DEADSOFTWARE

network: code uglification; fixed bug with weapon switching (i hope)
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 //FNetForceWeap: Byte; // spam server with this -- this is new weapon we want to use
166 FNetForceWeapFIdx: LongWord; // frame index; ignore weapon change if it is lesser than this
167 //FCurrFrameIdx: LongWord; // increased in each `Update()`
168 FNextWeap: WORD;
169 FNextWeapDelay: Byte; // frames (unused)
170 FBFGFireCounter: SmallInt;
171 FLastSpawnerUID: Word;
172 FLastHit: Byte;
173 FObj: TObj;
174 FXTo, FYTo: Integer;
175 FSpectatePlayer: Integer;
176 FFirePainTime: Integer;
177 FFireAttacker: Word;
179 FSavedState: TPlayerSavedState;
181 FModel: TPlayerModel;
182 FPunchAnim: TAnimation;
183 FActionPrior: Byte;
184 FActionAnim: Byte;
185 FActionForce: Boolean;
186 FActionChanged: Boolean;
187 FAngle: SmallInt;
188 FFireAngle: SmallInt;
189 FIncCam: Integer;
190 FShellTimer: Integer;
191 FShellType: Byte;
192 FSawSound: TPlayableSound;
193 FSawSoundIdle: TPlayableSound;
194 FSawSoundHit: TPlayableSound;
195 FSawSoundSelect: TPlayableSound;
196 FJetSoundOn: TPlayableSound;
197 FJetSoundOff: TPlayableSound;
198 FJetSoundFly: TPlayableSound;
199 FGodMode: Boolean;
200 FNoTarget: Boolean;
201 FNoReload: Boolean;
202 FJustTeleported: Boolean;
203 FNetTime: LongWord;
204 mEDamageType: Integer;
206 // client-side only
207 weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
210 function CollideLevel(XInc, YInc: Integer): Boolean;
211 function StayOnStep(XInc, YInc: Integer): Boolean;
212 function HeadInLiquid(XInc, YInc: Integer): Boolean;
213 function BodyInLiquid(XInc, YInc: Integer): Boolean;
214 function BodyInAcid(XInc, YInc: Integer): Boolean;
215 function FullInLift(XInc, YInc: Integer): Integer;
216 {procedure CollideItem();}
217 procedure FlySmoke(Times: DWORD = 1);
218 procedure OnFireFlame(Times: DWORD = 1);
219 function GetAmmoByWeapon(Weapon: Byte): Word;
220 procedure SetAction(Action: Byte; Force: Boolean = False);
221 procedure OnDamage(Angle: SmallInt); virtual;
222 function firediry(): Integer;
223 procedure DoPunch();
225 procedure Run(Direction: TDirection);
226 procedure NextWeapon();
227 procedure PrevWeapon();
228 procedure SeeUp();
229 procedure SeeDown();
230 procedure Fire();
231 procedure Jump();
232 procedure Use();
234 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
235 procedure resetWeaponQueue ();
236 function hasAmmoForWeapon (weapon: Byte): Boolean;
238 procedure doDamage (v: Integer);
240 function followCorpse(): Boolean;
242 public
243 FDamageBuffer: Integer;
245 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
246 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
247 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
248 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
249 FBerserk: Integer;
250 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
251 FReloading: Array [WP_FIRST..WP_LAST] of Word;
252 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
253 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
254 FColor: TRGB;
255 FPreferredTeam: Byte;
256 FSpectator: Boolean;
257 FNoRespawn: Boolean;
258 FWantsInGame: Boolean;
259 FGhost: Boolean;
260 FPhysics: Boolean;
261 FJetpack: Boolean;
262 FActualModelName: string;
263 FClientID: SmallInt;
264 FPing: Word;
265 FLoss: Byte;
266 FDummy: Boolean;
267 FFireTime: Integer;
269 // debug: viewport offset
270 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
272 function isValidViewPort (): Boolean; inline;
274 constructor Create(); virtual;
275 destructor Destroy(); override;
276 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
277 function GetRespawnPoint(): Byte;
278 procedure PressKey(Key: Byte; Time: Word = 1);
279 procedure ReleaseKeys();
280 procedure ReleaseKeysNoWeapon();
281 procedure SetModel(ModelName: String);
282 procedure SetColor(Color: TRGB);
283 procedure SetWeapon(W: Byte);
284 function IsKeyPressed(K: Byte): Boolean;
285 function GetKeys(): Byte;
286 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
287 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
288 function Collide(Panel: TPanel): Boolean; overload;
289 function Collide(X, Y: Integer): Boolean; overload;
290 procedure SetDirection(Direction: TDirection);
291 procedure GetSecret();
292 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
293 procedure Touch();
294 procedure Push(vx, vy: Integer);
295 procedure ChangeModel(ModelName: String);
296 procedure SwitchTeam;
297 procedure ChangeTeam(Team: Byte);
298 procedure BFGHit();
299 function GetFlag(Flag: Byte): Boolean;
300 procedure SetFlag(Flag: Byte);
301 function DropFlag(): Boolean;
302 procedure AllRulez(Health: Boolean);
303 procedure RestoreHealthArmor();
304 procedure FragCombo();
305 procedure GiveItem(ItemType: Byte);
306 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
307 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
308 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
309 procedure MakeBloodSimple(Count: Word);
310 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
311 procedure Reset(Force: Boolean);
312 procedure Spectate(NoMove: Boolean = False);
313 procedure SwitchNoClip;
314 procedure SoftReset();
315 procedure Draw(); virtual;
316 procedure DrawPain();
317 procedure DrawPickup();
318 procedure DrawRulez();
319 procedure DrawAim();
320 procedure DrawBubble();
321 procedure DrawGUI();
322 procedure Update(); virtual;
323 procedure RememberState();
324 procedure RecallState();
325 procedure SaveState (st: TStream); virtual;
326 procedure LoadState (st: TStream); virtual;
327 procedure PauseSounds(Enable: Boolean);
328 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
329 procedure DoLerp(Level: Integer = 2);
330 procedure SetLerp(XTo, YTo: Integer);
331 procedure QueueWeaponSwitch(Weapon: Byte);
332 procedure RealizeCurrentWeapon();
333 procedure JetpackOn;
334 procedure JetpackOff;
335 procedure CatchFire(Attacker: Word);
337 //WARNING! this does nothing for now, but still call it!
338 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
340 procedure getMapBox (out x, y, w, h: Integer); inline;
341 procedure moveBy (dx, dy: Integer); inline;
343 procedure releaseAllWeaponSwitchKeys ();
344 procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
345 function isWeaponSwitchKeyReleased (index: Integer): Boolean;
346 procedure weaponSwitchKeysShiftNewStates ();
348 public
349 property Vel: TPoint2i read FObj.Vel;
350 property Obj: TObj read FObj;
352 property Name: String read FName write FName;
353 property Model: TPlayerModel read FModel;
354 property Health: Integer read FHealth write FHealth;
355 property Lives: Byte read FLives write FLives;
356 property Armor: Integer read FArmor write FArmor;
357 property Air: Integer read FAir write FAir;
358 property JetFuel: Integer read FJetFuel write FJetFuel;
359 property Frags: Integer read FFrags write FFrags;
360 property Death: Integer read FDeath write FDeath;
361 property Kills: Integer read FKills write FKills;
362 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
363 //property NetForceWeap: Byte read FNetForceWeap write FNetForceWeap;
364 property NetForceWeapFIdx: LongWord read FNetForceWeapFIdx write FNetForceWeapFIdx;
365 //property CurrFrameIdx: LongWord read FCurrFrameIdx write FCurrFrameIdx;
366 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
367 property Secrets: Integer read FSecrets;
368 property GodMode: Boolean read FGodMode write FGodMode;
369 property NoTarget: Boolean read FNoTarget write FNoTarget;
370 property NoReload: Boolean read FNoReload write FNoReload;
371 property alive: Boolean read FAlive write FAlive;
372 property Flag: Byte read FFlag;
373 property Team: Byte read FTeam write FTeam;
374 property Direction: TDirection read FDirection;
375 property GameX: Integer read FObj.X write FObj.X;
376 property GameY: Integer read FObj.Y write FObj.Y;
377 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
378 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
379 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
380 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
381 property IncCam: Integer read FIncCam write FIncCam;
382 property UID: Word read FUID write FUID;
383 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
384 property NetTime: LongWord read FNetTime write FNetTime;
386 published
387 property eName: String read FName write FName;
388 property eHealth: Integer read FHealth write FHealth;
389 property eLives: Byte read FLives write FLives;
390 property eArmor: Integer read FArmor write FArmor;
391 property eAir: Integer read FAir write FAir;
392 property eJetFuel: Integer read FJetFuel write FJetFuel;
393 property eFrags: Integer read FFrags write FFrags;
394 property eDeath: Integer read FDeath write FDeath;
395 property eKills: Integer read FKills write FKills;
396 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
397 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
398 property eSecrets: Integer read FSecrets write FSecrets;
399 property eGodMode: Boolean read FGodMode write FGodMode;
400 property eNoTarget: Boolean read FNoTarget write FNoTarget;
401 property eNoReload: Boolean read FNoReload write FNoReload;
402 property eAlive: Boolean read FAlive write FAlive;
403 property eFlag: Byte read FFlag;
404 property eTeam: Byte read FTeam write FTeam;
405 property eDirection: TDirection read FDirection;
406 property eGameX: Integer read FObj.X write FObj.X;
407 property eGameY: Integer read FObj.Y write FObj.Y;
408 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
409 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
410 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
411 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
412 property eIncCam: Integer read FIncCam write FIncCam;
413 property eUID: Word read FUID;
414 property eJustTeleported: Boolean read FJustTeleported;
415 property eNetTime: LongWord read FNetTime;
417 // set this before assigning something to `eDamage`
418 property eDamageType: Integer read mEDamageType write mEDamageType;
419 property eDamage: Integer write doDamage;
420 end;
422 TDifficult = record
423 public
424 DiagFire: Byte;
425 InvisFire: Byte;
426 DiagPrecision: Byte;
427 FlyPrecision: Byte;
428 Cover: Byte;
429 CloseJump: Byte;
430 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
431 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
432 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
434 public
435 procedure save (st: TStream);
436 procedure load (st: TStream);
437 end;
439 TAIFlag = record
440 Name: String;
441 Value: String;
442 end;
444 TBot = class(TPlayer)
445 private
446 FSelectedWeapon: Byte;
447 FTargetUID: Word;
448 FLastVisible: DWORD;
449 FAIFlags: Array of TAIFlag;
450 FDifficult: TDifficult;
452 function GetRnd(a: Byte): Boolean;
453 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
454 function RunDirection(): TDirection;
455 function FullInStep(XInc, YInc: Integer): Boolean;
456 //function NeedItem(Item: Byte): Byte;
457 procedure SelectWeapon(Dist: Integer);
458 procedure SetAIFlag(aName, fValue: String20);
459 function GetAIFlag(aName: String20): String20;
460 procedure RemoveAIFlag(aName: String20);
461 function Healthy(): Byte;
462 procedure UpdateMove();
463 procedure UpdateCombat();
464 function KeyPressed(Key: Word): Boolean;
465 procedure ReleaseKey(Key: Byte);
466 function TargetOnScreen(TX, TY: Integer): Boolean;
467 procedure OnDamage(Angle: SmallInt); override;
469 public
470 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
471 constructor Create(); override;
472 destructor Destroy(); override;
473 procedure Draw(); override;
474 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
475 function Heal(value: Word; Soft: Boolean): Boolean; override;
476 procedure Update(); override;
477 procedure SaveState (st: TStream); override;
478 procedure LoadState (st: TStream); override;
479 end;
481 PGib = ^TGib;
482 TGib = record
483 alive: Boolean;
484 ID: DWORD;
485 MaskID: DWORD;
486 RAngle: Integer;
487 Color: TRGB;
488 Obj: TObj;
490 procedure getMapBox (out x, y, w, h: Integer); inline;
491 procedure moveBy (dx, dy: Integer); inline;
493 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
494 end;
497 PShell = ^TShell;
498 TShell = record
499 SpriteID: DWORD;
500 alive: Boolean;
501 SType: Byte;
502 RAngle: Integer;
503 Timeout: Cardinal;
504 CX, CY: Integer;
505 Obj: TObj;
507 procedure getMapBox (out x, y, w, h: Integer); inline;
508 procedure moveBy (dx, dy: Integer); inline;
510 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
511 end;
513 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
514 private
515 FModelName: String;
516 FMess: Boolean;
517 FState: Byte;
518 FDamage: Byte;
519 FColor: TRGB;
520 FObj: TObj;
521 FPlayerUID: Word;
522 FAnimation: TAnimation;
523 FAnimationMask: TAnimation;
525 public
526 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
527 destructor Destroy(); override;
528 procedure Damage(Value: Word; vx, vy: Integer);
529 procedure Update();
530 procedure Draw();
531 procedure SaveState (st: TStream);
532 procedure LoadState (st: TStream);
534 procedure getMapBox (out x, y, w, h: Integer); inline;
535 procedure moveBy (dx, dy: Integer); inline;
537 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
539 function ObjPtr (): PObj; inline;
541 property Obj: TObj read FObj; // copies object
542 property State: Byte read FState;
543 property Mess: Boolean read FMess;
544 end;
546 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
547 record
548 Goals: SmallInt;
549 end;
551 var
552 gPlayers: Array of TPlayer;
553 gCorpses: Array of TCorpse;
554 gGibs: Array of TGib;
555 gShells: Array of TShell;
556 gTeamStat: TTeamStat;
557 gFly: Boolean = False;
558 gAimLine: Boolean = False;
559 gChatBubble: Byte = 0;
560 gNumBots: Word = 0;
561 gLMSPID1: Word = 0;
562 gLMSPID2: Word = 0;
563 MAX_RUNVEL: Integer = 8;
564 VEL_JUMP: Integer = 10;
565 SHELL_TIMEOUT: Cardinal = 60000;
567 function Lerp(X, Y, Factor: Integer): Integer;
569 procedure g_Gibs_SetMax(Count: Word);
570 function g_Gibs_GetMax(): Word;
571 procedure g_Corpses_SetMax(Count: Word);
572 function g_Corpses_GetMax(): Word;
573 procedure g_Shells_SetMax(Count: Word);
574 function g_Shells_GetMax(): Word;
576 procedure g_Player_Init();
577 procedure g_Player_Free();
578 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
579 function g_Player_CreateFromState (st: TStream): Word;
580 procedure g_Player_Remove(UID: Word);
581 procedure g_Player_ResetTeams();
582 procedure g_Player_UpdateAll();
583 procedure g_Player_DrawAll();
584 procedure g_Player_DrawDebug(p: TPlayer);
585 procedure g_Player_DrawHealth();
586 procedure g_Player_RememberAll();
587 procedure g_Player_ResetAll(Force, Silent: Boolean);
588 function g_Player_Get(UID: Word): TPlayer;
589 function g_Player_GetCount(): Byte;
590 function g_Player_GetStats(): TPlayerStatArray;
591 function g_Player_ValidName(Name: String): Boolean;
592 procedure g_Player_CreateCorpse(Player: TPlayer);
593 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
594 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
595 procedure g_Player_UpdatePhysicalObjects();
596 procedure g_Player_DrawCorpses();
597 procedure g_Player_DrawShells();
598 procedure g_Player_RemoveAllCorpses();
599 procedure g_Player_Corpses_SaveState (st: TStream);
600 procedure g_Player_Corpses_LoadState (st: TStream);
601 procedure g_Bot_Add(Team, Difficult: Byte);
602 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
603 procedure g_Bot_MixNames();
604 procedure g_Bot_RemoveAll();
606 implementation
608 uses
609 {$INCLUDE ../nogl/noGLuses.inc}
610 {$IFDEF ENABLE_HOLMES}
611 g_holmes,
612 {$ENDIF}
613 e_log, g_map, g_items, g_console, g_gfx, Math,
614 g_options, g_triggers, g_menu, g_game, g_grid,
615 wadreader, g_main, g_monsters, CONFIG, g_language,
616 g_net, g_netmsg, g_window,
617 utils, xstreams;
619 const PLR_SAVE_VERSION = 0;
621 type
622 TBotProfile = record
623 name: ShortString;
624 model: ShortString;
625 team: Byte;
626 color: TRGB;
627 diag_fire: Byte;
628 invis_fire: Byte;
629 diag_precision: Byte;
630 fly_precision: Byte;
631 cover: Byte;
632 close_jump: Byte;
633 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
634 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
635 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
636 end;
638 const
639 TIME_RESPAWN1 = 1500;
640 TIME_RESPAWN2 = 2000;
641 TIME_RESPAWN3 = 3000;
642 AIR_DEF = 360;
643 AIR_MAX = 1091;
644 JET_MAX = 540; // ~30 sec
645 PLAYER_SUIT_TIME = 30000;
646 PLAYER_INVUL_TIME = 30000;
647 PLAYER_INVIS_TIME = 35000;
648 FRAG_COMBO_TIME = 3000;
649 VEL_SW = 4;
650 VEL_FLY = 6;
651 ANGLE_RIGHTUP = 55;
652 ANGLE_RIGHTDOWN = -35;
653 ANGLE_LEFTUP = 125;
654 ANGLE_LEFTDOWN = -145;
655 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
656 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
657 BOT_MAXJUMP = 84;
658 BOT_LONGDIST = 300;
659 BOT_UNSAFEDIST = 128;
660 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
661 (R:0; G:0; B:255));
662 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
663 FlyPrecision: 32; Cover: 32; CloseJump: 32;
664 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
665 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
666 FlyPrecision: 127; Cover: 127; CloseJump: 127;
667 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
668 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
669 FlyPrecision: 255; Cover: 255; CloseJump: 255;
670 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
671 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
672 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
673 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
674 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
675 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
676 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
677 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
678 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
679 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
680 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
681 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
682 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
683 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
684 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
685 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
686 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
687 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
689 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
690 CORPSE_SIGNATURE = $50524F43; // 'CORP'
692 BOTNAMES_FILENAME = 'botnames.txt';
693 BOTLIST_FILENAME = 'botlist.txt';
695 var
696 MaxGibs: Word = 150;
697 MaxCorpses: Word = 20;
698 MaxShells: Word = 300;
699 CurrentGib: Integer = 0;
700 CurrentShell: Integer = 0;
701 BotNames: Array of String;
702 BotList: Array of TBotProfile;
705 function Lerp(X, Y, Factor: Integer): Integer;
706 begin
707 Result := X + ((Y - X) div Factor);
708 end;
710 function SameTeam(UID1, UID2: Word): Boolean;
711 begin
712 Result := False;
714 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
715 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
717 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
719 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
720 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
722 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
723 end;
725 procedure g_Gibs_SetMax(Count: Word);
726 begin
727 MaxGibs := Count;
728 SetLength(gGibs, Count);
730 if CurrentGib >= Count then
731 CurrentGib := 0;
732 end;
734 function g_Gibs_GetMax(): Word;
735 begin
736 Result := MaxGibs;
737 end;
739 procedure g_Shells_SetMax(Count: Word);
740 begin
741 MaxShells := Count;
742 SetLength(gShells, Count);
744 if CurrentShell >= Count then
745 CurrentShell := 0;
746 end;
748 function g_Shells_GetMax(): Word;
749 begin
750 Result := MaxShells;
751 end;
754 procedure g_Corpses_SetMax(Count: Word);
755 begin
756 MaxCorpses := Count;
757 SetLength(gCorpses, Count);
758 end;
760 function g_Corpses_GetMax(): Word;
761 begin
762 Result := MaxCorpses;
763 end;
765 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
766 var
767 a: Integer;
768 ok: Boolean;
769 begin
770 Result := 0;
772 ok := False;
773 a := 0;
775 // Åñòü ëè ìåñòî â gPlayers:
776 if gPlayers <> nil then
777 for a := 0 to High(gPlayers) do
778 if gPlayers[a] = nil then
779 begin
780 ok := True;
781 Break;
782 end;
784 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
785 if not ok then
786 begin
787 SetLength(gPlayers, Length(gPlayers)+1);
788 a := High(gPlayers);
789 end;
791 // Ñîçäàåì îáúåêò èãðîêà:
792 if Bot then
793 gPlayers[a] := TBot.Create()
794 else
795 gPlayers[a] := TPlayer.Create();
798 gPlayers[a].FActualModelName := ModelName;
799 gPlayers[a].SetModel(ModelName);
801 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
802 if gPlayers[a].FModel = nil then
803 begin
804 gPlayers[a].Free();
805 gPlayers[a] := nil;
806 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
807 Exit;
808 end;
810 if not (Team in [TEAM_RED, TEAM_BLUE]) then
811 if Random(2) = 0 then
812 Team := TEAM_RED
813 else
814 Team := TEAM_BLUE;
815 gPlayers[a].FPreferredTeam := Team;
817 case gGameSettings.GameMode of
818 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
819 GM_TDM,
820 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
821 GM_SINGLE,
822 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
823 end;
825 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
826 gPlayers[a].FColor := Color;
827 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
828 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
829 else
830 gPlayers[a].FModel.Color := Color;
832 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
833 gPlayers[a].FAlive := False;
835 Result := gPlayers[a].FUID;
836 end;
838 function g_Player_CreateFromState (st: TStream): Word;
839 var
840 a, i: Integer;
841 ok, Bot: Boolean;
842 b: Byte;
843 begin
844 result := 0;
845 if (st = nil) then exit; //???
847 // Ñèãíàòóðà èãðîêà
848 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
849 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
851 // Áîò èëè ÷åëîâåê:
852 Bot := utils.readBool(st);
854 ok := false;
855 a := 0;
857 // Åñòü ëè ìåñòî â gPlayers:
858 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
860 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
861 if not ok then
862 begin
863 SetLength(gPlayers, Length(gPlayers)+1);
864 a := High(gPlayers);
865 end;
867 // Ñîçäàåì îáúåêò èãðîêà
868 if Bot then
869 gPlayers[a] := TBot.Create()
870 else
871 gPlayers[a] := TPlayer.Create();
872 gPlayers[a].FIamBot := Bot;
873 gPlayers[a].FPhysics := True;
875 // UID èãðîêà
876 gPlayers[a].FUID := utils.readWord(st);
877 // Èìÿ èãðîêà
878 gPlayers[a].FName := utils.readStr(st);
879 // Êîìàíäà
880 gPlayers[a].FTeam := utils.readByte(st);
881 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
882 // Æèâ ëè
883 gPlayers[a].FAlive := utils.readBool(st);
884 // Èçðàñõîäîâàë ëè âñå æèçíè
885 gPlayers[a].FNoRespawn := utils.readBool(st);
886 // Íàïðàâëåíèå
887 b := utils.readByte(st);
888 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
889 // Çäîðîâüå
890 gPlayers[a].FHealth := utils.readLongInt(st);
891 // Æèçíè
892 gPlayers[a].FLives := utils.readByte(st);
893 // Áðîíÿ
894 gPlayers[a].FArmor := utils.readLongInt(st);
895 // Çàïàñ âîçäóõà
896 gPlayers[a].FAir := utils.readLongInt(st);
897 // Çàïàñ ãîðþ÷åãî
898 gPlayers[a].FJetFuel := utils.readLongInt(st);
899 // Áîëü
900 gPlayers[a].FPain := utils.readLongInt(st);
901 // Óáèë
902 gPlayers[a].FKills := utils.readLongInt(st);
903 // Óáèë ìîíñòðîâ
904 gPlayers[a].FMonsterKills := utils.readLongInt(st);
905 // Ôðàãîâ
906 gPlayers[a].FFrags := utils.readLongInt(st);
907 // Ôðàãîâ ïîäðÿä
908 gPlayers[a].FFragCombo := utils.readByte(st);
909 // Âðåìÿ ïîñëåäíåãî ôðàãà
910 gPlayers[a].FLastFrag := utils.readLongWord(st);
911 // Ñìåðòåé
912 gPlayers[a].FDeath := utils.readLongInt(st);
913 // Êàêîé ôëàã íåñåò
914 gPlayers[a].FFlag := utils.readByte(st);
915 // Íàøåë ñåêðåòîâ
916 gPlayers[a].FSecrets := utils.readLongInt(st);
917 // Òåêóùåå îðóæèå
918 gPlayers[a].FCurrWeap := utils.readByte(st);
919 //gPlayers[a].FNetForceWeap := gPlayers[a].FCurrWeap;
920 // Ñëåäóþùåå æåëàåìîå îðóæèå
921 gPlayers[a].FNextWeap := utils.readWord(st);
922 // ...è ïàóçà
923 gPlayers[a].FNextWeapDelay := utils.readByte(st);
924 // Âðåìÿ çàðÿäêè BFG
925 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
926 // Áóôåð óðîíà
927 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
928 // Ïîñëåäíèé óäàðèâøèé
929 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
930 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
931 gPlayers[a].FLastHit := utils.readByte(st);
932 // Îáúåêò èãðîêà:
933 Obj_LoadState(@gPlayers[a].FObj, st);
934 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
935 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
936 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
937 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
938 // Íàëè÷èå îðóæèÿ
939 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
940 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
941 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
942 // Íàëè÷èå ðþêçàêà
943 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
944 // Íàëè÷èå êðàñíîãî êëþ÷à
945 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
946 // Íàëè÷èå çåëåíîãî êëþ÷à
947 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
948 // Íàëè÷èå ñèíåãî êëþ÷à
949 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
950 // Íàëè÷èå áåðñåðêà
951 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
952 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
953 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
954 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
955 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
957 // Íàçâàíèå ìîäåëè:
958 gPlayers[a].FActualModelName := utils.readStr(st);
959 // Öâåò ìîäåëè
960 gPlayers[a].FColor.R := utils.readByte(st);
961 gPlayers[a].FColor.G := utils.readByte(st);
962 gPlayers[a].FColor.B := utils.readByte(st);
963 // Îáíîâëÿåì ìîäåëü èãðîêà
964 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
966 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
967 if (gPlayers[a].FModel = nil) then
968 begin
969 gPlayers[a].Free();
970 gPlayers[a] := nil;
971 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
972 exit;
973 end;
975 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
976 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
977 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
978 else
979 gPlayers[a].FModel.Color := gPlayers[a].FColor;
981 result := gPlayers[a].FUID;
982 end;
985 procedure g_Player_ResetTeams();
986 var
987 a: Integer;
988 begin
989 if g_Game_IsClient then
990 Exit;
991 if gPlayers = nil then
992 Exit;
993 for a := Low(gPlayers) to High(gPlayers) do
994 if gPlayers[a] <> nil then
995 case gGameSettings.GameMode of
996 GM_DM:
997 gPlayers[a].ChangeTeam(TEAM_NONE);
998 GM_TDM, GM_CTF:
999 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1000 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1001 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1002 else
1003 if a mod 2 = 0 then
1004 gPlayers[a].ChangeTeam(TEAM_RED)
1005 else
1006 gPlayers[a].ChangeTeam(TEAM_BLUE);
1007 GM_SINGLE,
1008 GM_COOP:
1009 gPlayers[a].ChangeTeam(TEAM_COOP);
1010 end;
1011 end;
1013 procedure g_Bot_Add(Team, Difficult: Byte);
1014 var
1015 m: SSArray;
1016 _name, _model: String;
1017 a, tr, tb: Integer;
1018 begin
1019 if not g_Game_IsServer then Exit;
1021 // Ñïèñîê íàçâàíèé ìîäåëåé:
1022 m := g_PlayerModel_GetNames();
1023 if m = nil then
1024 Exit;
1026 // Êîìàíäà:
1027 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1028 Team := TEAM_COOP // COOP
1029 else
1030 if gGameSettings.GameMode = GM_DM then
1031 Team := TEAM_NONE // DM
1032 else
1033 if Team = TEAM_NONE then // CTF / TDM
1034 begin
1035 // Àâòîáàëàíñ êîìàíä:
1036 tr := 0;
1037 tb := 0;
1039 for a := 0 to High(gPlayers) do
1040 if gPlayers[a] <> nil then
1041 begin
1042 if gPlayers[a].Team = TEAM_RED then
1043 Inc(tr)
1044 else
1045 if gPlayers[a].Team = TEAM_BLUE then
1046 Inc(tb);
1047 end;
1049 if tr > tb then
1050 Team := TEAM_BLUE
1051 else
1052 if tb > tr then
1053 Team := TEAM_RED
1054 else // tr = tb
1055 if Random(2) = 0 then
1056 Team := TEAM_RED
1057 else
1058 Team := TEAM_BLUE;
1059 end;
1061 // Âûáèðàåì áîòó èìÿ:
1062 _name := '';
1063 if BotNames <> nil then
1064 for a := 0 to High(BotNames) do
1065 if g_Player_ValidName(BotNames[a]) then
1066 begin
1067 _name := BotNames[a];
1068 Break;
1069 end;
1071 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1072 if _name = '' then
1073 repeat
1074 _name := Format('DFBOT%.2d', [Random(100)]);
1075 until g_Player_ValidName(_name);
1077 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1078 _model := m[Random(Length(m))];
1080 // Ñîçäàåì áîòà:
1081 with g_Player_Get(g_Player_Create(_model,
1082 _RGB(Min(Random(9)*32, 255),
1083 Min(Random(9)*32, 255),
1084 Min(Random(9)*32, 255)),
1085 Team, True)) as TBot do
1086 begin
1087 Name := _name;
1089 case Difficult of
1090 1: FDifficult := DIFFICULT_EASY;
1091 2: FDifficult := DIFFICULT_MEDIUM;
1092 else FDifficult := DIFFICULT_HARD;
1093 end;
1095 for a := WP_FIRST to WP_LAST do
1096 begin
1097 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1098 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1099 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1100 end;
1102 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1104 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1105 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1106 Spectate();
1107 end;
1108 end;
1110 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1111 var
1112 m: SSArray;
1113 _name, _model: String;
1114 a: Integer;
1115 begin
1116 if not g_Game_IsServer then Exit;
1118 // Ñïèñîê íàçâàíèé ìîäåëåé:
1119 m := g_PlayerModel_GetNames();
1120 if m = nil then
1121 Exit;
1123 // Êîìàíäà:
1124 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1125 Team := TEAM_COOP // COOP
1126 else
1127 if gGameSettings.GameMode = GM_DM then
1128 Team := TEAM_NONE // DM
1129 else
1130 if Team = TEAM_NONE then
1131 Team := BotList[num].team; // CTF / TDM
1133 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1134 lName := AnsiLowerCase(lName);
1135 if (num < 0) or (num > Length(BotList)-1) then
1136 num := -1;
1137 if (num = -1) and (lName <> '') and (BotList <> nil) then
1138 for a := 0 to High(BotList) do
1139 if AnsiLowerCase(BotList[a].name) = lName then
1140 begin
1141 num := a;
1142 Break;
1143 end;
1144 if num = -1 then
1145 Exit;
1147 // Èìÿ áîòà:
1148 _name := BotList[num].name;
1149 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1150 if not g_Player_ValidName(_name) then
1151 repeat
1152 _name := Format('DFBOT%.2d', [Random(100)]);
1153 until g_Player_ValidName(_name);
1155 // Ìîäåëü:
1156 _model := BotList[num].model;
1157 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1158 if not InSArray(_model, m) then
1159 _model := m[Random(Length(m))];
1161 // Ñîçäàåì áîòà:
1162 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1163 begin
1164 Name := _name;
1166 FDifficult.DiagFire := BotList[num].diag_fire;
1167 FDifficult.InvisFire := BotList[num].invis_fire;
1168 FDifficult.DiagPrecision := BotList[num].diag_precision;
1169 FDifficult.FlyPrecision := BotList[num].fly_precision;
1170 FDifficult.Cover := BotList[num].cover;
1171 FDifficult.CloseJump := BotList[num].close_jump;
1173 for a := WP_FIRST to WP_LAST do
1174 begin
1175 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1176 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1177 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1178 end;
1180 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1182 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1183 end;
1184 end;
1186 procedure g_Bot_RemoveAll();
1187 var
1188 a: Integer;
1189 begin
1190 if not g_Game_IsServer then Exit;
1191 if gPlayers = nil then Exit;
1193 for a := 0 to High(gPlayers) do
1194 if gPlayers[a] <> nil then
1195 if gPlayers[a] is TBot then
1196 begin
1197 gPlayers[a].Lives := 0;
1198 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1199 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1200 g_Player_Remove(gPlayers[a].FUID);
1201 end;
1203 g_Bot_MixNames();
1204 end;
1206 procedure g_Bot_MixNames();
1207 var
1208 s: String;
1209 a, b: Integer;
1210 begin
1211 if BotNames <> nil then
1212 for a := 0 to High(BotNames) do
1213 begin
1214 b := Random(Length(BotNames));
1215 s := BotNames[a];
1216 Botnames[a] := BotNames[b];
1217 BotNames[b] := s;
1218 end;
1219 end;
1221 procedure g_Player_Remove(UID: Word);
1222 var
1223 i: Integer;
1224 begin
1225 if gPlayers = nil then Exit;
1227 if g_Game_IsServer and g_Game_IsNet then
1228 MH_SEND_PlayerDelete(UID);
1230 for i := 0 to High(gPlayers) do
1231 if gPlayers[i] <> nil then
1232 if gPlayers[i].FUID = UID then
1233 begin
1234 if gPlayers[i] is TPlayer then
1235 TPlayer(gPlayers[i]).Free()
1236 else
1237 TBot(gPlayers[i]).Free();
1238 gPlayers[i] := nil;
1239 Exit;
1240 end;
1241 end;
1243 procedure g_Player_Init();
1244 var
1245 F: TextFile;
1246 s: String;
1247 a, b: Integer;
1248 config: TConfig;
1249 sa: SSArray;
1250 begin
1251 BotNames := nil;
1253 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1254 Exit;
1256 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1257 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1258 Reset(F);
1260 while not EOF(F) do
1261 begin
1262 ReadLn(F, s);
1264 s := Trim(s);
1265 if s = '' then
1266 Continue;
1268 SetLength(BotNames, Length(BotNames)+1);
1269 BotNames[High(BotNames)] := s;
1270 end;
1272 CloseFile(F);
1274 // Ïåðåìåøèâàåì èõ:
1275 g_Bot_MixNames();
1277 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1278 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1279 BotList := nil;
1280 a := 0;
1282 while config.SectionExists(IntToStr(a)) do
1283 begin
1284 SetLength(BotList, Length(BotList)+1);
1286 with BotList[High(BotList)] do
1287 begin
1288 // Èìÿ áîòà:
1289 name := config.ReadStr(IntToStr(a), 'name', '');
1290 // Ìîäåëü:
1291 model := config.ReadStr(IntToStr(a), 'model', '');
1292 // Êîìàíäà:
1293 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1294 team := TEAM_RED
1295 else
1296 team := TEAM_BLUE;
1297 // Öâåò ìîäåëè:
1298 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1299 color.R := StrToIntDef(sa[0], 0);
1300 color.G := StrToIntDef(sa[1], 0);
1301 color.B := StrToIntDef(sa[2], 0);
1302 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1303 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1304 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1305 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1306 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1307 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1308 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1309 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1310 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1311 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1312 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1313 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1314 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1315 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1316 if Length(sa) = 10 then
1317 for b := 0 to 9 do
1318 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1319 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1320 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1321 if Length(sa) = 10 then
1322 for b := 0 to 9 do
1323 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1325 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1326 if Length(sa) = 10 then
1327 for b := 0 to 9 do
1328 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1329 end;
1331 a := a + 1;
1332 end;
1334 config.Free();
1335 end;
1337 procedure g_Player_Free();
1338 var
1339 i: Integer;
1340 begin
1341 if gPlayers <> nil then
1342 begin
1343 for i := 0 to High(gPlayers) do
1344 if gPlayers[i] <> nil then
1345 begin
1346 if gPlayers[i] is TPlayer then
1347 TPlayer(gPlayers[i]).Free()
1348 else
1349 TBot(gPlayers[i]).Free();
1350 gPlayers[i] := nil;
1351 end;
1353 gPlayers := nil;
1354 end;
1356 gPlayer1 := nil;
1357 gPlayer2 := nil;
1358 end;
1360 procedure g_Player_UpdateAll();
1361 var
1362 i: Integer;
1363 begin
1364 if gPlayers = nil then Exit;
1366 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1367 for i := 0 to High(gPlayers) do
1368 begin
1369 if gPlayers[i] <> nil then
1370 begin
1371 if gPlayers[i] is TPlayer then
1372 begin
1373 gPlayers[i].Update();
1374 if g_Game_IsClient or not g_Game_IsNet then
1375 begin
1376 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1377 end;
1378 end
1379 else
1380 begin
1381 // bot updates weapons in `UpdateCombat()`
1382 TBot(gPlayers[i]).Update();
1383 end;
1384 end;
1385 end;
1386 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1387 end;
1389 procedure g_Player_DrawAll();
1390 var
1391 i: Integer;
1392 begin
1393 if gPlayers = nil then Exit;
1395 for i := 0 to High(gPlayers) do
1396 if gPlayers[i] <> nil then
1397 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1398 else TBot(gPlayers[i]).Draw();
1399 end;
1401 procedure g_Player_DrawDebug(p: TPlayer);
1402 var
1403 fW, fH: Byte;
1404 begin
1405 if p = nil then Exit;
1406 if (@p.FObj) = nil then Exit;
1408 e_TextureFontGetSize(gStdFont, fW, fH);
1410 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1411 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1412 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1413 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1414 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1415 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1416 end;
1418 procedure g_Player_DrawHealth();
1419 var
1420 i: Integer;
1421 fW, fH: Byte;
1422 begin
1423 if gPlayers = nil then Exit;
1424 e_TextureFontGetSize(gStdFont, fW, fH);
1426 for i := 0 to High(gPlayers) do
1427 if gPlayers[i] <> nil then
1428 begin
1429 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1430 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1431 IntToStr(gPlayers[i].FHealth), gStdFont);
1432 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1433 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1434 IntToStr(gPlayers[i].FArmor), gStdFont);
1435 end;
1436 end;
1438 function g_Player_Get(UID: Word): TPlayer;
1439 var
1440 a: Integer;
1441 begin
1442 Result := nil;
1444 if gPlayers = nil then
1445 Exit;
1447 for a := 0 to High(gPlayers) do
1448 if gPlayers[a] <> nil then
1449 if gPlayers[a].FUID = UID then
1450 begin
1451 Result := gPlayers[a];
1452 Exit;
1453 end;
1454 end;
1456 function g_Player_GetCount(): Byte;
1457 var
1458 a: Integer;
1459 begin
1460 Result := 0;
1462 if gPlayers = nil then
1463 Exit;
1465 for a := 0 to High(gPlayers) do
1466 if gPlayers[a] <> nil then
1467 Result := Result + 1;
1468 end;
1470 function g_Player_GetStats(): TPlayerStatArray;
1471 var
1472 a: Integer;
1473 begin
1474 Result := nil;
1476 if gPlayers = nil then Exit;
1478 for a := 0 to High(gPlayers) do
1479 if gPlayers[a] <> nil then
1480 begin
1481 SetLength(Result, Length(Result)+1);
1482 with Result[High(Result)] do
1483 begin
1484 Ping := gPlayers[a].FPing;
1485 Loss := gPlayers[a].FLoss;
1486 Name := gPlayers[a].FName;
1487 Team := gPlayers[a].FTeam;
1488 Frags := gPlayers[a].FFrags;
1489 Deaths := gPlayers[a].FDeath;
1490 Kills := gPlayers[a].FKills;
1491 Color := gPlayers[a].FModel.Color;
1492 Lives := gPlayers[a].FLives;
1493 Spectator := gPlayers[a].FSpectator;
1494 end;
1495 end;
1496 end;
1498 procedure g_Player_RememberAll;
1499 var
1500 i: Integer;
1501 begin
1502 for i := Low(gPlayers) to High(gPlayers) do
1503 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1504 gPlayers[i].RememberState;
1505 end;
1507 procedure g_Player_ResetAll(Force, Silent: Boolean);
1508 var
1509 i: Integer;
1510 begin
1511 gTeamStat[TEAM_RED].Goals := 0;
1512 gTeamStat[TEAM_BLUE].Goals := 0;
1514 if gPlayers <> nil then
1515 for i := 0 to High(gPlayers) do
1516 if gPlayers[i] <> nil then
1517 begin
1518 gPlayers[i].Reset(Force);
1520 if gPlayers[i] is TPlayer then
1521 begin
1522 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1523 gPlayers[i].Respawn(Silent)
1524 else
1525 gPlayers[i].Spectate();
1526 end
1527 else
1528 TBot(gPlayers[i]).Respawn(Silent);
1529 end;
1530 end;
1532 procedure g_Player_CreateCorpse(Player: TPlayer);
1533 var
1534 i: Integer;
1535 find_id: DWORD;
1536 ok: Boolean;
1537 begin
1538 if Player.alive then
1539 Exit;
1541 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1542 if gCorpses <> nil then
1543 for i := 0 to High(gCorpses) do
1544 if gCorpses[i] <> nil then
1545 if gCorpses[i].FPlayerUID = Player.FUID then
1546 gCorpses[i].FPlayerUID := 0;
1548 if Player.FObj.Y >= gMapInfo.Height+128 then
1549 Exit;
1551 with Player do
1552 begin
1553 if (FHealth >= -50) or (gGibsCount = 0) then
1554 begin
1555 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1556 Exit;
1558 ok := False;
1559 for find_id := 0 to High(gCorpses) do
1560 if gCorpses[find_id] = nil then
1561 begin
1562 ok := True;
1563 Break;
1564 end;
1566 if not ok then
1567 find_id := Random(Length(gCorpses));
1569 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1570 gCorpses[find_id].FColor := FModel.Color;
1571 gCorpses[find_id].FObj.Vel := FObj.Vel;
1572 gCorpses[find_id].FObj.Accel := FObj.Accel;
1573 gCorpses[find_id].FPlayerUID := FUID;
1574 end
1575 else
1576 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1577 FObj.Y + PLAYER_RECT_CY,
1578 FModel.Name, FModel.Color);
1579 end;
1580 end;
1582 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1583 var
1584 SID: DWORD;
1585 begin
1586 if (gShells = nil) or (Length(gShells) = 0) then
1587 Exit;
1589 with gShells[CurrentShell] do
1590 begin
1591 SpriteID := 0;
1592 g_Obj_Init(@Obj);
1593 Obj.Rect.X := 0;
1594 Obj.Rect.Y := 0;
1595 if T = SHELL_BULLET then
1596 begin
1597 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1598 SpriteID := SID;
1599 CX := 2;
1600 CY := 1;
1601 Obj.Rect.Width := 4;
1602 Obj.Rect.Height := 2;
1603 end
1604 else
1605 begin
1606 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1607 SpriteID := SID;
1608 CX := 4;
1609 CY := 2;
1610 Obj.Rect.Width := 7;
1611 Obj.Rect.Height := 3;
1612 end;
1613 SType := T;
1614 alive := True;
1615 Obj.X := fX;
1616 Obj.Y := fY;
1617 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1618 positionChanged(); // this updates spatial accelerators
1619 RAngle := Random(360);
1620 Timeout := gTime + SHELL_TIMEOUT;
1622 if CurrentShell >= High(gShells) then
1623 CurrentShell := 0
1624 else
1625 Inc(CurrentShell);
1626 end;
1627 end;
1629 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1630 var
1631 a: Integer;
1632 GibsArray: TGibsArray;
1633 Blood: TModelBlood;
1634 begin
1635 if (gGibs = nil) or (Length(gGibs) = 0) then
1636 Exit;
1637 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1638 Exit;
1639 Blood := g_PlayerModel_GetBlood(ModelName);
1641 for a := 0 to High(GibsArray) do
1642 with gGibs[CurrentGib] do
1643 begin
1644 Color := fColor;
1645 ID := GibsArray[a].ID;
1646 MaskID := GibsArray[a].MaskID;
1647 alive := True;
1648 g_Obj_Init(@Obj);
1649 Obj.Rect := GibsArray[a].Rect;
1650 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1651 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1652 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1653 positionChanged(); // this updates spatial accelerators
1654 RAngle := Random(360);
1656 if gBloodCount > 0 then
1657 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1658 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1660 if CurrentGib >= High(gGibs) then
1661 CurrentGib := 0
1662 else
1663 Inc(CurrentGib);
1664 end;
1665 end;
1667 procedure g_Player_UpdatePhysicalObjects();
1668 var
1669 i: Integer;
1670 vel: TPoint2i;
1671 mr: Word;
1673 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1674 var
1675 k: Integer;
1676 begin
1677 k := 1 + Random(2);
1678 if T = SHELL_BULLET then
1679 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1680 else
1681 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1682 end;
1684 begin
1685 // Êóñêè ìÿñà:
1686 if gGibs <> nil then
1687 for i := 0 to High(gGibs) do
1688 if gGibs[i].alive then
1689 with gGibs[i] do
1690 begin
1691 vel := Obj.Vel;
1692 mr := g_Obj_Move(@Obj, True, False, True);
1693 positionChanged(); // this updates spatial accelerators
1695 if WordBool(mr and MOVE_FALLOUT) then
1696 begin
1697 alive := False;
1698 Continue;
1699 end;
1701 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1702 if WordBool(mr and MOVE_HITWALL) then
1703 Obj.Vel.X := -(vel.X div 2);
1704 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1705 Obj.Vel.Y := -(vel.Y div 2);
1707 if (Obj.Vel.X >= 0) then
1708 begin // Clockwise
1709 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1710 if RAngle >= 360 then
1711 RAngle := RAngle mod 360;
1712 end else begin // Counter-clockwise
1713 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1714 if RAngle < 0 then
1715 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1716 end;
1718 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1719 if gTime mod (GAME_TICK*3) = 0 then
1720 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1721 end;
1723 // Òðóïû:
1724 if gCorpses <> nil then
1725 for i := 0 to High(gCorpses) do
1726 if gCorpses[i] <> nil then
1727 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1728 begin
1729 gCorpses[i].Free();
1730 gCorpses[i] := nil;
1731 end
1732 else
1733 gCorpses[i].Update();
1735 // Ãèëüçû:
1736 if gShells <> nil then
1737 for i := 0 to High(gShells) do
1738 if gShells[i].alive then
1739 with gShells[i] do
1740 begin
1741 vel := Obj.Vel;
1742 mr := g_Obj_Move(@Obj, True, False, True);
1743 positionChanged(); // this updates spatial accelerators
1745 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1746 begin
1747 alive := False;
1748 Continue;
1749 end;
1751 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1752 if WordBool(mr and MOVE_HITWALL) then
1753 begin
1754 Obj.Vel.X := -(vel.X div 2);
1755 if not WordBool(mr and MOVE_INWATER) then
1756 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1757 end;
1758 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1759 begin
1760 Obj.Vel.Y := -(vel.Y div 2);
1761 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1762 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1763 begin
1764 if RAngle mod 90 <> 0 then
1765 RAngle := (RAngle div 90) * 90;
1766 end
1767 else if not WordBool(mr and MOVE_INWATER) then
1768 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1769 end;
1771 if (Obj.Vel.X >= 0) then
1772 begin // Clockwise
1773 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1774 if RAngle >= 360 then
1775 RAngle := RAngle mod 360;
1776 end else begin // Counter-clockwise
1777 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1778 if RAngle < 0 then
1779 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1780 end;
1781 end;
1782 end;
1785 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1786 begin
1787 x := Obj.X+Obj.Rect.X;
1788 y := Obj.Y+Obj.Rect.Y;
1789 w := Obj.Rect.Width;
1790 h := Obj.Rect.Height;
1791 end;
1793 procedure TGib.moveBy (dx, dy: Integer); inline;
1794 begin
1795 if (dx <> 0) or (dy <> 0) then
1796 begin
1797 Obj.X += dx;
1798 Obj.Y += dy;
1799 positionChanged();
1800 end;
1801 end;
1804 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1805 begin
1806 x := Obj.X;
1807 y := Obj.Y;
1808 w := Obj.Rect.Width;
1809 h := Obj.Rect.Height;
1810 end;
1812 procedure TShell.moveBy (dx, dy: Integer); inline;
1813 begin
1814 if (dx <> 0) or (dy <> 0) then
1815 begin
1816 Obj.X += dx;
1817 Obj.Y += dy;
1818 positionChanged();
1819 end;
1820 end;
1823 procedure TGib.positionChanged (); inline; begin end;
1824 procedure TShell.positionChanged (); inline; begin end;
1827 procedure g_Player_DrawCorpses();
1828 var
1829 i: Integer;
1830 a: TDFPoint;
1831 begin
1832 if gGibs <> nil then
1833 for i := 0 to High(gGibs) do
1834 if gGibs[i].alive then
1835 with gGibs[i] do
1836 begin
1837 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1838 Continue;
1840 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1841 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1843 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1845 e_Colors := Color;
1846 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1847 e_Colors.R := 255;
1848 e_Colors.G := 255;
1849 e_Colors.B := 255;
1850 end;
1852 if gCorpses <> nil then
1853 for i := 0 to High(gCorpses) do
1854 if gCorpses[i] <> nil then
1855 gCorpses[i].Draw();
1856 end;
1858 procedure g_Player_DrawShells();
1859 var
1860 i: Integer;
1861 a: TDFPoint;
1862 begin
1863 if gShells <> nil then
1864 for i := 0 to High(gShells) do
1865 if gShells[i].alive then
1866 with gShells[i] do
1867 begin
1868 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1869 Continue;
1871 a.X := CX;
1872 a.Y := CY;
1874 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1875 end;
1876 end;
1878 procedure g_Player_RemoveAllCorpses();
1879 var
1880 i: Integer;
1881 begin
1882 gGibs := nil;
1883 gShells := nil;
1884 SetLength(gGibs, MaxGibs);
1885 SetLength(gShells, MaxGibs);
1886 CurrentGib := 0;
1887 CurrentShell := 0;
1889 if gCorpses <> nil then
1890 for i := 0 to High(gCorpses) do
1891 gCorpses[i].Free();
1893 gCorpses := nil;
1894 SetLength(gCorpses, MaxCorpses);
1895 end;
1897 procedure g_Player_Corpses_SaveState (st: TStream);
1898 var
1899 count, i: Integer;
1900 begin
1901 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1902 count := 0;
1903 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1905 // Êîëè÷åñòâî òðóïîâ
1906 utils.writeInt(st, LongInt(count));
1908 if (count = 0) then exit;
1910 // Ñîõðàíÿåì òðóïû
1911 for i := 0 to High(gCorpses) do
1912 begin
1913 if gCorpses[i] <> nil then
1914 begin
1915 // Íàçâàíèå ìîäåëè
1916 utils.writeStr(st, gCorpses[i].FModelName);
1917 // Òèï ñìåðòè
1918 utils.writeBool(st, gCorpses[i].Mess);
1919 // Ñîõðàíÿåì äàííûå òðóïà:
1920 gCorpses[i].SaveState(st);
1921 end;
1922 end;
1923 end;
1926 procedure g_Player_Corpses_LoadState (st: TStream);
1927 var
1928 count, i: Integer;
1929 str: String;
1930 b: Boolean;
1931 begin
1932 assert(st <> nil);
1934 g_Player_RemoveAllCorpses();
1936 // Êîëè÷åñòâî òðóïîâ:
1937 count := utils.readLongInt(st);
1938 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1940 if (count = 0) then exit;
1942 // Çàãðóæàåì òðóïû
1943 for i := 0 to count-1 do
1944 begin
1945 // Íàçâàíèå ìîäåëè:
1946 str := utils.readStr(st);
1947 // Òèï ñìåðòè
1948 b := utils.readBool(st);
1949 // Ñîçäàåì òðóï
1950 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1951 // Çàãðóæàåì äàííûå òðóïà
1952 gCorpses[i].LoadState(st);
1953 end;
1954 end;
1957 { T P l a y e r : }
1959 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1961 procedure TPlayer.BFGHit();
1962 begin
1963 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1964 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1965 if g_Game_IsServer and g_Game_IsNet then
1966 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1967 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1968 0, NET_GFX_BFGHIT);
1969 end;
1971 procedure TPlayer.ChangeModel(ModelName: string);
1972 var
1973 locModel: TPlayerModel;
1974 begin
1975 locModel := g_PlayerModel_Get(ModelName);
1976 if locModel = nil then Exit;
1978 FModel.Free();
1979 FModel := locModel;
1980 end;
1982 procedure TPlayer.SetModel(ModelName: string);
1983 var
1984 m: TPlayerModel;
1985 begin
1986 m := g_PlayerModel_Get(ModelName);
1987 if m = nil then
1988 begin
1989 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1990 m := g_PlayerModel_Get('doomer');
1991 if m = nil then
1992 begin
1993 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1994 Exit;
1995 end;
1996 end;
1998 if FModel <> nil then
1999 FModel.Free();
2001 FModel := m;
2003 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2004 FModel.Color := FColor
2005 else
2006 FModel.Color := TEAMCOLOR[FTeam];
2007 FModel.SetWeapon(FCurrWeap);
2008 FModel.SetFlag(FFlag);
2009 SetDirection(FDirection);
2010 end;
2012 procedure TPlayer.SetColor(Color: TRGB);
2013 begin
2014 FColor := Color;
2015 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2016 if FModel <> nil then FModel.Color := Color;
2017 end;
2019 procedure TPlayer.SwitchTeam;
2020 begin
2021 if g_Game_IsClient then
2022 Exit;
2023 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2025 if gGameOn and FAlive then
2026 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2028 if FTeam = TEAM_RED then
2029 begin
2030 ChangeTeam(TEAM_BLUE);
2031 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2032 if g_Game_IsNet then
2033 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2034 end
2035 else
2036 begin
2037 ChangeTeam(TEAM_RED);
2038 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2039 if g_Game_IsNet then
2040 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2041 end;
2042 FPreferredTeam := FTeam;
2043 end;
2045 procedure TPlayer.ChangeTeam(Team: Byte);
2046 var
2047 OldTeam: Byte;
2048 begin
2049 OldTeam := FTeam;
2050 FTeam := Team;
2051 case Team of
2052 TEAM_RED, TEAM_BLUE:
2053 FModel.Color := TEAMCOLOR[Team];
2054 else
2055 FModel.Color := FColor;
2056 end;
2057 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2058 MH_SEND_PlayerStats(FUID);
2059 end;
2062 procedure TPlayer.CollideItem();
2063 var
2064 i: Integer;
2065 r: Boolean;
2066 begin
2067 if gItems = nil then Exit;
2068 if not FAlive then Exit;
2070 for i := 0 to High(gItems) do
2071 with gItems[i] do
2072 begin
2073 if (ItemType <> ITEM_NONE) and alive then
2074 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2075 PLAYER_RECT.Height, @Obj) then
2076 begin
2077 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2079 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2080 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2081 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2082 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2083 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2085 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2086 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2087 (gGameSettings.GameType = GT_SINGLE) and
2088 (g_Player_GetCount() > 1)) then
2089 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2090 end;
2091 end;
2092 end;
2095 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2096 begin
2097 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2098 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2099 False);
2100 end;
2102 constructor TPlayer.Create();
2103 begin
2104 viewPortX := 0;
2105 viewPortY := 0;
2106 viewPortW := 0;
2107 viewPortH := 0;
2108 mEDamageType := HIT_SOME;
2110 FIamBot := False;
2111 FDummy := False;
2112 FSpawned := False;
2114 FSawSound := TPlayableSound.Create();
2115 FSawSoundIdle := TPlayableSound.Create();
2116 FSawSoundHit := TPlayableSound.Create();
2117 FSawSoundSelect := TPlayableSound.Create();
2118 FJetSoundFly := TPlayableSound.Create();
2119 FJetSoundOn := TPlayableSound.Create();
2120 FJetSoundOff := TPlayableSound.Create();
2122 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2123 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2124 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2125 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2126 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2127 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2128 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2130 FSpectatePlayer := -1;
2131 FClientID := -1;
2132 FPing := 0;
2133 FLoss := 0;
2134 FSavedState.WaitRecall := False;
2135 FShellTimer := -1;
2136 FFireTime := 0;
2137 FFirePainTime := 0;
2138 FFireAttacker := 0;
2140 FActualModelName := 'doomer';
2142 g_Obj_Init(@FObj);
2143 FObj.Rect := PLAYER_RECT;
2145 FBFGFireCounter := -1;
2146 FJustTeleported := False;
2147 FNetTime := 0;
2149 //FNetForceWeap := FCurrWeap;
2150 FNetForceWeapFIdx := 0;
2151 //FCurrFrameIdx := 0;
2153 resetWeaponQueue();
2154 releaseAllWeaponSwitchKeys();
2155 end;
2158 procedure TPlayer.releaseAllWeaponSwitchKeys ();
2159 var
2160 f: Integer;
2161 begin
2162 for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
2163 end;
2165 procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
2166 begin
2167 Inc(index, 2); // -2: prev; -1: next
2168 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
2169 weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
2170 if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
2171 end;
2173 function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
2174 begin
2175 Inc(index, 2); // -2: prev; -1: next
2176 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
2177 begin
2178 result := true;
2179 end
2180 else
2181 begin
2182 result := (weaponSwitchKeyReleased[index] and $01) <> 0;
2183 end;
2184 end;
2186 procedure TPlayer.weaponSwitchKeysShiftNewStates ();
2187 var
2188 f: Integer;
2189 begin
2190 // copy bit 1 to bit 0
2191 for f := 0 to High(weaponSwitchKeyReleased) do
2192 begin
2193 weaponSwitchKeyReleased[f] :=
2194 (weaponSwitchKeyReleased[f] and $02) or
2195 ((weaponSwitchKeyReleased[f] shr 1) and $01);
2196 end;
2197 end;
2200 procedure TPlayer.positionChanged (); inline;
2201 begin
2202 end;
2204 procedure TPlayer.doDamage (v: Integer);
2205 begin
2206 if (v <= 0) then exit;
2207 if (v > 32767) then v := 32767;
2208 Damage(v, 0, 0, 0, mEDamageType);
2209 end;
2211 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2212 var
2213 c: Word;
2214 begin
2215 if (not g_Game_IsClient) and (not FAlive) then
2216 Exit;
2218 FLastHit := t;
2220 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2221 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2222 begin
2223 if not g_Game_IsClient then
2224 begin
2225 FArmor := 0;
2226 if t = HIT_TRAP then
2227 begin
2228 // Ëîâóøêà óáèâàåò ñðàçó:
2229 FHealth := -100;
2230 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2231 end;
2232 if t = HIT_SELF then
2233 begin
2234 // Ñàìîóáèéñòâî:
2235 FHealth := 0;
2236 Kill(K_SIMPLEKILL, SpawnerUID, t);
2237 end;
2238 end;
2239 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2240 FMegaRulez[MR_SUIT] := 0;
2241 FMegaRulez[MR_INVUL] := 0;
2242 FMegaRulez[MR_INVIS] := 0;
2243 FBerserk := 0;
2244 end;
2246 // Íî îò îñòàëüíîãî ñïàñàåò:
2247 if FMegaRulez[MR_INVUL] >= gTime then
2248 Exit;
2250 // ×èò-êîä "ÃÎÐÅÖ":
2251 if FGodMode then
2252 Exit;
2254 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2255 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2256 (SpawnerUID = FUID) or
2257 (not SameTeam(FUID, SpawnerUID)) then
2258 begin
2259 FLastSpawnerUID := SpawnerUID;
2261 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2262 if gBloodCount > 0 then
2263 begin
2264 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2265 if value div 4 <= c then
2266 c := c - (value div 4)
2267 else
2268 c := 0;
2270 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2271 MakeBloodSimple(c)
2272 else
2273 case t of
2274 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2275 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2276 end;
2278 if t = HIT_WATER then
2279 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2280 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2281 end;
2283 // Áóôåð óðîíà:
2284 if FAlive then
2285 Inc(FDamageBuffer, value);
2287 // Âñïûøêà áîëè:
2288 if gFlash <> 0 then
2289 FPain := FPain + value;
2290 end;
2292 if g_Game_IsServer and g_Game_IsNet then
2293 begin
2294 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2295 MH_SEND_PlayerStats(FUID);
2296 MH_SEND_PlayerPos(False, FUID);
2297 end;
2298 end;
2300 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2301 begin
2302 Result := False;
2303 if g_Game_IsClient then
2304 Exit;
2305 if not FAlive then
2306 Exit;
2308 if Soft and (FHealth < PLAYER_HP_SOFT) then
2309 begin
2310 IncMax(FHealth, value, PLAYER_HP_SOFT);
2311 Result := True;
2312 end;
2313 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2314 begin
2315 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2316 Result := True;
2317 end;
2319 if Result and g_Game_IsServer and g_Game_IsNet then
2320 MH_SEND_PlayerStats(FUID);
2321 end;
2323 destructor TPlayer.Destroy();
2324 begin
2325 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2326 gPlayer1 := nil;
2327 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2328 gPlayer2 := nil;
2330 FSawSound.Free();
2331 FSawSoundIdle.Free();
2332 FSawSoundHit.Free();
2333 FJetSoundFly.Free();
2334 FJetSoundOn.Free();
2335 FJetSoundOff.Free();
2336 FModel.Free();
2337 if FPunchAnim <> nil then
2338 FPunchAnim.Free();
2340 inherited;
2341 end;
2343 procedure TPlayer.DrawBubble();
2344 var
2345 bubX, bubY: Integer;
2346 ID: LongWord;
2347 Rb, Gb, Bb,
2348 Rw, Gw, Bw: SmallInt;
2349 Dot: Byte;
2350 begin
2351 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2352 bubY := FObj.Y+FObj.Rect.Y - 18;
2353 Rb := 64;
2354 Gb := 64;
2355 Bb := 64;
2356 Rw := 240;
2357 Gw := 240;
2358 Bw := 240;
2359 case gChatBubble of
2360 1: // simple textual non-bubble
2361 begin
2362 bubX := FObj.X+FObj.Rect.X - 11;
2363 bubY := FObj.Y+FObj.Rect.Y - 17;
2364 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2365 Exit;
2366 end;
2367 2: // advanced pixel-perfect bubble
2368 begin
2369 if FTeam = TEAM_RED then
2370 Rb := 255
2371 else
2372 if FTeam = TEAM_BLUE then
2373 Bb := 255;
2374 end;
2375 3: // colored bubble
2376 begin
2377 Rb := FModel.Color.R;
2378 Gb := FModel.Color.G;
2379 Bb := FModel.Color.B;
2380 Rw := Min(Rb * 2 + 64, 255);
2381 Gw := Min(Gb * 2 + 64, 255);
2382 Bw := Min(Bb * 2 + 64, 255);
2383 if (Abs(Rw - Rb) < 32)
2384 or (Abs(Gw - Gb) < 32)
2385 or (Abs(Bw - Bb) < 32) then
2386 begin
2387 Rb := Max(Rw div 2 - 16, 0);
2388 Gb := Max(Gw div 2 - 16, 0);
2389 Bb := Max(Bw div 2 - 16, 0);
2390 end;
2391 end;
2392 4: // custom textured bubble
2393 begin
2394 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2395 if FDirection = TDirection.D_RIGHT then
2396 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2397 else
2398 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2399 Exit;
2400 end;
2401 end;
2403 // Outer borders
2404 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2405 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2406 // Inner box
2407 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2409 // Tail
2410 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2411 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2412 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);
2413 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);
2414 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);
2415 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);
2417 // Dots
2418 Dot := 6;
2419 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2420 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2421 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2422 end;
2424 procedure TPlayer.Draw();
2425 var
2426 ID: DWORD;
2427 w, h: Word;
2428 dr: Boolean;
2429 Mirror: TMirrorType;
2430 begin
2431 if FAlive then
2432 begin
2433 if Direction = TDirection.D_RIGHT then
2434 Mirror := TMirrorType.None
2435 else
2436 Mirror := TMirrorType.Horizontal;
2438 if FPunchAnim <> nil then
2439 begin
2440 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2441 FObj.Y+FObj.Rect.Y-11, Mirror);
2442 if FPunchAnim.played then
2443 begin
2444 FPunchAnim.Free;
2445 FPunchAnim := nil;
2446 end;
2447 end;
2449 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2450 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2451 begin
2452 e_GetTextureSize(ID, @w, @h);
2453 if FDirection = TDirection.D_LEFT then
2454 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2455 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2456 else
2457 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2458 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2459 end;
2461 if FMegaRulez[MR_INVIS] > gTime then
2462 begin
2463 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2464 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2465 begin
2466 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2467 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2468 else
2469 dr := True;
2470 if dr then
2471 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2472 else
2473 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2474 end
2475 else
2476 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2477 end
2478 else
2479 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2480 end;
2482 if g_debug_Frames then
2483 begin
2484 e_DrawQuad(FObj.X+FObj.Rect.X,
2485 FObj.Y+FObj.Rect.Y,
2486 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2487 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2488 0, 255, 0);
2489 end;
2491 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2492 DrawBubble();
2493 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2494 if gAimLine and alive and
2495 ((Self = gPlayer1) or (Self = gPlayer2)) then
2496 DrawAim();
2497 end;
2500 procedure TPlayer.DrawAim();
2501 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2502 var
2503 ex, ey: Integer;
2504 begin
2506 {$IFDEF ENABLE_HOLMES}
2507 if isValidViewPort and (self = gPlayer1) then
2508 begin
2509 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2510 end;
2511 {$ENDIF}
2513 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2514 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2515 begin
2516 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2517 end
2518 else
2519 begin
2520 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2521 end;
2522 end;
2524 var
2525 wx, wy, xx, yy: Integer;
2526 angle: SmallInt;
2527 sz, len: Word;
2528 begin
2529 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2530 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2531 angle := FAngle;
2532 len := 1024;
2533 sz := 2;
2534 case FCurrWeap of
2535 0: begin // Punch
2536 len := 12;
2537 sz := 4;
2538 end;
2539 1: begin // Chainsaw
2540 len := 24;
2541 sz := 6;
2542 end;
2543 2: begin // Pistol
2544 len := 1024;
2545 sz := 2;
2546 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2547 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2548 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2549 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2550 end;
2551 3: begin // Shotgun
2552 len := 1024;
2553 sz := 3;
2554 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2555 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2556 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2557 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2558 end;
2559 4: begin // Double Shotgun
2560 len := 1024;
2561 sz := 4;
2562 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2563 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2564 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2565 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2566 end;
2567 5: begin // Chaingun
2568 len := 1024;
2569 sz := 3;
2570 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2571 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2572 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2573 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2574 end;
2575 6: begin // Rocket Launcher
2576 len := 1024;
2577 sz := 7;
2578 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2579 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2580 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2581 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2582 end;
2583 7: begin // Plasmagun
2584 len := 1024;
2585 sz := 5;
2586 if angle = ANGLE_RIGHTUP then Inc(angle);
2587 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2588 if angle = ANGLE_LEFTUP then Dec(angle);
2589 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2590 end;
2591 8: begin // BFG
2592 len := 1024;
2593 sz := 12;
2594 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2595 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2596 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2597 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2598 end;
2599 9: begin // Super Chaingun
2600 len := 1024;
2601 sz := 4;
2602 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2603 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2604 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2605 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2606 end;
2607 end;
2608 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2609 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2610 {$IF DEFINED(D2F_DEBUG)}
2611 drawCast(sz, wx, wy, xx, yy);
2612 {$ELSE}
2613 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2614 {$ENDIF}
2615 end;
2617 procedure TPlayer.DrawGUI();
2618 var
2619 ID: DWORD;
2620 X, Y, SY, a, p, m: Integer;
2621 tw, th: Word;
2622 cw, ch: Byte;
2623 s: string;
2624 stat: TPlayerStatArray;
2625 begin
2626 X := gPlayerScreenSize.X;
2627 SY := gPlayerScreenSize.Y;
2628 Y := 0;
2630 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2631 begin
2632 if gGameSettings.GameMode = GM_CTF then
2633 a := 32 + 8
2634 else
2635 a := 0;
2636 if gGameSettings.GameMode = GM_CTF then
2637 begin
2638 s := 'TEXTURE_PLAYER_REDFLAG';
2639 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2640 s := 'TEXTURE_PLAYER_REDFLAG_S';
2641 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2642 s := 'TEXTURE_PLAYER_REDFLAG_D';
2643 if g_Texture_Get(s, ID) then
2644 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2645 end;
2647 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2648 e_CharFont_GetSize(gMenuFont, s, tw, th);
2649 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2651 if gGameSettings.GameMode = GM_CTF then
2652 begin
2653 s := 'TEXTURE_PLAYER_BLUEFLAG';
2654 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2655 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2656 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2657 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2658 if g_Texture_Get(s, ID) then
2659 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2660 end;
2662 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2663 e_CharFont_GetSize(gMenuFont, s, tw, th);
2664 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2665 end;
2667 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2668 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2669 0, False, False);
2671 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2672 e_Draw(ID, X+2, Y, 0, True, False);
2674 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2675 begin
2676 if gShowStat then
2677 begin
2678 s := IntToStr(Frags);
2679 e_CharFont_GetSize(gMenuFont, s, tw, th);
2680 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2682 s := '';
2683 p := 1;
2684 m := 0;
2685 stat := g_Player_GetStats();
2686 if stat <> nil then
2687 begin
2688 p := 1;
2690 for a := 0 to High(stat) do
2691 if stat[a].Name <> Name then
2692 begin
2693 if stat[a].Frags > m then m := stat[a].Frags;
2694 if stat[a].Frags > Frags then p := p+1;
2695 end;
2696 end;
2698 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2699 if Frags >= m then s := s+'+' else s := s+'-';
2700 s := s+IntToStr(Abs(Frags-m));
2702 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2703 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2704 end;
2706 if gShowLives and (gGameSettings.MaxLives > 0) then
2707 begin
2708 s := IntToStr(Lives);
2709 e_CharFont_GetSize(gMenuFont, s, tw, th);
2710 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2711 end;
2712 end;
2714 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2715 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2717 if R_BERSERK in FRulez then
2718 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2719 else
2720 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2722 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2723 e_Draw(ID, X+36, Y+77, 0, True, False);
2725 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2726 e_CharFont_GetSize(gMenuFont, s, tw, th);
2727 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2729 s := IntToStr(FArmor);
2730 e_CharFont_GetSize(gMenuFont, s, tw, th);
2731 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2733 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2735 case FCurrWeap of
2736 WEAPON_KASTET:
2737 begin
2738 s := '--';
2739 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2740 end;
2741 WEAPON_SAW:
2742 begin
2743 s := '--';
2744 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2745 end;
2746 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2747 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2748 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2749 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2750 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2751 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2752 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2753 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2754 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2755 end;
2757 e_CharFont_GetSize(gMenuFont, s, tw, th);
2758 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2759 e_Draw(ID, X+20, Y+160, 0, True, False);
2761 if R_KEY_RED in FRulez then
2762 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2764 if R_KEY_GREEN in FRulez then
2765 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2767 if R_KEY_BLUE in FRulez then
2768 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2770 if FJetFuel > 0 then
2771 begin
2772 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2773 e_Draw(ID, X+2, Y+116, 0, True, False);
2774 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2775 e_Draw(ID, X+2, Y+126, 0, True, False);
2776 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2777 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2778 end
2779 else
2780 begin
2781 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2782 e_Draw(ID, X+2, Y+124, 0, True, False);
2783 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2784 end;
2786 if gShowPing and g_Game_IsClient then
2787 begin
2788 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2789 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2790 Y := Y + 16;
2791 end;
2793 if FSpectator then
2794 begin
2795 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2796 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2797 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2798 if FNoRespawn then
2799 begin
2800 e_TextureFontGetSize(gStdFont, cw, ch);
2801 s := _lc[I_PLAYER_SPECT4];
2802 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2803 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2804 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2805 end;
2807 end;
2808 end;
2810 procedure TPlayer.DrawRulez();
2811 var
2812 dr: Boolean;
2813 begin
2814 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2815 if FMegaRulez[MR_INVUL] >= gTime then
2816 begin
2817 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2818 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2819 else
2820 dr := True;
2822 if dr then
2823 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2824 191, 191, 191, 0, TBlending.Invert);
2825 end;
2827 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2828 if FMegaRulez[MR_SUIT] >= gTime then
2829 begin
2830 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2831 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2832 else
2833 dr := True;
2835 if dr then
2836 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2837 0, 96, 0, 200, TBlending.None);
2838 end;
2840 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2841 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2842 begin
2843 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2844 255, 0, 0, 200, TBlending.None);
2845 end;
2846 end;
2848 procedure TPlayer.DrawPain();
2849 var
2850 a, h: Integer;
2851 begin
2852 if FPain = 0 then Exit;
2854 a := FPain;
2856 if a < 15 then h := 0
2857 else if a < 35 then h := 1
2858 else if a < 55 then h := 2
2859 else if a < 75 then h := 3
2860 else if a < 95 then h := 4
2861 else h := 5;
2863 //if a > 255 then a := 255;
2865 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2866 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2867 end;
2869 procedure TPlayer.DrawPickup();
2870 var
2871 a, h: Integer;
2872 begin
2873 if FPickup = 0 then Exit;
2875 a := FPickup;
2877 if a < 15 then h := 1
2878 else if a < 35 then h := 2
2879 else if a < 55 then h := 3
2880 else if a < 75 then h := 4
2881 else h := 5;
2883 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2884 end;
2886 procedure TPlayer.DoPunch();
2887 var
2888 id: DWORD;
2889 st: String;
2890 begin
2891 if FPunchAnim <> nil then begin
2892 FPunchAnim.reset();
2893 FPunchAnim.Free;
2894 FPunchAnim := nil;
2895 end;
2896 st := 'FRAMES_PUNCH';
2897 if R_BERSERK in FRulez then
2898 st := st + '_BERSERK';
2899 if FKeys[KEY_UP].Pressed then
2900 st := st + '_UP'
2901 else if FKeys[KEY_DOWN].Pressed then
2902 st := st + '_DN';
2903 g_Frames_Get(id, st);
2904 FPunchAnim := TAnimation.Create(id, False, 1);
2905 end;
2907 procedure TPlayer.Fire();
2908 var
2909 f, DidFire: Boolean;
2910 wx, wy, xd, yd: Integer;
2911 locobj: TObj;
2912 begin
2913 if g_Game_IsClient then Exit;
2914 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2915 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2917 if FSpectator then
2918 begin
2919 Respawn(False);
2920 Exit;
2921 end;
2923 if FReloading[FCurrWeap] <> 0 then Exit;
2925 DidFire := False;
2927 f := False;
2928 wx := FObj.X+WEAPONPOINT[FDirection].X;
2929 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2930 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2931 yd := wy+firediry();
2933 case FCurrWeap of
2934 WEAPON_KASTET:
2935 begin
2936 DoPunch();
2937 if R_BERSERK in FRulez then
2938 begin
2939 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2940 locobj.X := FObj.X+FObj.Rect.X;
2941 locobj.Y := FObj.Y+FObj.Rect.Y;
2942 locobj.rect.X := 0;
2943 locobj.rect.Y := 0;
2944 locobj.rect.Width := 39;
2945 locobj.rect.Height := 52;
2946 locobj.Vel.X := (xd-wx) div 2;
2947 locobj.Vel.Y := (yd-wy) div 2;
2948 locobj.Accel.X := xd-wx;
2949 locobj.Accel.y := yd-wy;
2951 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2952 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2953 else
2954 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2956 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2957 end
2958 else
2959 begin
2960 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2961 end;
2963 DidFire := True;
2964 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2965 end;
2967 WEAPON_SAW:
2968 begin
2969 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2970 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2971 begin
2972 FSawSoundSelect.Stop();
2973 FSawSound.Stop();
2974 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2975 end
2976 else if not FSawSoundHit.IsPlaying() then
2977 begin
2978 FSawSoundSelect.Stop();
2979 FSawSound.PlayAt(FObj.X, FObj.Y);
2980 end;
2982 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2983 DidFire := True;
2984 f := True;
2985 end;
2987 WEAPON_PISTOL:
2988 if FAmmo[A_BULLETS] > 0 then
2989 begin
2990 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2991 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2992 Dec(FAmmo[A_BULLETS]);
2993 FFireAngle := FAngle;
2994 f := True;
2995 DidFire := True;
2996 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2997 GameVelX, GameVelY-2, SHELL_BULLET);
2998 end;
3000 WEAPON_SHOTGUN1:
3001 if FAmmo[A_SHELLS] > 0 then
3002 begin
3003 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3004 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3005 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3006 Dec(FAmmo[A_SHELLS]);
3007 FFireAngle := FAngle;
3008 f := True;
3009 DidFire := True;
3010 FShellTimer := 10;
3011 FShellType := SHELL_SHELL;
3012 end;
3014 WEAPON_SHOTGUN2:
3015 if FAmmo[A_SHELLS] >= 2 then
3016 begin
3017 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3018 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3019 Dec(FAmmo[A_SHELLS], 2);
3020 FFireAngle := FAngle;
3021 f := True;
3022 DidFire := True;
3023 FShellTimer := 13;
3024 FShellType := SHELL_DBLSHELL;
3025 end;
3027 WEAPON_CHAINGUN:
3028 if FAmmo[A_BULLETS] > 0 then
3029 begin
3030 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3031 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3032 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3033 Dec(FAmmo[A_BULLETS]);
3034 FFireAngle := FAngle;
3035 f := True;
3036 DidFire := True;
3037 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3038 GameVelX, GameVelY-2, SHELL_BULLET);
3039 end;
3041 WEAPON_ROCKETLAUNCHER:
3042 if FAmmo[A_ROCKETS] > 0 then
3043 begin
3044 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3045 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3046 Dec(FAmmo[A_ROCKETS]);
3047 FFireAngle := FAngle;
3048 f := True;
3049 DidFire := True;
3050 end;
3052 WEAPON_PLASMA:
3053 if FAmmo[A_CELLS] > 0 then
3054 begin
3055 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3056 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3057 Dec(FAmmo[A_CELLS]);
3058 FFireAngle := FAngle;
3059 f := True;
3060 DidFire := True;
3061 end;
3063 WEAPON_BFG:
3064 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3065 begin
3066 FBFGFireCounter := 17;
3067 if not FNoReload then
3068 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3069 Dec(FAmmo[A_CELLS], 40);
3070 DidFire := True;
3071 end;
3073 WEAPON_SUPERPULEMET:
3074 if FAmmo[A_SHELLS] > 0 then
3075 begin
3076 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3077 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3078 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3079 Dec(FAmmo[A_SHELLS]);
3080 FFireAngle := FAngle;
3081 f := True;
3082 DidFire := True;
3083 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3084 GameVelX, GameVelY-2, SHELL_SHELL);
3085 end;
3087 WEAPON_FLAMETHROWER:
3088 if FAmmo[A_FUEL] > 0 then
3089 begin
3090 g_Weapon_flame(wx, wy, xd, yd, FUID);
3091 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3092 Dec(FAmmo[A_FUEL]);
3093 FFireAngle := FAngle;
3094 f := True;
3095 DidFire := True;
3096 end;
3097 end;
3099 if g_Game_IsNet then
3100 begin
3101 if DidFire then
3102 begin
3103 if FCurrWeap <> WEAPON_BFG then
3104 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3105 else
3106 if not FNoReload then
3107 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3108 end;
3110 MH_SEND_PlayerStats(FUID);
3111 end;
3113 if not f then Exit;
3115 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3116 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3117 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3118 end;
3120 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3121 begin
3122 case Weapon of
3123 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3124 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3125 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3126 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3127 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3128 else Result := 0;
3129 end;
3130 end;
3132 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3133 begin
3134 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3135 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3136 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3137 end;
3139 procedure TPlayer.JetpackOn;
3140 begin
3141 FJetSoundFly.Stop;
3142 FJetSoundOff.Stop;
3143 FJetSoundOn.SetPosition(0);
3144 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3145 FlySmoke(8);
3146 end;
3148 procedure TPlayer.JetpackOff;
3149 begin
3150 FJetSoundFly.Stop;
3151 FJetSoundOn.Stop;
3152 FJetSoundOff.SetPosition(0);
3153 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3154 end;
3156 procedure TPlayer.CatchFire(Attacker: Word);
3157 begin
3158 FFireTime := 100;
3159 FFireAttacker := Attacker;
3160 if g_Game_IsNet and g_Game_IsServer then
3161 MH_SEND_PlayerStats(FUID);
3162 end;
3164 procedure TPlayer.Jump();
3165 begin
3166 if gFly or FJetpack then
3167 begin
3168 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3169 if FObj.Vel.Y > -VEL_FLY then
3170 FObj.Vel.Y := FObj.Vel.Y - 3;
3171 if FJetpack then
3172 begin
3173 if FJetFuel > 0 then
3174 Dec(FJetFuel);
3175 if (FJetFuel < 1) and g_Game_IsServer then
3176 begin
3177 FJetpack := False;
3178 JetpackOff;
3179 if g_Game_IsNet then
3180 MH_SEND_PlayerStats(FUID);
3181 end;
3182 end;
3183 Exit;
3184 end;
3186 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3187 if FGhost then
3188 FCanJetpack := False;
3190 // Ïðûãàåì èëè âñïëûâàåì:
3191 if (CollideLevel(0, 1) or
3192 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3193 PLAYER_RECT.Height-33, PANEL_STEP, False)
3194 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3195 begin
3196 FObj.Vel.Y := -VEL_JUMP;
3197 FCanJetpack := False;
3198 end
3199 else
3200 begin
3201 if BodyInLiquid(0, 0) then
3202 FObj.Vel.Y := -VEL_SW
3203 else if (FJetFuel > 0) and FCanJetpack and
3204 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3205 begin
3206 FJetpack := True;
3207 JetpackOn;
3208 if g_Game_IsNet then
3209 MH_SEND_PlayerStats(FUID);
3210 end;
3211 end;
3212 end;
3214 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3215 var
3216 a, i, k, ab, ar: Byte;
3217 s: String;
3218 mon: TMonster;
3219 plr: TPlayer;
3220 srv, netsrv: Boolean;
3221 DoFrags: Boolean;
3222 OldLR: Byte;
3223 KP: TPlayer;
3224 it: PItem;
3226 procedure PushItem(t: Byte);
3227 var
3228 id: DWORD;
3229 begin
3230 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3231 it := g_Items_ByIdx(id);
3232 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3233 begin
3234 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3235 (FObj.Vel.Y div 2)-Random(9));
3236 it.positionChanged(); // this updates spatial accelerators
3237 end
3238 else
3239 begin
3240 if KillType = K_HARDKILL then // -5..+5; -5..0
3241 begin
3242 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3243 (FObj.Vel.Y div 2)-Random(6));
3244 end
3245 else // -3..+3; -3..0
3246 begin
3247 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3248 (FObj.Vel.Y div 2)-Random(4));
3249 end;
3250 it.positionChanged(); // this updates spatial accelerators
3251 end;
3253 if g_Game_IsNet and g_Game_IsServer then
3254 MH_SEND_ItemSpawn(True, id);
3255 end;
3257 begin
3258 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3259 Srv := g_Game_IsServer;
3260 Netsrv := g_Game_IsServer and g_Game_IsNet;
3261 if Srv then FDeath := FDeath + 1;
3262 if FAlive then
3263 begin
3264 if FGhost then
3265 FGhost := False;
3266 if not FPhysics then
3267 FPhysics := True;
3268 FAlive := False;
3269 end;
3270 FShellTimer := -1;
3272 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3273 begin
3274 if FLives > 0 then FLives := FLives - 1;
3275 if FLives = 0 then FNoRespawn := True;
3276 end;
3278 // Íîìåð òèïà ñìåðòè:
3279 a := 1;
3280 case KillType of
3281 K_SIMPLEKILL: a := 1;
3282 K_HARDKILL: a := 2;
3283 K_EXTRAHARDKILL: a := 3;
3284 K_FALLKILL: a := 4;
3285 end;
3287 // Çâóê ñìåðòè:
3288 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3289 for i := 1 to 3 do
3290 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3291 Break;
3293 // Âðåìÿ ðåñïàóíà:
3294 if Srv then
3295 case KillType of
3296 K_SIMPLEKILL:
3297 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3298 K_HARDKILL:
3299 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3300 K_EXTRAHARDKILL, K_FALLKILL:
3301 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3302 end;
3304 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3305 case KillType of
3306 K_SIMPLEKILL:
3307 SetAction(A_DIE1);
3308 K_HARDKILL, K_EXTRAHARDKILL:
3309 SetAction(A_DIE2);
3310 end;
3312 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3313 if (KillType <> K_FALLKILL) and (Srv) then
3314 g_Monsters_killedp();
3316 if SpawnerUID = FUID then
3317 begin // Ñàìîóáèëñÿ
3318 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3319 begin
3320 Dec(FFrags);
3321 FLastFrag := 0;
3322 end;
3323 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3324 end
3325 else
3326 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3327 begin // Óáèò äðóãèì èãðîêîì
3328 KP := g_Player_Get(SpawnerUID);
3329 if (KP <> nil) and Srv then
3330 begin
3331 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3332 if SameTeam(FUID, SpawnerUID) then
3333 begin
3334 Dec(KP.FFrags);
3335 KP.FLastFrag := 0;
3336 end else
3337 begin
3338 Inc(KP.FFrags);
3339 KP.FragCombo();
3340 end;
3342 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3343 Inc(gTeamStat[KP.Team].Goals,
3344 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3346 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3347 end;
3349 plr := g_Player_Get(SpawnerUID);
3350 if plr = nil then
3351 s := '?'
3352 else
3353 s := plr.FName;
3355 case KillType of
3356 K_HARDKILL:
3357 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3358 [FName, s]),
3359 gShowKillMsg);
3360 K_EXTRAHARDKILL:
3361 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3362 [FName, s]),
3363 gShowKillMsg);
3364 else
3365 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3366 [FName, s]),
3367 gShowKillMsg);
3368 end;
3369 end
3370 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3371 begin // Óáèò ìîíñòðîì
3372 mon := g_Monsters_ByUID(SpawnerUID);
3373 if mon = nil then
3374 s := '?'
3375 else
3376 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3378 case KillType of
3379 K_HARDKILL:
3380 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3381 [FName, s]),
3382 gShowKillMsg);
3383 K_EXTRAHARDKILL:
3384 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3385 [FName, s]),
3386 gShowKillMsg);
3387 else
3388 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3389 [FName, s]),
3390 gShowKillMsg);
3391 end;
3392 end
3393 else // Îñîáûå òèïû ñìåðòè
3394 case t of
3395 HIT_DISCON: ;
3396 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3397 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3398 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3399 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3400 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3401 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3402 end;
3404 if Srv then
3405 begin
3406 // Âûáðîñ îðóæèÿ:
3407 for a := WP_FIRST to WP_LAST do
3408 if FWeapon[a] then
3409 begin
3410 case a of
3411 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3412 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3413 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3414 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3415 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3416 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3417 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3418 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3419 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3420 else i := 0;
3421 end;
3423 if i <> 0 then
3424 PushItem(i);
3425 end;
3427 // Âûáðîñ ðþêçàêà:
3428 if R_ITEM_BACKPACK in FRulez then
3429 PushItem(ITEM_AMMO_BACKPACK);
3431 // Âûáðîñ ðàêåòíîãî ðàíöà:
3432 if FJetFuel > 0 then
3433 PushItem(ITEM_JETPACK);
3435 // Âûáðîñ êëþ÷åé:
3436 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3437 begin
3438 if R_KEY_RED in FRulez then
3439 PushItem(ITEM_KEY_RED);
3441 if R_KEY_GREEN in FRulez then
3442 PushItem(ITEM_KEY_GREEN);
3444 if R_KEY_BLUE in FRulez then
3445 PushItem(ITEM_KEY_BLUE);
3446 end;
3448 // Âûáðîñ ôëàãà:
3449 DropFlag();
3450 end;
3452 g_Player_CreateCorpse(Self);
3454 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3455 (gLMSRespawn = LMS_RESPAWN_NONE) then
3456 begin
3457 a := 0;
3458 k := 0;
3459 ar := 0;
3460 ab := 0;
3461 for i := Low(gPlayers) to High(gPlayers) do
3462 begin
3463 if gPlayers[i] = nil then continue;
3464 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3465 begin
3466 Inc(a);
3467 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3468 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3469 k := i;
3470 end;
3471 end;
3473 OldLR := gLMSRespawn;
3474 if (gGameSettings.GameMode = GM_COOP) then
3475 begin
3476 if (a = 0) then
3477 begin
3478 // everyone is dead, restart the map
3479 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3480 if Netsrv then
3481 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3482 gLMSRespawn := LMS_RESPAWN_FINAL;
3483 gLMSRespawnTime := gTime + 5000;
3484 end
3485 else if (a = 1) then
3486 begin
3487 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3488 if (gPlayers[k] = gPlayer1) or
3489 (gPlayers[k] = gPlayer2) then
3490 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3491 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3492 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3493 end;
3494 end
3495 else if (gGameSettings.GameMode = GM_TDM) then
3496 begin
3497 if (ab = 0) and (ar <> 0) then
3498 begin
3499 // blu team ded
3500 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3501 if Netsrv then
3502 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3503 Inc(gTeamStat[TEAM_RED].Goals);
3504 gLMSRespawn := LMS_RESPAWN_FINAL;
3505 gLMSRespawnTime := gTime + 5000;
3506 end
3507 else if (ar = 0) and (ab <> 0) then
3508 begin
3509 // red team ded
3510 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3511 if Netsrv then
3512 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3513 Inc(gTeamStat[TEAM_BLUE].Goals);
3514 gLMSRespawn := LMS_RESPAWN_FINAL;
3515 gLMSRespawnTime := gTime + 5000;
3516 end
3517 else if (ar = 0) and (ab = 0) then
3518 begin
3519 // everyone ded
3520 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3521 if Netsrv then
3522 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3523 gLMSRespawn := LMS_RESPAWN_FINAL;
3524 gLMSRespawnTime := gTime + 5000;
3525 end;
3526 end
3527 else if (gGameSettings.GameMode = GM_DM) then
3528 begin
3529 if (a = 1) then
3530 begin
3531 if gPlayers[k] <> nil then
3532 with gPlayers[k] do
3533 begin
3534 // survivor is the winner
3535 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3536 if Netsrv then
3537 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3538 Inc(FFrags);
3539 end;
3540 gLMSRespawn := LMS_RESPAWN_FINAL;
3541 gLMSRespawnTime := gTime + 5000;
3542 end
3543 else if (a = 0) then
3544 begin
3545 // everyone is dead, restart the map
3546 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3547 if Netsrv then
3548 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3549 gLMSRespawn := LMS_RESPAWN_FINAL;
3550 gLMSRespawnTime := gTime + 5000;
3551 end;
3552 end;
3553 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3554 begin
3555 if NetMode = NET_SERVER then
3556 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3557 else
3558 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3559 end;
3560 end;
3562 if Netsrv then
3563 begin
3564 MH_SEND_PlayerStats(FUID);
3565 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3566 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3567 end;
3569 if srv and FNoRespawn then Spectate(True);
3570 FWantsInGame := True;
3571 end;
3573 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3574 begin
3575 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3576 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3577 end;
3579 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3580 begin
3581 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3582 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3583 end;
3585 procedure TPlayer.MakeBloodSimple(Count: Word);
3586 begin
3587 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3588 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3589 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3590 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3591 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3592 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3593 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3594 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3595 end;
3597 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3598 begin
3599 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3600 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3601 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3602 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3603 end;
3605 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3606 begin
3607 //if g_Game_IsClient then Exit;
3608 if Weapon > High(FWeapon) then Exit;
3609 FNextWeap := FNextWeap or (1 shl Weapon);
3610 end;
3612 procedure TPlayer.resetWeaponQueue ();
3613 begin
3614 FNextWeap := 0;
3615 FNextWeapDelay := 0;
3616 end;
3618 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3619 begin
3620 result := false;
3621 case weapon of
3622 WEAPON_KASTET, WEAPON_SAW: result := true;
3623 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3624 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3625 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3626 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3627 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3628 else result := (weapon < length(FWeapon));
3629 end;
3630 end;
3632 // return 255 for "no switch"
3633 function TPlayer.getNextWeaponIndex (): Byte;
3634 var
3635 i: Word;
3636 wantThisWeapon: array[0..64] of Boolean;
3637 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3638 wwc: Integer;
3639 f, dir, cwi, rwidx, curlidx: Integer;
3641 function real2log (ridx: Integer): Integer;
3642 var
3643 f: Integer;
3644 begin
3645 if (ridx >= 0) then
3646 begin
3647 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3648 end;
3649 result := -1;
3650 end;
3652 begin
3653 result := 255; // default result: "no switch"
3655 // had weapon cycling on previous frame? remove that flag
3656 if (FNextWeap and $2000) <> 0 then
3657 begin
3658 FNextWeap := FNextWeap and $1FFF;
3659 FNextWeapDelay := 0;
3660 end;
3662 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3664 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3665 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3666 // priorities:
3667 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3668 weaponOrder[0] := WEAPON_SUPERPULEMET;
3669 weaponOrder[1] := WEAPON_BFG;
3670 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3671 weaponOrder[3] := WEAPON_PLASMA;
3672 weaponOrder[4] := WEAPON_FLAMETHROWER;
3673 weaponOrder[5] := WEAPON_SHOTGUN2;
3674 weaponOrder[6] := WEAPON_CHAINGUN;
3675 weaponOrder[7] := WEAPON_SHOTGUN1;
3676 weaponOrder[8] := WEAPON_PISTOL;
3677 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3678 weaponOrder[10] := WEAPON_SAW;
3679 weaponOrder[11] := WEAPON_KASTET; // normal fist
3681 for f := 0 to High(weaponOrder) do
3682 begin
3683 if (weaponOrder[f] = WEAPON_KASTET) then
3684 begin
3685 // normal fist: remove if we have a berserk pack
3686 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3687 end
3688 else
3689 if (weaponOrder[f] = WEAPON_KASTET+666) then
3690 begin
3691 // berserk fist: remove if we don't have a berserk pack
3692 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3693 end;
3694 end;
3696 (*
3697 WEAPON_KASTET = 0;
3698 WEAPON_SAW = 1;
3699 WEAPON_PISTOL = 2;
3700 WEAPON_SHOTGUN1 = 3;
3701 WEAPON_SHOTGUN2 = 4;
3702 WEAPON_CHAINGUN = 5;
3703 WEAPON_ROCKETLAUNCHER = 6;
3704 WEAPON_PLASMA = 7;
3705 WEAPON_BFG = 8;
3706 WEAPON_SUPERPULEMET = 9;
3707 WEAPON_FLAMETHROWER = 10;
3708 *)
3710 // cycling has priority
3711 if (FNextWeap and $C000) <> 0 then
3712 begin
3713 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3714 FNextWeap := FNextWeap or $2000; // we need this
3715 if FNextWeapDelay > 0 then exit; // cooldown time
3716 //cwi := real2log(FCurrWeap);
3717 //if (cwi < 0) then cwi := 0;
3718 cwi := FCurrWeap;
3719 for i := 0 to High(FWeapon) do
3720 begin
3721 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3722 //rwidx := weaponOrder[cwi];
3723 rwidx := cwi; // sorry
3724 if (rwidx < 0) then continue;
3725 if FWeapon[rwidx] then
3726 begin
3727 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3728 result := Byte(rwidx);
3729 //FNextWeapDelay := 10; //k8: not needed anymore
3730 exit;
3731 end;
3732 end;
3733 resetWeaponQueue();
3734 exit;
3735 end;
3737 // no cycling
3738 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3739 wwc := 0;
3741 curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3743 for i := 0 to High(FWeapon) do
3744 begin
3745 if (FNextWeap and (1 shl i)) <> 0 then
3746 begin
3747 cwi := real2log(i);
3748 if (cwi >= 0) then
3749 begin
3750 wantThisWeapon[cwi] := true;
3751 Inc(wwc);
3752 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3753 if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
3754 end;
3755 end;
3756 end;
3758 // slow down alterations a little
3759 if (wwc > 1) then
3760 begin
3761 // more than one weapon requested, assume "alteration", and check alteration delay
3762 if FNextWeapDelay > 0 then
3763 begin
3764 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3765 FNextWeap := 0;
3766 exit;
3767 end; // yeah
3768 end;
3770 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3771 // but clear all counters if no weapon should be switched
3772 if (wwc < 1) then
3773 begin
3774 resetWeaponQueue();
3775 exit;
3776 end;
3778 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3780 // find next weapon to switch onto
3781 cwi := curlidx;
3782 for i := 0 to High(weaponOrder) do
3783 begin
3784 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3785 if (cwi = curlidx) then continue; // skip current weapon
3786 if not wantThisWeapon[cwi] then continue;
3787 rwidx := weaponOrder[cwi];
3788 if (rwidx < 0) then continue;
3789 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3790 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3791 begin
3792 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3793 // i found her!
3794 result := Byte(rwidx);
3795 resetWeaponQueue();
3796 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3797 exit;
3798 end;
3799 end;
3801 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3802 resetWeaponQueue();
3803 end;
3805 procedure TPlayer.RealizeCurrentWeapon();
3806 function switchAllowed (): Boolean;
3807 var
3808 i: Byte;
3809 begin
3810 result := false;
3811 if FBFGFireCounter <> -1 then
3812 exit;
3813 if FTime[T_SWITCH] > gTime then
3814 exit;
3815 for i := WP_FIRST to WP_LAST do
3816 if FReloading[i] > 0 then
3817 exit;
3818 result := true;
3819 end;
3821 var
3822 nw: Byte;
3823 begin
3824 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3825 //FNextWeap := FNextWeap and $1FFF;
3826 //HACK: alteration delay will be reset when player released any weapon switch key
3827 FNextWeapDelay := 0; //k8: just in case
3828 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3830 if not switchAllowed then
3831 begin
3832 //HACK for weapon cycling
3833 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3834 exit;
3835 end;
3837 nw := getNextWeaponIndex();
3838 if nw = 255 then exit; // don't reset anything here
3839 if nw > High(FWeapon) then
3840 begin
3841 // don't forget to reset queue here!
3842 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3843 resetWeaponQueue();
3844 exit;
3845 end;
3847 if FWeapon[nw] then
3848 begin
3849 //k8: emulate this on client immediately, or wait for server confirmation?
3851 if g_Game_IsClient then
3852 begin
3853 FNetForceWeap := nw;
3854 //FNetForceWeapFIdx := FCurrFrameIdx+5; // force for ~5 frames
3855 FNetForceWeapFIdx := gTime+5; // force for ~5 frames
3856 writeln('NETWEAPONSWITCH: fw=', NetForceWeap, '; fwfidx=', NetForceWeapFIdx, '; cfrm=', gTime);
3857 end;
3859 FNetForceWeapFIdx := gTime+5; // force for ~5 frames
3860 FCurrWeap := nw;
3861 if nw = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3862 FModel.SetWeapon(nw);
3863 FTime[T_SWITCH] := gTime+156;
3864 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3865 //if g_Game_IsNet and g_Game_IsClient then
3866 end;
3867 end;
3869 procedure TPlayer.NextWeapon();
3870 begin
3871 //if g_Game_IsClient then Exit;
3872 FNextWeap := $8000;
3873 end;
3875 procedure TPlayer.PrevWeapon();
3876 begin
3877 //if g_Game_IsClient then Exit;
3878 FNextWeap := $4000;
3879 end;
3881 // used by network layer
3882 procedure TPlayer.SetWeapon(W: Byte);
3883 begin
3884 if FCurrWeap <> W then
3885 if (W = WEAPON_SAW) then
3886 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3888 FCurrWeap := W;
3889 FModel.SetWeapon(CurrWeap);
3890 //if g_Game_IsClient then resetWeaponQueue();
3891 end;
3893 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3895 function allowBerserkSwitching (): Boolean;
3896 begin
3897 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3898 result := true;
3899 if gBerserkAutoswitch then exit;
3900 if not conIsCheatsEnabled then exit;
3901 result := false;
3902 end;
3904 var
3905 a: Boolean;
3906 begin
3907 Result := False;
3908 if g_Game_IsClient then Exit;
3910 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3911 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3912 remove := not a;
3914 case ItemType of
3915 ITEM_MEDKIT_SMALL:
3916 if FHealth < PLAYER_HP_SOFT then
3917 begin
3918 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3919 Result := True;
3920 remove := True;
3921 FFireTime := 0;
3922 if gFlash = 2 then Inc(FPickup, 5);
3923 end;
3925 ITEM_MEDKIT_LARGE:
3926 if FHealth < PLAYER_HP_SOFT then
3927 begin
3928 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3929 Result := True;
3930 remove := True;
3931 FFireTime := 0;
3932 if gFlash = 2 then Inc(FPickup, 5);
3933 end;
3935 ITEM_ARMOR_GREEN:
3936 if FArmor < PLAYER_AP_SOFT then
3937 begin
3938 FArmor := PLAYER_AP_SOFT;
3939 Result := True;
3940 remove := True;
3941 if gFlash = 2 then Inc(FPickup, 5);
3942 end;
3944 ITEM_ARMOR_BLUE:
3945 if FArmor < PLAYER_AP_LIMIT then
3946 begin
3947 FArmor := PLAYER_AP_LIMIT;
3948 Result := True;
3949 remove := True;
3950 if gFlash = 2 then Inc(FPickup, 5);
3951 end;
3953 ITEM_SPHERE_BLUE:
3954 if FHealth < PLAYER_HP_LIMIT then
3955 begin
3956 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3957 Result := True;
3958 remove := True;
3959 FFireTime := 0;
3960 if gFlash = 2 then Inc(FPickup, 5);
3961 end;
3963 ITEM_SPHERE_WHITE:
3964 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3965 begin
3966 if FHealth < PLAYER_HP_LIMIT then
3967 FHealth := PLAYER_HP_LIMIT;
3968 if FArmor < PLAYER_AP_LIMIT then
3969 FArmor := PLAYER_AP_LIMIT;
3970 Result := True;
3971 remove := True;
3972 FFireTime := 0;
3973 if gFlash = 2 then Inc(FPickup, 5);
3974 end;
3976 ITEM_WEAPON_SAW:
3977 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3978 begin
3979 FWeapon[WEAPON_SAW] := True;
3980 Result := True;
3981 if gFlash = 2 then Inc(FPickup, 5);
3982 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3983 end;
3985 ITEM_WEAPON_SHOTGUN1:
3986 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3987 begin
3988 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3989 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3991 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3992 FWeapon[WEAPON_SHOTGUN1] := True;
3993 Result := True;
3994 if gFlash = 2 then Inc(FPickup, 5);
3995 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3996 end;
3998 ITEM_WEAPON_SHOTGUN2:
3999 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4000 begin
4001 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4003 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4004 FWeapon[WEAPON_SHOTGUN2] := True;
4005 Result := True;
4006 if gFlash = 2 then Inc(FPickup, 5);
4007 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4008 end;
4010 ITEM_WEAPON_CHAINGUN:
4011 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4012 begin
4013 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4015 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4016 FWeapon[WEAPON_CHAINGUN] := True;
4017 Result := True;
4018 if gFlash = 2 then Inc(FPickup, 5);
4019 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4020 end;
4022 ITEM_WEAPON_ROCKETLAUNCHER:
4023 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4024 begin
4025 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4027 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4028 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4029 Result := True;
4030 if gFlash = 2 then Inc(FPickup, 5);
4031 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4032 end;
4034 ITEM_WEAPON_PLASMA:
4035 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4036 begin
4037 if a and FWeapon[WEAPON_PLASMA] then Exit;
4039 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4040 FWeapon[WEAPON_PLASMA] := True;
4041 Result := True;
4042 if gFlash = 2 then Inc(FPickup, 5);
4043 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4044 end;
4046 ITEM_WEAPON_BFG:
4047 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4048 begin
4049 if a and FWeapon[WEAPON_BFG] then Exit;
4051 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4052 FWeapon[WEAPON_BFG] := True;
4053 Result := True;
4054 if gFlash = 2 then Inc(FPickup, 5);
4055 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4056 end;
4058 ITEM_WEAPON_SUPERPULEMET:
4059 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4060 begin
4061 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4063 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4064 FWeapon[WEAPON_SUPERPULEMET] := True;
4065 Result := True;
4066 if gFlash = 2 then Inc(FPickup, 5);
4067 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4068 end;
4070 ITEM_WEAPON_FLAMETHROWER:
4071 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4072 begin
4073 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4075 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4076 FWeapon[WEAPON_FLAMETHROWER] := True;
4077 Result := True;
4078 if gFlash = 2 then Inc(FPickup, 5);
4079 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4080 end;
4082 ITEM_AMMO_BULLETS:
4083 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4084 begin
4085 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4086 Result := True;
4087 remove := True;
4088 if gFlash = 2 then Inc(FPickup, 5);
4089 end;
4091 ITEM_AMMO_BULLETS_BOX:
4092 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4093 begin
4094 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4095 Result := True;
4096 remove := True;
4097 if gFlash = 2 then Inc(FPickup, 5);
4098 end;
4100 ITEM_AMMO_SHELLS:
4101 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4102 begin
4103 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4104 Result := True;
4105 remove := True;
4106 if gFlash = 2 then Inc(FPickup, 5);
4107 end;
4109 ITEM_AMMO_SHELLS_BOX:
4110 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4111 begin
4112 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4113 Result := True;
4114 remove := True;
4115 if gFlash = 2 then Inc(FPickup, 5);
4116 end;
4118 ITEM_AMMO_ROCKET:
4119 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4120 begin
4121 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4122 Result := True;
4123 remove := True;
4124 if gFlash = 2 then Inc(FPickup, 5);
4125 end;
4127 ITEM_AMMO_ROCKET_BOX:
4128 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4129 begin
4130 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4131 Result := True;
4132 remove := True;
4133 if gFlash = 2 then Inc(FPickup, 5);
4134 end;
4136 ITEM_AMMO_CELL:
4137 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4138 begin
4139 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4140 Result := True;
4141 remove := True;
4142 if gFlash = 2 then Inc(FPickup, 5);
4143 end;
4145 ITEM_AMMO_CELL_BIG:
4146 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4147 begin
4148 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4149 Result := True;
4150 remove := True;
4151 if gFlash = 2 then Inc(FPickup, 5);
4152 end;
4154 ITEM_AMMO_FUELCAN:
4155 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4156 begin
4157 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4158 Result := True;
4159 remove := True;
4160 if gFlash = 2 then Inc(FPickup, 5);
4161 end;
4163 ITEM_AMMO_BACKPACK:
4164 if not(R_ITEM_BACKPACK in FRulez) or
4165 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4166 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4167 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4168 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4169 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4170 begin
4171 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4172 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4173 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4174 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4175 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4177 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4178 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4179 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4180 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4181 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4182 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4183 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4184 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4186 FRulez := FRulez + [R_ITEM_BACKPACK];
4187 Result := True;
4188 remove := True;
4189 if gFlash = 2 then Inc(FPickup, 5);
4190 end;
4192 ITEM_KEY_RED:
4193 if not(R_KEY_RED in FRulez) then
4194 begin
4195 Include(FRulez, R_KEY_RED);
4196 Result := True;
4197 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4198 if gFlash = 2 then Inc(FPickup, 5);
4199 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4200 end;
4202 ITEM_KEY_GREEN:
4203 if not(R_KEY_GREEN in FRulez) then
4204 begin
4205 Include(FRulez, R_KEY_GREEN);
4206 Result := True;
4207 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4208 if gFlash = 2 then Inc(FPickup, 5);
4209 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4210 end;
4212 ITEM_KEY_BLUE:
4213 if not(R_KEY_BLUE in FRulez) then
4214 begin
4215 Include(FRulez, R_KEY_BLUE);
4216 Result := True;
4217 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4218 if gFlash = 2 then Inc(FPickup, 5);
4219 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4220 end;
4222 ITEM_SUIT:
4223 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4224 begin
4225 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4226 Result := True;
4227 remove := True;
4228 FFireTime := 0;
4229 if gFlash = 2 then Inc(FPickup, 5);
4230 end;
4232 ITEM_OXYGEN:
4233 if FAir < AIR_MAX then
4234 begin
4235 FAir := AIR_MAX;
4236 Result := True;
4237 remove := True;
4238 if gFlash = 2 then Inc(FPickup, 5);
4239 end;
4241 ITEM_MEDKIT_BLACK:
4242 begin
4243 if not (R_BERSERK in FRulez) then
4244 begin
4245 Include(FRulez, R_BERSERK);
4246 if allowBerserkSwitching then
4247 begin
4248 FCurrWeap := WEAPON_KASTET;
4249 //FNetForceWeap := FCurrWeap;
4250 resetWeaponQueue();
4251 FModel.SetWeapon(WEAPON_KASTET);
4252 end;
4253 if gFlash <> 0 then
4254 begin
4255 Inc(FPain, 100);
4256 if gFlash = 2 then Inc(FPickup, 5);
4257 end;
4258 FBerserk := gTime+30000;
4259 Result := True;
4260 remove := True;
4261 FFireTime := 0;
4262 //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
4263 end;
4264 if FHealth < PLAYER_HP_SOFT then
4265 begin
4266 FHealth := PLAYER_HP_SOFT;
4267 FBerserk := gTime+30000;
4268 Result := True;
4269 remove := True;
4270 FFireTime := 0;
4271 end;
4272 end;
4274 ITEM_INVUL:
4275 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4276 begin
4277 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4278 Result := True;
4279 remove := True;
4280 if gFlash = 2 then Inc(FPickup, 5);
4281 end;
4283 ITEM_BOTTLE:
4284 if FHealth < PLAYER_HP_LIMIT then
4285 begin
4286 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4287 Result := True;
4288 remove := True;
4289 FFireTime := 0;
4290 if gFlash = 2 then Inc(FPickup, 5);
4291 end;
4293 ITEM_HELMET:
4294 if FArmor < PLAYER_AP_LIMIT then
4295 begin
4296 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4297 Result := True;
4298 remove := True;
4299 if gFlash = 2 then Inc(FPickup, 5);
4300 end;
4302 ITEM_JETPACK:
4303 if FJetFuel < JET_MAX then
4304 begin
4305 FJetFuel := JET_MAX;
4306 Result := True;
4307 remove := True;
4308 if gFlash = 2 then Inc(FPickup, 5);
4309 end;
4311 ITEM_INVIS:
4312 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4313 begin
4314 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4315 Result := True;
4316 remove := True;
4317 if gFlash = 2 then Inc(FPickup, 5);
4318 end;
4319 end;
4320 end;
4322 procedure TPlayer.Touch();
4323 begin
4324 if not FAlive then
4325 Exit;
4326 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4327 if FIamBot then
4328 begin
4329 // Áðîñèòü ôëàã òîâàðèùó:
4330 if gGameSettings.GameMode = GM_CTF then
4331 DropFlag();
4332 end;
4333 end;
4335 procedure TPlayer.Push(vx, vy: Integer);
4336 begin
4337 if (not FPhysics) and FGhost then
4338 Exit;
4339 FObj.Accel.X := FObj.Accel.X + vx;
4340 FObj.Accel.Y := FObj.Accel.Y + vy;
4341 if g_Game_IsNet and g_Game_IsServer then
4342 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4343 end;
4345 procedure TPlayer.Reset(Force: Boolean);
4346 begin
4347 if Force then
4348 FAlive := False;
4350 FSpawned := False;
4351 FTime[T_RESPAWN] := 0;
4352 FTime[T_FLAGCAP] := 0;
4353 FGodMode := False;
4354 FNoTarget := False;
4355 FNoReload := False;
4356 FFrags := 0;
4357 FLastFrag := 0;
4358 FComboEvnt := -1;
4359 FKills := 0;
4360 FMonsterKills := 0;
4361 FDeath := 0;
4362 FSecrets := 0;
4363 //FCurrFrameIdx := 0;
4364 //FNetForceWeap := FCurrWeap;
4365 //FNetForceWeapFIdx := 0;
4366 if FNoRespawn then
4367 begin
4368 FSpectator := False;
4369 FGhost := False;
4370 FPhysics := True;
4371 FSpectatePlayer := -1;
4372 FNoRespawn := False;
4373 end;
4374 FLives := gGameSettings.MaxLives;
4376 SetFlag(FLAG_NONE);
4377 end;
4379 procedure TPlayer.SoftReset();
4380 begin
4381 ReleaseKeys();
4383 FDamageBuffer := 0;
4384 FIncCam := 0;
4385 FBFGFireCounter := -1;
4386 FShellTimer := -1;
4387 FPain := 0;
4388 FLastHit := 0;
4389 FLastFrag := 0;
4390 FComboEvnt := -1;
4392 SetFlag(FLAG_NONE);
4393 SetAction(A_STAND, True);
4394 end;
4396 function TPlayer.GetRespawnPoint(): Byte;
4397 var
4398 c: Byte;
4399 begin
4400 Result := 255;
4401 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4403 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4404 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4405 begin
4406 if (Self = gPlayer1) or (Self = gPlayer2) then
4407 begin
4408 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4409 if Self = gPlayer1 then
4410 c := RESPAWNPOINT_PLAYER1
4411 else
4412 c := RESPAWNPOINT_PLAYER2;
4413 if g_Map_GetPointCount(c) > 0 then
4414 begin
4415 Result := c;
4416 Exit;
4417 end;
4419 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4420 if Self = gPlayer1 then
4421 c := RESPAWNPOINT_PLAYER2
4422 else
4423 c := RESPAWNPOINT_PLAYER1;
4424 if g_Map_GetPointCount(c) > 0 then
4425 begin
4426 Result := c;
4427 Exit;
4428 end;
4429 end else
4430 begin
4431 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4432 if Random(2) = 0 then
4433 c := RESPAWNPOINT_PLAYER1
4434 else
4435 c := RESPAWNPOINT_PLAYER2;
4436 if g_Map_GetPointCount(c) > 0 then
4437 begin
4438 Result := c;
4439 Exit;
4440 end;
4441 end;
4443 // Òî÷êà ëþáîé èç êîìàíä
4444 if Random(2) = 0 then
4445 c := RESPAWNPOINT_RED
4446 else
4447 c := RESPAWNPOINT_BLUE;
4448 if g_Map_GetPointCount(c) > 0 then
4449 begin
4450 Result := c;
4451 Exit;
4452 end;
4454 // Òî÷êà DM
4455 c := RESPAWNPOINT_DM;
4456 if g_Map_GetPointCount(c) > 0 then
4457 begin
4458 Result := c;
4459 Exit;
4460 end;
4461 end;
4463 // Ìÿñîïîâàë
4464 if gGameSettings.GameMode = GM_DM then
4465 begin
4466 // Òî÷êà DM
4467 c := RESPAWNPOINT_DM;
4468 if g_Map_GetPointCount(c) > 0 then
4469 begin
4470 Result := c;
4471 Exit;
4472 end;
4474 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4475 if Random(2) = 0 then
4476 c := RESPAWNPOINT_PLAYER1
4477 else
4478 c := RESPAWNPOINT_PLAYER2;
4479 if g_Map_GetPointCount(c) > 0 then
4480 begin
4481 Result := c;
4482 Exit;
4483 end;
4485 // Òî÷êà ëþáîé èç êîìàíä
4486 if Random(2) = 0 then
4487 c := RESPAWNPOINT_RED
4488 else
4489 c := RESPAWNPOINT_BLUE;
4490 if g_Map_GetPointCount(c) > 0 then
4491 begin
4492 Result := c;
4493 Exit;
4494 end;
4495 end;
4497 // Êîìàíäíûå
4498 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4499 begin
4500 // Òî÷êà ñâîåé êîìàíäû
4501 c := RESPAWNPOINT_DM;
4502 if FTeam = TEAM_RED then
4503 c := RESPAWNPOINT_RED;
4504 if FTeam = TEAM_BLUE then
4505 c := RESPAWNPOINT_BLUE;
4506 if g_Map_GetPointCount(c) > 0 then
4507 begin
4508 Result := c;
4509 Exit;
4510 end;
4512 // Òî÷êà DM
4513 c := RESPAWNPOINT_DM;
4514 if g_Map_GetPointCount(c) > 0 then
4515 begin
4516 Result := c;
4517 Exit;
4518 end;
4520 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4521 if Random(2) = 0 then
4522 c := RESPAWNPOINT_PLAYER1
4523 else
4524 c := RESPAWNPOINT_PLAYER2;
4525 if g_Map_GetPointCount(c) > 0 then
4526 begin
4527 Result := c;
4528 Exit;
4529 end;
4531 // Òî÷êà äðóãîé êîìàíäû
4532 c := RESPAWNPOINT_DM;
4533 if FTeam = TEAM_RED then
4534 c := RESPAWNPOINT_BLUE;
4535 if FTeam = TEAM_BLUE then
4536 c := RESPAWNPOINT_RED;
4537 if g_Map_GetPointCount(c) > 0 then
4538 begin
4539 Result := c;
4540 Exit;
4541 end;
4542 end;
4543 end;
4545 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4546 var
4547 RespawnPoint: TRespawnPoint;
4548 a, b, c: Byte;
4549 Anim: TAnimation;
4550 ID: DWORD;
4551 begin
4552 FIncCam := 0;
4553 FBFGFireCounter := -1;
4554 FShellTimer := -1;
4555 FPain := 0;
4556 FLastHit := 0;
4557 //FNetForceWeap := FCurrWeap;
4559 if not g_Game_IsServer then
4560 Exit;
4561 if FDummy then
4562 Exit;
4563 FWantsInGame := True;
4564 FJustTeleported := True;
4565 if Force then
4566 begin
4567 FTime[T_RESPAWN] := 0;
4568 FAlive := False;
4569 end;
4570 FNetTime := 0;
4571 // if server changes MaxLives we gotta be ready
4572 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4574 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4575 if FTime[T_RESPAWN] > gTime then
4576 Exit;
4578 // Ïðîñðàë âñå æèçíè:
4579 if FNoRespawn then
4580 begin
4581 if not FSpectator then Spectate(True);
4582 FWantsInGame := True;
4583 Exit;
4584 end;
4586 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4587 begin // "Ñâîÿ èãðà"
4588 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4589 FRulez := FRulez-[R_BERSERK];
4590 end
4591 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4592 begin
4593 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4594 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4595 end;
4597 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4598 c := GetRespawnPoint();
4600 ReleaseKeys();
4601 SetFlag(FLAG_NONE);
4603 // Âîñêðåøåíèå áåç îðóæèÿ:
4604 if not FAlive then
4605 begin
4606 FHealth := PLAYER_HP_SOFT;
4607 FArmor := 0;
4608 FAlive := True;
4609 FAir := AIR_DEF;
4610 FJetFuel := 0;
4612 for a := WP_FIRST to WP_LAST do
4613 begin
4614 FWeapon[a] := False;
4615 FReloading[a] := 0;
4616 end;
4618 FWeapon[WEAPON_PISTOL] := True;
4619 FWeapon[WEAPON_KASTET] := True;
4620 FCurrWeap := WEAPON_PISTOL;
4621 //FNetForceWeap := FCurrWeap;
4622 resetWeaponQueue();
4624 FModel.SetWeapon(FCurrWeap);
4626 for b := A_BULLETS to A_HIGH do
4627 FAmmo[b] := 0;
4629 FAmmo[A_BULLETS] := 50;
4631 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4632 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4633 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4634 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4635 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4637 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4638 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4639 else
4640 FRulez := [];
4641 end;
4643 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4644 if not g_Map_GetPoint(c, RespawnPoint) then
4645 begin
4646 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4647 Exit;
4648 end;
4650 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4651 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4652 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4653 FObj.Vel.X := 0;
4654 FObj.Vel.Y := 0;
4655 FObj.Accel.X := 0;
4656 FObj.Accel.Y := 0;
4658 FDirection := RespawnPoint.Direction;
4659 if FDirection = TDirection.D_LEFT then
4660 FAngle := 180
4661 else
4662 FAngle := 0;
4664 SetAction(A_STAND, True);
4665 FModel.Direction := FDirection;
4667 for a := Low(FTime) to High(FTime) do
4668 FTime[a] := 0;
4670 for a := Low(FMegaRulez) to High(FMegaRulez) do
4671 FMegaRulez[a] := 0;
4673 FDamageBuffer := 0;
4674 FJetpack := False;
4675 FCanJetpack := False;
4676 FFireTime := 0;
4677 FFirePainTime := 0;
4678 FFireAttacker := 0;
4680 // Àíèìàöèÿ âîçðîæäåíèÿ:
4681 if (not gLoadGameMode) and (not Silent) then
4682 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4683 begin
4684 Anim := TAnimation.Create(ID, False, 3);
4685 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4686 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4687 Anim.Free();
4688 end;
4690 FSpectator := False;
4691 FGhost := False;
4692 FPhysics := True;
4693 FSpectatePlayer := -1;
4694 FSpawned := True;
4696 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4697 gPlayer1 := self;
4698 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4699 gPlayer2 := self;
4701 //FNetForceWeap := FCurrWeap;
4703 if g_Game_IsNet then
4704 begin
4705 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4706 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4707 if not Silent then
4708 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4709 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4710 0, NET_GFX_TELE);
4711 end;
4712 end;
4714 procedure TPlayer.Spectate(NoMove: Boolean = False);
4715 begin
4716 if FAlive then
4717 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4718 else if (not NoMove) then
4719 begin
4720 GameX := gMapInfo.Width div 2;
4721 GameY := gMapInfo.Height div 2;
4722 end;
4723 FXTo := GameX;
4724 FYTo := GameY;
4726 FAlive := False;
4727 FSpectator := True;
4728 FGhost := True;
4729 FPhysics := False;
4730 FWantsInGame := False;
4731 FSpawned := False;
4733 if FNoRespawn then
4734 begin
4735 if Self = gPlayer1 then
4736 begin
4737 gLMSPID1 := FUID;
4738 gPlayer1 := nil;
4739 end;
4740 if Self = gPlayer2 then
4741 begin
4742 gLMSPID2 := FUID;
4743 gPlayer2 := nil;
4744 end;
4745 end;
4747 if g_Game_IsNet then
4748 MH_SEND_PlayerStats(FUID);
4749 end;
4751 procedure TPlayer.SwitchNoClip;
4752 begin
4753 if not FAlive then
4754 Exit;
4755 FGhost := not FGhost;
4756 FPhysics := not FGhost;
4757 if FGhost then
4758 begin
4759 FXTo := FObj.X;
4760 FYTo := FObj.Y;
4761 end else
4762 begin
4763 FObj.Accel.X := 0;
4764 FObj.Accel.Y := 0;
4765 end;
4766 end;
4768 procedure TPlayer.Run(Direction: TDirection);
4769 var
4770 a, b: Integer;
4771 begin
4772 if MAX_RUNVEL > 8 then
4773 FlySmoke();
4775 // Áåæèì:
4776 if Direction = TDirection.D_LEFT then
4777 begin
4778 if FObj.Vel.X > -MAX_RUNVEL then
4779 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4780 end
4781 else
4782 if FObj.Vel.X < MAX_RUNVEL then
4783 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4785 // Âîçìîæíî, ïèíàåì êóñêè:
4786 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4787 begin
4788 b := Abs(FObj.Vel.X);
4789 if b > 1 then b := b * (Random(8 div b) + 1);
4790 for a := 0 to High(gGibs) do
4791 begin
4792 if gGibs[a].alive and
4793 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4794 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4795 begin
4796 // Ïèíàåì êóñêè
4797 if FObj.Vel.X < 0 then
4798 begin
4799 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4800 end
4801 else
4802 begin
4803 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4804 end;
4805 gGibs[a].positionChanged(); // this updates spatial accelerators
4806 end;
4807 end;
4808 end;
4810 SetAction(A_WALK);
4811 end;
4813 procedure TPlayer.SeeDown();
4814 begin
4815 SetAction(A_SEEDOWN);
4817 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4819 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4820 end;
4822 procedure TPlayer.SeeUp();
4823 begin
4824 SetAction(A_SEEUP);
4826 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4828 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4829 end;
4831 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4832 var
4833 Prior: Byte;
4834 begin
4835 case Action of
4836 A_WALK: Prior := 3;
4837 A_DIE1: Prior := 5;
4838 A_DIE2: Prior := 5;
4839 A_ATTACK: Prior := 2;
4840 A_SEEUP: Prior := 1;
4841 A_SEEDOWN: Prior := 1;
4842 A_ATTACKUP: Prior := 2;
4843 A_ATTACKDOWN: Prior := 2;
4844 A_PAIN: Prior := 4;
4845 else Prior := 0;
4846 end;
4848 if (Prior > FActionPrior) or Force then
4849 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4850 begin
4851 FActionPrior := Prior;
4852 FActionAnim := Action;
4853 FActionForce := Force;
4854 FActionChanged := True;
4855 end;
4857 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4858 end;
4860 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4861 begin
4862 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4863 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4864 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4865 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4866 end;
4868 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4869 var
4870 Anim: TAnimation;
4871 ID: DWORD;
4872 begin
4873 Result := False;
4875 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4876 begin
4877 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4878 if g_Game_IsServer and g_Game_IsNet then
4879 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4880 Exit;
4881 end;
4883 FJustTeleported := True;
4885 Anim := nil;
4886 if not silent then
4887 begin
4888 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4889 begin
4890 Anim := TAnimation.Create(ID, False, 3);
4891 end;
4893 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4894 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4895 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4896 if g_Game_IsServer and g_Game_IsNet then
4897 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4898 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4899 NET_GFX_TELE);
4900 end;
4902 FObj.X := X-PLAYER_RECT.X;
4903 FObj.Y := Y-PLAYER_RECT.Y;
4904 if FAlive and FGhost then
4905 begin
4906 FXTo := FObj.X;
4907 FYTo := FObj.Y;
4908 end;
4910 if not g_Game_IsNet then
4911 begin
4912 if dir = 1 then
4913 begin
4914 SetDirection(TDirection.D_LEFT);
4915 FAngle := 180;
4916 end
4917 else
4918 if dir = 2 then
4919 begin
4920 SetDirection(TDirection.D_RIGHT);
4921 FAngle := 0;
4922 end
4923 else
4924 if dir = 3 then
4925 begin // îáðàòíîå
4926 if FDirection = TDirection.D_RIGHT then
4927 begin
4928 SetDirection(TDirection.D_LEFT);
4929 FAngle := 180;
4930 end
4931 else
4932 begin
4933 SetDirection(TDirection.D_RIGHT);
4934 FAngle := 0;
4935 end;
4936 end;
4937 end;
4939 if not silent and (Anim <> nil) then
4940 begin
4941 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4942 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4943 Anim.Free();
4945 if g_Game_IsServer and g_Game_IsNet then
4946 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4947 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4948 NET_GFX_TELE);
4949 end;
4951 Result := True;
4952 end;
4954 function nonz(a: Single): Single;
4955 begin
4956 if a <> 0 then
4957 Result := a
4958 else
4959 Result := 1;
4960 end;
4962 function TPlayer.followCorpse(): Boolean;
4963 var
4964 i: Integer;
4965 begin
4966 Result := False;
4967 if FAlive or FSpectator then
4968 Exit;
4969 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4970 Exit;
4971 for i := 0 to High(gCorpses) do
4972 if gCorpses[i] <> nil then
4973 if gCorpses[i].FPlayerUID = FUID then
4974 begin
4975 Result := True;
4976 FObj.X := gCorpses[i].FObj.X;
4977 FObj.Y := gCorpses[i].FObj.Y;
4978 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4979 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4980 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4981 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4982 break;
4983 end;
4984 end;
4986 procedure TPlayer.Update();
4987 var
4988 b: Byte;
4989 i, ii, wx, wy, xd, yd, k: Integer;
4990 blockmon, headwater, dospawn: Boolean;
4991 NetServer: Boolean;
4992 AnyServer: Boolean;
4993 SetSpect: Boolean;
4994 begin
4995 //Inc(FCurrFrameIdx);
4997 NetServer := g_Game_IsNet and g_Game_IsServer;
4998 AnyServer := g_Game_IsServer;
5000 if g_Game_IsClient and (NetInterpLevel > 0) then
5001 DoLerp(NetInterpLevel + 1)
5002 else
5003 if FGhost then
5004 DoLerp(4);
5006 if NetServer then
5007 begin
5008 if FClientID >= 0 then
5009 begin
5010 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5011 if NetClients[FClientID].Peer^.packetsSent > 0 then
5012 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5013 else
5014 FLoss := 0;
5015 end else
5016 begin
5017 FPing := 0;
5018 FLoss := 0;
5019 end;
5020 end;
5022 if FAlive and (FPunchAnim <> nil) then
5023 FPunchAnim.Update();
5025 if FAlive and (gFly or FJetpack) then
5026 FlySmoke();
5028 if FDirection = TDirection.D_LEFT then
5029 FAngle := 180
5030 else
5031 FAngle := 0;
5033 if FAlive and (not FGhost) then
5034 begin
5035 if FKeys[KEY_UP].Pressed then
5036 SeeUp();
5037 if FKeys[KEY_DOWN].Pressed then
5038 SeeDown();
5039 end;
5041 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5042 (FIncCam <> 0) then
5043 begin
5044 i := g_basic.Sign(FIncCam);
5045 FIncCam := Abs(FIncCam);
5046 DecMin(FIncCam, 5, 0);
5047 FIncCam := FIncCam*i;
5048 end;
5050 // no need to do that each second frame, weapon queue will take care of it
5051 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed {and AnyServer} then NextWeapon();
5052 if FAlive and FKeys[KEY_PREVWEAPON].Pressed {and AnyServer} then PrevWeapon();
5054 if gTime mod (GAME_TICK*2) <> 0 then
5055 begin
5056 if (FObj.Vel.X = 0) and FAlive then
5057 begin
5058 if FKeys[KEY_LEFT].Pressed then
5059 Run(TDirection.D_LEFT);
5060 if FKeys[KEY_RIGHT].Pressed then
5061 Run(TDirection.D_RIGHT);
5062 end;
5064 if FPhysics then
5065 begin
5066 if not followCorpse() then
5067 g_Obj_Move(@FObj, True, True, True);
5068 positionChanged(); // this updates spatial accelerators
5069 end;
5071 Exit;
5072 end;
5074 FActionChanged := False;
5076 if FAlive then
5077 begin
5078 // Let alive player do some actions
5079 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5080 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5081 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5082 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5083 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5084 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5085 if FKeys[KEY_JUMP].Pressed then Jump()
5086 else
5087 begin
5088 if AnyServer and FJetpack then
5089 begin
5090 FJetpack := False;
5091 JetpackOff;
5092 if NetServer then MH_SEND_PlayerStats(FUID);
5093 end;
5094 FCanJetpack := True;
5095 end;
5096 end
5097 else // Dead
5098 begin
5099 dospawn := False;
5100 if not FGhost then
5101 for k := Low(FKeys) to KEY_CHAT-1 do
5102 begin
5103 if FKeys[k].Pressed then
5104 begin
5105 dospawn := True;
5106 break;
5107 end;
5108 end;
5109 if dospawn then
5110 begin
5111 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5112 Respawn(False)
5113 else // Single
5114 if (FTime[T_RESPAWN] <= gTime) and
5115 gGameOn and (not FAlive) then
5116 begin
5117 if (g_Player_GetCount() > 1) then
5118 Respawn(False)
5119 else
5120 begin
5121 gExit := EXIT_RESTART;
5122 Exit;
5123 end;
5124 end;
5125 end;
5126 // Dead spectator actions
5127 if FGhost then
5128 begin
5129 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5130 if FKeys[KEY_FIRE].Pressed and AnyServer then
5131 begin
5132 if FSpectator then
5133 begin
5134 if (FSpectatePlayer >= High(gPlayers)) then
5135 FSpectatePlayer := -1
5136 else
5137 begin
5138 SetSpect := False;
5139 for I := FSpectatePlayer + 1 to High(gPlayers) do
5140 if gPlayers[I] <> nil then
5141 if gPlayers[I].alive then
5142 if gPlayers[I].UID <> FUID then
5143 begin
5144 FSpectatePlayer := I;
5145 SetSpect := True;
5146 break;
5147 end;
5149 if not SetSpect then FSpectatePlayer := -1;
5150 end;
5152 ReleaseKeys;
5153 end;
5154 end;
5155 end;
5156 end;
5157 // No clipping
5158 if FGhost then
5159 begin
5160 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5161 begin
5162 FYTo := FObj.Y - 32;
5163 FSpectatePlayer := -1;
5164 end;
5165 if FKeys[KEY_DOWN].Pressed then
5166 begin
5167 FYTo := FObj.Y + 32;
5168 FSpectatePlayer := -1;
5169 end;
5170 if FKeys[KEY_LEFT].Pressed then
5171 begin
5172 FXTo := FObj.X - 32;
5173 FSpectatePlayer := -1;
5174 end;
5175 if FKeys[KEY_RIGHT].Pressed then
5176 begin
5177 FXTo := FObj.X + 32;
5178 FSpectatePlayer := -1;
5179 end;
5181 if (FXTo < -64) then
5182 FXTo := -64
5183 else if (FXTo > gMapInfo.Width + 32) then
5184 FXTo := gMapInfo.Width + 32;
5185 if (FYTo < -72) then
5186 FYTo := -72
5187 else if (FYTo > gMapInfo.Height + 32) then
5188 FYTo := gMapInfo.Height + 32;
5189 end;
5191 if FPhysics then
5192 begin
5193 if not followCorpse() then
5194 g_Obj_Move(@FObj, True, True, True);
5195 positionChanged(); // this updates spatial accelerators
5196 end
5197 else
5198 begin
5199 FObj.Vel.X := 0;
5200 FObj.Vel.Y := 0;
5201 if FSpectator then
5202 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5203 if gPlayers[FSpectatePlayer] <> nil then
5204 if gPlayers[FSpectatePlayer].alive then
5205 begin
5206 FXTo := gPlayers[FSpectatePlayer].GameX;
5207 FYTo := gPlayers[FSpectatePlayer].GameY;
5208 end;
5209 end;
5211 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5212 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5213 PANEL_BLOCKMON, True);
5214 headwater := HeadInLiquid(0, 0);
5216 // Ñîïðîòèâëåíèå âîçäóõà:
5217 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5218 if FObj.Vel.X <> 0 then
5219 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5221 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5222 DecMin(FPain, 5, 0);
5223 DecMin(FPickup, 1, 0);
5225 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5226 begin
5227 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5228 FMegaRulez[MR_SUIT] := 0;
5229 FMegaRulez[MR_INVUL] := 0;
5230 FMegaRulez[MR_INVIS] := 0;
5231 Kill(K_FALLKILL, 0, HIT_FALL);
5232 end;
5234 i := 9;
5236 if FAlive then
5237 begin
5238 if FCurrWeap = WEAPON_SAW then
5239 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5240 FSawSoundSelect.IsPlaying()) then
5241 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5243 if FJetpack then
5244 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5245 (not FJetSoundOff.IsPlaying()) then
5246 begin
5247 FJetSoundFly.SetPosition(0);
5248 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5249 end;
5251 for b := WP_FIRST to WP_LAST do
5252 if FReloading[b] > 0 then
5253 if FNoReload then
5254 FReloading[b] := 0
5255 else
5256 Dec(FReloading[b]);
5258 if FShellTimer > -1 then
5259 if FShellTimer = 0 then
5260 begin
5261 if FShellType = SHELL_SHELL then
5262 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5263 GameVelX, GameVelY-2, SHELL_SHELL)
5264 else if FShellType = SHELL_DBLSHELL then
5265 begin
5266 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5267 GameVelX+1, GameVelY-2, SHELL_SHELL);
5268 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5269 GameVelX-1, GameVelY-2, SHELL_SHELL);
5270 end;
5271 FShellTimer := -1;
5272 end else Dec(FShellTimer);
5274 if (FBFGFireCounter > -1) then
5275 if FBFGFireCounter = 0 then
5276 begin
5277 if AnyServer then
5278 begin
5279 wx := FObj.X+WEAPONPOINT[FDirection].X;
5280 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5281 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5282 yd := wy+firediry();
5283 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5284 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5285 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5286 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5287 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5288 end;
5290 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5291 FBFGFireCounter := -1;
5292 end else
5293 if FNoReload then
5294 FBFGFireCounter := 0
5295 else
5296 Dec(FBFGFireCounter);
5298 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5299 begin
5300 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5302 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5303 end;
5305 if (headwater or blockmon) then
5306 begin
5307 Dec(FAir);
5309 if FAir < -9 then
5310 begin
5311 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5312 FAir := 0;
5313 end
5314 else if (FAir mod 31 = 0) and not blockmon then
5315 begin
5316 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5317 if Random(2) = 0 then
5318 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5319 else
5320 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5321 end;
5322 end else if FAir < AIR_DEF then
5323 FAir := AIR_DEF;
5325 if FFireTime > 0 then
5326 begin
5327 if BodyInLiquid(0, 0) then
5328 begin
5329 FFireTime := 0;
5330 FFirePainTime := 0;
5331 end
5332 else if FMegaRulez[MR_SUIT] >= gTime then
5333 begin
5334 if FMegaRulez[MR_SUIT] = gTime then
5335 FFireTime := 1;
5336 FFirePainTime := 0;
5337 end
5338 else
5339 begin
5340 OnFireFlame(1);
5341 if FFirePainTime <= 0 then
5342 begin
5343 if g_Game_IsServer then
5344 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5345 FFirePainTime := 18;
5346 end;
5347 FFirePainTime := FFirePainTime - 1;
5348 FFireTime := FFireTime - 1;
5349 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5350 MH_SEND_PlayerStats(FUID);
5351 end;
5352 end;
5354 if FDamageBuffer > 0 then
5355 begin
5356 if FDamageBuffer >= 9 then
5357 begin
5358 SetAction(A_PAIN);
5360 if FDamageBuffer < 30 then i := 9
5361 else if FDamageBuffer < 100 then i := 18
5362 else i := 27;
5363 end;
5365 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5366 FArmor := FArmor-(FDamageBuffer-ii);
5367 FHealth := FHealth-ii;
5368 if FArmor < 0 then
5369 begin
5370 FHealth := FHealth+FArmor;
5371 FArmor := 0;
5372 end;
5374 if AnyServer then
5375 if FHealth <= 0 then
5376 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5377 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5378 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5380 if FAlive then
5381 begin
5382 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5383 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5384 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5385 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5386 end;
5388 FDamageBuffer := 0;
5389 end;
5391 {CollideItem();}
5392 end; // if FAlive then ...
5394 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5395 begin
5396 FModel.ChangeAnimation(FActionAnim, FActionForce);
5397 FModel.GetCurrentAnimation.MinLength := i;
5398 FModel.GetCurrentAnimationMask.MinLength := i;
5399 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5401 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5402 then SetAction(A_STAND, True);
5404 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5406 for b := Low(FKeys) to High(FKeys) do
5407 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5408 end;
5411 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5412 begin
5413 x := FObj.X+PLAYER_RECT.X;
5414 y := FObj.Y+PLAYER_RECT.Y;
5415 w := PLAYER_RECT.Width;
5416 h := PLAYER_RECT.Height;
5417 end;
5420 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5421 begin
5422 if (dx <> 0) or (dy <> 0) then
5423 begin
5424 FObj.X += dx;
5425 FObj.Y += dy;
5426 positionChanged();
5427 end;
5428 end;
5431 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5432 begin
5433 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5434 FObj.Y+PLAYER_RECT.Y,
5435 PLAYER_RECT.Width,
5436 PLAYER_RECT.Height,
5437 X, Y,
5438 Width, Height);
5439 end;
5441 function TPlayer.Collide(Panel: TPanel): Boolean;
5442 begin
5443 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5444 FObj.Y+PLAYER_RECT.Y,
5445 PLAYER_RECT.Width,
5446 PLAYER_RECT.Height,
5447 Panel.X, Panel.Y,
5448 Panel.Width, Panel.Height);
5449 end;
5451 function TPlayer.Collide(X, Y: Integer): Boolean;
5452 begin
5453 X := X-FObj.X-PLAYER_RECT.X;
5454 Y := Y-FObj.Y-PLAYER_RECT.Y;
5455 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5456 (y >= 0) and (y <= PLAYER_RECT.Height);
5457 end;
5459 function g_Player_ValidName(Name: string): Boolean;
5460 var
5461 a: Integer;
5462 begin
5463 Result := True;
5465 if gPlayers = nil then Exit;
5467 for a := 0 to High(gPlayers) do
5468 if gPlayers[a] <> nil then
5469 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5470 begin
5471 Result := False;
5472 Exit;
5473 end;
5474 end;
5476 procedure TPlayer.SetDirection(Direction: TDirection);
5477 var
5478 d: TDirection;
5479 begin
5480 d := FModel.Direction;
5482 FModel.Direction := Direction;
5483 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5485 FDirection := Direction;
5486 end;
5488 function TPlayer.GetKeys(): Byte;
5489 begin
5490 Result := 0;
5492 if R_KEY_RED in FRulez then Result := KEY_RED;
5493 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5494 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5496 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5497 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5498 end;
5500 procedure TPlayer.Use();
5501 var
5502 a: Integer;
5503 begin
5504 if FTime[T_USE] > gTime then Exit;
5506 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5507 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5509 for a := 0 to High(gPlayers) do
5510 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5511 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5512 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5513 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5514 begin
5515 gPlayers[a].Touch();
5516 if g_Game_IsNet and g_Game_IsServer then
5517 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5518 end;
5520 FTime[T_USE] := gTime+120;
5521 end;
5523 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5524 var
5525 locObj: TObj;
5526 F: Boolean;
5527 WX, WY, XD, YD: Integer;
5528 begin
5529 F := False;
5530 WX := X;
5531 WY := Y;
5532 XD := AX;
5533 YD := AY;
5535 case FCurrWeap of
5536 WEAPON_KASTET:
5537 begin
5538 DoPunch();
5539 if R_BERSERK in FRulez then
5540 begin
5541 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5542 locobj.X := FObj.X+FObj.Rect.X;
5543 locobj.Y := FObj.Y+FObj.Rect.Y;
5544 locobj.rect.X := 0;
5545 locobj.rect.Y := 0;
5546 locobj.rect.Width := 39;
5547 locobj.rect.Height := 52;
5548 locobj.Vel.X := (xd-wx) div 2;
5549 locobj.Vel.Y := (yd-wy) div 2;
5550 locobj.Accel.X := xd-wx;
5551 locobj.Accel.y := yd-wy;
5553 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5554 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5555 else
5556 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5558 if gFlash = 1 then
5559 if FPain < 50 then
5560 FPain := min(FPain + 25, 50);
5561 end else
5562 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5563 end;
5565 WEAPON_SAW:
5566 begin
5567 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5568 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5569 begin
5570 FSawSoundSelect.Stop();
5571 FSawSound.Stop();
5572 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5573 end
5574 else if not FSawSoundHit.IsPlaying() then
5575 begin
5576 FSawSoundSelect.Stop();
5577 FSawSound.PlayAt(FObj.X, FObj.Y);
5578 end;
5579 f := True;
5580 end;
5582 WEAPON_PISTOL:
5583 begin
5584 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5585 FFireAngle := FAngle;
5586 f := True;
5587 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5588 GameVelX, GameVelY-2, SHELL_BULLET);
5589 end;
5591 WEAPON_SHOTGUN1:
5592 begin
5593 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5594 FFireAngle := FAngle;
5595 f := True;
5596 FShellTimer := 10;
5597 FShellType := SHELL_SHELL;
5598 end;
5600 WEAPON_SHOTGUN2:
5601 begin
5602 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5603 FFireAngle := FAngle;
5604 f := True;
5605 FShellTimer := 13;
5606 FShellType := SHELL_DBLSHELL;
5607 end;
5609 WEAPON_CHAINGUN:
5610 begin
5611 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5612 FFireAngle := FAngle;
5613 f := True;
5614 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5615 GameVelX, GameVelY-2, SHELL_BULLET);
5616 end;
5618 WEAPON_ROCKETLAUNCHER:
5619 begin
5620 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5621 FFireAngle := FAngle;
5622 f := True;
5623 end;
5625 WEAPON_PLASMA:
5626 begin
5627 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5628 FFireAngle := FAngle;
5629 f := True;
5630 end;
5632 WEAPON_BFG:
5633 begin
5634 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5635 FFireAngle := FAngle;
5636 f := True;
5637 end;
5639 WEAPON_SUPERPULEMET:
5640 begin
5641 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5642 FFireAngle := FAngle;
5643 f := True;
5644 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5645 GameVelX, GameVelY-2, SHELL_SHELL);
5646 end;
5648 WEAPON_FLAMETHROWER:
5649 begin
5650 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5651 FFireAngle := FAngle;
5652 f := True;
5653 end;
5654 end;
5656 if not f then Exit;
5658 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5659 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5660 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5661 end;
5663 procedure TPlayer.DoLerp(Level: Integer = 2);
5664 begin
5665 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5666 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5667 end;
5669 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5670 var
5671 AX, AY: Integer;
5672 begin
5673 if NetInterpLevel < 1 then
5674 begin
5675 FObj.X := XTo;
5676 FObj.Y := YTo;
5677 end
5678 else
5679 begin
5680 FXTo := XTo;
5681 FYTo := YTo;
5683 AX := Abs(FXTo - FObj.X);
5684 AY := Abs(FYTo - FObj.Y);
5685 if (AX > 32) or (AX <= NetInterpLevel) then
5686 FObj.X := FXTo;
5687 if (AY > 32) or (AY <= NetInterpLevel) then
5688 FObj.Y := FYTo;
5689 end;
5690 end;
5692 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5693 begin
5694 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5695 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5696 PANEL_LIFTUP, False) then Result := -1
5697 else
5698 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5699 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5700 PANEL_LIFTDOWN, False) then Result := 1
5701 else Result := 0;
5702 end;
5704 function TPlayer.GetFlag(Flag: Byte): Boolean;
5705 var
5706 s, ts: String;
5707 evtype: Byte;
5708 begin
5709 Result := False;
5711 if Flag = FLAG_NONE then
5712 Exit;
5714 if not g_Game_IsServer then Exit;
5716 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5717 if (Flag = FTeam) and
5718 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5719 (FFlag <> FLAG_NONE) then
5720 begin
5721 if FFlag = FLAG_RED then
5722 s := _lc[I_PLAYER_FLAG_RED]
5723 else
5724 s := _lc[I_PLAYER_FLAG_BLUE];
5726 evtype := FLAG_STATE_SCORED;
5728 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5729 Insert('.', ts, Length(ts) + 1 - 3);
5730 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5732 g_Map_ResetFlag(FFlag);
5733 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5735 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5737 Result := True;
5738 if g_Game_IsNet then
5739 begin
5740 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5741 MH_SEND_GameStats;
5742 end;
5744 gFlags[FFlag].CaptureTime := 0;
5745 SetFlag(FLAG_NONE);
5746 Exit;
5747 end;
5749 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5750 if (Flag = FTeam) and
5751 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5752 begin
5753 if Flag = FLAG_RED then
5754 s := _lc[I_PLAYER_FLAG_RED]
5755 else
5756 s := _lc[I_PLAYER_FLAG_BLUE];
5758 evtype := FLAG_STATE_RETURNED;
5759 gFlags[Flag].CaptureTime := 0;
5761 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5763 g_Map_ResetFlag(Flag);
5764 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5766 Result := True;
5767 if g_Game_IsNet then
5768 begin
5769 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5770 MH_SEND_GameStats;
5771 end;
5772 Exit;
5773 end;
5775 // Ïîäîáðàë ÷óæîé ôëàã:
5776 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5777 begin
5778 SetFlag(Flag);
5780 if Flag = FLAG_RED then
5781 s := _lc[I_PLAYER_FLAG_RED]
5782 else
5783 s := _lc[I_PLAYER_FLAG_BLUE];
5785 evtype := FLAG_STATE_CAPTURED;
5787 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5789 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5791 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5793 Result := True;
5794 if g_Game_IsNet then
5795 begin
5796 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5797 MH_SEND_GameStats;
5798 end;
5799 end;
5800 end;
5802 procedure TPlayer.SetFlag(Flag: Byte);
5803 begin
5804 FFlag := Flag;
5805 if FModel <> nil then
5806 FModel.SetFlag(FFlag);
5807 end;
5809 function TPlayer.DropFlag(): Boolean;
5810 var
5811 s: String;
5812 begin
5813 Result := False;
5814 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5815 Exit;
5816 FTime[T_FLAGCAP] := gTime + 2000;
5817 with gFlags[FFlag] do
5818 begin
5819 Obj.X := FObj.X;
5820 Obj.Y := FObj.Y;
5821 Direction := FDirection;
5822 State := FLAG_STATE_DROPPED;
5823 Count := FLAG_TIME;
5824 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5825 (FObj.Vel.Y div 2)-2+Random(5));
5826 positionChanged(); // this updates spatial accelerators
5828 if FFlag = FLAG_RED then
5829 s := _lc[I_PLAYER_FLAG_RED]
5830 else
5831 s := _lc[I_PLAYER_FLAG_BLUE];
5833 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5834 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5836 if g_Game_IsNet then
5837 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5838 end;
5839 SetFlag(FLAG_NONE);
5840 Result := True;
5841 end;
5843 procedure TPlayer.GetSecret();
5844 begin
5845 Inc(FSecrets);
5846 end;
5848 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5849 begin
5850 Assert(Key <= High(FKeys));
5852 FKeys[Key].Pressed := True;
5853 FKeys[Key].Time := Time;
5854 end;
5856 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5857 begin
5858 Result := FKeys[K].Pressed;
5859 end;
5861 procedure TPlayer.ReleaseKeys();
5862 var
5863 a: Integer;
5864 begin
5865 for a := Low(FKeys) to High(FKeys) do
5866 begin
5867 FKeys[a].Pressed := False;
5868 FKeys[a].Time := 0;
5869 end;
5870 end;
5872 procedure TPlayer.ReleaseKeysNoWeapon();
5873 var
5874 a: Integer;
5875 begin
5876 for a := Low(FKeys) to High(FKeys) do
5877 begin
5878 if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue;
5879 FKeys[a].Pressed := False;
5880 FKeys[a].Time := 0;
5881 end;
5882 end;
5884 procedure TPlayer.OnDamage(Angle: SmallInt);
5885 begin
5886 end;
5888 function TPlayer.firediry(): Integer;
5889 begin
5890 if FKeys[KEY_UP].Pressed then Result := -42
5891 else if FKeys[KEY_DOWN].Pressed then Result := 19
5892 else Result := 0;
5893 end;
5895 procedure TPlayer.RememberState();
5896 var
5897 i: Integer;
5898 begin
5899 FSavedState.Health := FHealth;
5900 FSavedState.Armor := FArmor;
5901 FSavedState.Air := FAir;
5902 FSavedState.JetFuel := FJetFuel;
5903 FSavedState.CurrWeap := FCurrWeap;
5904 FSavedState.NextWeap := FNextWeap;
5905 FSavedState.NextWeapDelay := FNextWeapDelay;
5907 for i := 0 to 3 do
5908 FSavedState.Ammo[i] := FAmmo[i];
5909 for i := 0 to 3 do
5910 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5912 FSavedState.Rulez := FRulez;
5913 FSavedState.WaitRecall := True;
5914 end;
5916 procedure TPlayer.RecallState();
5917 var
5918 i: Integer;
5919 begin
5920 if not FSavedState.WaitRecall then Exit;
5922 FHealth := FSavedState.Health;
5923 FArmor := FSavedState.Armor;
5924 FAir := FSavedState.Air;
5925 FJetFuel := FSavedState.JetFuel;
5926 FCurrWeap := FSavedState.CurrWeap;
5927 //FNetForceWeap := FCurrWeap;
5928 FNextWeap := FSavedState.NextWeap;
5929 FNextWeapDelay := FSavedState.NextWeapDelay;
5931 for i := 0 to 3 do
5932 FAmmo[i] := FSavedState.Ammo[i];
5933 for i := 0 to 3 do
5934 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5936 FRulez := FSavedState.Rulez;
5937 FSavedState.WaitRecall := False;
5939 if gGameSettings.GameType = GT_SERVER then
5940 MH_SEND_PlayerStats(FUID);
5941 end;
5943 procedure TPlayer.SaveState (st: TStream);
5944 var
5945 i: Integer;
5946 b: Byte;
5947 begin
5948 // Ñèãíàòóðà èãðîêà
5949 utils.writeSign(st, 'PLYR');
5950 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5951 // Áîò èëè ÷åëîâåê
5952 utils.writeBool(st, FIamBot);
5953 // UID èãðîêà
5954 utils.writeInt(st, Word(FUID));
5955 // Èìÿ èãðîêà
5956 utils.writeStr(st, FName);
5957 // Êîìàíäà
5958 utils.writeInt(st, Byte(FTeam));
5959 // Æèâ ëè
5960 utils.writeBool(st, FAlive);
5961 // Èçðàñõîäîâàë ëè âñå æèçíè
5962 utils.writeBool(st, FNoRespawn);
5963 // Íàïðàâëåíèå
5964 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5965 utils.writeInt(st, Byte(b));
5966 // Çäîðîâüå
5967 utils.writeInt(st, LongInt(FHealth));
5968 // Æèçíè
5969 utils.writeInt(st, Byte(FLives));
5970 // Áðîíÿ
5971 utils.writeInt(st, LongInt(FArmor));
5972 // Çàïàñ âîçäóõà
5973 utils.writeInt(st, LongInt(FAir));
5974 // Çàïàñ ãîðþ÷åãî
5975 utils.writeInt(st, LongInt(FJetFuel));
5976 // Áîëü
5977 utils.writeInt(st, LongInt(FPain));
5978 // Óáèë
5979 utils.writeInt(st, LongInt(FKills));
5980 // Óáèë ìîíñòðîâ
5981 utils.writeInt(st, LongInt(FMonsterKills));
5982 // Ôðàãîâ
5983 utils.writeInt(st, LongInt(FFrags));
5984 // Ôðàãîâ ïîäðÿä
5985 utils.writeInt(st, Byte(FFragCombo));
5986 // Âðåìÿ ïîñëåäíåãî ôðàãà
5987 utils.writeInt(st, LongWord(FLastFrag));
5988 // Ñìåðòåé
5989 utils.writeInt(st, LongInt(FDeath));
5990 // Êàêîé ôëàã íåñåò
5991 utils.writeInt(st, Byte(FFlag));
5992 // Íàøåë ñåêðåòîâ
5993 utils.writeInt(st, LongInt(FSecrets));
5994 // Òåêóùåå îðóæèå
5995 utils.writeInt(st, Byte(FCurrWeap));
5996 // Æåëàåìîå îðóæèå
5997 utils.writeInt(st, Word(FNextWeap));
5998 // ...è ïàóçà
5999 utils.writeInt(st, Byte(FNextWeapDelay));
6000 // Âðåìÿ çàðÿäêè BFG
6001 utils.writeInt(st, SmallInt(FBFGFireCounter));
6002 // Áóôåð óðîíà
6003 utils.writeInt(st, LongInt(FDamageBuffer));
6004 // Ïîñëåäíèé óäàðèâøèé
6005 utils.writeInt(st, Word(FLastSpawnerUID));
6006 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6007 utils.writeInt(st, Byte(FLastHit));
6008 // Îáúåêò èãðîêà
6009 Obj_SaveState(st, @FObj);
6010 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6011 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6012 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6013 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6014 // Íàëè÷èå îðóæèÿ
6015 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6016 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6017 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6018 // Íàëè÷èå ðþêçàêà
6019 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6020 // Íàëè÷èå êðàñíîãî êëþ÷à
6021 utils.writeBool(st, (R_KEY_RED in FRulez));
6022 // Íàëè÷èå çåëåíîãî êëþ÷à
6023 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6024 // Íàëè÷èå ñèíåãî êëþ÷à
6025 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6026 // Íàëè÷èå áåðñåðêà
6027 utils.writeBool(st, (R_BERSERK in FRulez));
6028 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6029 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6030 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6031 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6032 // Íàçâàíèå ìîäåëè
6033 utils.writeStr(st, FModel.Name);
6034 // Öâåò ìîäåëè
6035 utils.writeInt(st, Byte(FColor.R));
6036 utils.writeInt(st, Byte(FColor.G));
6037 utils.writeInt(st, Byte(FColor.B));
6038 end;
6041 procedure TPlayer.LoadState (st: TStream);
6042 var
6043 i: Integer;
6044 str: String;
6045 b: Byte;
6046 begin
6047 assert(st <> nil);
6049 // Ñèãíàòóðà èãðîêà
6050 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6051 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6052 // Áîò èëè ÷åëîâåê:
6053 FIamBot := utils.readBool(st);
6054 // UID èãðîêà
6055 FUID := utils.readWord(st);
6056 // Èìÿ èãðîêà
6057 str := utils.readStr(st);
6058 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6059 // Êîìàíäà
6060 FTeam := utils.readByte(st);
6061 // Æèâ ëè
6062 FAlive := utils.readBool(st);
6063 // Èçðàñõîäîâàë ëè âñå æèçíè
6064 FNoRespawn := utils.readBool(st);
6065 // Íàïðàâëåíèå
6066 b := utils.readByte(st);
6067 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6068 // Çäîðîâüå
6069 FHealth := utils.readLongInt(st);
6070 // Æèçíè
6071 FLives := utils.readByte(st);
6072 // Áðîíÿ
6073 FArmor := utils.readLongInt(st);
6074 // Çàïàñ âîçäóõà
6075 FAir := utils.readLongInt(st);
6076 // Çàïàñ ãîðþ÷åãî
6077 FJetFuel := utils.readLongInt(st);
6078 // Áîëü
6079 FPain := utils.readLongInt(st);
6080 // Óáèë
6081 FKills := utils.readLongInt(st);
6082 // Óáèë ìîíñòðîâ
6083 FMonsterKills := utils.readLongInt(st);
6084 // Ôðàãîâ
6085 FFrags := utils.readLongInt(st);
6086 // Ôðàãîâ ïîäðÿä
6087 FFragCombo := utils.readByte(st);
6088 // Âðåìÿ ïîñëåäíåãî ôðàãà
6089 FLastFrag := utils.readLongWord(st);
6090 // Ñìåðòåé
6091 FDeath := utils.readLongInt(st);
6092 // Êàêîé ôëàã íåñåò
6093 FFlag := utils.readByte(st);
6094 // Íàøåë ñåêðåòîâ
6095 FSecrets := utils.readLongInt(st);
6096 // Òåêóùåå îðóæèå
6097 FCurrWeap := utils.readByte(st);
6098 //FNetForceWeap := FCurrWeap;
6099 // Æåëàåìîå îðóæèå
6100 FNextWeap := utils.readWord(st);
6101 // ...è ïàóçà
6102 FNextWeapDelay := utils.readByte(st);
6103 // Âðåìÿ çàðÿäêè BFG
6104 FBFGFireCounter := utils.readSmallInt(st);
6105 // Áóôåð óðîíà
6106 FDamageBuffer := utils.readLongInt(st);
6107 // Ïîñëåäíèé óäàðèâøèé
6108 FLastSpawnerUID := utils.readWord(st);
6109 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6110 FLastHit := utils.readByte(st);
6111 // Îáúåêò èãðîêà
6112 Obj_LoadState(@FObj, st);
6113 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6114 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6115 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6116 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6117 // Íàëè÷èå îðóæèÿ
6118 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6119 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6120 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6121 // Íàëè÷èå ðþêçàêà
6122 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6123 // Íàëè÷èå êðàñíîãî êëþ÷à
6124 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6125 // Íàëè÷èå çåëåíîãî êëþ÷à
6126 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6127 // Íàëè÷èå ñèíåãî êëþ÷à
6128 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6129 // Íàëè÷èå áåðñåðêà
6130 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6131 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6132 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6133 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6134 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6135 // Íàçâàíèå ìîäåëè
6136 str := utils.readStr(st);
6137 // Öâåò ìîäåëè
6138 FColor.R := utils.readByte(st);
6139 FColor.G := utils.readByte(st);
6140 FColor.B := utils.readByte(st);
6141 if (self = gPlayer1) then
6142 begin
6143 str := gPlayer1Settings.Model;
6144 FColor := gPlayer1Settings.Color;
6145 end
6146 else if (self = gPlayer2) then
6147 begin
6148 str := gPlayer2Settings.Model;
6149 FColor := gPlayer2Settings.Color;
6150 end;
6151 // Îáíîâëÿåì ìîäåëü èãðîêà
6152 SetModel(str);
6153 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6154 FModel.Color := TEAMCOLOR[FTeam]
6155 else
6156 FModel.Color := FColor;
6157 end;
6160 procedure TPlayer.AllRulez(Health: Boolean);
6161 var
6162 a: Integer;
6163 begin
6164 if Health then
6165 begin
6166 FHealth := PLAYER_HP_LIMIT;
6167 FArmor := PLAYER_AP_LIMIT;
6168 Exit;
6169 end;
6171 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6172 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6173 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6174 end;
6176 procedure TPlayer.RestoreHealthArmor();
6177 begin
6178 FHealth := PLAYER_HP_LIMIT;
6179 FArmor := PLAYER_AP_LIMIT;
6180 end;
6182 procedure TPlayer.FragCombo();
6183 var
6184 Param: Integer;
6185 begin
6186 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6187 Exit;
6188 if gTime - FLastFrag < FRAG_COMBO_TIME then
6189 begin
6190 if FFragCombo < 5 then
6191 Inc(FFragCombo);
6192 Param := FUID or (FFragCombo shl 16);
6193 if (FComboEvnt >= Low(gDelayedEvents)) and
6194 (FComboEvnt <= High(gDelayedEvents)) and
6195 gDelayedEvents[FComboEvnt].Pending and
6196 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6197 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6198 begin
6199 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6200 gDelayedEvents[FComboEvnt].DENum := Param;
6201 end
6202 else
6203 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6204 end
6205 else
6206 FFragCombo := 1;
6208 FLastFrag := gTime;
6209 end;
6211 procedure TPlayer.GiveItem(ItemType: Byte);
6212 begin
6213 case ItemType of
6214 ITEM_SUIT:
6215 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6216 begin
6217 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6218 end;
6220 ITEM_OXYGEN:
6221 if FAir < AIR_MAX then
6222 begin
6223 FAir := AIR_MAX;
6224 end;
6226 ITEM_MEDKIT_BLACK:
6227 begin
6228 if not (R_BERSERK in FRulez) then
6229 begin
6230 Include(FRulez, R_BERSERK);
6231 if FBFGFireCounter < 1 then
6232 begin
6233 FCurrWeap := WEAPON_KASTET;
6234 //FNetForceWeap := FCurrWeap;
6235 resetWeaponQueue();
6236 FModel.SetWeapon(WEAPON_KASTET);
6237 end;
6238 if gFlash <> 0 then
6239 Inc(FPain, 100);
6240 FBerserk := gTime+30000;
6241 end;
6242 if FHealth < PLAYER_HP_SOFT then
6243 begin
6244 FHealth := PLAYER_HP_SOFT;
6245 FBerserk := gTime+30000;
6246 end;
6247 end;
6249 ITEM_INVUL:
6250 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6251 begin
6252 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6253 end;
6255 ITEM_INVIS:
6256 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6257 begin
6258 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6259 end;
6261 ITEM_JETPACK:
6262 if FJetFuel < JET_MAX then
6263 begin
6264 FJetFuel := JET_MAX;
6265 end;
6267 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6268 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6270 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6271 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6273 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6274 ITEM_SPHERE_WHITE:
6275 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6276 begin
6277 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6278 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6279 end;
6281 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6282 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6283 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6284 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6285 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6286 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6287 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6288 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6289 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6291 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6292 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6293 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6294 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6295 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6296 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6297 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6298 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6299 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6301 ITEM_AMMO_BACKPACK:
6302 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6303 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6304 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6305 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6306 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6307 begin
6308 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6309 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6310 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6311 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6312 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6314 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6315 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6316 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6317 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6319 FRulez := FRulez + [R_ITEM_BACKPACK];
6320 end;
6322 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6323 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6324 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6326 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6327 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6329 else
6330 Exit;
6331 end;
6332 if g_Game_IsNet and g_Game_IsServer then
6333 MH_SEND_PlayerStats(FUID);
6334 end;
6336 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6337 var
6338 id, i: DWORD;
6339 Anim: TAnimation;
6340 begin
6341 if (Random(5) = 1) and (Times = 1) then
6342 Exit;
6344 if BodyInLiquid(0, 0) then
6345 begin
6346 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6347 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6348 if Random(2) = 0 then
6349 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6350 else
6351 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6352 Exit;
6353 end;
6355 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6356 begin
6357 for i := 1 to Times do
6358 begin
6359 Anim := TAnimation.Create(id, False, 3);
6360 Anim.Alpha := 150;
6361 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6362 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6363 Anim.Free();
6364 end;
6365 end;
6366 end;
6368 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6369 var
6370 id, i: DWORD;
6371 Anim: TAnimation;
6372 begin
6373 if (Random(10) = 1) and (Times = 1) then
6374 Exit;
6376 if g_Frames_Get(id, 'FRAMES_FLAME') then
6377 begin
6378 for i := 1 to Times do
6379 begin
6380 Anim := TAnimation.Create(id, False, 3);
6381 Anim.Alpha := 0;
6382 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6383 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6384 Anim.Free();
6385 end;
6386 end;
6387 end;
6389 procedure TPlayer.PauseSounds(Enable: Boolean);
6390 begin
6391 FSawSound.Pause(Enable);
6392 FSawSoundIdle.Pause(Enable);
6393 FSawSoundHit.Pause(Enable);
6394 FSawSoundSelect.Pause(Enable);
6395 end;
6397 { T C o r p s e : }
6399 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6400 begin
6401 g_Obj_Init(@FObj);
6402 FObj.X := X;
6403 FObj.Y := Y;
6404 FObj.Rect := PLAYER_CORPSERECT;
6405 FModelName := ModelName;
6406 FMess := aMess;
6408 if FMess then
6409 begin
6410 FState := CORPSE_STATE_MESS;
6411 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6412 end
6413 else
6414 begin
6415 FState := CORPSE_STATE_NORMAL;
6416 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6417 end;
6418 end;
6420 destructor TCorpse.Destroy();
6421 begin
6422 FAnimation.Free();
6424 inherited;
6425 end;
6427 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6429 procedure TCorpse.positionChanged (); inline; begin end;
6431 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6432 begin
6433 if (dx <> 0) or (dy <> 0) then
6434 begin
6435 FObj.X += dx;
6436 FObj.Y += dy;
6437 positionChanged();
6438 end;
6439 end;
6442 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6443 begin
6444 x := FObj.X+PLAYER_CORPSERECT.X;
6445 y := FObj.Y+PLAYER_CORPSERECT.Y;
6446 w := PLAYER_CORPSERECT.Width;
6447 h := PLAYER_CORPSERECT.Height;
6448 end;
6451 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6452 var
6453 pm: TPlayerModel;
6454 Blood: TModelBlood;
6455 begin
6456 if FState = CORPSE_STATE_REMOVEME then
6457 Exit;
6459 FDamage := FDamage + Value;
6461 if FDamage > 150 then
6462 begin
6463 if FAnimation <> nil then
6464 begin
6465 FAnimation.Free();
6466 FAnimation := nil;
6468 FState := CORPSE_STATE_REMOVEME;
6470 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6471 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6472 FModelName, FColor);
6473 // Çâóê ìÿñà îò òðóïà:
6474 pm := g_PlayerModel_Get(FModelName);
6475 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6476 pm.Free;
6478 // Çëîâåùèé ñìåõ:
6479 if (gBodyKillEvent <> -1)
6480 and gDelayedEvents[gBodyKillEvent].Pending then
6481 gDelayedEvents[gBodyKillEvent].Pending := False;
6482 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6483 end;
6484 end
6485 else
6486 begin
6487 Blood := g_PlayerModel_GetBlood(FModelName);
6488 FObj.Vel.X := FObj.Vel.X + vx;
6489 FObj.Vel.Y := FObj.Vel.Y + vy;
6490 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6491 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6492 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6493 Blood.R, Blood.G, Blood.B, Blood.Kind);
6494 end;
6495 end;
6497 procedure TCorpse.Draw();
6498 begin
6499 if FState = CORPSE_STATE_REMOVEME then
6500 Exit;
6502 if FAnimation <> nil then
6503 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6505 if FAnimationMask <> nil then
6506 begin
6507 e_Colors := FColor;
6508 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6509 e_Colors.R := 255;
6510 e_Colors.G := 255;
6511 e_Colors.B := 255;
6512 end;
6513 end;
6515 procedure TCorpse.Update();
6516 var
6517 st: Word;
6518 begin
6519 if FState = CORPSE_STATE_REMOVEME then
6520 Exit;
6522 if gTime mod (GAME_TICK*2) <> 0 then
6523 begin
6524 g_Obj_Move(@FObj, True, True, True);
6525 positionChanged(); // this updates spatial accelerators
6526 Exit;
6527 end;
6529 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6530 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6532 st := g_Obj_Move(@FObj, True, True, True);
6533 positionChanged(); // this updates spatial accelerators
6535 if WordBool(st and MOVE_FALLOUT) then
6536 begin
6537 FState := CORPSE_STATE_REMOVEME;
6538 Exit;
6539 end;
6541 if FAnimation <> nil then
6542 FAnimation.Update();
6543 if FAnimationMask <> nil then
6544 FAnimationMask.Update();
6545 end;
6548 procedure TCorpse.SaveState (st: TStream);
6549 var
6550 anim: Boolean;
6551 begin
6552 assert(st <> nil);
6554 // Ñèãíàòóðà òðóïà
6555 utils.writeSign(st, 'CORP');
6556 utils.writeInt(st, Byte(0));
6557 // Ñîñòîÿíèå
6558 utils.writeInt(st, Byte(FState));
6559 // Íàêîïëåííûé óðîí
6560 utils.writeInt(st, Byte(FDamage));
6561 // Öâåò
6562 utils.writeInt(st, Byte(FColor.R));
6563 utils.writeInt(st, Byte(FColor.G));
6564 utils.writeInt(st, Byte(FColor.B));
6565 // Îáúåêò òðóïà
6566 Obj_SaveState(st, @FObj);
6567 utils.writeInt(st, Word(FPlayerUID));
6568 // Åñòü ëè àíèìàöèÿ
6569 anim := (FAnimation <> nil);
6570 utils.writeBool(st, anim);
6571 // Åñëè åñòü - ñîõðàíÿåì
6572 if anim then FAnimation.SaveState(st);
6573 // Åñòü ëè ìàñêà àíèìàöèè
6574 anim := (FAnimationMask <> nil);
6575 utils.writeBool(st, anim);
6576 // Åñëè åñòü - ñîõðàíÿåì
6577 if anim then FAnimationMask.SaveState(st);
6578 end;
6581 procedure TCorpse.LoadState (st: TStream);
6582 var
6583 anim: Boolean;
6584 begin
6585 assert(st <> nil);
6587 // Ñèãíàòóðà òðóïà
6588 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6589 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6590 // Ñîñòîÿíèå
6591 FState := utils.readByte(st);
6592 // Íàêîïëåííûé óðîí
6593 FDamage := utils.readByte(st);
6594 // Öâåò
6595 FColor.R := utils.readByte(st);
6596 FColor.G := utils.readByte(st);
6597 FColor.B := utils.readByte(st);
6598 // Îáúåêò òðóïà
6599 Obj_LoadState(@FObj, st);
6600 FPlayerUID := utils.readWord(st);
6601 // Åñòü ëè àíèìàöèÿ
6602 anim := utils.readBool(st);
6603 // Åñëè åñòü - çàãðóæàåì
6604 if anim then
6605 begin
6606 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6607 FAnimation.LoadState(st);
6608 end;
6609 // Åñòü ëè ìàñêà àíèìàöèè
6610 anim := utils.readBool(st);
6611 // Åñëè åñòü - çàãðóæàåì
6612 if anim then
6613 begin
6614 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6615 FAnimationMask.LoadState(st);
6616 end;
6617 end;
6619 { T B o t : }
6621 constructor TBot.Create();
6622 var
6623 a: Integer;
6624 begin
6625 inherited Create();
6627 FPhysics := True;
6628 FSpectator := False;
6629 FGhost := False;
6631 FIamBot := True;
6633 Inc(gNumBots);
6635 for a := WP_FIRST to WP_LAST do
6636 begin
6637 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6638 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6639 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6640 end;
6641 end;
6643 destructor TBot.Destroy();
6644 begin
6645 Dec(gNumBots);
6646 inherited Destroy();
6647 end;
6649 procedure TBot.Draw();
6650 begin
6651 inherited Draw();
6653 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6654 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6655 end;
6657 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6658 begin
6659 inherited Respawn(Silent, Force);
6661 FAIFlags := nil;
6662 FSelectedWeapon := FCurrWeap;
6663 resetWeaponQueue();
6664 FTargetUID := 0;
6665 end;
6667 procedure TBot.UpdateCombat();
6668 type
6669 TTarget = record
6670 UID: Word;
6671 X, Y: Integer;
6672 Rect: TRectWH;
6673 cX, cY: Integer;
6674 Dist: Word;
6675 Line: Boolean;
6676 Visible: Boolean;
6677 IsPlayer: Boolean;
6678 end;
6680 TTargetRecord = array of TTarget;
6682 function Compare(a, b: TTarget): Integer;
6683 begin
6684 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6685 Result := -1
6686 else
6687 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6688 Result := 1
6689 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6690 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6691 begin
6692 if a.Dist > b.Dist then // B áëèæå
6693 Result := 1
6694 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6695 Result := -1;
6696 end
6697 else // Ñòðàííî -> A
6698 Result := -1;
6699 end;
6701 var
6702 a, x1, y1, x2, y2: Integer;
6703 targets: TTargetRecord;
6704 ammo: Word;
6705 Target, BestTarget: TTarget;
6706 firew, fireh: Integer;
6707 angle: SmallInt;
6708 mon: TMonster;
6709 pla, tpla: TPlayer;
6710 vsPlayer, vsMonster, ok: Boolean;
6713 function monsUpdate (mon: TMonster): Boolean;
6714 begin
6715 result := false; // don't stop
6716 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6717 begin
6718 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6720 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6721 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6723 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6724 if g_TraceVector(x1, y1, x2, y2) then
6725 begin
6726 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6727 SetLength(targets, Length(targets)+1);
6728 with targets[High(targets)] do
6729 begin
6730 UID := mon.UID;
6731 X := mon.Obj.X;
6732 Y := mon.Obj.Y;
6733 cX := x2;
6734 cY := y2;
6735 Rect := mon.Obj.Rect;
6736 Dist := g_PatchLength(x1, y1, x2, y2);
6737 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6738 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6739 Visible := True;
6740 IsPlayer := False;
6741 end;
6742 end;
6743 end;
6744 end;
6746 begin
6747 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6748 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6750 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6751 if FCurrWeap <> FSelectedWeapon then
6752 NextWeapon();
6754 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6755 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6756 begin
6757 RemoveAIFlag('NEEDFIRE');
6759 case FCurrWeap of
6760 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6761 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6762 else PressKey(KEY_FIRE);
6763 end;
6764 end;
6766 // Êîîðäèíàòû ñòâîëà:
6767 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6768 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6770 Target.UID := FTargetUID;
6772 ok := False;
6773 if Target.UID <> 0 then
6774 begin // Öåëü åñòü - íàñòðàèâàåì
6775 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6776 vsPlayer then
6777 begin // Èãðîê
6778 tpla := g_Player_Get(Target.UID);
6779 if tpla <> nil then
6780 with tpla do
6781 begin
6782 if (@FObj) <> nil then
6783 begin
6784 Target.X := FObj.X;
6785 Target.Y := FObj.Y;
6786 end;
6787 end;
6789 Target.cX := Target.X + PLAYER_RECT_CX;
6790 Target.cY := Target.Y + PLAYER_RECT_CY;
6791 Target.Rect := PLAYER_RECT;
6792 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6793 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6794 (y1-4 > Target.Y+PLAYER_RECT.Y);
6795 Target.IsPlayer := True;
6796 ok := True;
6797 end
6798 else
6799 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6800 vsMonster then
6801 begin // Ìîíñòð
6802 mon := g_Monsters_ByUID(Target.UID);
6803 if mon <> nil then
6804 begin
6805 Target.X := mon.Obj.X;
6806 Target.Y := mon.Obj.Y;
6808 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6809 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6810 Target.Rect := mon.Obj.Rect;
6811 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6812 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6813 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6814 Target.IsPlayer := False;
6815 ok := True;
6816 end;
6817 end;
6818 end;
6820 if not ok then
6821 begin // Öåëè íåò - îáíóëÿåì
6822 Target.X := 0;
6823 Target.Y := 0;
6824 Target.cX := 0;
6825 Target.cY := 0;
6826 Target.Visible := False;
6827 Target.Line := False;
6828 Target.IsPlayer := False;
6829 end;
6831 targets := nil;
6833 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6834 if (not Target.Line) or (not Target.Visible) then
6835 begin
6836 // Èãðîêè:
6837 if vsPlayer then
6838 for a := 0 to High(gPlayers) do
6839 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6840 (gPlayers[a].FUID <> FUID) and
6841 (not SameTeam(FUID, gPlayers[a].FUID)) and
6842 (not gPlayers[a].NoTarget) and
6843 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6844 begin
6845 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6846 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6847 Continue;
6849 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6850 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6852 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6853 if g_TraceVector(x1, y1, x2, y2) then
6854 begin
6855 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6856 SetLength(targets, Length(targets)+1);
6857 with targets[High(targets)] do
6858 begin
6859 UID := gPlayers[a].FUID;
6860 X := gPlayers[a].FObj.X;
6861 Y := gPlayers[a].FObj.Y;
6862 cX := x2;
6863 cY := y2;
6864 Rect := PLAYER_RECT;
6865 Dist := g_PatchLength(x1, y1, x2, y2);
6866 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6867 (y1-4 > Target.Y+PLAYER_RECT.Y);
6868 Visible := True;
6869 IsPlayer := True;
6870 end;
6871 end;
6872 end;
6874 // Ìîíñòðû:
6875 if vsMonster then g_Mons_ForEach(monsUpdate);
6876 end;
6878 // Åñëè åñòü âîçìîæíûå öåëè:
6879 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6880 if targets <> nil then
6881 begin
6882 // Âûáèðàåì íàèëó÷øóþ öåëü:
6883 BestTarget := targets[0];
6884 if Length(targets) > 1 then
6885 for a := 1 to High(targets) do
6886 if Compare(BestTarget, targets[a]) = 1 then
6887 BestTarget := targets[a];
6889 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6890 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6891 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6892 begin
6893 Target := BestTarget;
6895 if (Healthy() = 3) or ((Healthy() = 2)) then
6896 begin // Åñëè çäîðîâû - äîãîíÿåì
6897 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6898 SetAIFlag('GORIGHT', '1');
6899 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6900 SetAIFlag('GOLEFT', '1');
6901 end
6902 else
6903 begin // Åñëè ïîáèòû - óáåãàåì
6904 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6905 SetAIFlag('GORIGHT', '1');
6906 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6907 SetAIFlag('GOLEFT', '1');
6908 end;
6910 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6911 SelectWeapon(Abs(x1-Target.cX));
6912 end;
6913 end;
6915 // Åñëè åñòü öåëü:
6916 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6917 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6918 if Target.UID <> 0 then
6919 begin
6920 if not TargetOnScreen(Target.X + Target.Rect.X,
6921 Target.Y + Target.Rect.Y) then
6922 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6923 if (Healthy() = 3) or ((Healthy() = 2)) then
6924 begin // Åñëè çäîðîâû - äîãîíÿåì
6925 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6926 SetAIFlag('GORIGHT', '1');
6927 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6928 SetAIFlag('GOLEFT', '1');
6929 end
6930 else
6931 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6932 Target.UID := 0;
6933 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6934 SetAIFlag('GORIGHT', '1');
6935 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6936 SetAIFlag('GOLEFT', '1');
6937 end;
6938 end
6939 else
6940 begin // Öåëü ïîêà íà "ýêðàíå"
6941 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6942 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6943 FLastVisible := gTime;
6944 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6945 if (Abs(FObj.Y-Target.Y) <= 128) then
6946 begin
6947 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6948 SetAIFlag('GORIGHT', '1');
6949 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6950 SetAIFlag('GOLEFT', '1');
6951 end;
6952 end;
6954 // Âûáèðàåì óãîë ââåðõ:
6955 if FDirection = TDirection.D_LEFT then
6956 angle := ANGLE_LEFTUP
6957 else
6958 angle := ANGLE_RIGHTUP;
6960 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6961 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6963 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6964 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6965 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6966 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6967 Target.Rect.Width, Target.Rect.Height) and
6968 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6969 begin // òî íóæíî ñòðåëÿòü ââåðõ
6970 SetAIFlag('NEEDFIRE', '1');
6971 SetAIFlag('NEEDSEEUP', '1');
6972 end;
6974 // Âûáèðàåì óãîë âíèç:
6975 if FDirection = TDirection.D_LEFT then
6976 angle := ANGLE_LEFTDOWN
6977 else
6978 angle := ANGLE_RIGHTDOWN;
6980 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6981 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6983 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6984 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6985 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6986 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6987 Target.Rect.Width, Target.Rect.Height) and
6988 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6989 begin // òî íóæíî ñòðåëÿòü âíèç
6990 SetAIFlag('NEEDFIRE', '1');
6991 SetAIFlag('NEEDSEEDOWN', '1');
6992 end;
6994 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6995 if Target.Visible and
6996 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6997 (y1-4 > Target.Y+Target.Rect.Y) then
6998 begin
6999 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7000 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7001 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7002 begin // òî íóæíî ñòðåëÿòü âïåðåä
7003 SetAIFlag('NEEDFIRE', '1');
7004 SetAIFlag('NEEDSEEDOWN', '');
7005 SetAIFlag('NEEDSEEUP', '');
7006 end;
7007 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7008 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7009 if GetRnd(FDifficult.CloseJump) then
7010 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7011 if Abs(FObj.X-Target.X) < 128 then
7012 a := 4
7013 else
7014 a := 30;
7015 if Random(a) = 0 then
7016 SetAIFlag('NEEDJUMP', '1');
7017 end;
7018 end;
7020 // Åñëè öåëü âñå åùå åñòü:
7021 if Target.UID <> 0 then
7022 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7023 Target.UID := 0 // òî çàáûòü öåëü
7024 else // Åñëè âèäåëè íåäàâíî
7025 begin // íî öåëü óáèëè
7026 if Target.IsPlayer then
7027 begin // Öåëü - èãðîê
7028 pla := g_Player_Get(Target.UID);
7029 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7030 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7031 Target.UID := 0; // òî çàáûòü öåëü
7032 end
7033 else
7034 begin // Öåëü - ìîíñòð
7035 mon := g_Monsters_ByUID(Target.UID);
7036 if (mon = nil) or (not mon.alive) then
7037 Target.UID := 0; // òî çàáûòü öåëü
7038 end;
7039 end;
7040 end; // if Target.UID <> 0
7042 FTargetUID := Target.UID;
7044 // Åñëè âîçìîæíûõ öåëåé íåò:
7045 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7046 if targets = nil then
7047 if GetAIFlag('ATTACKLEFT') <> '' then
7048 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7049 RemoveAIFlag('ATTACKLEFT');
7051 SetAIFlag('NEEDJUMP', '1');
7053 if RunDirection() = TDirection.D_RIGHT then
7054 begin // Èäåì íå â òó ñòîðîíó
7055 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7056 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7057 SetAIFlag('NEEDFIRE', '1');
7058 SetAIFlag('GOLEFT', '1');
7059 end;
7060 end
7061 else
7062 begin // Èäåì â íóæíóþ ñòîðîíó
7063 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7064 SetAIFlag('NEEDFIRE', '1');
7065 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7066 SetAIFlag('GORIGHT', '1');
7067 end;
7068 end
7069 else
7070 if GetAIFlag('ATTACKRIGHT') <> '' then
7071 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7072 RemoveAIFlag('ATTACKRIGHT');
7074 SetAIFlag('NEEDJUMP', '1');
7076 if RunDirection() = TDirection.D_LEFT then
7077 begin // Èäåì íå â òó ñòîðîíó
7078 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7079 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7080 SetAIFlag('NEEDFIRE', '1');
7081 SetAIFlag('GORIGHT', '1');
7082 end;
7083 end
7084 else
7085 begin
7086 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7087 SetAIFlag('NEEDFIRE', '1');
7088 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7089 SetAIFlag('GOLEFT', '1');
7090 end;
7091 end;
7093 //HACK! (does it belong there?)
7094 RealizeCurrentWeapon();
7096 // Åñëè åñòü âîçìîæíûå öåëè:
7097 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7098 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7099 for a := 0 to High(targets) do
7100 begin
7101 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7102 if GetRnd(FDifficult.DiagFire) then
7103 begin
7104 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7105 if FDirection = TDirection.D_LEFT then
7106 angle := ANGLE_LEFTUP
7107 else
7108 angle := ANGLE_RIGHTUP;
7110 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7111 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7113 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7114 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7115 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7116 targets[a].Rect.Width, targets[a].Rect.Height) and
7117 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7118 begin
7119 SetAIFlag('NEEDFIRE', '1');
7120 SetAIFlag('NEEDSEEUP', '1');
7121 end;
7123 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7124 if FDirection = TDirection.D_LEFT then
7125 angle := ANGLE_LEFTDOWN
7126 else
7127 angle := ANGLE_RIGHTDOWN;
7129 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7130 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7132 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7133 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7134 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7135 targets[a].Rect.Width, targets[a].Rect.Height) and
7136 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7137 begin
7138 SetAIFlag('NEEDFIRE', '1');
7139 SetAIFlag('NEEDSEEDOWN', '1');
7140 end;
7141 end;
7143 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7144 if targets[a].Line and targets[a].Visible and
7145 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7146 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7147 begin
7148 SetAIFlag('NEEDFIRE', '1');
7149 Break;
7150 end;
7151 end;
7153 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7154 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7155 PLAYER_RECT.Width, PLAYER_RECT.Height,
7156 40+GetInterval(FDifficult.Cover, 40)) then
7157 SetAIFlag('NEEDJUMP', '1');
7159 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7160 ammo := GetAmmoByWeapon(FCurrWeap);
7161 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7162 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7163 (ammo = 0) then
7164 SetAIFlag('SELECTWEAPON', '1');
7166 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7167 if GetAIFlag('SELECTWEAPON') = '1' then
7168 begin
7169 SelectWeapon(-1);
7170 RemoveAIFlag('SELECTWEAPON');
7171 end;
7172 end;
7174 procedure TBot.Update();
7175 var
7176 EnableAI: Boolean;
7177 begin
7178 if not FAlive then
7179 begin // Respawn
7180 ReleaseKeys();
7181 PressKey(KEY_UP);
7182 end
7183 else
7184 begin
7185 EnableAI := True;
7187 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7188 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7189 EnableAI := False;
7190 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7191 EnableAI := False;
7192 if g_debug_BotAIOff = 3 then
7193 EnableAI := False;
7195 if EnableAI then
7196 begin
7197 UpdateMove();
7198 UpdateCombat();
7199 end
7200 else
7201 begin
7202 RealizeCurrentWeapon();
7203 end;
7204 end;
7206 inherited Update();
7207 end;
7209 procedure TBot.ReleaseKey(Key: Byte);
7210 begin
7211 with FKeys[Key] do
7212 begin
7213 Pressed := False;
7214 Time := 0;
7215 end;
7216 end;
7218 function TBot.KeyPressed(Key: Word): Boolean;
7219 begin
7220 Result := FKeys[Key].Pressed;
7221 end;
7223 function TBot.GetAIFlag(aName: String20): String20;
7224 var
7225 a: Integer;
7226 begin
7227 Result := '';
7229 aName := LowerCase(aName);
7231 if FAIFlags <> nil then
7232 for a := 0 to High(FAIFlags) do
7233 if LowerCase(FAIFlags[a].Name) = aName then
7234 begin
7235 Result := FAIFlags[a].Value;
7236 Break;
7237 end;
7238 end;
7240 procedure TBot.RemoveAIFlag(aName: String20);
7241 var
7242 a, b: Integer;
7243 begin
7244 if FAIFlags = nil then Exit;
7246 aName := LowerCase(aName);
7248 for a := 0 to High(FAIFlags) do
7249 if LowerCase(FAIFlags[a].Name) = aName then
7250 begin
7251 if a <> High(FAIFlags) then
7252 for b := a to High(FAIFlags)-1 do
7253 FAIFlags[b] := FAIFlags[b+1];
7255 SetLength(FAIFlags, Length(FAIFlags)-1);
7256 Break;
7257 end;
7258 end;
7260 procedure TBot.SetAIFlag(aName, fValue: String20);
7261 var
7262 a: Integer;
7263 ok: Boolean;
7264 begin
7265 a := 0;
7266 ok := False;
7268 aName := LowerCase(aName);
7270 if FAIFlags <> nil then
7271 for a := 0 to High(FAIFlags) do
7272 if LowerCase(FAIFlags[a].Name) = aName then
7273 begin
7274 ok := True;
7275 Break;
7276 end;
7278 if ok then FAIFlags[a].Value := fValue
7279 else
7280 begin
7281 SetLength(FAIFlags, Length(FAIFlags)+1);
7282 with FAIFlags[High(FAIFlags)] do
7283 begin
7284 Name := aName;
7285 Value := fValue;
7286 end;
7287 end;
7288 end;
7290 procedure TBot.UpdateMove;
7292 procedure GoLeft(Time: Word = 1);
7293 begin
7294 ReleaseKey(KEY_LEFT);
7295 ReleaseKey(KEY_RIGHT);
7296 PressKey(KEY_LEFT, Time);
7297 SetDirection(TDirection.D_LEFT);
7298 end;
7300 procedure GoRight(Time: Word = 1);
7301 begin
7302 ReleaseKey(KEY_LEFT);
7303 ReleaseKey(KEY_RIGHT);
7304 PressKey(KEY_RIGHT, Time);
7305 SetDirection(TDirection.D_RIGHT);
7306 end;
7308 function Rnd(a: Word): Boolean;
7309 begin
7310 Result := Random(a) = 0;
7311 end;
7313 procedure Turn(Time: Word = 1200);
7314 begin
7315 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7316 end;
7318 procedure Stop();
7319 begin
7320 ReleaseKey(KEY_LEFT);
7321 ReleaseKey(KEY_RIGHT);
7322 end;
7324 function CanRunLeft(): Boolean;
7325 begin
7326 Result := not CollideLevel(-1, 0);
7327 end;
7329 function CanRunRight(): Boolean;
7330 begin
7331 Result := not CollideLevel(1, 0);
7332 end;
7334 function CanRun(): Boolean;
7335 begin
7336 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7337 end;
7339 procedure Jump(Time: Word = 30);
7340 begin
7341 PressKey(KEY_JUMP, Time);
7342 end;
7344 function NearHole(): Boolean;
7345 var
7346 x, sx: Integer;
7347 begin
7348 { TODO 5 : Ëåñòíèöû }
7349 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7350 for x := 1 to PLAYER_RECT.Width do
7351 if (not StayOnStep(x*sx, 0)) and
7352 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7353 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7354 begin
7355 Result := True;
7356 Exit;
7357 end;
7359 Result := False;
7360 end;
7362 function BorderHole(): Boolean;
7363 var
7364 x, sx, xx: Integer;
7365 begin
7366 { TODO 5 : Ëåñòíèöû }
7367 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7368 for x := 1 to PLAYER_RECT.Width do
7369 if (not StayOnStep(x*sx, 0)) and
7370 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7371 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7372 begin
7373 for xx := x to x+32 do
7374 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7375 begin
7376 Result := True;
7377 Exit;
7378 end;
7379 end;
7381 Result := False;
7382 end;
7384 function NearDeepHole(): Boolean;
7385 var
7386 x, sx, y: Integer;
7387 begin
7388 Result := False;
7390 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7391 y := 3;
7393 for x := 1 to PLAYER_RECT.Width do
7394 if (not StayOnStep(x*sx, 0)) and
7395 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7396 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7397 begin
7398 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7399 begin
7400 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7401 y := y+1;
7402 end;
7404 Result := True;
7405 end else Result := False;
7406 end;
7408 function OverDeepHole(): Boolean;
7409 var
7410 y: Integer;
7411 begin
7412 Result := False;
7414 y := 1;
7415 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7416 begin
7417 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7418 y := y+1;
7419 end;
7421 Result := True;
7422 end;
7424 function OnGround(): Boolean;
7425 begin
7426 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7427 end;
7429 function OnLadder(): Boolean;
7430 begin
7431 Result := FullInStep(0, 0);
7432 end;
7434 function BelowLadder(): Boolean;
7435 begin
7436 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7437 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7438 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7439 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7440 end;
7442 function BelowLiftUp(): Boolean;
7443 begin
7444 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7445 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7446 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7447 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7448 end;
7450 function OnTopLift(): Boolean;
7451 begin
7452 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7453 end;
7455 function CanJumpOver(): Boolean;
7456 var
7457 sx, y: Integer;
7458 begin
7459 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7461 Result := False;
7463 if not CollideLevel(sx, 0) then Exit;
7465 for y := 1 to BOT_MAXJUMP do
7466 if CollideLevel(0, -y) then Exit else
7467 if not CollideLevel(sx, -y) then
7468 begin
7469 Result := True;
7470 Exit;
7471 end;
7472 end;
7474 function CanJumpUp(Dist: ShortInt): Boolean;
7475 var
7476 y, yy: Integer;
7477 c: Boolean;
7478 begin
7479 Result := False;
7481 if CollideLevel(Dist, 0) then Exit;
7483 c := False;
7484 for y := 0 to BOT_MAXJUMP do
7485 if CollideLevel(Dist, -y) then
7486 begin
7487 c := True;
7488 Break;
7489 end;
7491 if not c then Exit;
7493 c := False;
7494 for yy := y+1 to BOT_MAXJUMP do
7495 if not CollideLevel(Dist, -yy) then
7496 begin
7497 c := True;
7498 Break;
7499 end;
7501 if not c then Exit;
7503 c := False;
7504 for y := 0 to BOT_MAXJUMP do
7505 if CollideLevel(0, -y) then
7506 begin
7507 c := True;
7508 Break;
7509 end;
7511 if c then Exit;
7513 if y < yy then Exit;
7515 Result := True;
7516 end;
7518 function IsSafeTrigger(): Boolean;
7519 var
7520 a: Integer;
7521 begin
7522 Result := True;
7523 if gTriggers = nil then
7524 Exit;
7525 for a := 0 to High(gTriggers) do
7526 if Collide(gTriggers[a].X,
7527 gTriggers[a].Y,
7528 gTriggers[a].Width,
7529 gTriggers[a].Height) and
7530 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7531 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7532 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7533 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7534 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7535 Result := False;
7536 end;
7538 begin
7539 // Âîçìîæíî, íàæèìàåì êíîïêó:
7540 if Rnd(16) and IsSafeTrigger() then
7541 PressKey(KEY_OPEN);
7543 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7544 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7545 begin
7546 ReleaseKey(KEY_LEFT);
7547 ReleaseKey(KEY_RIGHT);
7548 Jump();
7549 end;
7551 // Èäåì âëåâî, åñëè íàäî áûëî:
7552 if GetAIFlag('GOLEFT') <> '' then
7553 begin
7554 RemoveAIFlag('GOLEFT');
7555 if CanRunLeft() then
7556 GoLeft(360);
7557 end;
7559 // Èäåì âïðàâî, åñëè íàäî áûëî:
7560 if GetAIFlag('GORIGHT') <> '' then
7561 begin
7562 RemoveAIFlag('GORIGHT');
7563 if CanRunRight() then
7564 GoRight(360);
7565 end;
7567 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7568 if FObj.X < -32 then
7569 GoRight(360)
7570 else
7571 if FObj.X+32 > gMapInfo.Width then
7572 GoLeft(360);
7574 // Ïðûãàåì, åñëè íàäî áûëî:
7575 if GetAIFlag('NEEDJUMP') <> '' then
7576 begin
7577 Jump(0);
7578 RemoveAIFlag('NEEDJUMP');
7579 end;
7581 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7582 if GetAIFlag('NEEDSEEUP') <> '' then
7583 begin
7584 ReleaseKey(KEY_UP);
7585 ReleaseKey(KEY_DOWN);
7586 PressKey(KEY_UP, 20);
7587 RemoveAIFlag('NEEDSEEUP');
7588 end;
7590 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7591 if GetAIFlag('NEEDSEEDOWN') <> '' then
7592 begin
7593 ReleaseKey(KEY_UP);
7594 ReleaseKey(KEY_DOWN);
7595 PressKey(KEY_DOWN, 20);
7596 RemoveAIFlag('NEEDSEEDOWN');
7597 end;
7599 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7600 if GetAIFlag('GOINHOLE') <> '' then
7601 if not OnGround() then
7602 begin
7603 ReleaseKey(KEY_LEFT);
7604 ReleaseKey(KEY_RIGHT);
7605 RemoveAIFlag('GOINHOLE');
7606 SetAIFlag('FALLINHOLE', '1');
7607 end;
7609 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7610 if GetAIFlag('FALLINHOLE') <> '' then
7611 if OnGround() then
7612 RemoveAIFlag('FALLINHOLE');
7614 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7615 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7616 if GetAIFlag('FALLINHOLE') = '' then
7617 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7618 if Rnd(2) then
7619 GoLeft(360)
7620 else
7621 GoRight(360);
7623 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7624 if OnGround() and
7625 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7626 Rnd(8) then
7627 Jump();
7629 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7630 if OnGround() and NearHole() then
7631 if NearDeepHole() then // Åñëè ýòî áåçäíà
7632 case Random(6) of
7633 0..3: Turn(); // Áåæèì îáðàòíî
7634 4: Jump(); // Ïðûãàåì
7635 5: begin // Ïðûãàåì îáðàòíî
7636 Turn();
7637 Jump();
7638 end;
7639 end
7640 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7641 if GetAIFlag('GOINHOLE') = '' then
7642 case Random(6) of
7643 0: Turn(); // Íå íóæíî òóäà
7644 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7645 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7646 if BorderHole() then
7647 SetAIFlag('GOINHOLE', '1');
7648 end;
7650 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7651 if (not CanRun()) and OnGround() then
7652 begin
7653 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7654 if CanJumpOver() or OnLadder() then
7655 Jump()
7656 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7657 if Random(2) = 0 then
7658 begin
7659 if IsSafeTrigger() then
7660 PressKey(KEY_OPEN);
7661 end else
7662 Turn();
7663 end;
7665 // Îñòàëîñü ìàëî âîçäóõà:
7666 if FAir < 36 * 2 then
7667 Jump(20);
7669 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7670 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7671 if BodyInAcid(0, 0) then
7672 Jump();
7673 end;
7675 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7676 begin
7677 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7678 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7679 end;
7681 {function TBot.NeedItem(Item: Byte): Byte;
7682 begin
7683 Result := 4;
7684 end;}
7686 procedure TBot.SelectWeapon(Dist: Integer);
7687 var
7688 a: Integer;
7690 function HaveAmmo(weapon: Byte): Boolean;
7691 begin
7692 case weapon of
7693 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7694 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7695 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7696 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7697 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7698 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7699 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7700 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7701 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7702 else Result := True;
7703 end;
7704 end;
7706 begin
7707 if Dist = -1 then Dist := BOT_LONGDIST;
7709 if Dist > BOT_LONGDIST then
7710 begin // Äàëüíèé áîé
7711 for a := 0 to 9 do
7712 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7713 begin
7714 FSelectedWeapon := FDifficult.WeaponPrior[a];
7715 Break;
7716 end;
7717 end
7718 else //if Dist > BOT_UNSAFEDIST then
7719 begin // Áëèæíèé áîé
7720 for a := 0 to 9 do
7721 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7722 begin
7723 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7724 Break;
7725 end;
7726 end;
7727 { else
7728 begin
7729 for a := 0 to 9 do
7730 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7731 begin
7732 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7733 Break;
7734 end;
7735 end;}
7736 end;
7738 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7739 begin
7740 Result := inherited PickItem(ItemType, force, remove);
7742 if Result then SetAIFlag('SELECTWEAPON', '1');
7743 end;
7745 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7746 begin
7747 Result := inherited Heal(value, Soft);
7748 end;
7750 function TBot.Healthy(): Byte;
7751 begin
7752 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7753 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7754 else if (FHealth > 50) then Result := 2
7755 else if (FHealth > 20) then Result := 1
7756 else Result := 0;
7757 end;
7759 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7760 begin
7761 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7762 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7763 end;
7765 procedure TBot.OnDamage(Angle: SmallInt);
7766 var
7767 pla: TPlayer;
7768 mon: TMonster;
7769 ok: Boolean;
7770 begin
7771 inherited;
7773 if (Angle = 0) or (Angle = 180) then
7774 begin
7775 ok := False;
7776 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7777 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7778 begin // Èãðîê
7779 pla := g_Player_Get(FLastSpawnerUID);
7780 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7781 pla.FObj.Y + PLAYER_RECT.Y);
7782 end
7783 else
7784 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7785 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7786 begin // Ìîíñòð
7787 mon := g_Monsters_ByUID(FLastSpawnerUID);
7788 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7789 mon.Obj.Y + mon.Obj.Rect.Y);
7790 end;
7792 if ok then
7793 if Angle = 0 then
7794 SetAIFlag('ATTACKLEFT', '1')
7795 else
7796 SetAIFlag('ATTACKRIGHT', '1');
7797 end;
7798 end;
7800 function TBot.RunDirection(): TDirection;
7801 begin
7802 if Abs(Vel.X) >= 1 then
7803 begin
7804 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7805 end else
7806 Result := FDirection;
7807 end;
7809 function TBot.GetRnd(a: Byte): Boolean;
7810 begin
7811 if a = 0 then Result := False
7812 else if a = 255 then Result := True
7813 else Result := Random(256) > 255-a;
7814 end;
7816 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7817 begin
7818 Result := Round((255-a)/255*radius*(Random(2)-1));
7819 end;
7822 procedure TDifficult.save (st: TStream);
7823 begin
7824 utils.writeInt(st, Byte(DiagFire));
7825 utils.writeInt(st, Byte(InvisFire));
7826 utils.writeInt(st, Byte(DiagPrecision));
7827 utils.writeInt(st, Byte(FlyPrecision));
7828 utils.writeInt(st, Byte(Cover));
7829 utils.writeInt(st, Byte(CloseJump));
7830 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7831 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7832 end;
7834 procedure TDifficult.load (st: TStream);
7835 begin
7836 DiagFire := utils.readByte(st);
7837 InvisFire := utils.readByte(st);
7838 DiagPrecision := utils.readByte(st);
7839 FlyPrecision := utils.readByte(st);
7840 Cover := utils.readByte(st);
7841 CloseJump := utils.readByte(st);
7842 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7843 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7844 end;
7847 procedure TBot.SaveState (st: TStream);
7848 var
7849 i: Integer;
7850 dw: Integer;
7851 begin
7852 inherited SaveState(st);
7853 utils.writeSign(st, 'BOT0');
7854 // Âûáðàííîå îðóæèå
7855 utils.writeInt(st, Byte(FSelectedWeapon));
7856 // UID öåëè
7857 utils.writeInt(st, Word(FTargetUID));
7858 // Âðåìÿ ïîòåðè öåëè
7859 utils.writeInt(st, LongWord(FLastVisible));
7860 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7861 dw := Length(FAIFlags);
7862 utils.writeInt(st, LongInt(dw));
7863 // Ôëàãè ÈÈ
7864 for i := 0 to dw-1 do
7865 begin
7866 utils.writeStr(st, FAIFlags[i].Name, 20);
7867 utils.writeStr(st, FAIFlags[i].Value, 20);
7868 end;
7869 // Íàñòðîéêè ñëîæíîñòè
7870 FDifficult.save(st);
7871 end;
7874 procedure TBot.LoadState (st: TStream);
7875 var
7876 i: Integer;
7877 dw: Integer;
7878 begin
7879 inherited LoadState(st);
7880 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7881 // Âûáðàííîå îðóæèå
7882 FSelectedWeapon := utils.readByte(st);
7883 // UID öåëè
7884 FTargetUID := utils.readWord(st);
7885 // Âðåìÿ ïîòåðè öåëè
7886 FLastVisible := utils.readLongWord(st);
7887 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7888 dw := utils.readLongInt(st);
7889 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7890 SetLength(FAIFlags, dw);
7891 // Ôëàãè ÈÈ
7892 for i := 0 to dw-1 do
7893 begin
7894 FAIFlags[i].Name := utils.readStr(st, 20);
7895 FAIFlags[i].Value := utils.readStr(st, 20);
7896 end;
7897 // Íàñòðîéêè ñëîæíîñòè
7898 FDifficult.load(st);
7899 end;
7902 begin
7903 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7904 end.