_Monsters_ByUID(SpawnerUID);
3577 if mon = nil then
3578 s := '?'
3579 else
3580 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3582 case KillType of
3583 K_HARDKILL:
3584 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3585 [FName, s]),
3586 gShowKillMsg);
3587 K_EXTRAHARDKILL:
3588 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3589 [FName, s]),
3590 gShowKillMsg);
3591 else
3592 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3593 [FName, s]),
3594 gShowKillMsg);
3595 end;
3596 end
3597 else // Îñîáûå òèïû ñìåðòè
3598 case t of
3599 HIT_DISCON: ;
3600 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3601 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3602 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3603 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3604 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3605 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3606 end;
3608 if Srv then
3609 begin
3610 // Âûáðîñ îðóæèÿ:
3611 for a := WP_FIRST to WP_LAST do
3612 if FWeapon[a] then
3613 begin
3614 case a of
3615 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3616 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3617 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3618 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3619 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3620 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3621 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3622 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3623 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3624 else i := 0;
3625 end;
3627 if i <> 0 then
3628 PushItem(i);
3629 end;
3631 // Âûáðîñ ðþêçàêà:
3632 if R_ITEM_BACKPACK in FRulez then
3633 PushItem(ITEM_AMMO_BACKPACK);
3635 // Âûáðîñ ðàêåòíîãî ðàíöà:
3636 if FJetFuel > 0 then
3637 PushItem(ITEM_JETPACK);
3639 // Âûáðîñ êëþ÷åé:
3640 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
3641 (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
3642 begin
3643 if R_KEY_RED in FRulez then
3644 PushItem(ITEM_KEY_RED);
3646 if R_KEY_GREEN in FRulez then
3647 PushItem(ITEM_KEY_GREEN);
3649 if R_KEY_BLUE in FRulez then
3650 PushItem(ITEM_KEY_BLUE);
3651 end;
3653 // Âûáðîñ ôëàãà:
3654 DropFlag(KillType = K_FALLKILL);
3655 end;
3657 FCorpse := g_Player_CreateCorpse(Self);
3659 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3660 (gLMSRespawn = LMS_RESPAWN_NONE) then
3661 begin
3662 a := 0;
3663 k := 0;
3664 ar := 0;
3665 ab := 0;
3666 for i := Low(gPlayers) to High(gPlayers) do
3667 begin
3668 if gPlayers[i] = nil then continue;
3669 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3670 begin
3671 Inc(a);
3672 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3673 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3674 k := i;
3675 end;
3676 end;
3678 OldLR := gLMSRespawn;
3679 if (gGameSettings.GameMode = GM_COOP) then
3680 begin
3681 if (a = 0) then
3682 begin
3683 // everyone is dead, restart the map
3684 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3685 if Netsrv then
3686 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3687 gLMSRespawn := LMS_RESPAWN_FINAL;
3688 gLMSRespawnTime := gTime + 5000;
3689 end
3690 else if (a = 1) then
3691 begin
3692 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3693 if (gPlayers[k] = gPlayer1) or
3694 (gPlayers[k] = gPlayer2) then
3695 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3696 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3697 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3698 end;
3699 end
3700 else if (gGameSettings.GameMode = GM_TDM) then
3701 begin
3702 if (ab = 0) and (ar <> 0) then
3703 begin
3704 // blu team ded
3705 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3706 if Netsrv then
3707 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3708 Inc(gTeamStat[TEAM_RED].Score);
3709 gLMSRespawn := LMS_RESPAWN_FINAL;
3710 gLMSRespawnTime := gTime + 5000;
3711 end
3712 else if (ar = 0) and (ab <> 0) then
3713 begin
3714 // red team ded
3715 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3716 if Netsrv then
3717 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3718 Inc(gTeamStat[TEAM_BLUE].Score);
3719 gLMSRespawn := LMS_RESPAWN_FINAL;
3720 gLMSRespawnTime := gTime + 5000;
3721 end
3722 else if (ar = 0) and (ab = 0) then
3723 begin
3724 // everyone ded
3725 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3726 if Netsrv then
3727 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3728 gLMSRespawn := LMS_RESPAWN_FINAL;
3729 gLMSRespawnTime := gTime + 5000;
3730 end;
3731 end
3732 else if (gGameSettings.GameMode = GM_DM) then
3733 begin
3734 if (a = 1) then
3735 begin
3736 if gPlayers[k] <> nil then
3737 with gPlayers[k] do
3738 begin
3739 // survivor is the winner
3740 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3741 if Netsrv then
3742 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3743 Inc(FFrags);
3744 end;
3745 gLMSRespawn := LMS_RESPAWN_FINAL;
3746 gLMSRespawnTime := gTime + 5000;
3747 end
3748 else if (a = 0) then
3749 begin
3750 // everyone is dead, restart the map
3751 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3752 if Netsrv then
3753 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3754 gLMSRespawn := LMS_RESPAWN_FINAL;
3755 gLMSRespawnTime := gTime + 5000;
3756 end;
3757 end;
3758 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3759 begin
3760 if NetMode = NET_SERVER then
3761 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
3762 else
3763 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3764 end;
3765 end;
3767 if Netsrv then
3768 begin
3769 MH_SEND_PlayerStats(FUID);
3770 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3771 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3772 end;
3774 if srv and FNoRespawn then Spectate(True);
3775 FWantsInGame := True;
3776 end;
3778 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3779 begin
3780 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3781 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3782 end;
3784 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3785 begin
3786 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3787 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3788 end;
3790 procedure TPlayer.MakeBloodSimple(Count: Word);
3791 begin
3792 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3793 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3794 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3795 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3796 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3797 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3798 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3799 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3800 end;
3802 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3803 begin
3804 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3805 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3806 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3807 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3808 end;
3810 procedure TPlayer.ProcessWeaponAction(Action: Byte);
3811 begin
3812 if g_Game_IsClient then Exit;
3813 case Action of
3814 WP_PREV: PrevWeapon();
3815 WP_NEXT: NextWeapon();
3816 end;
3817 end;
3819 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3820 begin
3821 if g_Game_IsClient then Exit;
3822 if Weapon > High(FWeapon) then Exit;
3823 FNextWeap := FNextWeap or (1 shl Weapon);
3824 end;
3826 procedure TPlayer.resetWeaponQueue ();
3827 begin
3828 FNextWeap := 0;
3829 FNextWeapDelay := 0;
3830 end;
3832 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3833 begin
3834 result := false;
3835 case weapon of
3836 WEAPON_KASTET, WEAPON_SAW: result := true;
3837 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3838 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3839 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3840 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3841 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3842 else result := (weapon < length(FWeapon));
3843 end;
3844 end;
3846 function TPlayer.hasAmmoForShooting (weapon: Byte): Boolean;
3847 begin
3848 result := false;
3849 case weapon of
3850 WEAPON_KASTET, WEAPON_SAW: result := true;
3851 WEAPON_SHOTGUN1, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3852 WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 1);
3853 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3854 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3855 WEAPON_PLASMA: result := (FAmmo[A_CELLS] > 0);
3856 WEAPON_BFG: result := (FAmmo[A_CELLS] >= 40);
3857 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3858 else result := (weapon < length(FWeapon));
3859 end;
3860 end;
3862 function TPlayer.shouldSwitch (weapon: Byte; hadWeapon: Boolean): Boolean;
3863 begin
3864 result := false;
3865 if (weapon > WP_LAST + 1) then
3866 begin
3867 result := false;
3868 exit;
3869 end;
3870 if (FWeapSwitchMode = 1) and not hadWeapon then
3871 result := true
3872 else if (FWeapSwitchMode = 2) then
3873 result := (FWeapPreferences[weapon] > FWeapPreferences[FCurrWeap]);
3874 end;
3876 // return 255 for "no switch"
3877 function TPlayer.getNextWeaponIndex (): Byte;
3878 var
3879 i: Word;
3880 wantThisWeapon: array[0..64] of Boolean;
3881 wwc: Integer = 0; //HACK!
3882 dir, cwi: Integer;
3883 begin
3884 result := 255; // default result: "no switch"
3885 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3886 // had weapon cycling on previous frame? remove that flag
3887 if (FNextWeap and $2000) <> 0 then
3888 begin
3889 FNextWeap := FNextWeap and $1FFF;
3890 FNextWeapDelay := 0;
3891 end;
3892 // cycling has priority
3893 if (FNextWeap and $C000) <> 0 then
3894 begin
3895 if (FNextWeap and $8000) <> 0 then
3896 dir := 1
3897 else
3898 dir := -1;
3899 FNextWeap := FNextWeap or $2000; // we need this
3900 if FNextWeapDelay > 0 then
3901 exit; // cooldown time
3902 cwi := FCurrWeap;
3903 for i := 0 to High(FWeapon) do
3904 begin
3905 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3906 if FWeapon[cwi] and maySwitch(cwi) then
3907 begin
3908 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3909 result := Byte(cwi);
3910 FNextWeapDelay := WEAPON_DELAY;
3911 exit;
3912 end;
3913 end;
3914 resetWeaponQueue();
3915 exit;
3916 end;
3917 // no cycling
3918 for i := 0 to High(wantThisWeapon) do
3919 wantThisWeapon[i] := false;
3920 for i := 0 to High(FWeapon) do
3921 if (FNextWeap and (1 shl i)) <> 0 then
3922 begin
3923 wantThisWeapon[i] := true;
3924 Inc(wwc);
3925 end;
3927 // exclude currently selected weapon from the set
3928 wantThisWeapon[FCurrWeap] := false;
3929 // slow down alterations a little
3930 if wwc > 1 then
3931 begin
3932 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3933 // more than one weapon requested, assume "alteration" and check alteration delay
3934 if FNextWeapDelay > 0 then
3935 begin
3936 FNextWeap := 0;
3937 exit;
3938 end; // yeah
3939 end;
3940 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3941 // but clear all counters if no weapon should be switched
3942 if wwc < 1 then
3943 begin
3944 resetWeaponQueue();
3945 exit;
3946 end;
3947 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3948 // try weapons in descending order
3949 for i := High(FWeapon) downto 0 do
3950 begin
3951 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3952 begin
3953 // i found her!
3954 result := Byte(i);
3955 resetWeaponQueue();
3956 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3957 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
3958 exit;
3959 end;
3960 end;
3961 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3962 resetWeaponQueue();
3963 end;
3965 procedure TPlayer.RealizeCurrentWeapon();
3966 function switchAllowed (): Boolean;
3967 var
3968 i: Byte;
3969 begin
3970 result := false;
3971 if FBFGFireCounter <> -1 then
3972 exit;
3973 if FTime[T_SWITCH] > gTime then
3974 exit;
3975 for i := WP_FIRST to WP_LAST do
3976 if FReloading[i] > 0 then
3977 exit;
3978 result := true;
3979 end;
3981 var
3982 nw: Byte;
3983 begin
3984 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3985 //FNextWeap := FNextWeap and $1FFF;
3986 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3988 if not switchAllowed then
3989 begin
3990 //HACK for weapon cycling
3991 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3992 exit;
3993 end;
3995 nw := getNextWeaponIndex();
3996 //
3997 if nw = 255 then exit; // don't reset anything here
3998 if nw > High(FWeapon) then
3999 begin
4000 // don't forget to reset queue here!
4001 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
4002 resetWeaponQueue();
4003 exit;
4004 end;
4006 if FWeapon[nw] then
4007 begin
4008 FCurrWeap := nw;
4009 FTime[T_SWITCH] := gTime+156;
4010 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
4011 FModel.SetWeapon(FCurrWeap);
4012 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
4013 end;
4014 end;
4016 procedure TPlayer.NextWeapon();
4017 begin
4018 if g_Game_IsClient then Exit;
4019 FNextWeap := $8000;
4020 end;
4022 procedure TPlayer.PrevWeapon();
4023 begin
4024 if g_Game_IsClient then Exit;
4025 FNextWeap := $4000;
4026 end;
4028 procedure TPlayer.SetWeapon(W: Byte);
4029 begin
4030 if FCurrWeap <> W then
4031 if W = WEAPON_SAW then
4032 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
4034 FCurrWeap := W;
4035 FModel.SetWeapon(CurrWeap);
4036 resetWeaponQueue();
4037 end;
4039 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
4040 var
4041 a: Boolean;
4042 switchWeapon: Byte = 255;
4043 hadWeapon: Boolean = False;
4044 begin
4045 Result := False;
4046 if g_Game_IsClient then Exit;
4048 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
4049 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
4050 remove := not a;
4051 case ItemType of
4052 ITEM_MEDKIT_SMALL:
4053 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4054 begin
4055 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
4056 Result := True;
4057 remove := True;
4058 FFireTime := 0;
4059 if gFlash = 2 then Inc(FPickup, 5);
4060 end;
4062 ITEM_MEDKIT_LARGE:
4063 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4064 begin
4065 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
4066 Result := True;
4067 remove := True;
4068 FFireTime := 0;
4069 if gFlash = 2 then Inc(FPickup, 5);
4070 end;
4072 ITEM_ARMOR_GREEN:
4073 if FArmor < PLAYER_AP_SOFT then
4074 begin
4075 FArmor := PLAYER_AP_SOFT;
4076 Result := True;
4077 remove := True;
4078 if gFlash = 2 then Inc(FPickup, 5);
4079 end;
4081 ITEM_ARMOR_BLUE:
4082 if FArmor < PLAYER_AP_LIMIT then
4083 begin
4084 FArmor := PLAYER_AP_LIMIT;
4085 Result := True;
4086 remove := True;
4087 if gFlash = 2 then Inc(FPickup, 5);
4088 end;
4090 ITEM_SPHERE_BLUE:
4091 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4092 begin
4093 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
4094 Result := True;
4095 remove := True;
4096 FFireTime := 0;
4097 if gFlash = 2 then Inc(FPickup, 5);
4098 end;
4100 ITEM_SPHERE_WHITE:
4101 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
4102 begin
4103 if FHealth < PLAYER_HP_LIMIT then
4104 FHealth := PLAYER_HP_LIMIT;
4105 if FArmor < PLAYER_AP_LIMIT then
4106 FArmor := PLAYER_AP_LIMIT;
4107 Result := True;
4108 remove := True;
4109 FFireTime := 0;
4110 if gFlash = 2 then Inc(FPickup, 5);
4111 end;
4113 ITEM_WEAPON_SAW:
4114 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
4115 begin
4116 hadWeapon := FWeapon[WEAPON_SAW];
4117 switchWeapon := WEAPON_SAW;
4118 FWeapon[WEAPON_SAW] := True;
4119 Result := True;
4120 if gFlash = 2 then Inc(FPickup, 5);
4121 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4122 end;
4124 ITEM_WEAPON_SHOTGUN1:
4125 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
4126 begin
4127 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4128 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4129 hadWeapon := FWeapon[WEAPON_SHOTGUN1];
4130 switchWeapon := WEAPON_SHOTGUN1;
4131 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4132 FWeapon[WEAPON_SHOTGUN1] := True;
4133 Result := True;
4134 if gFlash = 2 then Inc(FPickup, 5);
4135 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4136 end;
4138 ITEM_WEAPON_SHOTGUN2:
4139 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4140 begin
4141 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4142 hadWeapon := FWeapon[WEAPON_SHOTGUN2];
4143 switchWeapon := WEAPON_SHOTGUN2;
4144 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4145 FWeapon[WEAPON_SHOTGUN2] := True;
4146 Result := True;
4147 if gFlash = 2 then Inc(FPickup, 5);
4148 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4149 end;
4151 ITEM_WEAPON_CHAINGUN:
4152 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4153 begin
4154 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4155 hadWeapon := FWeapon[WEAPON_CHAINGUN];
4156 switchWeapon := WEAPON_CHAINGUN;
4157 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4158 FWeapon[WEAPON_CHAINGUN] := True;
4159 Result := True;
4160 if gFlash = 2 then Inc(FPickup, 5);
4161 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4162 end;
4164 ITEM_WEAPON_ROCKETLAUNCHER:
4165 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4166 begin
4167 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4168 switchWeapon := WEAPON_ROCKETLAUNCHER;
4169 hadWeapon := FWeapon[WEAPON_ROCKETLAUNCHER];
4170 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4171 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4172 Result := True;
4173 if gFlash = 2 then Inc(FPickup, 5);
4174 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4175 end;
4177 ITEM_WEAPON_PLASMA:
4178 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4179 begin
4180 if a and FWeapon[WEAPON_PLASMA] then Exit;
4181 switchWeapon := WEAPON_PLASMA;
4182 hadWeapon := FWeapon[WEAPON_PLASMA];
4183 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4184 FWeapon[WEAPON_PLASMA] := True;
4185 Result := True;
4186 if gFlash = 2 then Inc(FPickup, 5);
4187 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4188 end;
4190 ITEM_WEAPON_BFG:
4191 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4192 begin
4193 if a and FWeapon[WEAPON_BFG] then Exit;
4194 switchWeapon := WEAPON_BFG;
4195 hadWeapon := FWeapon[WEAPON_BFG];
4196 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4197 FWeapon[WEAPON_BFG] := True;
4198 Result := True;
4199 if gFlash = 2 then Inc(FPickup, 5);
4200 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4201 end;
4203 ITEM_WEAPON_SUPERPULEMET:
4204 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4205 begin
4206 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4207 switchWeapon := WEAPON_SUPERPULEMET;
4208 hadWeapon := FWeapon[WEAPON_SUPERPULEMET];
4209 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4210 FWeapon[WEAPON_SUPERPULEMET] := True;
4211 Result := True;
4212 if gFlash = 2 then Inc(FPickup, 5);
4213 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4214 end;
4216 ITEM_WEAPON_FLAMETHROWER:
4217 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4218 begin
4219 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4220 switchWeapon := WEAPON_FLAMETHROWER;
4221 hadWeapon := FWeapon[WEAPON_FLAMETHROWER];
4222 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4223 FWeapon[WEAPON_FLAMETHROWER] := True;
4224 Result := True;
4225 if gFlash = 2 then Inc(FPickup, 5);
4226 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4227 end;
4229 ITEM_AMMO_BULLETS:
4230 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4231 begin
4232 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4233 Result := True;
4234 remove := True;
4235 if gFlash = 2 then Inc(FPickup, 5);
4236 end;
4238 ITEM_AMMO_BULLETS_BOX:
4239 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4240 begin
4241 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4242 Result := True;
4243 remove := True;
4244 if gFlash = 2 then Inc(FPickup, 5);
4245 end;
4247 ITEM_AMMO_SHELLS:
4248 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4249 begin
4250 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4251 Result := True;
4252 remove := True;
4253 if gFlash = 2 then Inc(FPickup, 5);
4254 end;
4256 ITEM_AMMO_SHELLS_BOX:
4257 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4258 begin
4259 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4260 Result := True;
4261 remove := True;
4262 if gFlash = 2 then Inc(FPickup, 5);
4263 end;
4265 ITEM_AMMO_ROCKET:
4266 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4267 begin
4268 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4269 Result := True;
4270 remove := True;
4271 if gFlash = 2 then Inc(FPickup, 5);
4272 end;
4274 ITEM_AMMO_ROCKET_BOX:
4275 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4276 begin
4277 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4278 Result := True;
4279 remove := True;
4280 if gFlash = 2 then Inc(FPickup, 5);
4281 end;
4283 ITEM_AMMO_CELL:
4284 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4285 begin
4286 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4287 Result := True;
4288 remove := True;
4289 if gFlash = 2 then Inc(FPickup, 5);
4290 end;
4292 ITEM_AMMO_CELL_BIG:
4293 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4294 begin
4295 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4296 Result := True;
4297 remove := True;
4298 if gFlash = 2 then Inc(FPickup, 5);
4299 end;
4301 ITEM_AMMO_FUELCAN:
4302 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4303 begin
4304 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4305 Result := True;
4306 remove := True;
4307 if gFlash = 2 then Inc(FPickup, 5);
4308 end;
4310 ITEM_AMMO_BACKPACK:
4311 if not(R_ITEM_BACKPACK in FRulez) or
4312 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4313 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4314 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4315 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4316 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4317 begin
4318 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4319 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4320 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4321 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4322 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4324 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4325 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4326 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4327 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4328 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4329 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4330 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4331 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4332 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4333 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4335 FRulez := FRulez + [R_ITEM_BACKPACK];
4336 Result := True;
4337 remove := True;
4338 if gFlash = 2 then Inc(FPickup, 5);
4339 end;
4341 ITEM_KEY_RED:
4342 if not(R_KEY_RED in FRulez) then
4343 begin
4344 Include(FRulez, R_KEY_RED);
4345 Result := True;
4346 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4347 if gFlash = 2 then Inc(FPickup, 5);
4348 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4349 end;
4351 ITEM_KEY_GREEN:
4352 if not(R_KEY_GREEN in FRulez) then
4353 begin
4354 Include(FRulez, R_KEY_GREEN);
4355 Result := True;
4356 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4357 if gFlash = 2 then Inc(FPickup, 5);
4358 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4359 end;
4361 ITEM_KEY_BLUE:
4362 if not(R_KEY_BLUE in FRulez) then
4363 begin
4364 Include(FRulez, R_KEY_BLUE);
4365 Result := True;
4366 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4367 if gFlash = 2 then Inc(FPickup, 5);
4368 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4369 end;
4371 ITEM_SUIT:
4372 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4373 begin
4374 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4375 Result := True;
4376 remove := True;
4377 FFireTime := 0;
4378 if gFlash = 2 then Inc(FPickup, 5);
4379 end;
4381 ITEM_OXYGEN:
4382 if FAir < AIR_MAX then
4383 begin
4384 FAir := AIR_MAX;
4385 Result := True;
4386 remove := True;
4387 if gFlash = 2 then Inc(FPickup, 5);
4388 end;
4390 ITEM_MEDKIT_BLACK:
4391 begin
4392 if not (R_BERSERK in FRulez) then
4393 begin
4394 Include(FRulez, R_BERSERK);
4395 if (FBFGFireCounter = -1) then
4396 begin
4397 FCurrWeap := WEAPON_KASTET;
4398 resetWeaponQueue();
4399 FModel.SetWeapon(WEAPON_KASTET);
4400 end;
4401 if gFlash <> 0 then
4402 begin
4403 Inc(FPain, 100);
4404 if gFlash = 2 then Inc(FPickup, 5);
4405 end;
4406 FBerserk := gTime+30000;
4407 Result := True;
4408 remove := True;
4409 FFireTime := 0;
4410 end;
4411 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4412 begin
4413 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4414 FBerserk := gTime+30000;
4415 Result := True;
4416 remove := True;
4417 FFireTime := 0;
4418 end;
4419 end;
4421 ITEM_INVUL:
4422 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4423 begin
4424 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4425 FSpawnInvul := 0;
4426 Result := True;
4427 remove := True;
4428 if gFlash = 2 then Inc(FPickup, 5);
4429 end;
4431 ITEM_BOTTLE:
4432 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4433 begin
4434 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4435 Result := True;
4436 remove := True;
4437 FFireTime := 0;
4438 if gFlash = 2 then Inc(FPickup, 5);
4439 end;
4441 ITEM_HELMET:
4442 if FArmor < PLAYER_AP_LIMIT then
4443 begin
4444 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4445 Result := True;
4446 remove := True;
4447 if gFlash = 2 then Inc(FPickup, 5);
4448 end;
4450 ITEM_JETPACK:
4451 if FJetFuel < JET_MAX then
4452 begin
4453 FJetFuel := JET_MAX;
4454 Result := True;
4455 remove := True;
4456 if gFlash = 2 then Inc(FPickup, 5);
4457 end;
4459 ITEM_INVIS:
4460 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4461 begin
4462 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4463 Result := True;
4464 remove := True;
4465 if gFlash = 2 then Inc(FPickup, 5);
4466 end;
4467 end;
4469 if (shouldSwitch(switchWeapon, hadWeapon)) then
4470 QueueWeaponSwitch(switchWeapon);
4471 end;
4473 procedure TPlayer.Touch();
4474 begin
4475 if not FAlive then
4476 Exit;
4477 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4478 if FIamBot then
4479 begin
4480 // Áðîñèòü ôëàã òîâàðèùó:
4481 if gGameSettings.GameMode = GM_CTF then
4482 DropFlag();
4483 end;
4484 end;
4486 procedure TPlayer.Push(vx, vy: Integer);
4487 begin
4488 if (not FPhysics) and FGhost then
4489 Exit;
4490 FObj.Accel.X := FObj.Accel.X + vx;
4491 FObj.Accel.Y := FObj.Accel.Y + vy;
4492 if g_Game_IsNet and g_Game_IsServer then
4493 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4494 end;
4496 procedure TPlayer.Reset(Force: Boolean);
4497 begin
4498 if Force then
4499 FAlive := False;
4501 FSpawned := False;
4502 FTime[T_RESPAWN] := 0;
4503 FTime[T_FLAGCAP] := 0;
4504 FGodMode := False;
4505 FNoTarget := False;
4506 FNoReload := False;
4507 FFrags := 0;
4508 FLastFrag := 0;
4509 FComboEvnt := -1;
4510 FKills := 0;
4511 FMonsterKills := 0;
4512 FDeath := 0;
4513 FSecrets := 0;
4514 FSpawnInvul := 0;
4515 FCorpse := -1;
4516 FReady := False;
4517 if FNoRespawn then
4518 begin
4519 FSpectator := False;
4520 FGhost := False;
4521 FPhysics := True;
4522 FSpectatePlayer := -1;
4523 FNoRespawn := False;
4524 end;
4525 FLives := gGameSettings.MaxLives;
4527 SetFlag(FLAG_NONE);
4528 end;
4530 procedure TPlayer.SoftReset();
4531 begin
4532 ReleaseKeys();
4534 FDamageBuffer := 0;
4535 FSlopeOld := 0;
4536 FIncCamOld := 0;
4537 FIncCam := 0;
4538 FBFGFireCounter := -1;
4539 FShellTimer := -1;
4540 FPain := 0;
4541 FLastHit := 0;
4542 FLastFrag := 0;
4543 FComboEvnt := -1;
4545 SetFlag(FLAG_NONE);
4546 SetAction(A_STAND, True);
4547 end;
4549 function TPlayer.GetRespawnPoint(): Byte;
4550 var
4551 c: Byte;
4552 begin
4553 Result := 255;
4554 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4556 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4557 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4558 begin
4559 if Self = gPlayer1 then
4560 begin
4561 // player 1 should try to spawn on the player 1 point
4562 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4563 Exit(RESPAWNPOINT_PLAYER1)
4564 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4565 Exit(RESPAWNPOINT_PLAYER2);
4566 end
4567 else if Self = gPlayer2 then
4568 begin
4569 // player 2 should try to spawn on the player 2 point
4570 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4571 Exit(RESPAWNPOINT_PLAYER2)
4572 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4573 Exit(RESPAWNPOINT_PLAYER1);
4574 end
4575 else
4576 begin
4577 // other players randomly pick either the first or the second point
4578 c := IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1, RESPAWNPOINT_PLAYER2);
4579 if g_Map_GetPointCount(c) > 0 then
4580 Exit(c);
4581 // try the other one
4582 c := IfThen((c = RESPAWNPOINT_PLAYER1), RESPAWNPOINT_PLAYER2, RESPAWNPOINT_PLAYER1);
4583 if g_Map_GetPointCount(c) > 0 then
4584 Exit(c);
4585 end;
4586 end;
4588 // Ìÿñîïîâàë
4589 if gGameSettings.GameMode = GM_DM then
4590 begin
4591 // try DM points first
4592 if g_Map_GetPointCount(RESPAWNPOINT_DM) > 0 then
4593 Exit(RESPAWNPOINT_DM);
4594 end;
4596 // Êîìàíäíûå
4597 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4598 begin
4599 // try team points first
4600 c := RESPAWNPOINT_DM;
4601 if FTeam = TEAM_RED then
4602 c := RESPAWNPOINT_RED
4603 else if FTeam = TEAM_BLUE then
4604 c := RESPAWNPOINT_BLUE;
4605 if g_Map_GetPointCount(c) > 0 then
4606 Exit(c);
4607 end;
4609 // still haven't found a spawnpoint, try random shit
4610 Result := g_Map_GetRandomPointType();
4611 end;
4613 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4614 var
4615 RespawnPoint: TRespawnPoint;
4616 a, b, c: Byte;
4617 Anim: TAnimation;
4618 ID: DWORD;
4619 begin
4620 FSlopeOld := 0;
4621 FIncCamOld := 0;
4622 FIncCam := 0;
4623 FBFGFireCounter := -1;
4624 FShellTimer := -1;
4625 FPain := 0;
4626 FLastHit := 0;
4627 FSpawnInvul := 0;
4628 FCorpse := -1;
4630 if not g_Game_IsServer then
4631 Exit;
4632 if FDummy then
4633 Exit;
4634 FWantsInGame := True;
4635 FJustTeleported := True;
4636 if Force then
4637 begin
4638 FTime[T_RESPAWN] := 0;
4639 FAlive := False;
4640 end;
4641 FNetTime := 0;
4642 // if server changes MaxLives we gotta be ready
4643 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4645 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4646 if FTime[T_RESPAWN] > gTime then
4647 Exit;
4649 // Ïðîñðàë âñå æèçíè:
4650 if FNoRespawn then
4651 begin
4652 if not FSpectator then Spectate(True);
4653 FWantsInGame := True;
4654 Exit;
4655 end;
4657 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4658 begin // "Ñâîÿ èãðà"
4659 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4660 FRulez := FRulez-[R_BERSERK];
4661 end
4662 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4663 begin
4664 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4665 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4666 end;
4668 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4669 c := GetRespawnPoint();
4671 ReleaseKeys();
4672 SetFlag(FLAG_NONE);
4674 // Âîñêðåøåíèå áåç îðóæèÿ:
4675 if not FAlive then
4676 begin
4677 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4678 FArmor := 0;
4679 FAlive := True;
4680 FAir := AIR_DEF;
4681 FJetFuel := 0;
4683 for a := WP_FIRST to WP_LAST do
4684 begin
4685 FWeapon[a] := False;
4686 FReloading[a] := 0;
4687 end;
4689 FWeapon[WEAPON_PISTOL] := True;
4690 FWeapon[WEAPON_KASTET] := True;
4691 FCurrWeap := WEAPON_PISTOL;
4692 resetWeaponQueue();
4694 FModel.SetWeapon(FCurrWeap);
4696 for b := A_BULLETS to A_HIGH do
4697 FAmmo[b] := 0;
4699 FAmmo[A_BULLETS] := 50;
4701 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4702 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4703 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4704 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4705 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4707 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
4708 LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
4709 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4710 else
4711 FRulez := [];
4712 end;
4714 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4715 if not g_Map_GetPoint(c, RespawnPoint) then
4716 begin
4717 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4718 Exit;
4719 end;
4721 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4722 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4723 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4724 FObj.oldX := FObj.X; // don't interpolate after respawn
4725 FObj.oldY := FObj.Y;
4726 FObj.Vel.X := 0;
4727 FObj.Vel.Y := 0;
4728 FObj.Accel.X := 0;
4729 FObj.Accel.Y := 0;
4731 FDirection := RespawnPoint.Direction;
4732 if FDirection = TDirection.D_LEFT then
4733 FAngle := 180
4734 else
4735 FAngle := 0;
4737 SetAction(A_STAND, True);
4738 FModel.Direction := FDirection;
4740 for a := Low(FTime) to High(FTime) do
4741 FTime[a] := 0;
4743 for a := Low(FMegaRulez) to High(FMegaRulez) do
4744 FMegaRulez[a] := 0;
4746 // Respawn invulnerability
4747 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4748 begin
4749 FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4750 FSpawnInvul := FMegaRulez[MR_INVUL];
4751 end;
4753 FDamageBuffer := 0;
4754 FJetpack := False;
4755 FCanJetpack := False;
4756 FFlaming := False;
4757 FFireTime := 0;
4758 FFirePainTime := 0;
4759 FFireAttacker := 0;
4761 // Àíèìàöèÿ âîçðîæäåíèÿ:
4762 if (not gLoadGameMode) and (not Silent) then
4763 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4764 begin
4765 Anim := TAnimation.Create(ID, False, 3);
4766 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4767 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4768 Anim.Free();
4769 end;
4771 FSpectator := False;
4772 FGhost := False;
4773 FPhysics := True;
4774 FSpectatePlayer := -1;
4775 FSpawned := True;
4777 if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
4778 gPlayer1 := self;
4779 if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
4780 gPlayer2 := self;
4782 if g_Game_IsNet then
4783 begin
4784 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4785 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4786 if not Silent then
4787 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4788 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4789 0, NET_GFX_TELE);
4790 end;
4791 end;
4793 procedure TPlayer.Spectate(NoMove: Boolean = False);
4794 begin
4795 if FAlive then
4796 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4797 else if (not NoMove) then
4798 begin
4799 GameX := gMapInfo.Width div 2;
4800 GameY := gMapInfo.Height div 2;
4801 end;
4802 FXTo := GameX;
4803 FYTo := GameY;
4805 FAlive := False;
4806 FSpectator := True;
4807 FGhost := True;
4808 FPhysics := False;
4809 FWantsInGame := False;
4810 FSpawned := False;
4811 FCorpse := -1;
4813 if FNoRespawn then
4814 begin
4815 if Self = gPlayer1 then
4816 begin
4817 gSpectLatchPID1 := FUID;
4818 gPlayer1 := nil;
4819 end
4820 else if Self = gPlayer2 then
4821 begin
4822 gSpectLatchPID2 := FUID;
4823 gPlayer2 := nil;
4824 end;
4825 end;
4827 if g_Game_IsNet then
4828 MH_SEND_PlayerStats(FUID);
4829 end;
4831 procedure TPlayer.SwitchNoClip;
4832 begin
4833 if not FAlive then
4834 Exit;
4835 FGhost := not FGhost;
4836 FPhysics := not FGhost;
4837 if FGhost then
4838 begin
4839 FXTo := FObj.X;
4840 FYTo := FObj.Y;
4841 end else
4842 begin
4843 FObj.Accel.X := 0;
4844 FObj.Accel.Y := 0;
4845 end;
4846 end;
4848 procedure TPlayer.Run(Direction: TDirection);
4849 var
4850 a, b: Integer;
4851 begin
4852 if MAX_RUNVEL > 8 then
4853 FlySmoke();
4855 // Áåæèì:
4856 if Direction = TDirection.D_LEFT then
4857 begin
4858 if FObj.Vel.X > -MAX_RUNVEL then
4859 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4860 end
4861 else
4862 if FObj.Vel.X < MAX_RUNVEL then
4863 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4865 // Âîçìîæíî, ïèíàåì êóñêè:
4866 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4867 begin
4868 b := Abs(FObj.Vel.X);
4869 if b > 1 then b := b * (Random(8 div b) + 1);
4870 for a := 0 to High(gGibs) do
4871 begin
4872 if gGibs[a].alive and
4873 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4874 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4875 begin
4876 // Ïèíàåì êóñêè
4877 if FObj.Vel.X < 0 then
4878 begin
4879 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4880 end
4881 else
4882 begin
4883 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4884 end;
4885 gGibs[a].positionChanged(); // this updates spatial accelerators
4886 end;
4887 end;
4888 end;
4890 SetAction(A_WALK);
4891 end;
4893 procedure TPlayer.SeeDown();
4894 begin
4895 SetAction(A_SEEDOWN);
4897 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4899 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4900 end;
4902 procedure TPlayer.SeeUp();
4903 begin
4904 SetAction(A_SEEUP);
4906 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4908 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4909 end;
4911 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4912 var
4913 Prior: Byte;
4914 begin
4915 case Action of
4916 A_WALK: Prior := 3;
4917 A_DIE1: Prior := 5;
4918 A_DIE2: Prior := 5;
4919 A_ATTACK: Prior := 2;
4920 A_SEEUP: Prior := 1;
4921 A_SEEDOWN: Prior := 1;
4922 A_ATTACKUP: Prior := 2;
4923 A_ATTACKDOWN: Prior := 2;
4924 A_PAIN: Prior := 4;
4925 else Prior := 0;
4926 end;
4928 if (Prior > FActionPrior) or Force then
4929 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4930 begin
4931 FActionPrior := Prior;
4932 FActionAnim := Action;
4933 FActionForce := Force;
4934 FActionChanged := True;
4935 end;
4937 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4938 end;
4940 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4941 begin
4942 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4943 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4944 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4945 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4946 end;
4948 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4949 var
4950 Anim: TAnimation;
4951 ID: DWORD;
4952 begin
4953 Result := False;
4955 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4956 begin
4957 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4958 if g_Game_IsServer and g_Game_IsNet then
4959 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4960 Exit;
4961 end;
4963 FJustTeleported := True;
4965 Anim := nil;
4966 if not silent then
4967 begin
4968 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4969 begin
4970 Anim := TAnimation.Create(ID, False, 3);
4971 end;
4973 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4974 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4975 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4976 if g_Game_IsServer and g_Game_IsNet then
4977 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4978 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4979 NET_GFX_TELE);
4980 end;
4982 FObj.X := X-PLAYER_RECT.X;
4983 FObj.Y := Y-PLAYER_RECT.Y;
4984 FObj.oldX := FObj.X; // don't interpolate after respawn
4985 FObj.oldY := FObj.Y;
4986 if FAlive and FGhost then
4987 begin
4988 FXTo := FObj.X;
4989 FYTo := FObj.Y;
4990 end;
4992 if not g_Game_IsNet then
4993 begin
4994 if dir = 1 then
4995 begin
4996 SetDirection(TDirection.D_LEFT);
4997 FAngle := 180;
4998 end
4999 else
5000 if dir = 2 then
5001 begin
5002 SetDirection(TDirection.D_RIGHT);
5003 FAngle := 0;
5004 end
5005 else
5006 if dir = 3 then
5007 begin // îáðàòíîå
5008 if FDirection = TDirection.D_RIGHT then
5009 begin
5010 SetDirection(TDirection.D_LEFT);
5011 FAngle := 180;
5012 end
5013 else
5014 begin
5015 SetDirection(TDirection.D_RIGHT);
5016 FAngle := 0;
5017 end;
5018 end;
5019 end;
5021 if not silent and (Anim <> nil) then
5022 begin
5023 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5024 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
5025 Anim.Free();
5027 if g_Game_IsServer and g_Game_IsNet then
5028 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5029 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
5030 NET_GFX_TELE);
5031 end;
5033 Result := True;
5034 end;
5036 function nonz(a: Single): Single;
5037 begin
5038 if a <> 0 then
5039 Result := a
5040 else
5041 Result := 1;
5042 end;
5044 function TPlayer.refreshCorpse(): Boolean;
5045 var
5046 i: Integer;
5047 begin
5048 Result := False;
5049 FCorpse := -1;
5050 if FAlive or FSpectator then
5051 Exit;
5052 if (gCorpses = nil) or (Length(gCorpses) = 0) then
5053 Exit;
5054 for i := 0 to High(gCorpses) do
5055 if gCorpses[i] <> nil then
5056 if gCorpses[i].FPlayerUID = FUID then
5057 begin
5058 Result := True;
5059 FCorpse := i;
5060 break;
5061 end;
5062 end;
5064 function TPlayer.getCameraObj(): TObj;
5065 begin
5066 if (not FAlive) and (not FSpectator) and
5067 (FCorpse >= 0) and (FCorpse < Length(gCorpses)) and
5068 (gCorpses[FCorpse] <> nil) and (gCorpses[FCorpse].FPlayerUID = FUID) then
5069 begin
5070 gCorpses[FCorpse].FObj.slopeUpLeft := FObj.slopeUpLeft;
5071 Result := gCorpses[FCorpse].FObj;
5072 end
5073 else
5074 begin
5075 Result := FObj;
5076 end;
5077 end;
5079 procedure TPlayer.PreUpdate();
5080 begin
5081 FSlopeOld := FObj.slopeUpLeft;
5082 FIncCamOld := FIncCam;
5083 FObj.oldX := FObj.X;
5084 FObj.oldY := FObj.Y;
5085 end;
5087 procedure TPlayer.Update();
5088 var
5089 b: Byte;
5090 i, ii, wx, wy, xd, yd, k: Integer;
5091 blockmon, headwater, dospawn: Boolean;
5092 NetServer: Boolean;
5093 AnyServer: Boolean;
5094 SetSpect: Boolean;
5095 begin
5096 NetServer := g_Game_IsNet and g_Game_IsServer;
5097 AnyServer := g_Game_IsServer;
5099 if g_Game_IsClient and (NetInterpLevel > 0) then
5100 DoLerp(NetInterpLevel + 1)
5101 else
5102 if FGhost then
5103 DoLerp(4);
5105 if NetServer then
5106 if (FClientID >= 0) and (NetClients[FClientID].Peer <> nil) then
5107 begin
5108 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5109 if NetClients[FClientID].Peer^.packetsSent > 0 then
5110 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5111 else
5112 FLoss := 0;
5113 end else
5114 begin
5115 FPing := 0;
5116 FLoss := 0;
5117 end;
5119 if FAlive and (FPunchAnim <> nil) then
5120 FPunchAnim.Update();
5122 if FAlive and (gFly or FJetpack) then
5123 FlySmoke();
5125 if FDirection = TDirection.D_LEFT then
5126 FAngle := 180
5127 else
5128 FAngle := 0;
5130 if FAlive and (not FGhost) then
5131 begin
5132 if FKeys[KEY_UP].Pressed then
5133 SeeUp();
5134 if FKeys[KEY_DOWN].Pressed then
5135 SeeDown();
5136 end;
5138 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5139 (FIncCam <> 0) then
5140 begin
5141 i := g_basic.Sign(FIncCam);
5142 FIncCam := Abs(FIncCam);
5143 DecMin(FIncCam, 5, 0);
5144 FIncCam := FIncCam*i;
5145 end;
5147 if gTime mod (GAME_TICK*2) <> 0 then
5148 begin
5149 if (FObj.Vel.X = 0) and FAlive then
5150 begin
5151 if FKeys[KEY_LEFT].Pressed then
5152 Run(TDirection.D_LEFT);
5153 if FKeys[KEY_RIGHT].Pressed then
5154 Run(TDirection.D_RIGHT);
5155 end;
5157 if FPhysics then
5158 begin
5159 g_Obj_Move(@FObj, True, True, True);
5160 positionChanged(); // this updates spatial accelerators
5161 end;
5163 Exit;
5164 end;
5166 FActionChanged := False;
5168 if FAlive then
5169 begin
5170 // Let alive player do some actions
5171 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5172 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5173 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5174 else
5175 begin
5176 if AnyServer then
5177 begin
5178 FlamerOff;
5179 if NetServer then MH_SEND_PlayerStats(FUID);
5180 end;
5181 end;
5182 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5183 if FKeys[KEY_JUMP].Pressed then Jump()
5184 else
5185 begin
5186 if AnyServer and FJetpack then
5187 begin
5188 FJetpack := False;
5189 JetpackOff;
5190 if NetServer then MH_SEND_PlayerStats(FUID);
5191 end;
5192 FCanJetpack := True;
5193 end;
5194 end
5195 else // Dead
5196 begin
5197 dospawn := False;
5198 if not FGhost then
5199 for k := Low(FKeys) to KEY_CHAT-1 do
5200 begin
5201 if FKeys[k].Pressed then
5202 begin
5203 dospawn := True;
5204 break;
5205 end;
5206 end;
5207 if dospawn then
5208 begin
5209 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5210 Respawn(False)
5211 else // Single
5212 if (FTime[T_RESPAWN] <= gTime) and
5213 gGameOn and (not FAlive) then
5214 begin
5215 if (g_Player_GetCount() > 1) then
5216 Respawn(False)
5217 else
5218 begin
5219 gExit := EXIT_RESTART;
5220 Exit;
5221 end;
5222 end;
5223 end;
5224 // Dead spectator actions
5225 if FGhost then
5226 begin
5227 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5228 if FKeys[KEY_FIRE].Pressed and AnyServer then
5229 begin
5230 if FSpectator then
5231 begin
5232 if (FSpectatePlayer >= High(gPlayers)) then
5233 FSpectatePlayer := -1
5234 else
5235 begin
5236 SetSpect := False;
5237 for I := FSpectatePlayer + 1 to High(gPlayers) do
5238 if gPlayers[I] <> nil then
5239 if gPlayers[I].alive then
5240 if gPlayers[I].UID <> FUID then
5241 begin
5242 FSpectatePlayer := I;
5243 SetSpect := True;
5244 break;
5245 end;
5247 if not SetSpect then FSpectatePlayer := -1;
5248 end;
5250 ReleaseKeys;
5251 end;
5252 end;
5253 end;
5254 end;
5255 // No clipping
5256 if FGhost then
5257 begin
5258 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5259 begin
5260 FYTo := FObj.Y - 32;
5261 FSpectatePlayer := -1;
5262 end;
5263 if FKeys[KEY_DOWN].Pressed then
5264 begin
5265 FYTo := FObj.Y + 32;
5266 FSpectatePlayer := -1;
5267 end;
5268 if FKeys[KEY_LEFT].Pressed then
5269 begin
5270 FXTo := FObj.X - 32;
5271 FSpectatePlayer := -1;
5272 end;
5273 if FKeys[KEY_RIGHT].Pressed then
5274 begin
5275 FXTo := FObj.X + 32;
5276 FSpectatePlayer := -1;
5277 end;
5279 if (FXTo < -64) then
5280 FXTo := -64
5281 else if (FXTo > gMapInfo.Width + 32) then
5282 FXTo := gMapInfo.Width + 32;
5283 if (FYTo < -72) then
5284 FYTo := -72
5285 else if (FYTo > gMapInfo.Height + 32) then
5286 FYTo := gMapInfo.Height + 32;
5287 end;
5289 if FPhysics then
5290 begin
5291 g_Obj_Move(@FObj, True, True, True);
5292 positionChanged(); // this updates spatial accelerators
5293 end
5294 else
5295 begin
5296 FObj.Vel.X := 0;
5297 FObj.Vel.Y := 0;
5298 if FSpectator then
5299 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5300 if gPlayers[FSpectatePlayer] <> nil then
5301 if gPlayers[FSpectatePlayer].alive then
5302 begin
5303 FXTo := gPlayers[FSpectatePlayer].GameX;
5304 FYTo := gPlayers[FSpectatePlayer].GameY;
5305 end;
5306 end;
5308 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5309 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5310 PANEL_BLOCKMON, True);
5311 headwater := HeadInLiquid(0, 0);
5313 // Ñîïðîòèâëåíèå âîçäóõà:
5314 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5315 if FObj.Vel.X <> 0 then
5316 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5318 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5319 DecMin(FPain, 5, 0);
5320 DecMin(FPickup, 1, 0);
5322 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5323 begin
5324 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5325 FMegaRulez[MR_SUIT] := 0;
5326 FMegaRulez[MR_INVUL] := 0;
5327 FMegaRulez[MR_INVIS] := 0;
5328 Kill(K_FALLKILL, 0, HIT_FALL);
5329 end;
5331 i := 9;
5333 if FAlive then
5334 begin
5335 if FCurrWeap = WEAPON_SAW then
5336 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5337 FSawSoundSelect.IsPlaying()) then
5338 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5340 if FJetpack then
5341 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5342 (not FJetSoundOff.IsPlaying()) then
5343 begin
5344 FJetSoundFly.SetPosition(0);
5345 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5346 end;
5348 for b := WP_FIRST to WP_LAST do
5349 if FReloading[b] > 0 then
5350 if FNoReload then
5351 FReloading[b] := 0
5352 else
5353 Dec(FReloading[b]);
5355 if FShellTimer > -1 then
5356 if FShellTimer = 0 then
5357 begin
5358 if FShellType = SHELL_SHELL then
5359 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5360 GameVelX, GameVelY-2, SHELL_SHELL)
5361 else if FShellType = SHELL_DBLSHELL then
5362 begin
5363 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5364 GameVelX+1, GameVelY-2, SHELL_SHELL);
5365 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5366 GameVelX-1, GameVelY-2, SHELL_SHELL);
5367 end;
5368 FShellTimer := -1;
5369 end else Dec(FShellTimer);
5371 if (FBFGFireCounter > -1) then
5372 if FBFGFireCounter = 0 then
5373 begin
5374 if AnyServer then
5375 begin
5376 wx := FObj.X+WEAPONPOINT[FDirection].X;
5377 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5378 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5379 yd := wy+firediry();
5380 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5381 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5382 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5383 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5384 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5385 end;
5387 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5388 FBFGFireCounter := -1;
5389 end else
5390 if FNoReload then
5391 FBFGFireCounter := 0
5392 else
5393 Dec(FBFGFireCounter);
5395 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5396 begin
5397 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5399 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5400 end;
5402 if (headwater or blockmon) then
5403 begin
5404 Dec(FAir);
5406 if FAir < -9 then
5407 begin
5408 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5409 FAir := 0;
5410 end
5411 else if (FAir mod 31 = 0) and not blockmon then
5412 begin
5413 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5414 if Random(2) = 0
5415 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5416 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5417 end;
5418 end else if FAir < AIR_DEF then
5419 FAir := AIR_DEF;
5421 if FFireTime > 0 then
5422 begin
5423 if BodyInLiquid(0, 0) then
5424 begin
5425 FFireTime := 0;
5426 FFirePainTime := 0;
5427 end
5428 else if FMegaRulez[MR_SUIT] >= gTime then
5429 begin
5430 if FMegaRulez[MR_SUIT] = gTime then
5431 FFireTime := 1;
5432 FFirePainTime := 0;
5433 end
5434 else
5435 begin
5436 OnFireFlame(1);
5437 if FFirePainTime <= 0 then
5438 begin
5439 if g_Game_IsServer then
5440 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5441 FFirePainTime := 12 - FFireTime div 12;
5442 end;
5443 FFirePainTime := FFirePainTime - 1;
5444 FFireTime := FFireTime - 1;
5445 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5446 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5447 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5448 MH_SEND_PlayerStats(FUID);
5449 end;
5450 end;
5452 if FDamageBuffer > 0 then
5453 begin
5454 if FDamageBuffer >= 9 then
5455 begin
5456 SetAction(A_PAIN);
5458 if FDamageBuffer < 30 then i := 9
5459 else if FDamageBuffer < 100 then i := 18
5460 else i := 27;
5461 end;
5463 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5464 FArmor := FArmor-(FDamageBuffer-ii);
5465 FHealth := FHealth-ii;
5466 if FArmor < 0 then
5467 begin
5468 FHealth := FHealth+FArmor;
5469 FArmor := 0;
5470 end;
5472 if AnyServer then
5473 if FHealth <= 0 then
5474 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5475 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5476 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5478 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5479 begin
5480 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5481 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5482 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5483 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5484 end;
5486 FDamageBuffer := 0;
5487 end;
5489 {CollideItem();}
5490 end; // if FAlive then ...
5492 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5493 begin
5494 FModel.ChangeAnimation(FActionAnim, FActionForce);
5495 FModel.GetCurrentAnimation.MinLength := i;
5496 FModel.GetCurrentAnimationMask.MinLength := i;
5497 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5499 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5500 then SetAction(A_STAND, True);
5502 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5504 for b := Low(FKeys) to High(FKeys) do
5505 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5506 end;
5509 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5510 begin
5511 x := FObj.X+PLAYER_RECT.X;
5512 y := FObj.Y+PLAYER_RECT.Y;
5513 w := PLAYER_RECT.Width;
5514 h := PLAYER_RECT.Height;
5515 end;
5518 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5519 begin
5520 if (dx <> 0) or (dy <> 0) then
5521 begin
5522 FObj.X += dx;
5523 FObj.Y += dy;
5524 positionChanged();
5525 end;
5526 end;
5529 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5530 begin
5531 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5532 FObj.Y+PLAYER_RECT.Y,
5533 PLAYER_RECT.Width,
5534 PLAYER_RECT.Height,
5535 X, Y,
5536 Width, Height);
5537 end;
5539 function TPlayer.Collide(Panel: TPanel): Boolean;
5540 begin
5541 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5542 FObj.Y+PLAYER_RECT.Y,
5543 PLAYER_RECT.Width,
5544 PLAYER_RECT.Height,
5545 Panel.X, Panel.Y,
5546 Panel.Width, Panel.Height);
5547 end;
5549 function TPlayer.Collide(X, Y: Integer): Boolean;
5550 begin
5551 X := X-FObj.X-PLAYER_RECT.X;
5552 Y := Y-FObj.Y-PLAYER_RECT.Y;
5553 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5554 (y >= 0) and (y <= PLAYER_RECT.Height);
5555 end;
5557 function g_Player_ExistingName(Name: string): Boolean;
5558 var
5559 a: Integer;
5560 begin
5561 Result := True;
5563 if gPlayers = nil then Exit;
5565 for a := 0 to High(gPlayers) do
5566 if gPlayers[a] <> nil then
5567 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5568 begin
5569 Result := False;
5570 Exit;
5571 end;
5572 end;
5574 procedure TPlayer.SetDirection(Direction: TDirection);
5575 var
5576 d: TDirection;
5577 begin
5578 d := FModel.Direction;
5580 FModel.Direction := Direction;
5581 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5583 FDirection := Direction;
5584 end;
5586 function TPlayer.GetKeys(): Byte;
5587 begin
5588 Result := 0;
5590 if R_KEY_RED in FRulez then Result := KEY_RED;
5591 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5592 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5594 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5595 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5596 end;
5598 procedure TPlayer.Use();
5599 var
5600 a: Integer;
5601 begin
5602 if FTime[T_USE] > gTime then Exit;
5604 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5605 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5607 for a := 0 to High(gPlayers) do
5608 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5609 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5610 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5611 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5612 begin
5613 gPlayers[a].Touch();
5614 if g_Game_IsNet and g_Game_IsServer then
5615 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5616 end;
5618 FTime[T_USE] := gTime+120;
5619 end;
5621 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5622 var
5623 locObj: TObj;
5624 visible: Boolean = True;
5625 WX, WY, XD, YD: Integer;
5626 begin
5627 WX := X;
5628 WY := Y;
5629 XD := AX;
5630 YD := AY;
5632 case FCurrWeap of
5633 WEAPON_KASTET:
5634 begin
5635 visible := False;
5636 DoPunch();
5637 if R_BERSERK in FRulez then
5638 begin
5639 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5640 locobj.X := FObj.X+FObj.Rect.X;
5641 locobj.Y := FObj.Y+FObj.Rect.Y;
5642 locobj.rect.X := 0;
5643 locobj.rect.Y := 0;
5644 locobj.rect.Width := 39;
5645 locobj.rect.Height := 52;
5646 locobj.Vel.X := (xd-wx) div 2;
5647 locobj.Vel.Y := (yd-wy) div 2;
5648 locobj.Accel.X := xd-wx;
5649 locobj.Accel.y := yd-wy;
5651 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5652 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5653 else
5654 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5656 if gFlash = 1 then
5657 if FPain < 50 then
5658 FPain := min(FPain + 25, 50);
5659 end else
5660 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5661 end;
5663 WEAPON_SAW:
5664 begin
5665 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5666 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5667 begin
5668 FSawSoundSelect.Stop();
5669 FSawSound.Stop();
5670 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5671 end
5672 else if not FSawSoundHit.IsPlaying() then
5673 begin
5674 FSawSoundSelect.Stop();
5675 FSawSound.PlayAt(FObj.X, FObj.Y);
5676 end;
5677 end;
5679 WEAPON_PISTOL:
5680 begin
5681 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5682 FFireAngle := FAngle;
5683 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5684 GameVelX, GameVelY-2, SHELL_BULLET);
5685 end;
5687 WEAPON_SHOTGUN1:
5688 begin
5689 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5690 FFireAngle := FAngle;
5691 FShellTimer := 10;
5692 FShellType := SHELL_SHELL;
5693 end;
5695 WEAPON_SHOTGUN2:
5696 begin
5697 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5698 FFireAngle := FAngle;
5699 FShellTimer := 13;
5700 FShellType := SHELL_DBLSHELL;
5701 end;
5703 WEAPON_CHAINGUN:
5704 begin
5705 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5706 FFireAngle := FAngle;
5707 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5708 GameVelX, GameVelY-2, SHELL_BULLET);
5709 end;
5711 WEAPON_ROCKETLAUNCHER:
5712 begin
5713 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5714 FFireAngle := FAngle;
5715 end;
5717 WEAPON_PLASMA:
5718 begin
5719 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5720 FFireAngle := FAngle;
5721 end;
5723 WEAPON_BFG:
5724 begin
5725 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5726 FFireAngle := FAngle;
5727 end;
5729 WEAPON_SUPERPULEMET:
5730 begin
5731 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5732 FFireAngle := FAngle;
5733 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5734 GameVelX, GameVelY-2, SHELL_SHELL);
5735 end;
5737 WEAPON_FLAMETHROWER:
5738 begin
5739 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5740 FlamerOn;
5741 FFireAngle := FAngle;
5742 end;
5743 end;
5745 if not visible then Exit;
5747 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5748 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5749 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5750 end;
5752 procedure TPlayer.DoLerp(Level: Integer = 2);
5753 begin
5754 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5755 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5756 end;
5758 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5759 var
5760 AX, AY: Integer;
5761 begin
5762 FXTo := XTo;
5763 FYTo := YTo;
5764 if FJustTeleported or (NetInterpLevel < 1) then
5765 begin
5766 FObj.X := XTo;
5767 FObj.Y := YTo;
5768 if FJustTeleported then
5769 begin
5770 FObj.oldX := FObj.X;
5771 FObj.oldY := FObj.Y;
5772 end;
5773 end
5774 else
5775 begin
5776 AX := Abs(FXTo - FObj.X);
5777 AY := Abs(FYTo - FObj.Y);
5778 if (AX > 32) or (AX <= NetInterpLevel) then
5779 FObj.X := FXTo;
5780 if (AY > 32) or (AY <= NetInterpLevel) then
5781 FObj.Y := FYTo;
5782 end;
5783 end;
5785 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5786 begin
5787 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5788 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5789 PANEL_LIFTUP, False) then Result := -1
5790 else
5791 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5792 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5793 PANEL_LIFTDOWN, False) then Result := 1
5794 else Result := 0;
5795 end;
5797 function TPlayer.GetFlag(Flag: Byte): Boolean;
5798 var
5799 s, ts: String;
5800 evtype, a: Byte;
5801 begin
5802 Result := False;
5804 if Flag = FLAG_NONE then
5805 Exit;
5807 if not g_Game_IsServer then Exit;
5809 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5810 if (Flag = FTeam) and
5811 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5812 (FFlag <> FLAG_NONE) then
5813 begin
5814 if FFlag = FLAG_RED then
5815 s := _lc[I_PLAYER_FLAG_RED]
5816 else
5817 s := _lc[I_PLAYER_FLAG_BLUE];
5819 evtype := FLAG_STATE_SCORED;
5821 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5822 Insert('.', ts, Length(ts) + 1 - 3);
5823 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5825 g_Map_ResetFlag(FFlag);
5826 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5828 if ((Self = gPlayer1) or (Self = gPlayer2)
5829 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5830 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5831 a := 0
5832 else
5833 a := 1;
5835 if not sound_cap_flag[a].IsPlaying() then
5836 sound_cap_flag[a].Play();
5838 gTeamStat[FTeam].Score += 1;
5840 Result := True;
5841 if g_Game_IsNet then
5842 begin
5843 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5844 MH_SEND_GameStats;
5845 end;
5847 gFlags[FFlag].CaptureTime := 0;
5848 SetFlag(FLAG_NONE);
5849 Exit;
5850 end;
5852 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5853 if (Flag = FTeam) and
5854 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5855 begin
5856 if Flag = FLAG_RED then
5857 s := _lc[I_PLAYER_FLAG_RED]
5858 else
5859 s := _lc[I_PLAYER_FLAG_BLUE];
5861 evtype := FLAG_STATE_RETURNED;
5862 gFlags[Flag].CaptureTime := 0;
5864 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5866 g_Map_ResetFlag(Flag);
5867 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5869 if ((Self = gPlayer1) or (Self = gPlayer2)
5870 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5871 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5872 a := 0
5873 else
5874 a := 1;
5876 if not sound_ret_flag[a].IsPlaying() then
5877 sound_ret_flag[a].Play();
5879 Result := True;
5880 if g_Game_IsNet then
5881 begin
5882 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5883 MH_SEND_GameStats;
5884 end;
5885 Exit;
5886 end;
5888 // Ïîäîáðàë ÷óæîé ôëàã:
5889 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5890 begin
5891 SetFlag(Flag);
5893 if Flag = FLAG_RED then
5894 s := _lc[I_PLAYER_FLAG_RED]
5895 else
5896 s := _lc[I_PLAYER_FLAG_BLUE];
5898 evtype := FLAG_STATE_CAPTURED;
5900 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5902 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5904 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5906 if ((Self = gPlayer1) or (Self = gPlayer2)
5907 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5908 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5909 a := 0
5910 else
5911 a := 1;
5913 if not sound_get_flag[a].IsPlaying() then
5914 sound_get_flag[a].Play();
5916 Result := True;
5917 if g_Game_IsNet then
5918 begin
5919 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5920 MH_SEND_GameStats;
5921 end;
5922 end;
5923 end;
5925 procedure TPlayer.SetFlag(Flag: Byte);
5926 begin
5927 FFlag := Flag;
5928 if FModel <> nil then
5929 FModel.SetFlag(FFlag);
5930 end;
5932 function TPlayer.TryDropFlag(): Boolean;
5933 begin
5934 if LongBool(gGameSettings.Options and GAME_OPTION_ALLOWDROPFLAG) then
5935 Result := DropFlag(False, LongBool(gGameSettings.Options and GAME_OPTION_THROWFLAG))
5936 else
5937 Result := False;
5938 end;
5940 function TPlayer.DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
5941 var
5942 s: String;
5943 a: Byte;
5944 xv, yv: Integer;
5945 begin
5946 Result := False;
5947 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5948 Exit;
5949 FTime[T_FLAGCAP] := gTime + 2000;
5950 with gFlags[FFlag] do
5951 begin
5952 Obj.X := FObj.X;
5953 Obj.Y := FObj.Y;
5954 Direction := FDirection;
5955 State := FLAG_STATE_DROPPED;
5956 Count := FLAG_TIME;
5957 if DoThrow then
5958 begin
5959 xv := FObj.Vel.X + IfThen(Direction = TDirection.D_RIGHT, 10, -10);
5960 yv := FObj.Vel.Y - 2;
5961 end
5962 else
5963 begin
5964 xv := (FObj.Vel.X div 2);
5965 yv := (FObj.Vel.Y div 2) - 2;
5966 end;
5967 g_Obj_Push(@Obj, xv, yv);
5969 positionChanged(); // this updates spatial accelerators
5971 if FFlag = FLAG_RED then
5972 s := _lc[I_PLAYER_FLAG_RED]
5973 else
5974 s := _lc[I_PLAYER_FLAG_BLUE];
5976 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5977 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5979 if ((Self = gPlayer1) or (Self = gPlayer2)
5980 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5981 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5982 a := 0
5983 else
5984 a := 1;
5986 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5987 sound_lost_flag[a].Play();
5989 if g_Game_IsNet then
5990 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5991 end;
5992 SetFlag(FLAG_NONE);
5993 Result := True;
5994 end;
5996 procedure TPlayer.GetSecret();
5997 begin
5998 if (self = gPlayer1) or (self = gPlayer2) then
5999 begin
6000 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
6001 g_Sound_PlayEx('SOUND_GAME_SECRET');
6002 end;
6003 Inc(FSecrets);
6004 end;
6006 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
6007 begin
6008 Assert(Key <= High(FKeys));
6010 FKeys[Key].Pressed := True;
6011 FKeys[Key].Time := Time;
6012 end;
6014 function TPlayer.IsKeyPressed(K: Byte): Boolean;
6015 begin
6016 Result := FKeys[K].Pressed;
6017 end;
6019 procedure TPlayer.ReleaseKeys();
6020 var
6021 a: Integer;
6022 begin
6023 for a := Low(FKeys) to High(FKeys) do
6024 begin
6025 FKeys[a].Pressed := False;
6026 FKeys[a].Time := 0;
6027 end;
6028 end;
6030 procedure TPlayer.OnDamage(Angle: SmallInt);
6031 begin
6032 end;
6034 function TPlayer.firediry(): Integer;
6035 begin
6036 if FKeys[KEY_UP].Pressed then Result := -42
6037 else if FKeys[KEY_DOWN].Pressed then Result := 19
6038 else Result := 0;
6039 end;
6041 procedure TPlayer.RememberState();
6042 var
6043 i: Integer;
6044 SavedState: TPlayerSavedState;
6045 begin
6046 SavedState.Health := FHealth;
6047 SavedState.Armor := FArmor;
6048 SavedState.Air := FAir;
6049 SavedState.JetFuel := FJetFuel;
6050 SavedState.CurrWeap := FCurrWeap;
6051 SavedState.NextWeap := FNextWeap;
6052 SavedState.NextWeapDelay := FNextWeapDelay;
6053 for i := Low(FWeapon) to High(FWeapon) do
6054 SavedState.Weapon[i] := FWeapon[i];
6055 for i := Low(FAmmo) to High(FAmmo) do
6056 SavedState.Ammo[i] := FAmmo[i];
6057 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6058 SavedState.MaxAmmo[i] := FMaxAmmo[i];
6059 SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6061 FSavedStateNum := -1;
6062 for i := Low(SavedStates) to High(SavedStates) do
6063 if not SavedStates[i].Used then
6064 begin
6065 FSavedStateNum := i;
6066 break;
6067 end;
6068 if FSavedStateNum < 0 then
6069 begin
6070 SetLength(SavedStates, Length(SavedStates) + 1);
6071 FSavedStateNum := High(SavedStates);
6072 end;
6074 SavedState.Used := True;
6075 SavedStates[FSavedStateNum] := SavedState;
6076 end;
6078 procedure TPlayer.RecallState();
6079 var
6080 i: Integer;
6081 SavedState: TPlayerSavedState;
6082 begin
6083 if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then
6084 Exit;
6086 SavedState := SavedStates[FSavedStateNum];
6087 SavedStates[FSavedStateNum].Used := False;
6088 FSavedStateNum := -1;
6090 FHealth := SavedState.Health;
6091 FArmor := SavedState.Armor;
6092 FAir := SavedState.Air;
6093 FJetFuel := SavedState.JetFuel;
6094 FCurrWeap := SavedState.CurrWeap;
6095 FNextWeap := SavedState.NextWeap;
6096 FNextWeapDelay := SavedState.NextWeapDelay;
6097 for i := Low(FWeapon) to High(FWeapon) do
6098 FWeapon[i] := SavedState.Weapon[i];
6099 for i := Low(FAmmo) to High(FAmmo) do
6100 FAmmo[i] := SavedState.Ammo[i];
6101 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6102 FMaxAmmo[i] := SavedState.MaxAmmo[i];
6103 FRulez := SavedState.Rulez;
6105 if gGameSettings.GameType = GT_SERVER then
6106 MH_SEND_PlayerStats(FUID);
6107 end;
6109 procedure TPlayer.SaveState (st: TStream);
6110 var
6111 i: Integer;
6112 b: Byte;
6113 begin
6114 // Ñèãíàòóðà èãðîêà
6115 utils.writeSign(st, 'PLYR');
6116 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6117 // Áîò èëè ÷åëîâåê
6118 utils.writeBool(st, FIamBot);
6119 // UID èãðîêà
6120 utils.writeInt(st, Word(FUID));
6121 // Èìÿ èãðîêà
6122 utils.writeStr(st, FName);
6123 // Êîìàíäà
6124 utils.writeInt(st, Byte(FTeam));
6125 // Æèâ ëè
6126 utils.writeBool(st, FAlive);
6127 // Èçðàñõîäîâàë ëè âñå æèçíè
6128 utils.writeBool(st, FNoRespawn);
6129 // Íàïðàâëåíèå
6130 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6131 utils.writeInt(st, Byte(b));
6132 // Çäîðîâüå
6133 utils.writeInt(st, LongInt(FHealth));
6134 // Êîýôôèöèåíò èíâàëèäíîñòè
6135 utils.writeInt(st, LongInt(FHandicap));
6136 // Æèçíè
6137 utils.writeInt(st, Byte(FLives));
6138 // Áðîíÿ
6139 utils.writeInt(st, LongInt(FArmor));
6140 // Çàïàñ âîçäóõà
6141 utils.writeInt(st, LongInt(FAir));
6142 // Çàïàñ ãîðþ÷åãî
6143 utils.writeInt(st, LongInt(FJetFuel));
6144 // Áîëü
6145 utils.writeInt(st, LongInt(FPain));
6146 // Óáèë
6147 utils.writeInt(st, LongInt(FKills));
6148 // Óáèë ìîíñòðîâ
6149 utils.writeInt(st, LongInt(FMonsterKills));
6150 // Ôðàãîâ
6151 utils.writeInt(st, LongInt(FFrags));
6152 // Ôðàãîâ ïîäðÿä
6153 utils.writeInt(st, Byte(FFragCombo));
6154 // Âðåìÿ ïîñëåäíåãî ôðàãà
6155 utils.writeInt(st, LongWord(FLastFrag));
6156 // Ñìåðòåé
6157 utils.writeInt(st, LongInt(FDeath));
6158 // Êàêîé ôëàã íåñåò
6159 utils.writeInt(st, Byte(FFlag));
6160 // Íàøåë ñåêðåòîâ
6161 utils.writeInt(st, LongInt(FSecrets));
6162 // Òåêóùåå îðóæèå
6163 utils.writeInt(st, Byte(FCurrWeap));
6164 // Æåëàåìîå îðóæèå
6165 utils.writeInt(st, Word(FNextWeap));
6166 // ...è ïàóçà
6167 utils.writeInt(st, Byte(FNextWeapDelay));
6168 // Âðåìÿ çàðÿäêè BFG
6169 utils.writeInt(st, SmallInt(FBFGFireCounter));
6170 // Áóôåð óðîíà
6171 utils.writeInt(st, LongInt(FDamageBuffer));
6172 // Ïîñëåäíèé óäàðèâøèé
6173 utils.writeInt(st, Word(FLastSpawnerUID));
6174 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6175 utils.writeInt(st, Byte(FLastHit));
6176 // Îáúåêò èãðîêà
6177 Obj_SaveState(st, @FObj);
6178 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6179 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6180 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6181 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6182 // Íàëè÷èå îðóæèÿ
6183 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6184 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6185 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6186 // Íàëè÷èå ðþêçàêà
6187 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6188 // Íàëè÷èå êðàñíîãî êëþ÷à
6189 utils.writeBool(st, (R_KEY_RED in FRulez));
6190 // Íàëè÷èå çåëåíîãî êëþ÷à
6191 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6192 // Íàëè÷èå ñèíåãî êëþ÷à
6193 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6194 // Íàëè÷èå áåðñåðêà
6195 utils.writeBool(st, (R_BERSERK in FRulez));
6196 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6197 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6198 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6199 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6200 // Íàçâàíèå ìîäåëè
6201 utils.writeStr(st, FModel.Name);
6202 // Öâåò ìîäåëè
6203 utils.writeInt(st, Byte(FColor.R));
6204 utils.writeInt(st, Byte(FColor.G));
6205 utils.writeInt(st, Byte(FColor.B));
6206 end;
6209 procedure TPlayer.LoadState (st: TStream);
6210 var
6211 i: Integer;
6212 str: String;
6213 b: Byte;
6214 begin
6215 assert(st <> nil);
6217 // Ñèãíàòóðà èãðîêà
6218 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6219 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6220 // Áîò èëè ÷åëîâåê:
6221 FIamBot := utils.readBool(st);
6222 // UID èãðîêà
6223 FUID := utils.readWord(st);
6224 // Èìÿ èãðîêà
6225 str := utils.readStr(st);
6226 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6227 // Êîìàíäà
6228 FTeam := utils.readByte(st);
6229 // Æèâ ëè
6230 FAlive := utils.readBool(st);
6231 // Èçðàñõîäîâàë ëè âñå æèçíè
6232 FNoRespawn := utils.readBool(st);
6233 // Íàïðàâëåíèå
6234 b := utils.readByte(st);
6235 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6236 // Çäîðîâüå
6237 FHealth := utils.readLongInt(st);
6238 // Êîýôôèöèåíò èíâàëèäíîñòè
6239 FHandicap := utils.readLongInt(st);
6240 // Æèçíè
6241 FLives := utils.readByte(st);
6242 // Áðîíÿ
6243 FArmor := utils.readLongInt(st);
6244 // Çàïàñ âîçäóõà
6245 FAir := utils.readLongInt(st);
6246 // Çàïàñ ãîðþ÷åãî
6247 FJetFuel := utils.readLongInt(st);
6248 // Áîëü
6249 FPain := utils.readLongInt(st);
6250 // Óáèë
6251 FKills := utils.readLongInt(st);
6252 // Óáèë ìîíñòðîâ
6253 FMonsterKills := utils.readLongInt(st);
6254 // Ôðàãîâ
6255 FFrags := utils.readLongInt(st);
6256 // Ôðàãîâ ïîäðÿä
6257 FFragCombo := utils.readByte(st);
6258 // Âðåìÿ ïîñëåäíåãî ôðàãà
6259 FLastFrag := utils.readLongWord(st);
6260 // Ñìåðòåé
6261 FDeath := utils.readLongInt(st);
6262 // Êàêîé ôëàã íåñåò
6263 FFlag := utils.readByte(st);
6264 // Íàøåë ñåêðåòîâ
6265 FSecrets := utils.readLongInt(st);
6266 // Òåêóùåå îðóæèå
6267 FCurrWeap := utils.readByte(st);
6268 // Æåëàåìîå îðóæèå
6269 FNextWeap := utils.readWord(st);
6270 // ...è ïàóçà
6271 FNextWeapDelay := utils.readByte(st);
6272 // Âðåìÿ çàðÿäêè BFG
6273 FBFGFireCounter := utils.readSmallInt(st);
6274 // Áóôåð óðîíà
6275 FDamageBuffer := utils.readLongInt(st);
6276 // Ïîñëåäíèé óäàðèâøèé
6277 FLastSpawnerUID := utils.readWord(st);
6278 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6279 FLastHit := utils.readByte(st);
6280 // Îáúåêò èãðîêà
6281 Obj_LoadState(@FObj, st);
6282 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6283 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6284 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6285 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6286 // Íàëè÷èå îðóæèÿ
6287 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6288 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6289 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6290 // Íàëè÷èå ðþêçàêà
6291 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6292 // Íàëè÷èå êðàñíîãî êëþ÷à
6293 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6294 // Íàëè÷èå çåëåíîãî êëþ÷à
6295 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6296 // Íàëè÷èå ñèíåãî êëþ÷à
6297 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6298 // Íàëè÷èå áåðñåðêà
6299 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6300 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6301 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6302 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6303 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6304 // Íàçâàíèå ìîäåëè
6305 str := utils.readStr(st);
6306 // Öâåò ìîäåëè
6307 FColor.R := utils.readByte(st);
6308 FColor.G := utils.readByte(st);
6309 FColor.B := utils.readByte(st);
6310 if (self = gPlayer1) then
6311 begin
6312 str := gPlayer1Settings.Model;
6313 FColor := gPlayer1Settings.Color;
6314 end
6315 else if (self = gPlayer2) then
6316 begin
6317 str := gPlayer2Settings.Model;
6318 FColor := gPlayer2Settings.Color;
6319 end;
6320 // Îáíîâëÿåì ìîäåëü èãðîêà
6321 SetModel(str);
6322 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6323 FModel.Color := TEAMCOLOR[FTeam]
6324 else
6325 FModel.Color := FColor;
6326 end;
6329 procedure TPlayer.AllRulez(Health: Boolean);
6330 var
6331 a: Integer;
6332 begin
6333 if Health then
6334 begin
6335 FHealth := PLAYER_HP_LIMIT;
6336 FArmor := PLAYER_AP_LIMIT;
6337 Exit;
6338 end;
6340 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6341 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6342 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6343 end;
6345 procedure TPlayer.RestoreHealthArmor();
6346 begin
6347 FHealth := PLAYER_HP_LIMIT;
6348 FArmor := PLAYER_AP_LIMIT;
6349 end;
6351 procedure TPlayer.FragCombo();
6352 var
6353 Param: Integer;
6354 begin
6355 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6356 Exit;
6357 if gTime - FLastFrag < FRAG_COMBO_TIME then
6358 begin
6359 if FFragCombo < 5 then
6360 Inc(FFragCombo);
6361 Param := FUID or (FFragCombo shl 16);
6362 if (FComboEvnt >= Low(gDelayedEvents)) and
6363 (FComboEvnt <= High(gDelayedEvents)) and
6364 gDelayedEvents[FComboEvnt].Pending and
6365 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6366 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6367 begin
6368 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6369 gDelayedEvents[FComboEvnt].DENum := Param;
6370 end
6371 else
6372 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6373 end
6374 else
6375 FFragCombo := 1;
6377 FLastFrag := gTime;
6378 end;
6380 procedure TPlayer.GiveItem(ItemType: Byte);
6381 begin
6382 case ItemType of
6383 ITEM_SUIT:
6384 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6385 begin
6386 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6387 end;
6389 ITEM_OXYGEN:
6390 if FAir < AIR_MAX then
6391 begin
6392 FAir := AIR_MAX;
6393 end;
6395 ITEM_MEDKIT_BLACK:
6396 begin
6397 if not (R_BERSERK in FRulez) then
6398 begin
6399 Include(FRulez, R_BERSERK);
6400 if FBFGFireCounter < 1 then
6401 begin
6402 FCurrWeap := WEAPON_KASTET;
6403 resetWeaponQueue();
6404 FModel.SetWeapon(WEAPON_KASTET);
6405 end;
6406 if gFlash <> 0 then
6407 Inc(FPain, 100);
6408 FBerserk := gTime+30000;
6409 end;
6410 if FHealth < PLAYER_HP_SOFT then
6411 begin
6412 FHealth := PLAYER_HP_SOFT;
6413 FBerserk := gTime+30000;
6414 end;
6415 end;
6417 ITEM_INVUL:
6418 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6419 begin
6420 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6421 FSpawnInvul := 0;
6422 end;
6424 ITEM_INVIS:
6425 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6426 begin
6427 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6428 end;
6430 ITEM_JETPACK:
6431 if FJetFuel < JET_MAX then
6432 begin
6433 FJetFuel := JET_MAX;
6434 end;
6436 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6437 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6439 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6440 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6442 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6443 ITEM_SPHERE_WHITE:
6444 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6445 begin
6446 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6447 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6448 end;
6450 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6451 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6452 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6453 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6454 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6455 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6456 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6457 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6458 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6460 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6461 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6462 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6463 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6464 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6465 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6466 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6467 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6468 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6470 ITEM_AMMO_BACKPACK:
6471 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6472 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6473 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6474 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6475 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6476 begin
6477 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6478 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6479 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6480 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6481 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6483 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6484 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6485 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6486 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6488 FRulez := FRulez + [R_ITEM_BACKPACK];
6489 end;
6491 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6492 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6493 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6495 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6496 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6498 else
6499 Exit;
6500 end;
6501 if g_Game_IsNet and g_Game_IsServer then
6502 MH_SEND_PlayerStats(FUID);
6503 end;
6505 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6506 var
6507 id, i: DWORD;
6508 Anim: TAnimation;
6509 begin
6510 if (Random(5) = 1) and (Times = 1) then
6511 Exit;
6513 if BodyInLiquid(0, 0) then
6514 begin
6515 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6516 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6517 if Random(2) = 0
6518 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6519 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6520 Exit;
6521 end;
6523 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6524 begin
6525 for i := 1 to Times do
6526 begin
6527 Anim := TAnimation.Create(id, False, 3);
6528 Anim.Alpha := 150;
6529 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6530 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6531 Anim.Free();
6532 end;
6533 end;
6534 end;
6536 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6537 var
6538 id, i: DWORD;
6539 Anim: TAnimation;
6540 begin
6541 if (Random(10) = 1) and (Times = 1) then
6542 Exit;
6544 if g_Frames_Get(id, 'FRAMES_FLAME') then
6545 begin
6546 for i := 1 to Times do
6547 begin
6548 Anim := TAnimation.Create(id, False, 3);
6549 Anim.Alpha := 0;
6550 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6551 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6552 Anim.Free();
6553 end;
6554 end;
6555 end;
6557 procedure TPlayer.PauseSounds(Enable: Boolean);
6558 begin
6559 FSawSound.Pause(Enable);
6560 FSawSoundIdle.Pause(Enable);
6561 FSawSoundHit.Pause(Enable);
6562 FSawSoundSelect.Pause(Enable);
6563 FFlameSoundOn.Pause(Enable);
6564 FFlameSoundOff.Pause(Enable);
6565 FFlameSoundWork.Pause(Enable);
6566 FJetSoundFly.Pause(Enable);
6567 FJetSoundOn.Pause(Enable);
6568 FJetSoundOff.Pause(Enable);
6569 end;
6571 { T C o r p s e : }
6573 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6574 begin
6575 g_Obj_Init(@FObj);
6576 FObj.X := X;
6577 FObj.Y := Y;
6578 FObj.Rect := PLAYER_CORPSERECT;
6579 FModelName := ModelName;
6580 FMess := aMess;
6582 if FMess then
6583 begin
6584 FState := CORPSE_STATE_MESS;
6585 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6586 end
6587 else
6588 begin
6589 FState := CORPSE_STATE_NORMAL;
6590 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6591 end;
6592 end;
6594 destructor TCorpse.Destroy();
6595 begin
6596 FAnimation.Free();
6598 inherited;
6599 end;
6601 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6603 procedure TCorpse.positionChanged (); inline; begin end;
6605 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6606 begin
6607 if (dx <> 0) or (dy <> 0) then
6608 begin
6609 FObj.X += dx;
6610 FObj.Y += dy;
6611 positionChanged();
6612 end;
6613 end;
6616 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6617 begin
6618 x := FObj.X+PLAYER_CORPSERECT.X;
6619 y := FObj.Y+PLAYER_CORPSERECT.Y;
6620 w := PLAYER_CORPSERECT.Width;
6621 h := PLAYER_CORPSERECT.Height;
6622 end;
6625 procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
6626 var
6627 pm: TPlayerModel;
6628 Blood: TModelBlood;
6629 begin
6630 if FState = CORPSE_STATE_REMOVEME then
6631 Exit;
6633 FDamage := FDamage + Value;
6635 if FDamage > 150 then
6636 begin
6637 if FAnimation <> nil then
6638 begin
6639 FAnimation.Free();
6640 FAnimation := nil;
6642 FState := CORPSE_STATE_REMOVEME;
6644 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6645 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6646 FModelName, FColor);
6647 // Çâóê ìÿñà îò òðóïà:
6648 pm := g_PlayerModel_Get(FModelName);
6649 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6650 pm.Free;
6652 // Çëîâåùèé ñìåõ:
6653 if (gBodyKillEvent <> -1)
6654 and gDelayedEvents[gBodyKillEvent].Pending then
6655 gDelayedEvents[gBodyKillEvent].Pending := False;
6656 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, SpawnerUID);
6657 end;
6658 end
6659 else
6660 begin
6661 Blood := g_PlayerModel_GetBlood(FModelName);
6662 FObj.Vel.X := FObj.Vel.X + vx;
6663 FObj.Vel.Y := FObj.Vel.Y + vy;
6664 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6665 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6666 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6667 Blood.R, Blood.G, Blood.B, Blood.Kind);
6668 end;
6669 end;
6671 procedure TCorpse.Draw();
6672 var
6673 fX, fY: Integer;
6674 begin
6675 if FState = CORPSE_STATE_REMOVEME then
6676 Exit;
6678 FObj.lerp(gLerpFactor, fX, fY);
6680 if FAnimation <> nil then
6681 FAnimation.Draw(fX, fY, TMirrorType.None);
6683 if FAnimationMask <> nil then
6684 begin
6685 e_Colors := FColor;
6686 FAnimationMask.Draw(fX, fY, TMirrorType.None);
6687 e_Colors.R := 255;
6688 e_Colors.G := 255;
6689 e_Colors.B := 255;
6690 end;
6691 end;
6693 procedure TCorpse.Update();
6694 var
6695 st: Word;
6696 begin
6697 if FState = CORPSE_STATE_REMOVEME then
6698 Exit;
6700 FObj.oldX := FObj.X;
6701 FObj.oldY := FObj.Y;
6703 if gTime mod (GAME_TICK*2) <> 0 then
6704 begin
6705 g_Obj_Move(@FObj, True, True, True);
6706 positionChanged(); // this updates spatial accelerators
6707 Exit;
6708 end;
6710 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6711 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6713 st := g_Obj_Move(@FObj, True, True, True);
6714 positionChanged(); // this updates spatial accelerators
6716 if WordBool(st and MOVE_FALLOUT) then
6717 begin
6718 FState := CORPSE_STATE_REMOVEME;
6719 Exit;
6720 end;
6722 if FAnimation <> nil then
6723 FAnimation.Update();
6724 if FAnimationMask <> nil then
6725 FAnimationMask.Update();
6726 end;
6729 procedure TCorpse.SaveState (st: TStream);
6730 var
6731 anim: Boolean;
6732 begin
6733 assert(st <> nil);
6735 // Ñèãíàòóðà òðóïà
6736 utils.writeSign(st, 'CORP');
6737 utils.writeInt(st, Byte(0));
6738 // Ñîñòîÿíèå
6739 utils.writeInt(st, Byte(FState));
6740 // Íàêîïëåííûé óðîí
6741 utils.writeInt(st, Byte(FDamage));
6742 // Öâåò
6743 utils.writeInt(st, Byte(FColor.R));
6744 utils.writeInt(st, Byte(FColor.G));
6745 utils.writeInt(st, Byte(FColor.B));
6746 // Îáúåêò òðóïà
6747 Obj_SaveState(st, @FObj);
6748 utils.writeInt(st, Word(FPlayerUID));
6749 // Åñòü ëè àíèìàöèÿ
6750 anim := (FAnimation <> nil);
6751 utils.writeBool(st, anim);
6752 // Åñëè åñòü - ñîõðàíÿåì
6753 if anim then FAnimation.SaveState(st);
6754 // Åñòü ëè ìàñêà àíèìàöèè
6755 anim := (FAnimationMask <> nil);
6756 utils.writeBool(st, anim);
6757 // Åñëè åñòü - ñîõðàíÿåì
6758 if anim then FAnimationMask.SaveState(st);
6759 end;
6762 procedure TCorpse.LoadState (st: TStream);
6763 var
6764 anim: Boolean;
6765 begin
6766 assert(st <> nil);
6768 // Ñèãíàòóðà òðóïà
6769 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6770 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6771 // Ñîñòîÿíèå
6772 FState := utils.readByte(st);
6773 // Íàêîïëåííûé óðîí
6774 FDamage := utils.readByte(st);
6775 // Öâåò
6776 FColor.R := utils.readByte(st);
6777 FColor.G := utils.readByte(st);
6778 FColor.B := utils.readByte(st);
6779 // Îáúåêò òðóïà
6780 Obj_LoadState(@FObj, st);
6781 FPlayerUID := utils.readWord(st);
6782 // Åñòü ëè àíèìàöèÿ
6783 anim := utils.readBool(st);
6784 // Åñëè åñòü - çàãðóæàåì
6785 if anim then
6786 begin
6787 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6788 FAnimation.LoadState(st);
6789 end;
6790 // Åñòü ëè ìàñêà àíèìàöèè
6791 anim := utils.readBool(st);
6792 // Åñëè åñòü - çàãðóæàåì
6793 if anim then
6794 begin
6795 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6796 FAnimationMask.LoadState(st);
6797 end;
6798 end;
6800 { T B o t : }
6802 constructor TBot.Create();
6803 var
6804 a: Integer;
6805 begin
6806 inherited Create();
6808 FPhysics := True;
6809 FSpectator := False;
6810 FGhost := False;
6812 FIamBot := True;
6814 Inc(gNumBots);
6816 for a := WP_FIRST to WP_LAST do
6817 begin
6818 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6819 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6820 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6821 end;
6822 end;
6824 destructor TBot.Destroy();
6825 begin
6826 Dec(gNumBots);
6827 inherited Destroy();
6828 end;
6830 procedure TBot.Draw();
6831 begin
6832 inherited Draw();
6834 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6835 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6836 end;
6838 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6839 begin
6840 inherited Respawn(Silent, Force);
6842 FAIFlags := nil;
6843 FSelectedWeapon := FCurrWeap;
6844 resetWeaponQueue();
6845 FTargetUID := 0;
6846 end;
6848 procedure TBot.UpdateCombat();
6849 type
6850 TTarget = record
6851 UID: Word;
6852 X, Y: Integer;
6853 Rect: TRectWH;
6854 cX, cY: Integer;
6855 Dist: Word;
6856 Line: Boolean;
6857 Visible: Boolean;
6858 IsPlayer: Boolean;
6859 end;
6861 TTargetRecord = array of TTarget;
6863 function Compare(a, b: TTarget): Integer;
6864 begin
6865 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6866 Result := -1
6867 else
6868 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6869 Result := 1
6870 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6871 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6872 begin
6873 if a.Dist > b.Dist then // B áëèæå
6874 Result := 1
6875 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6876 Result := -1;
6877 end
6878 else // Ñòðàííî -> A
6879 Result := -1;
6880 end;
6882 var
6883 a, x1, y1, x2, y2: Integer;
6884 targets: TTargetRecord;
6885 ammo: Word;
6886 Target, BestTarget: TTarget;
6887 firew, fireh: Integer;
6888 angle: SmallInt;
6889 mon: TMonster;
6890 pla, tpla: TPlayer;
6891 vsPlayer, vsMonster, ok: Boolean;
6894 function monsUpdate (mon: TMonster): Boolean;
6895 begin
6896 result := false; // don't stop
6897 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6898 begin
6899 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6901 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6902 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6904 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6905 if g_TraceVector(x1, y1, x2, y2) then
6906 begin
6907 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6908 SetLength(targets, Length(targets)+1);
6909 with targets[High(targets)] do
6910 begin
6911 UID := mon.UID;
6912 X := mon.Obj.X;
6913 Y := mon.Obj.Y;
6914 cX := x2;
6915 cY := y2;
6916 Rect := mon.Obj.Rect;
6917 Dist := g_PatchLength(x1, y1, x2, y2);
6918 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6919 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6920 Visible := True;
6921 IsPlayer := False;
6922 end;
6923 end;
6924 end;
6925 end;
6927 begin
6928 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6929 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6931 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6932 if FCurrWeap <> FSelectedWeapon then
6933 NextWeapon();
6935 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6936 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6937 begin
6938 RemoveAIFlag('NEEDFIRE');
6940 case FCurrWeap of
6941 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6942 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6943 else PressKey(KEY_FIRE);
6944 end;
6945 end;
6947 // Êîîðäèíàòû ñòâîëà:
6948 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6949 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6951 Target.UID := FTargetUID;
6953 ok := False;
6954 if Target.UID <> 0 then
6955 begin // Öåëü åñòü - íàñòðàèâàåì
6956 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6957 vsPlayer then
6958 begin // Èãðîê
6959 tpla := g_Player_Get(Target.UID);
6960 if tpla <> nil then
6961 with tpla do
6962 begin
6963 if (@FObj) <> nil then
6964 begin
6965 Target.X := FObj.X;
6966 Target.Y := FObj.Y;
6967 end;
6968 end;
6970 Target.cX := Target.X + PLAYER_RECT_CX;
6971 Target.cY := Target.Y + PLAYER_RECT_CY;
6972 Target.Rect := PLAYER_RECT;
6973 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6974 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6975 (y1-4 > Target.Y+PLAYER_RECT.Y);
6976 Target.IsPlayer := True;
6977 ok := True;
6978 end
6979 else
6980 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6981 vsMonster then
6982 begin // Ìîíñòð
6983 mon := g_Monsters_ByUID(Target.UID);
6984 if mon <> nil then
6985 begin
6986 Target.X := mon.Obj.X;
6987 Target.Y := mon.Obj.Y;
6989 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6990 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6991 Target.Rect := mon.Obj.Rect;
6992 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6993 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6994 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6995 Target.IsPlayer := False;
6996 ok := True;
6997 end;
6998 end;
6999 end;
7001 if not ok then
7002 begin // Öåëè íåò - îáíóëÿåì
7003 Target.X := 0;
7004 Target.Y := 0;
7005 Target.cX := 0;
7006 Target.cY := 0;
7007 Target.Visible := False;
7008 Target.Line := False;
7009 Target.IsPlayer := False;
7010 end;
7012 targets := nil;
7014 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
7015 if (not Target.Line) or (not Target.Visible) then
7016 begin
7017 // Èãðîêè:
7018 if vsPlayer then
7019 for a := 0 to High(gPlayers) do
7020 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
7021 (gPlayers[a].FUID <> FUID) and
7022 (not SameTeam(FUID, gPlayers[a].FUID)) and
7023 (not gPlayers[a].NoTarget) and
7024 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
7025 begin
7026 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
7027 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
7028 Continue;
7030 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
7031 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
7033 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
7034 if g_TraceVector(x1, y1, x2, y2) then
7035 begin
7036 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
7037 SetLength(targets, Length(targets)+1);
7038 with targets[High(targets)] do
7039 begin
7040 UID := gPlayers[a].FUID;
7041 X := gPlayers[a].FObj.X;
7042 Y := gPlayers[a].FObj.Y;
7043 cX := x2;
7044 cY := y2;
7045 Rect := PLAYER_RECT;
7046 Dist := g_PatchLength(x1, y1, x2, y2);
7047 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
7048 (y1-4 > Target.Y+PLAYER_RECT.Y);
7049 Visible := True;
7050 IsPlayer := True;
7051 end;
7052 end;
7053 end;
7055 // Ìîíñòðû:
7056 if vsMonster then g_Mons_ForEach(monsUpdate);
7057 end;
7059 // Åñëè åñòü âîçìîæíûå öåëè:
7060 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
7061 if targets <> nil then
7062 begin
7063 // Âûáèðàåì íàèëó÷øóþ öåëü:
7064 BestTarget := targets[0];
7065 if Length(targets) > 1 then
7066 for a := 1 to High(targets) do
7067 if Compare(BestTarget, targets[a]) = 1 then
7068 BestTarget := targets[a];
7070 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
7071 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
7072 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
7073 begin
7074 Target := BestTarget;
7076 if (Healthy() = 3) or ((Healthy() = 2)) then
7077 begin // Åñëè çäîðîâû - äîãîíÿåì
7078 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7079 SetAIFlag('GORIGHT', '1');
7080 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7081 SetAIFlag('GOLEFT', '1');
7082 end
7083 else
7084 begin // Åñëè ïîáèòû - óáåãàåì
7085 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7086 SetAIFlag('GORIGHT', '1');
7087 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7088 SetAIFlag('GOLEFT', '1');
7089 end;
7091 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7092 SelectWeapon(Abs(x1-Target.cX));
7093 end;
7094 end;
7096 // Åñëè åñòü öåëü:
7097 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7098 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7099 if Target.UID <> 0 then
7100 begin
7101 if not TargetOnScreen(Target.X + Target.Rect.X,
7102 Target.Y + Target.Rect.Y) then
7103 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7104 if (Healthy() = 3) or ((Healthy() = 2)) then
7105 begin // Åñëè çäîðîâû - äîãîíÿåì
7106 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7107 SetAIFlag('GORIGHT', '1');
7108 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7109 SetAIFlag('GOLEFT', '1');
7110 end
7111 else
7112 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7113 Target.UID := 0;
7114 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7115 SetAIFlag('GORIGHT', '1');
7116 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7117 SetAIFlag('GOLEFT', '1');
7118 end;
7119 end
7120 else
7121 begin // Öåëü ïîêà íà "ýêðàíå"
7122 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7123 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
7124 FLastVisible := gTime;
7125 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7126 if (Abs(FObj.Y-Target.Y) <= 128) then
7127 begin
7128 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7129 SetAIFlag('GORIGHT', '1');
7130 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7131 SetAIFlag('GOLEFT', '1');
7132 end;
7133 end;
7135 // Âûáèðàåì óãîë ââåðõ:
7136 if FDirection = TDirection.D_LEFT then
7137 angle := ANGLE_LEFTUP
7138 else
7139 angle := ANGLE_RIGHTUP;
7141 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7142 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7144 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7145 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7146 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7147 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7148 Target.Rect.Width, Target.Rect.Height) and
7149 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7150 begin // òî íóæíî ñòðåëÿòü ââåðõ
7151 SetAIFlag('NEEDFIRE', '1');
7152 SetAIFlag('NEEDSEEUP', '1');
7153 end;
7155 // Âûáèðàåì óãîë âíèç:
7156 if FDirection = TDirection.D_LEFT then
7157 angle := ANGLE_LEFTDOWN
7158 else
7159 angle := ANGLE_RIGHTDOWN;
7161 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7162 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7164 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7165 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7166 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7167 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7168 Target.Rect.Width, Target.Rect.Height) and
7169 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7170 begin // òî íóæíî ñòðåëÿòü âíèç
7171 SetAIFlag('NEEDFIRE', '1');
7172 SetAIFlag('NEEDSEEDOWN', '1');
7173 end;
7175 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7176 if Target.Visible and
7177 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7178 (y1-4 > Target.Y+Target.Rect.Y) then
7179 begin
7180 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7181 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7182 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7183 begin // òî íóæíî ñòðåëÿòü âïåðåä
7184 SetAIFlag('NEEDFIRE', '1');
7185 SetAIFlag('NEEDSEEDOWN', '');
7186 SetAIFlag('NEEDSEEUP', '');
7187 end;
7188 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7189 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7190 if GetRnd(FDifficult.CloseJump) then
7191 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7192 if Abs(FObj.X-Target.X) < 128 then
7193 a := 4
7194 else
7195 a := 30;
7196 if Random(a) = 0 then
7197 SetAIFlag('NEEDJUMP', '1');
7198 end;
7199 end;
7201 // Åñëè öåëü âñå åùå åñòü:
7202 if Target.UID <> 0 then
7203 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7204 Target.UID := 0 // òî çàáûòü öåëü
7205 else // Åñëè âèäåëè íåäàâíî
7206 begin // íî öåëü óáèëè
7207 if Target.IsPlayer then
7208 begin // Öåëü - èãðîê
7209 pla := g_Player_Get(Target.UID);
7210 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7211 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7212 Target.UID := 0; // òî çàáûòü öåëü
7213 end
7214 else
7215 begin // Öåëü - ìîíñòð
7216 mon := g_Monsters_ByUID(Target.UID);
7217 if (mon = nil) or (not mon.alive) then
7218 Target.UID := 0; // òî çàáûòü öåëü
7219 end;
7220 end;
7221 end; // if Target.UID <> 0
7223 FTargetUID := Target.UID;
7225 // Åñëè âîçìîæíûõ öåëåé íåò:
7226 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7227 if targets = nil then
7228 if GetAIFlag('ATTACKLEFT') <> '' then
7229 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7230 RemoveAIFlag('ATTACKLEFT');
7232 SetAIFlag('NEEDJUMP', '1');
7234 if RunDirection() = TDirection.D_RIGHT then
7235 begin // Èäåì íå â òó ñòîðîíó
7236 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7237 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7238 SetAIFlag('NEEDFIRE', '1');
7239 SetAIFlag('GOLEFT', '1');
7240 end;
7241 end
7242 else
7243 begin // Èäåì â íóæíóþ ñòîðîíó
7244 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7245 SetAIFlag('NEEDFIRE', '1');
7246 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7247 SetAIFlag('GORIGHT', '1');
7248 end;
7249 end
7250 else
7251 if GetAIFlag('ATTACKRIGHT') <> '' then
7252 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7253 RemoveAIFlag('ATTACKRIGHT');
7255 SetAIFlag('NEEDJUMP', '1');
7257 if RunDirection() = TDirection.D_LEFT then
7258 begin // Èäåì íå â òó ñòîðîíó
7259 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7260 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7261 SetAIFlag('NEEDFIRE', '1');
7262 SetAIFlag('GORIGHT', '1');
7263 end;
7264 end
7265 else
7266 begin
7267 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7268 SetAIFlag('NEEDFIRE', '1');
7269 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7270 SetAIFlag('GOLEFT', '1');
7271 end;
7272 end;
7274 //HACK! (does it belongs there?)
7275 RealizeCurrentWeapon();
7277 // Åñëè åñòü âîçìîæíûå öåëè:
7278 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7279 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7280 for a := 0 to High(targets) do
7281 begin
7282 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7283 if GetRnd(FDifficult.DiagFire) then
7284 begin
7285 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7286 if FDirection = TDirection.D_LEFT then
7287 angle := ANGLE_LEFTUP
7288 else
7289 angle := ANGLE_RIGHTUP;
7291 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7292 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7294 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7295 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7296 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7297 targets[a].Rect.Width, targets[a].Rect.Height) and
7298 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7299 begin
7300 SetAIFlag('NEEDFIRE', '1');
7301 SetAIFlag('NEEDSEEUP', '1');
7302 end;
7304 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7305 if FDirection = TDirection.D_LEFT then
7306 angle := ANGLE_LEFTDOWN
7307 else
7308 angle := ANGLE_RIGHTDOWN;
7310 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7311 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7313 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7314 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7315 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7316 targets[a].Rect.Width, targets[a].Rect.Height) and
7317 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7318 begin
7319 SetAIFlag('NEEDFIRE', '1');
7320 SetAIFlag('NEEDSEEDOWN', '1');
7321 end;
7322 end;
7324 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7325 if targets[a].Line and targets[a].Visible and
7326 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7327 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7328 begin
7329 SetAIFlag('NEEDFIRE', '1');
7330 Break;
7331 end;
7332 end;
7334 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7335 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7336 PLAYER_RECT.Width, PLAYER_RECT.Height,
7337 40+GetInterval(FDifficult.Cover, 40)) then
7338 SetAIFlag('NEEDJUMP', '1');
7340 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7341 ammo := GetAmmoByWeapon(FCurrWeap);
7342 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7343 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7344 (ammo = 0) then
7345 SetAIFlag('SELECTWEAPON', '1');
7347 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7348 if GetAIFlag('SELECTWEAPON') = '1' then
7349 begin
7350 SelectWeapon(-1);
7351 RemoveAIFlag('SELECTWEAPON');
7352 end;
7353 end;
7355 procedure TBot.Update();
7356 var
7357 EnableAI: Boolean;
7358 begin
7359 if not FAlive then
7360 begin // Respawn
7361 ReleaseKeys();
7362 PressKey(KEY_UP);
7363 end
7364 else
7365 begin
7366 EnableAI := True;
7368 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7369 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7370 EnableAI := False;
7371 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7372 EnableAI := False;
7373 if g_debug_BotAIOff = 3 then
7374 EnableAI := False;
7376 if EnableAI then
7377 begin
7378 UpdateMove();
7379 UpdateCombat();
7380 end
7381 else
7382 begin
7383 RealizeCurrentWeapon();
7384 end;
7385 end;
7387 inherited Update();
7388 end;
7390 procedure TBot.ReleaseKey(Key: Byte);
7391 begin
7392 with FKeys[Key] do
7393 begin
7394 Pressed := False;
7395 Time := 0;
7396 end;
7397 end;
7399 function TBot.KeyPressed(Key: Word): Boolean;
7400 begin
7401 Result := FKeys[Key].Pressed;
7402 end;
7404 function TBot.GetAIFlag(aName: String20): String20;
7405 var
7406 a: Integer;
7407 begin
7408 Result := '';
7410 aName := LowerCase(aName);
7412 if FAIFlags <> nil then
7413 for a := 0 to High(FAIFlags) do
7414 if LowerCase(FAIFlags[a].Name) = aName then
7415 begin
7416 Result := FAIFlags[a].Value;
7417 Break;
7418 end;
7419 end;
7421 procedure TBot.RemoveAIFlag(aName: String20);
7422 var
7423 a, b: Integer;
7424 begin
7425 if FAIFlags = nil then Exit;
7427 aName := LowerCase(aName);
7429 for a := 0 to High(FAIFlags) do
7430 if LowerCase(FAIFlags[a].Name) = aName then
7431 begin
7432 if a <> High(FAIFlags) then
7433 for b := a to High(FAIFlags)-1 do
7434 FAIFlags[b] := FAIFlags[b+1];
7436 SetLength(FAIFlags, Length(FAIFlags)-1);
7437 Break;
7438 end;
7439 end;
7441 procedure TBot.SetAIFlag(aName, fValue: String20);
7442 var
7443 a: Integer;
7444 ok: Boolean;
7445 begin
7446 a := 0;
7447 ok := False;
7449 aName := LowerCase(aName);
7451 if FAIFlags <> nil then
7452 for a := 0 to High(FAIFlags) do
7453 if LowerCase(FAIFlags[a].Name) = aName then
7454 begin
7455 ok := True;
7456 Break;
7457 end;
7459 if ok then FAIFlags[a].Value := fValue
7460 else
7461 begin
7462 SetLength(FAIFlags, Length(FAIFlags)+1);
7463 with FAIFlags[High(FAIFlags)] do
7464 begin
7465 Name := aName;
7466 Value := fValue;
7467 end;
7468 end;
7469 end;
7471 procedure TBot.UpdateMove;
7473 procedure GoLeft(Time: Word = 1);
7474 begin
7475 ReleaseKey(KEY_LEFT);
7476 ReleaseKey(KEY_RIGHT);
7477 PressKey(KEY_LEFT, Time);
7478 SetDirection(TDirection.D_LEFT);
7479 end;
7481 procedure GoRight(Time: Word = 1);
7482 begin
7483 ReleaseKey(KEY_LEFT);
7484 ReleaseKey(KEY_RIGHT);
7485 PressKey(KEY_RIGHT, Time);
7486 SetDirection(TDirection.D_RIGHT);
7487 end;
7489 function Rnd(a: Word): Boolean;
7490 begin
7491 Result := Random(a) = 0;
7492 end;
7494 procedure Turn(Time: Word = 1200);
7495 begin
7496 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7497 end;
7499 procedure Stop();
7500 begin
7501 ReleaseKey(KEY_LEFT);
7502 ReleaseKey(KEY_RIGHT);
7503 end;
7505 function CanRunLeft(): Boolean;
7506 begin
7507 Result := not CollideLevel(-1, 0);
7508 end;
7510 function CanRunRight(): Boolean;
7511 begin
7512 Result := not CollideLevel(1, 0);
7513 end;
7515 function CanRun(): Boolean;
7516 begin
7517 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7518 end;
7520 procedure Jump(Time: Word = 30);
7521 begin
7522 PressKey(KEY_JUMP, Time);
7523 end;
7525 function NearHole(): Boolean;
7526 var
7527 x, sx: Integer;
7528 begin
7529 { TODO 5 : Ëåñòíèöû }
7530 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7531 for x := 1 to PLAYER_RECT.Width do
7532 if (not StayOnStep(x*sx, 0)) and
7533 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7534 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7535 begin
7536 Result := True;
7537 Exit;
7538 end;
7540 Result := False;
7541 end;
7543 function BorderHole(): Boolean;
7544 var
7545 x, sx, xx: Integer;
7546 begin
7547 { TODO 5 : Ëåñòíèöû }
7548 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7549 for x := 1 to PLAYER_RECT.Width do
7550 if (not StayOnStep(x*sx, 0)) and
7551 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7552 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7553 begin
7554 for xx := x to x+32 do
7555 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7556 begin
7557 Result := True;
7558 Exit;
7559 end;
7560 end;
7562 Result := False;
7563 end;
7565 function NearDeepHole(): Boolean;
7566 var
7567 x, sx, y: Integer;
7568 begin
7569 Result := False;
7571 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7572 y := 3;
7574 for x := 1 to PLAYER_RECT.Width do
7575 if (not StayOnStep(x*sx, 0)) and
7576 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7577 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7578 begin
7579 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7580 begin
7581 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7582 y := y+1;
7583 end;
7585 Result := True;
7586 end else Result := False;
7587 end;
7589 function OverDeepHole(): Boolean;
7590 var
7591 y: Integer;
7592 begin
7593 Result := False;
7595 y := 1;
7596 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7597 begin
7598 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7599 y := y+1;
7600 end;
7602 Result := True;
7603 end;
7605 function OnGround(): Boolean;
7606 begin
7607 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7608 end;
7610 function OnLadder(): Boolean;
7611 begin
7612 Result := FullInStep(0, 0);
7613 end;
7615 function BelowLadder(): Boolean;
7616 begin
7617 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7618 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7619 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7620 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7621 end;
7623 function BelowLiftUp(): Boolean;
7624 begin
7625 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7626 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7627 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7628 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7629 end;
7631 function OnTopLift(): Boolean;
7632 begin
7633 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7634 end;
7636 function CanJumpOver(): Boolean;
7637 var
7638 sx, y: Integer;
7639 begin
7640 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7642 Result := False;
7644 if not CollideLevel(sx, 0) then Exit;
7646 for y := 1 to BOT_MAXJUMP do
7647 if CollideLevel(0, -y) then Exit else
7648 if not CollideLevel(sx, -y) then
7649 begin
7650 Result := True;
7651 Exit;
7652 end;
7653 end;
7655 function CanJumpUp(Dist: ShortInt): Boolean;
7656 var
7657 y, yy: Integer;
7658 c: Boolean;
7659 begin
7660 Result := False;
7662 if CollideLevel(Dist, 0) then Exit;
7664 c := False;
7665 for y := 0 to BOT_MAXJUMP do
7666 if CollideLevel(Dist, -y) then
7667 begin
7668 c := True;
7669 Break;
7670 end;
7672 if not c then Exit;
7674 c := False;
7675 for yy := y+1 to BOT_MAXJUMP do
7676 if not CollideLevel(Dist, -yy) then
7677 begin
7678 c := True;
7679 Break;
7680 end;
7682 if not c then Exit;
7684 c := False;
7685 for y := 0 to BOT_MAXJUMP do
7686 if CollideLevel(0, -y) then
7687 begin
7688 c := True;
7689 Break;
7690 end;
7692 if c then Exit;
7694 if y < yy then Exit;
7696 Result := True;
7697 end;
7699 function IsSafeTrigger(): Boolean;
7700 var
7701 a: Integer;
7702 begin
7703 Result := True;
7704 if gTriggers = nil then
7705 Exit;
7706 for a := 0 to High(gTriggers) do
7707 if Collide(gTriggers[a].X,
7708 gTriggers[a].Y,
7709 gTriggers[a].Width,
7710 gTriggers[a].Height) and
7711 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7712 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7713 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7714 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7715 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7716 Result := False;
7717 end;
7719 begin
7720 // Âîçìîæíî, íàæèìàåì êíîïêó:
7721 if Rnd(16) and IsSafeTrigger() then
7722 PressKey(KEY_OPEN);
7724 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7725 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7726 begin
7727 ReleaseKey(KEY_LEFT);
7728 ReleaseKey(KEY_RIGHT);
7729 Jump();
7730 end;
7732 // Èäåì âëåâî, åñëè íàäî áûëî:
7733 if GetAIFlag('GOLEFT') <> '' then
7734 begin
7735 RemoveAIFlag('GOLEFT');
7736 if CanRunLeft() then
7737 GoLeft(360);
7738 end;
7740 // Èäåì âïðàâî, åñëè íàäî áûëî:
7741 if GetAIFlag('GORIGHT') <> '' then
7742 begin
7743 RemoveAIFlag('GORIGHT');
7744 if CanRunRight() then
7745 GoRight(360);
7746 end;
7748 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7749 if FObj.X < -32 then
7750 GoRight(360)
7751 else
7752 if FObj.X+32 > gMapInfo.Width then
7753 GoLeft(360);
7755 // Ïðûãàåì, åñëè íàäî áûëî:
7756 if GetAIFlag('NEEDJUMP') <> '' then
7757 begin
7758 Jump(0);
7759 RemoveAIFlag('NEEDJUMP');
7760 end;
7762 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7763 if GetAIFlag('NEEDSEEUP') <> '' then
7764 begin
7765 ReleaseKey(KEY_UP);
7766 ReleaseKey(KEY_DOWN);
7767 PressKey(KEY_UP, 20);
7768 RemoveAIFlag('NEEDSEEUP');
7769 end;
7771 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7772 if GetAIFlag('NEEDSEEDOWN') <> '' then
7773 begin
7774 ReleaseKey(KEY_UP);
7775 ReleaseKey(KEY_DOWN);
7776 PressKey(KEY_DOWN, 20);
7777 RemoveAIFlag('NEEDSEEDOWN');
7778 end;
7780 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7781 if GetAIFlag('GOINHOLE') <> '' then
7782 if not OnGround() then
7783 begin
7784 ReleaseKey(KEY_LEFT);
7785 ReleaseKey(KEY_RIGHT);
7786 RemoveAIFlag('GOINHOLE');
7787 SetAIFlag('FALLINHOLE', '1');
7788 end;
7790 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7791 if GetAIFlag('FALLINHOLE') <> '' then
7792 if OnGround() then
7793 RemoveAIFlag('FALLINHOLE');
7795 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7796 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7797 if GetAIFlag('FALLINHOLE') = '' then
7798 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7799 if Rnd(2) then
7800 GoLeft(360)
7801 else
7802 GoRight(360);
7804 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7805 if OnGround() and
7806 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7807 Rnd(8) then
7808 Jump();
7810 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7811 if OnGround() and NearHole() then
7812 if NearDeepHole() then // Åñëè ýòî áåçäíà
7813 case Random(6) of
7814 0..3: Turn(); // Áåæèì îáðàòíî
7815 4: Jump(); // Ïðûãàåì
7816 5: begin // Ïðûãàåì îáðàòíî
7817 Turn();
7818 Jump();
7819 end;
7820 end
7821 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7822 if GetAIFlag('GOINHOLE') = '' then
7823 case Random(6) of
7824 0: Turn(); // Íå íóæíî òóäà
7825 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7826 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7827 if BorderHole() then
7828 SetAIFlag('GOINHOLE', '1');
7829 end;
7831 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7832 if (not CanRun()) and OnGround() then
7833 begin
7834 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7835 if CanJumpOver() or OnLadder() then
7836 Jump()
7837 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7838 if Random(2) = 0 then
7839 begin
7840 if IsSafeTrigger() then
7841 PressKey(KEY_OPEN);
7842 end else
7843 Turn();
7844 end;
7846 // Îñòàëîñü ìàëî âîçäóõà:
7847 if FAir < 36 * 2 then
7848 Jump(20);
7850 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7851 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7852 if BodyInAcid(0, 0) then
7853 Jump();
7854 end;
7856 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7857 begin
7858 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7859 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7860 end;
7862 {function TBot.NeedItem(Item: Byte): Byte;
7863 begin
7864 Result := 4;
7865 end;}
7867 procedure TBot.SelectWeapon(Dist: Integer);
7868 var
7869 a: Integer;
7871 function HaveAmmo(weapon: Byte): Boolean;
7872 begin
7873 case weapon of
7874 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7875 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7876 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7877 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7878 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7879 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7880 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7881 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7882 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7883 else Result := True;
7884 end;
7885 end;
7887 begin
7888 if Dist = -1 then Dist := BOT_LONGDIST;
7890 if Dist > BOT_LONGDIST then
7891 begin // Äàëüíèé áîé
7892 for a := 0 to 9 do
7893 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7894 begin
7895 FSelectedWeapon := FDifficult.WeaponPrior[a];
7896 Break;
7897 end;
7898 end
7899 else //if Dist > BOT_UNSAFEDIST then
7900 begin // Áëèæíèé áîé
7901 for a := 0 to 9 do
7902 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7903 begin
7904 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7905 Break;
7906 end;
7907 end;
7908 { else
7909 begin
7910 for a := 0 to 9 do
7911 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7912 begin
7913 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7914 Break;
7915 end;
7916 end;}
7917 end;
7919 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7920 begin
7921 Result := inherited PickItem(ItemType, force, remove);
7923 if Result then SetAIFlag('SELECTWEAPON', '1');
7924 end;
7926 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7927 begin
7928 Result := inherited Heal(value, Soft);
7929 end;
7931 function TBot.Healthy(): Byte;
7932 begin
7933 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7934 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7935 else if (FHealth > 50) then Result := 2
7936 else if (FHealth > 20) then Result := 1
7937 else Result := 0;
7938 end;
7940 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7941 begin
7942 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7943 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7944 end;
7946 procedure TBot.OnDamage(Angle: SmallInt);
7947 var
7948 pla: TPlayer;
7949 mon: TMonster;
7950 ok: Boolean;
7951 begin
7952 inherited;
7954 if (Angle = 0) or (Angle = 180) then
7955 begin
7956 ok := False;
7957 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7958 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7959 begin // Èãðîê
7960 pla := g_Player_Get(FLastSpawnerUID);
7961 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7962 pla.FObj.Y + PLAYER_RECT.Y);
7963 end
7964 else
7965 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7966 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7967 begin // Ìîíñòð
7968 mon := g_Monsters_ByUID(FLastSpawnerUID);
7969 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7970 mon.Obj.Y + mon.Obj.Rect.Y);
7971 end;
7973 if ok then
7974 if Angle = 0 then
7975 SetAIFlag('ATTACKLEFT', '1')
7976 else
7977 SetAIFlag('ATTACKRIGHT', '1');
7978 end;
7979 end;
7981 function TBot.RunDirection(): TDirection;
7982 begin
7983 if Abs(Vel.X) >= 1 then
7984 begin
7985 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7986 end else
7987 Result := FDirection;
7988 end;
7990 function TBot.GetRnd(a: Byte): Boolean;
7991 begin
7992 if a = 0 then Result := False
7993 else if a = 255 then Result := True
7994 else Result := Random(256) > 255-a;
7995 end;
7997 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7998 begin
7999 Result := Round((255-a)/255*radius*(Random(2)-1));
8000 end;
8003 procedure TDifficult.save (st: TStream);
8004 begin
8005 utils.writeInt(st, Byte(DiagFire));
8006 utils.writeInt(st, Byte(InvisFire));
8007 utils.writeInt(st, Byte(DiagPrecision));
8008 utils.writeInt(st, Byte(FlyPrecision));
8009 utils.writeInt(st, Byte(Cover));
8010 utils.writeInt(st, Byte(CloseJump));
8011 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
8012 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
8013 end;
8015 procedure TDifficult.load (st: TStream);
8016 begin
8017 DiagFire := utils.readByte(st);
8018 InvisFire := utils.readByte(st);
8019 DiagPrecision := utils.readByte(st);
8020 FlyPrecision := utils.readByte(st);
8021 Cover := utils.readByte(st);
8022 CloseJump := utils.readByte(st);
8023 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
8024 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
8025 end;
8028 procedure TBot.SaveState (st: TStream);
8029 var
8030 i: Integer;
8031 dw: Integer;
8032 begin
8033 inherited SaveState(st);
8034 utils.writeSign(st, 'BOT0');
8035 // Âûáðàííîå îðóæèå
8036 utils.writeInt(st, Byte(FSelectedWeapon));
8037 // UID öåëè
8038 utils.writeInt(st, Word(FTargetUID));
8039 // Âðåìÿ ïîòåðè öåëè
8040 utils.writeInt(st, LongWord(FLastVisible));
8041 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8042 dw := Length(FAIFlags);
8043 utils.writeInt(st, LongInt(dw));
8044 // Ôëàãè ÈÈ
8045 for i := 0 to dw-1 do
8046 begin
8047 utils.writeStr(st, FAIFlags[i].Name, 20);
8048 utils.writeStr(st, FAIFlags[i].Value, 20);
8049 end;
8050 // Íàñòðîéêè ñëîæíîñòè
8051 FDifficult.save(st);
8052 end;
8055 procedure TBot.LoadState (st: TStream);
8056 var
8057 i: Integer;
8058 dw: Integer;
8059 begin
8060 inherited LoadState(st);
8061 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
8062 // Âûáðàííîå îðóæèå
8063 FSelectedWeapon := utils.readByte(st);
8064 // UID öåëè
8065 FTargetUID := utils.readWord(st);
8066 // Âðåìÿ ïîòåðè öåëè
8067 FLastVisible := utils.readLongWord(st);
8068 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8069 dw := utils.readLongInt(st);
8070 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
8071 SetLength(FAIFlags, dw);
8072 // Ôëàãè ÈÈ
8073 for i := 0 to dw-1 do
8074 begin
8075 FAIFlags[i].Name := utils.readStr(st, 20);
8076 FAIFlags[i].Value := utils.readStr(st, 20);
8077 end;
8078 // Íàñòðîéêè ñëîæíîñòè
8079 FDifficult.load(st);
8080 end;
8083 begin
8084 conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
8085 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
8086 end.