DEADSOFTWARE

Revert "fixed flawed "weapon switch key release" detection logic (flags should change...
[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 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames (unused)
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
203 // client-side only
204 weaponSwitchKeyReleased: array[0..16] of Boolean; // true: was release
207 function CollideLevel(XInc, YInc: Integer): Boolean;
208 function StayOnStep(XInc, YInc: Integer): Boolean;
209 function HeadInLiquid(XInc, YInc: Integer): Boolean;
210 function BodyInLiquid(XInc, YInc: Integer): Boolean;
211 function BodyInAcid(XInc, YInc: Integer): Boolean;
212 function FullInLift(XInc, YInc: Integer): Integer;
213 {procedure CollideItem();}
214 procedure FlySmoke(Times: DWORD = 1);
215 procedure OnFireFlame(Times: DWORD = 1);
216 function GetAmmoByWeapon(Weapon: Byte): Word;
217 procedure SetAction(Action: Byte; Force: Boolean = False);
218 procedure OnDamage(Angle: SmallInt); virtual;
219 function firediry(): Integer;
220 procedure DoPunch();
222 procedure Run(Direction: TDirection);
223 procedure NextWeapon();
224 procedure PrevWeapon();
225 procedure SeeUp();
226 procedure SeeDown();
227 procedure Fire();
228 procedure Jump();
229 procedure Use();
231 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
232 procedure resetWeaponQueue ();
233 function hasAmmoForWeapon (weapon: Byte): Boolean;
235 procedure doDamage (v: Integer);
237 function followCorpse(): Boolean;
239 public
240 FDamageBuffer: Integer;
242 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
243 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
244 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
245 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
246 FBerserk: Integer;
247 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
248 FReloading: Array [WP_FIRST..WP_LAST] of Word;
249 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
250 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
251 FColor: TRGB;
252 FPreferredTeam: Byte;
253 FSpectator: Boolean;
254 FNoRespawn: Boolean;
255 FWantsInGame: Boolean;
256 FGhost: Boolean;
257 FPhysics: Boolean;
258 FJetpack: Boolean;
259 FActualModelName: string;
260 FClientID: SmallInt;
261 FPing: Word;
262 FLoss: Byte;
263 FDummy: Boolean;
264 FFireTime: Integer;
266 // debug: viewport offset
267 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
269 function isValidViewPort (): Boolean; inline;
271 constructor Create(); virtual;
272 destructor Destroy(); override;
273 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
274 function GetRespawnPoint(): Byte;
275 procedure PressKey(Key: Byte; Time: Word = 1);
276 procedure ReleaseKeys();
277 procedure SetModel(ModelName: String);
278 procedure SetColor(Color: TRGB);
279 procedure SetWeapon(W: Byte);
280 function IsKeyPressed(K: Byte): Boolean;
281 function GetKeys(): Byte;
282 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
283 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
284 function Collide(Panel: TPanel): Boolean; overload;
285 function Collide(X, Y: Integer): Boolean; overload;
286 procedure SetDirection(Direction: TDirection);
287 procedure GetSecret();
288 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
289 procedure Touch();
290 procedure Push(vx, vy: Integer);
291 procedure ChangeModel(ModelName: String);
292 procedure SwitchTeam;
293 procedure ChangeTeam(Team: Byte);
294 procedure BFGHit();
295 function GetFlag(Flag: Byte): Boolean;
296 procedure SetFlag(Flag: Byte);
297 function DropFlag(): Boolean;
298 procedure AllRulez(Health: Boolean);
299 procedure RestoreHealthArmor();
300 procedure FragCombo();
301 procedure GiveItem(ItemType: Byte);
302 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
303 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
304 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
305 procedure MakeBloodSimple(Count: Word);
306 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
307 procedure Reset(Force: Boolean);
308 procedure Spectate(NoMove: Boolean = False);
309 procedure SwitchNoClip;
310 procedure SoftReset();
311 procedure Draw(); virtual;
312 procedure DrawPain();
313 procedure DrawPickup();
314 procedure DrawRulez();
315 procedure DrawAim();
316 procedure DrawIndicator();
317 procedure DrawBubble();
318 procedure DrawGUI();
319 procedure Update(); virtual;
320 procedure RememberState();
321 procedure RecallState();
322 procedure SaveState (st: TStream); virtual;
323 procedure LoadState (st: TStream); virtual;
324 procedure PauseSounds(Enable: Boolean);
325 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
326 procedure DoLerp(Level: Integer = 2);
327 procedure SetLerp(XTo, YTo: Integer);
328 procedure QueueWeaponSwitch(Weapon: Byte);
329 procedure RealizeCurrentWeapon();
330 procedure JetpackOn;
331 procedure JetpackOff;
332 procedure CatchFire(Attacker: Word);
334 //WARNING! this does nothing for now, but still call it!
335 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
337 procedure getMapBox (out x, y, w, h: Integer); inline;
338 procedure moveBy (dx, dy: Integer); inline;
340 procedure releaseAllWeaponSwitchKeys ();
341 procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
342 function isWeaponSwitchKeyReleased (index: Integer): Boolean;
344 public
345 property Vel: TPoint2i read FObj.Vel;
346 property Obj: TObj read FObj;
348 property Name: String read FName write FName;
349 property Model: TPlayerModel read FModel;
350 property Health: Integer read FHealth write FHealth;
351 property Lives: Byte read FLives write FLives;
352 property Armor: Integer read FArmor write FArmor;
353 property Air: Integer read FAir write FAir;
354 property JetFuel: Integer read FJetFuel write FJetFuel;
355 property Frags: Integer read FFrags write FFrags;
356 property Death: Integer read FDeath write FDeath;
357 property Kills: Integer read FKills write FKills;
358 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
359 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
360 property Secrets: Integer read FSecrets;
361 property GodMode: Boolean read FGodMode write FGodMode;
362 property NoTarget: Boolean read FNoTarget write FNoTarget;
363 property NoReload: Boolean read FNoReload write FNoReload;
364 property alive: Boolean read FAlive write FAlive;
365 property Flag: Byte read FFlag;
366 property Team: Byte read FTeam write FTeam;
367 property Direction: TDirection read FDirection;
368 property GameX: Integer read FObj.X write FObj.X;
369 property GameY: Integer read FObj.Y write FObj.Y;
370 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
371 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
372 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
373 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
374 property IncCam: Integer read FIncCam write FIncCam;
375 property UID: Word read FUID write FUID;
376 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
377 property NetTime: LongWord read FNetTime write FNetTime;
379 published
380 property eName: String read FName write FName;
381 property eHealth: Integer read FHealth write FHealth;
382 property eLives: Byte read FLives write FLives;
383 property eArmor: Integer read FArmor write FArmor;
384 property eAir: Integer read FAir write FAir;
385 property eJetFuel: Integer read FJetFuel write FJetFuel;
386 property eFrags: Integer read FFrags write FFrags;
387 property eDeath: Integer read FDeath write FDeath;
388 property eKills: Integer read FKills write FKills;
389 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
390 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
391 property eSecrets: Integer read FSecrets write FSecrets;
392 property eGodMode: Boolean read FGodMode write FGodMode;
393 property eNoTarget: Boolean read FNoTarget write FNoTarget;
394 property eNoReload: Boolean read FNoReload write FNoReload;
395 property eAlive: Boolean read FAlive write FAlive;
396 property eFlag: Byte read FFlag;
397 property eTeam: Byte read FTeam write FTeam;
398 property eDirection: TDirection read FDirection;
399 property eGameX: Integer read FObj.X write FObj.X;
400 property eGameY: Integer read FObj.Y write FObj.Y;
401 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
402 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
403 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
404 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
405 property eIncCam: Integer read FIncCam write FIncCam;
406 property eUID: Word read FUID;
407 property eJustTeleported: Boolean read FJustTeleported;
408 property eNetTime: LongWord read FNetTime;
410 // set this before assigning something to `eDamage`
411 property eDamageType: Integer read mEDamageType write mEDamageType;
412 property eDamage: Integer write doDamage;
413 end;
415 TDifficult = record
416 public
417 DiagFire: Byte;
418 InvisFire: Byte;
419 DiagPrecision: Byte;
420 FlyPrecision: Byte;
421 Cover: Byte;
422 CloseJump: Byte;
423 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
424 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
425 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
427 public
428 procedure save (st: TStream);
429 procedure load (st: TStream);
430 end;
432 TAIFlag = record
433 Name: String;
434 Value: String;
435 end;
437 TBot = class(TPlayer)
438 private
439 FSelectedWeapon: Byte;
440 FTargetUID: Word;
441 FLastVisible: DWORD;
442 FAIFlags: Array of TAIFlag;
443 FDifficult: TDifficult;
445 function GetRnd(a: Byte): Boolean;
446 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
447 function RunDirection(): TDirection;
448 function FullInStep(XInc, YInc: Integer): Boolean;
449 //function NeedItem(Item: Byte): Byte;
450 procedure SelectWeapon(Dist: Integer);
451 procedure SetAIFlag(aName, fValue: String20);
452 function GetAIFlag(aName: String20): String20;
453 procedure RemoveAIFlag(aName: String20);
454 function Healthy(): Byte;
455 procedure UpdateMove();
456 procedure UpdateCombat();
457 function KeyPressed(Key: Word): Boolean;
458 procedure ReleaseKey(Key: Byte);
459 function TargetOnScreen(TX, TY: Integer): Boolean;
460 procedure OnDamage(Angle: SmallInt); override;
462 public
463 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
464 constructor Create(); override;
465 destructor Destroy(); override;
466 procedure Draw(); override;
467 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
468 function Heal(value: Word; Soft: Boolean): Boolean; override;
469 procedure Update(); override;
470 procedure SaveState (st: TStream); override;
471 procedure LoadState (st: TStream); override;
472 end;
474 PGib = ^TGib;
475 TGib = record
476 alive: Boolean;
477 ID: DWORD;
478 MaskID: DWORD;
479 RAngle: Integer;
480 Color: TRGB;
481 Obj: TObj;
483 procedure getMapBox (out x, y, w, h: Integer); inline;
484 procedure moveBy (dx, dy: Integer); inline;
486 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
487 end;
490 PShell = ^TShell;
491 TShell = record
492 SpriteID: DWORD;
493 alive: Boolean;
494 SType: Byte;
495 RAngle: Integer;
496 Timeout: Cardinal;
497 CX, CY: Integer;
498 Obj: TObj;
500 procedure getMapBox (out x, y, w, h: Integer); inline;
501 procedure moveBy (dx, dy: Integer); inline;
503 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
504 end;
506 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
507 private
508 FModelName: String;
509 FMess: Boolean;
510 FState: Byte;
511 FDamage: Byte;
512 FColor: TRGB;
513 FObj: TObj;
514 FPlayerUID: Word;
515 FAnimation: TAnimation;
516 FAnimationMask: TAnimation;
518 public
519 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
520 destructor Destroy(); override;
521 procedure Damage(Value: Word; vx, vy: Integer);
522 procedure Update();
523 procedure Draw();
524 procedure SaveState (st: TStream);
525 procedure LoadState (st: TStream);
527 procedure getMapBox (out x, y, w, h: Integer); inline;
528 procedure moveBy (dx, dy: Integer); inline;
530 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
532 function ObjPtr (): PObj; inline;
534 property Obj: TObj read FObj; // copies object
535 property State: Byte read FState;
536 property Mess: Boolean read FMess;
537 end;
539 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
540 record
541 Goals: SmallInt;
542 end;
544 var
545 gPlayers: Array of TPlayer;
546 gCorpses: Array of TCorpse;
547 gGibs: Array of TGib;
548 gShells: Array of TShell;
549 gTeamStat: TTeamStat;
550 gFly: Boolean = False;
551 gAimLine: Boolean = False;
552 gChatBubble: Byte = 0;
553 gPlayerIndicator: Boolean = True;
554 gNumBots: Word = 0;
555 gLMSPID1: Word = 0;
556 gLMSPID2: Word = 0;
557 MAX_RUNVEL: Integer = 8;
558 VEL_JUMP: Integer = 10;
559 SHELL_TIMEOUT: Cardinal = 60000;
561 function Lerp(X, Y, Factor: Integer): Integer;
563 procedure g_Gibs_SetMax(Count: Word);
564 function g_Gibs_GetMax(): Word;
565 procedure g_Corpses_SetMax(Count: Word);
566 function g_Corpses_GetMax(): Word;
567 procedure g_Shells_SetMax(Count: Word);
568 function g_Shells_GetMax(): Word;
570 procedure g_Player_Init();
571 procedure g_Player_Free();
572 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
573 function g_Player_CreateFromState (st: TStream): Word;
574 procedure g_Player_Remove(UID: Word);
575 procedure g_Player_ResetTeams();
576 procedure g_Player_UpdateAll();
577 procedure g_Player_DrawAll();
578 procedure g_Player_DrawDebug(p: TPlayer);
579 procedure g_Player_DrawHealth();
580 procedure g_Player_RememberAll();
581 procedure g_Player_ResetAll(Force, Silent: Boolean);
582 function g_Player_Get(UID: Word): TPlayer;
583 function g_Player_GetCount(): Byte;
584 function g_Player_GetStats(): TPlayerStatArray;
585 function g_Player_ValidName(Name: String): Boolean;
586 procedure g_Player_CreateCorpse(Player: TPlayer);
587 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
588 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
589 procedure g_Player_UpdatePhysicalObjects();
590 procedure g_Player_DrawCorpses();
591 procedure g_Player_DrawShells();
592 procedure g_Player_RemoveAllCorpses();
593 procedure g_Player_Corpses_SaveState (st: TStream);
594 procedure g_Player_Corpses_LoadState (st: TStream);
595 procedure g_Bot_Add(Team, Difficult: Byte);
596 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
597 procedure g_Bot_MixNames();
598 procedure g_Bot_RemoveAll();
600 implementation
602 uses
603 {$INCLUDE ../nogl/noGLuses.inc}
604 {$IFDEF ENABLE_HOLMES}
605 g_holmes,
606 {$ENDIF}
607 e_log, g_map, g_items, g_console, g_gfx, Math,
608 g_options, g_triggers, g_menu, g_game, g_grid,
609 wadreader, g_main, g_monsters, CONFIG, g_language,
610 g_net, g_netmsg, g_window,
611 utils, xstreams;
613 const PLR_SAVE_VERSION = 0;
615 type
616 TBotProfile = record
617 name: ShortString;
618 model: ShortString;
619 team: Byte;
620 color: TRGB;
621 diag_fire: Byte;
622 invis_fire: Byte;
623 diag_precision: Byte;
624 fly_precision: Byte;
625 cover: Byte;
626 close_jump: Byte;
627 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
628 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
629 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
630 end;
632 const
633 TIME_RESPAWN1 = 1500;
634 TIME_RESPAWN2 = 2000;
635 TIME_RESPAWN3 = 3000;
636 AIR_DEF = 360;
637 AIR_MAX = 1091;
638 JET_MAX = 540; // ~30 sec
639 PLAYER_SUIT_TIME = 30000;
640 PLAYER_INVUL_TIME = 30000;
641 PLAYER_INVIS_TIME = 35000;
642 FRAG_COMBO_TIME = 3000;
643 VEL_SW = 4;
644 VEL_FLY = 6;
645 ANGLE_RIGHTUP = 55;
646 ANGLE_RIGHTDOWN = -35;
647 ANGLE_LEFTUP = 125;
648 ANGLE_LEFTDOWN = -145;
649 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
650 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
651 BOT_MAXJUMP = 84;
652 BOT_LONGDIST = 300;
653 BOT_UNSAFEDIST = 128;
654 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
655 (R:0; G:0; B:255));
656 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
657 FlyPrecision: 32; Cover: 32; CloseJump: 32;
658 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
659 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
660 FlyPrecision: 127; Cover: 127; CloseJump: 127;
661 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
662 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
663 FlyPrecision: 255; Cover: 255; CloseJump: 255;
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 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
666 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
667 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
668 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
669 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
670 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
671 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
672 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
673 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
674 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
675 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
676 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
677 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
678 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
679 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
680 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
681 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
683 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
684 CORPSE_SIGNATURE = $50524F43; // 'CORP'
686 BOTNAMES_FILENAME = 'botnames.txt';
687 BOTLIST_FILENAME = 'botlist.txt';
689 var
690 MaxGibs: Word = 150;
691 MaxCorpses: Word = 20;
692 MaxShells: Word = 300;
693 CurrentGib: Integer = 0;
694 CurrentShell: Integer = 0;
695 BotNames: Array of String;
696 BotList: Array of TBotProfile;
699 function Lerp(X, Y, Factor: Integer): Integer;
700 begin
701 Result := X + ((Y - X) div Factor);
702 end;
704 function SameTeam(UID1, UID2: Word): Boolean;
705 begin
706 Result := False;
708 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
709 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
711 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
713 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
714 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
716 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
717 end;
719 procedure g_Gibs_SetMax(Count: Word);
720 begin
721 MaxGibs := Count;
722 SetLength(gGibs, Count);
724 if CurrentGib >= Count then
725 CurrentGib := 0;
726 end;
728 function g_Gibs_GetMax(): Word;
729 begin
730 Result := MaxGibs;
731 end;
733 procedure g_Shells_SetMax(Count: Word);
734 begin
735 MaxShells := Count;
736 SetLength(gShells, Count);
738 if CurrentShell >= Count then
739 CurrentShell := 0;
740 end;
742 function g_Shells_GetMax(): Word;
743 begin
744 Result := MaxShells;
745 end;
748 procedure g_Corpses_SetMax(Count: Word);
749 begin
750 MaxCorpses := Count;
751 SetLength(gCorpses, Count);
752 end;
754 function g_Corpses_GetMax(): Word;
755 begin
756 Result := MaxCorpses;
757 end;
759 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
760 var
761 a: Integer;
762 ok: Boolean;
763 begin
764 Result := 0;
766 ok := False;
767 a := 0;
769 // Åñòü ëè ìåñòî â gPlayers:
770 if gPlayers <> nil then
771 for a := 0 to High(gPlayers) do
772 if gPlayers[a] = nil then
773 begin
774 ok := True;
775 Break;
776 end;
778 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
779 if not ok then
780 begin
781 SetLength(gPlayers, Length(gPlayers)+1);
782 a := High(gPlayers);
783 end;
785 // Ñîçäàåì îáúåêò èãðîêà:
786 if Bot then
787 gPlayers[a] := TBot.Create()
788 else
789 gPlayers[a] := TPlayer.Create();
792 gPlayers[a].FActualModelName := ModelName;
793 gPlayers[a].SetModel(ModelName);
795 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
796 if gPlayers[a].FModel = nil then
797 begin
798 gPlayers[a].Free();
799 gPlayers[a] := nil;
800 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
801 Exit;
802 end;
804 if not (Team in [TEAM_RED, TEAM_BLUE]) then
805 if Random(2) = 0 then
806 Team := TEAM_RED
807 else
808 Team := TEAM_BLUE;
809 gPlayers[a].FPreferredTeam := Team;
811 case gGameSettings.GameMode of
812 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
813 GM_TDM,
814 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
815 GM_SINGLE,
816 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
817 end;
819 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
820 gPlayers[a].FColor := Color;
821 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
822 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
823 else
824 gPlayers[a].FModel.Color := Color;
826 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
827 gPlayers[a].FAlive := False;
829 Result := gPlayers[a].FUID;
830 end;
832 function g_Player_CreateFromState (st: TStream): Word;
833 var
834 a, i: Integer;
835 ok, Bot: Boolean;
836 b: Byte;
837 begin
838 result := 0;
839 if (st = nil) then exit; //???
841 // Ñèãíàòóðà èãðîêà
842 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
843 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
845 // Áîò èëè ÷åëîâåê:
846 Bot := utils.readBool(st);
848 ok := false;
849 a := 0;
851 // Åñòü ëè ìåñòî â gPlayers:
852 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
854 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
855 if not ok then
856 begin
857 SetLength(gPlayers, Length(gPlayers)+1);
858 a := High(gPlayers);
859 end;
861 // Ñîçäàåì îáúåêò èãðîêà
862 if Bot then
863 gPlayers[a] := TBot.Create()
864 else
865 gPlayers[a] := TPlayer.Create();
866 gPlayers[a].FIamBot := Bot;
867 gPlayers[a].FPhysics := True;
869 // UID èãðîêà
870 gPlayers[a].FUID := utils.readWord(st);
871 // Èìÿ èãðîêà
872 gPlayers[a].FName := utils.readStr(st);
873 // Êîìàíäà
874 gPlayers[a].FTeam := utils.readByte(st);
875 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
876 // Æèâ ëè
877 gPlayers[a].FAlive := utils.readBool(st);
878 // Èçðàñõîäîâàë ëè âñå æèçíè
879 gPlayers[a].FNoRespawn := utils.readBool(st);
880 // Íàïðàâëåíèå
881 b := utils.readByte(st);
882 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
883 // Çäîðîâüå
884 gPlayers[a].FHealth := utils.readLongInt(st);
885 // Æèçíè
886 gPlayers[a].FLives := utils.readByte(st);
887 // Áðîíÿ
888 gPlayers[a].FArmor := utils.readLongInt(st);
889 // Çàïàñ âîçäóõà
890 gPlayers[a].FAir := utils.readLongInt(st);
891 // Çàïàñ ãîðþ÷åãî
892 gPlayers[a].FJetFuel := utils.readLongInt(st);
893 // Áîëü
894 gPlayers[a].FPain := utils.readLongInt(st);
895 // Óáèë
896 gPlayers[a].FKills := utils.readLongInt(st);
897 // Óáèë ìîíñòðîâ
898 gPlayers[a].FMonsterKills := utils.readLongInt(st);
899 // Ôðàãîâ
900 gPlayers[a].FFrags := utils.readLongInt(st);
901 // Ôðàãîâ ïîäðÿä
902 gPlayers[a].FFragCombo := utils.readByte(st);
903 // Âðåìÿ ïîñëåäíåãî ôðàãà
904 gPlayers[a].FLastFrag := utils.readLongWord(st);
905 // Ñìåðòåé
906 gPlayers[a].FDeath := utils.readLongInt(st);
907 // Êàêîé ôëàã íåñåò
908 gPlayers[a].FFlag := utils.readByte(st);
909 // Íàøåë ñåêðåòîâ
910 gPlayers[a].FSecrets := utils.readLongInt(st);
911 // Òåêóùåå îðóæèå
912 gPlayers[a].FCurrWeap := utils.readByte(st);
913 // Ñëåäóþùåå æåëàåìîå îðóæèå
914 gPlayers[a].FNextWeap := utils.readWord(st);
915 // ...è ïàóçà
916 gPlayers[a].FNextWeapDelay := utils.readByte(st);
917 // Âðåìÿ çàðÿäêè BFG
918 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
919 // Áóôåð óðîíà
920 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
921 // Ïîñëåäíèé óäàðèâøèé
922 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
923 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
924 gPlayers[a].FLastHit := utils.readByte(st);
925 // Îáúåêò èãðîêà:
926 Obj_LoadState(@gPlayers[a].FObj, st);
927 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
928 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
929 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
930 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
931 // Íàëè÷èå îðóæèÿ
932 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
933 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
934 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
935 // Íàëè÷èå ðþêçàêà
936 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
937 // Íàëè÷èå êðàñíîãî êëþ÷à
938 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
939 // Íàëè÷èå çåëåíîãî êëþ÷à
940 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
941 // Íàëè÷èå ñèíåãî êëþ÷à
942 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
943 // Íàëè÷èå áåðñåðêà
944 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
945 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
946 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
947 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
948 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
950 // Íàçâàíèå ìîäåëè:
951 gPlayers[a].FActualModelName := utils.readStr(st);
952 // Öâåò ìîäåëè
953 gPlayers[a].FColor.R := utils.readByte(st);
954 gPlayers[a].FColor.G := utils.readByte(st);
955 gPlayers[a].FColor.B := utils.readByte(st);
956 // Îáíîâëÿåì ìîäåëü èãðîêà
957 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
959 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
960 if (gPlayers[a].FModel = nil) then
961 begin
962 gPlayers[a].Free();
963 gPlayers[a] := nil;
964 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
965 exit;
966 end;
968 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
969 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
970 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
971 else
972 gPlayers[a].FModel.Color := gPlayers[a].FColor;
974 result := gPlayers[a].FUID;
975 end;
978 procedure g_Player_ResetTeams();
979 var
980 a: Integer;
981 begin
982 if g_Game_IsClient then
983 Exit;
984 if gPlayers = nil then
985 Exit;
986 for a := Low(gPlayers) to High(gPlayers) do
987 if gPlayers[a] <> nil then
988 case gGameSettings.GameMode of
989 GM_DM:
990 gPlayers[a].ChangeTeam(TEAM_NONE);
991 GM_TDM, GM_CTF:
992 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
993 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
994 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
995 else
996 if a mod 2 = 0 then
997 gPlayers[a].ChangeTeam(TEAM_RED)
998 else
999 gPlayers[a].ChangeTeam(TEAM_BLUE);
1000 GM_SINGLE,
1001 GM_COOP:
1002 gPlayers[a].ChangeTeam(TEAM_COOP);
1003 end;
1004 end;
1006 procedure g_Bot_Add(Team, Difficult: Byte);
1007 var
1008 m: SSArray;
1009 _name, _model: String;
1010 a, tr, tb: Integer;
1011 begin
1012 if not g_Game_IsServer then Exit;
1014 // Ñïèñîê íàçâàíèé ìîäåëåé:
1015 m := g_PlayerModel_GetNames();
1016 if m = nil then
1017 Exit;
1019 // Êîìàíäà:
1020 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1021 Team := TEAM_COOP // COOP
1022 else
1023 if gGameSettings.GameMode = GM_DM then
1024 Team := TEAM_NONE // DM
1025 else
1026 if Team = TEAM_NONE then // CTF / TDM
1027 begin
1028 // Àâòîáàëàíñ êîìàíä:
1029 tr := 0;
1030 tb := 0;
1032 for a := 0 to High(gPlayers) do
1033 if gPlayers[a] <> nil then
1034 begin
1035 if gPlayers[a].Team = TEAM_RED then
1036 Inc(tr)
1037 else
1038 if gPlayers[a].Team = TEAM_BLUE then
1039 Inc(tb);
1040 end;
1042 if tr > tb then
1043 Team := TEAM_BLUE
1044 else
1045 if tb > tr then
1046 Team := TEAM_RED
1047 else // tr = tb
1048 if Random(2) = 0 then
1049 Team := TEAM_RED
1050 else
1051 Team := TEAM_BLUE;
1052 end;
1054 // Âûáèðàåì áîòó èìÿ:
1055 _name := '';
1056 if BotNames <> nil then
1057 for a := 0 to High(BotNames) do
1058 if g_Player_ValidName(BotNames[a]) then
1059 begin
1060 _name := BotNames[a];
1061 Break;
1062 end;
1064 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1065 if _name = '' then
1066 repeat
1067 _name := Format('DFBOT%.2d', [Random(100)]);
1068 until g_Player_ValidName(_name);
1070 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1071 _model := m[Random(Length(m))];
1073 // Ñîçäàåì áîòà:
1074 with g_Player_Get(g_Player_Create(_model,
1075 _RGB(Min(Random(9)*32, 255),
1076 Min(Random(9)*32, 255),
1077 Min(Random(9)*32, 255)),
1078 Team, True)) as TBot do
1079 begin
1080 Name := _name;
1082 case Difficult of
1083 1: FDifficult := DIFFICULT_EASY;
1084 2: FDifficult := DIFFICULT_MEDIUM;
1085 else FDifficult := DIFFICULT_HARD;
1086 end;
1088 for a := WP_FIRST to WP_LAST do
1089 begin
1090 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1091 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1092 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1093 end;
1095 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1097 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1098 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1099 Spectate();
1100 end;
1101 end;
1103 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1104 var
1105 m: SSArray;
1106 _name, _model: String;
1107 a: Integer;
1108 begin
1109 if not g_Game_IsServer then Exit;
1111 // Ñïèñîê íàçâàíèé ìîäåëåé:
1112 m := g_PlayerModel_GetNames();
1113 if m = nil then
1114 Exit;
1116 // Êîìàíäà:
1117 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1118 Team := TEAM_COOP // COOP
1119 else
1120 if gGameSettings.GameMode = GM_DM then
1121 Team := TEAM_NONE // DM
1122 else
1123 if Team = TEAM_NONE then
1124 Team := BotList[num].team; // CTF / TDM
1126 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1127 lName := AnsiLowerCase(lName);
1128 if (num < 0) or (num > Length(BotList)-1) then
1129 num := -1;
1130 if (num = -1) and (lName <> '') and (BotList <> nil) then
1131 for a := 0 to High(BotList) do
1132 if AnsiLowerCase(BotList[a].name) = lName then
1133 begin
1134 num := a;
1135 Break;
1136 end;
1137 if num = -1 then
1138 Exit;
1140 // Èìÿ áîòà:
1141 _name := BotList[num].name;
1142 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1143 if not g_Player_ValidName(_name) then
1144 repeat
1145 _name := Format('DFBOT%.2d', [Random(100)]);
1146 until g_Player_ValidName(_name);
1148 // Ìîäåëü:
1149 _model := BotList[num].model;
1150 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1151 if not InSArray(_model, m) then
1152 _model := m[Random(Length(m))];
1154 // Ñîçäàåì áîòà:
1155 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1156 begin
1157 Name := _name;
1159 FDifficult.DiagFire := BotList[num].diag_fire;
1160 FDifficult.InvisFire := BotList[num].invis_fire;
1161 FDifficult.DiagPrecision := BotList[num].diag_precision;
1162 FDifficult.FlyPrecision := BotList[num].fly_precision;
1163 FDifficult.Cover := BotList[num].cover;
1164 FDifficult.CloseJump := BotList[num].close_jump;
1166 for a := WP_FIRST to WP_LAST do
1167 begin
1168 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1169 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1170 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1171 end;
1173 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1175 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1176 end;
1177 end;
1179 procedure g_Bot_RemoveAll();
1180 var
1181 a: Integer;
1182 begin
1183 if not g_Game_IsServer then Exit;
1184 if gPlayers = nil then Exit;
1186 for a := 0 to High(gPlayers) do
1187 if gPlayers[a] <> nil then
1188 if gPlayers[a] is TBot then
1189 begin
1190 gPlayers[a].Lives := 0;
1191 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1192 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1193 g_Player_Remove(gPlayers[a].FUID);
1194 end;
1196 g_Bot_MixNames();
1197 end;
1199 procedure g_Bot_MixNames();
1200 var
1201 s: String;
1202 a, b: Integer;
1203 begin
1204 if BotNames <> nil then
1205 for a := 0 to High(BotNames) do
1206 begin
1207 b := Random(Length(BotNames));
1208 s := BotNames[a];
1209 Botnames[a] := BotNames[b];
1210 BotNames[b] := s;
1211 end;
1212 end;
1214 procedure g_Player_Remove(UID: Word);
1215 var
1216 i: Integer;
1217 begin
1218 if gPlayers = nil then Exit;
1220 if g_Game_IsServer and g_Game_IsNet then
1221 MH_SEND_PlayerDelete(UID);
1223 for i := 0 to High(gPlayers) do
1224 if gPlayers[i] <> nil then
1225 if gPlayers[i].FUID = UID then
1226 begin
1227 if gPlayers[i] is TPlayer then
1228 TPlayer(gPlayers[i]).Free()
1229 else
1230 TBot(gPlayers[i]).Free();
1231 gPlayers[i] := nil;
1232 Exit;
1233 end;
1234 end;
1236 procedure g_Player_Init();
1237 var
1238 F: TextFile;
1239 s: String;
1240 a, b: Integer;
1241 config: TConfig;
1242 sa: SSArray;
1243 begin
1244 BotNames := nil;
1246 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1247 Exit;
1249 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1250 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1251 Reset(F);
1253 while not EOF(F) do
1254 begin
1255 ReadLn(F, s);
1257 s := Trim(s);
1258 if s = '' then
1259 Continue;
1261 SetLength(BotNames, Length(BotNames)+1);
1262 BotNames[High(BotNames)] := s;
1263 end;
1265 CloseFile(F);
1267 // Ïåðåìåøèâàåì èõ:
1268 g_Bot_MixNames();
1270 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1271 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1272 BotList := nil;
1273 a := 0;
1275 while config.SectionExists(IntToStr(a)) do
1276 begin
1277 SetLength(BotList, Length(BotList)+1);
1279 with BotList[High(BotList)] do
1280 begin
1281 // Èìÿ áîòà:
1282 name := config.ReadStr(IntToStr(a), 'name', '');
1283 // Ìîäåëü:
1284 model := config.ReadStr(IntToStr(a), 'model', '');
1285 // Êîìàíäà:
1286 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1287 team := TEAM_RED
1288 else
1289 team := TEAM_BLUE;
1290 // Öâåò ìîäåëè:
1291 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1292 color.R := StrToIntDef(sa[0], 0);
1293 color.G := StrToIntDef(sa[1], 0);
1294 color.B := StrToIntDef(sa[2], 0);
1295 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1296 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1297 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1298 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1299 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1300 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1301 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1302 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1303 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1304 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1305 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1306 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1307 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1308 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1309 if Length(sa) = 10 then
1310 for b := 0 to 9 do
1311 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1312 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1313 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1314 if Length(sa) = 10 then
1315 for b := 0 to 9 do
1316 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1318 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1319 if Length(sa) = 10 then
1320 for b := 0 to 9 do
1321 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1322 end;
1324 a := a + 1;
1325 end;
1327 config.Free();
1328 end;
1330 procedure g_Player_Free();
1331 var
1332 i: Integer;
1333 begin
1334 if gPlayers <> nil then
1335 begin
1336 for i := 0 to High(gPlayers) do
1337 if gPlayers[i] <> nil then
1338 begin
1339 if gPlayers[i] is TPlayer then
1340 TPlayer(gPlayers[i]).Free()
1341 else
1342 TBot(gPlayers[i]).Free();
1343 gPlayers[i] := nil;
1344 end;
1346 gPlayers := nil;
1347 end;
1349 gPlayer1 := nil;
1350 gPlayer2 := nil;
1351 end;
1353 procedure g_Player_UpdateAll();
1354 var
1355 i: Integer;
1356 begin
1357 if gPlayers = nil then Exit;
1359 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1360 for i := 0 to High(gPlayers) do
1361 begin
1362 if gPlayers[i] <> nil then
1363 begin
1364 if gPlayers[i] is TPlayer then
1365 begin
1366 gPlayers[i].Update();
1367 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1368 end
1369 else
1370 begin
1371 // bot updates weapons in `UpdateCombat()`
1372 TBot(gPlayers[i]).Update();
1373 end;
1374 end;
1375 end;
1376 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1377 end;
1379 procedure g_Player_DrawAll();
1380 var
1381 i: Integer;
1382 begin
1383 if gPlayers = nil then Exit;
1385 for i := 0 to High(gPlayers) do
1386 if gPlayers[i] <> nil then
1387 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1388 else TBot(gPlayers[i]).Draw();
1389 end;
1391 procedure g_Player_DrawDebug(p: TPlayer);
1392 var
1393 fW, fH: Byte;
1394 begin
1395 if p = nil then Exit;
1396 if (@p.FObj) = nil then Exit;
1398 e_TextureFontGetSize(gStdFont, fW, fH);
1400 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1401 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1402 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1403 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1404 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1405 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1406 end;
1408 procedure g_Player_DrawHealth();
1409 var
1410 i: Integer;
1411 fW, fH: Byte;
1412 begin
1413 if gPlayers = nil then Exit;
1414 e_TextureFontGetSize(gStdFont, fW, fH);
1416 for i := 0 to High(gPlayers) do
1417 if gPlayers[i] <> nil then
1418 begin
1419 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1420 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1421 IntToStr(gPlayers[i].FHealth), gStdFont);
1422 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1423 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1424 IntToStr(gPlayers[i].FArmor), gStdFont);
1425 end;
1426 end;
1428 function g_Player_Get(UID: Word): TPlayer;
1429 var
1430 a: Integer;
1431 begin
1432 Result := nil;
1434 if gPlayers = nil then
1435 Exit;
1437 for a := 0 to High(gPlayers) do
1438 if gPlayers[a] <> nil then
1439 if gPlayers[a].FUID = UID then
1440 begin
1441 Result := gPlayers[a];
1442 Exit;
1443 end;
1444 end;
1446 function g_Player_GetCount(): Byte;
1447 var
1448 a: Integer;
1449 begin
1450 Result := 0;
1452 if gPlayers = nil then
1453 Exit;
1455 for a := 0 to High(gPlayers) do
1456 if gPlayers[a] <> nil then
1457 Result := Result + 1;
1458 end;
1460 function g_Player_GetStats(): TPlayerStatArray;
1461 var
1462 a: Integer;
1463 begin
1464 Result := nil;
1466 if gPlayers = nil then Exit;
1468 for a := 0 to High(gPlayers) do
1469 if gPlayers[a] <> nil then
1470 begin
1471 SetLength(Result, Length(Result)+1);
1472 with Result[High(Result)] do
1473 begin
1474 Ping := gPlayers[a].FPing;
1475 Loss := gPlayers[a].FLoss;
1476 Name := gPlayers[a].FName;
1477 Team := gPlayers[a].FTeam;
1478 Frags := gPlayers[a].FFrags;
1479 Deaths := gPlayers[a].FDeath;
1480 Kills := gPlayers[a].FKills;
1481 Color := gPlayers[a].FModel.Color;
1482 Lives := gPlayers[a].FLives;
1483 Spectator := gPlayers[a].FSpectator;
1484 end;
1485 end;
1486 end;
1488 procedure g_Player_RememberAll;
1489 var
1490 i: Integer;
1491 begin
1492 for i := Low(gPlayers) to High(gPlayers) do
1493 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1494 gPlayers[i].RememberState;
1495 end;
1497 procedure g_Player_ResetAll(Force, Silent: Boolean);
1498 var
1499 i: Integer;
1500 begin
1501 gTeamStat[TEAM_RED].Goals := 0;
1502 gTeamStat[TEAM_BLUE].Goals := 0;
1504 if gPlayers <> nil then
1505 for i := 0 to High(gPlayers) do
1506 if gPlayers[i] <> nil then
1507 begin
1508 gPlayers[i].Reset(Force);
1510 if gPlayers[i] is TPlayer then
1511 begin
1512 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1513 gPlayers[i].Respawn(Silent)
1514 else
1515 gPlayers[i].Spectate();
1516 end
1517 else
1518 TBot(gPlayers[i]).Respawn(Silent);
1519 end;
1520 end;
1522 procedure g_Player_CreateCorpse(Player: TPlayer);
1523 var
1524 i: Integer;
1525 find_id: DWORD;
1526 ok: Boolean;
1527 begin
1528 if Player.alive then
1529 Exit;
1531 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1532 if gCorpses <> nil then
1533 for i := 0 to High(gCorpses) do
1534 if gCorpses[i] <> nil then
1535 if gCorpses[i].FPlayerUID = Player.FUID then
1536 gCorpses[i].FPlayerUID := 0;
1538 if Player.FObj.Y >= gMapInfo.Height+128 then
1539 Exit;
1541 with Player do
1542 begin
1543 if (FHealth >= -50) or (gGibsCount = 0) then
1544 begin
1545 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1546 Exit;
1548 ok := False;
1549 for find_id := 0 to High(gCorpses) do
1550 if gCorpses[find_id] = nil then
1551 begin
1552 ok := True;
1553 Break;
1554 end;
1556 if not ok then
1557 find_id := Random(Length(gCorpses));
1559 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1560 gCorpses[find_id].FColor := FModel.Color;
1561 gCorpses[find_id].FObj.Vel := FObj.Vel;
1562 gCorpses[find_id].FObj.Accel := FObj.Accel;
1563 gCorpses[find_id].FPlayerUID := FUID;
1564 end
1565 else
1566 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1567 FObj.Y + PLAYER_RECT_CY,
1568 FModel.Name, FModel.Color);
1569 end;
1570 end;
1572 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1573 var
1574 SID: DWORD;
1575 begin
1576 if (gShells = nil) or (Length(gShells) = 0) then
1577 Exit;
1579 with gShells[CurrentShell] do
1580 begin
1581 SpriteID := 0;
1582 g_Obj_Init(@Obj);
1583 Obj.Rect.X := 0;
1584 Obj.Rect.Y := 0;
1585 if T = SHELL_BULLET then
1586 begin
1587 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1588 SpriteID := SID;
1589 CX := 2;
1590 CY := 1;
1591 Obj.Rect.Width := 4;
1592 Obj.Rect.Height := 2;
1593 end
1594 else
1595 begin
1596 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1597 SpriteID := SID;
1598 CX := 4;
1599 CY := 2;
1600 Obj.Rect.Width := 7;
1601 Obj.Rect.Height := 3;
1602 end;
1603 SType := T;
1604 alive := True;
1605 Obj.X := fX;
1606 Obj.Y := fY;
1607 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1608 positionChanged(); // this updates spatial accelerators
1609 RAngle := Random(360);
1610 Timeout := gTime + SHELL_TIMEOUT;
1612 if CurrentShell >= High(gShells) then
1613 CurrentShell := 0
1614 else
1615 Inc(CurrentShell);
1616 end;
1617 end;
1619 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1620 var
1621 a: Integer;
1622 GibsArray: TGibsArray;
1623 Blood: TModelBlood;
1624 begin
1625 if (gGibs = nil) or (Length(gGibs) = 0) then
1626 Exit;
1627 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1628 Exit;
1629 Blood := g_PlayerModel_GetBlood(ModelName);
1631 for a := 0 to High(GibsArray) do
1632 with gGibs[CurrentGib] do
1633 begin
1634 Color := fColor;
1635 ID := GibsArray[a].ID;
1636 MaskID := GibsArray[a].MaskID;
1637 alive := True;
1638 g_Obj_Init(@Obj);
1639 Obj.Rect := GibsArray[a].Rect;
1640 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1641 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1642 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1643 positionChanged(); // this updates spatial accelerators
1644 RAngle := Random(360);
1646 if gBloodCount > 0 then
1647 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1648 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1650 if CurrentGib >= High(gGibs) then
1651 CurrentGib := 0
1652 else
1653 Inc(CurrentGib);
1654 end;
1655 end;
1657 procedure g_Player_UpdatePhysicalObjects();
1658 var
1659 i: Integer;
1660 vel: TPoint2i;
1661 mr: Word;
1663 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1664 var
1665 k: Integer;
1666 begin
1667 k := 1 + Random(2);
1668 if T = SHELL_BULLET then
1669 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1670 else
1671 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1672 end;
1674 begin
1675 // Êóñêè ìÿñà:
1676 if gGibs <> nil then
1677 for i := 0 to High(gGibs) do
1678 if gGibs[i].alive then
1679 with gGibs[i] do
1680 begin
1681 vel := Obj.Vel;
1682 mr := g_Obj_Move(@Obj, True, False, True);
1683 positionChanged(); // this updates spatial accelerators
1685 if WordBool(mr and MOVE_FALLOUT) then
1686 begin
1687 alive := False;
1688 Continue;
1689 end;
1691 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1692 if WordBool(mr and MOVE_HITWALL) then
1693 Obj.Vel.X := -(vel.X div 2);
1694 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1695 Obj.Vel.Y := -(vel.Y div 2);
1697 if (Obj.Vel.X >= 0) then
1698 begin // Clockwise
1699 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1700 if RAngle >= 360 then
1701 RAngle := RAngle mod 360;
1702 end else begin // Counter-clockwise
1703 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1704 if RAngle < 0 then
1705 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1706 end;
1708 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1709 if gTime mod (GAME_TICK*3) = 0 then
1710 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1711 end;
1713 // Òðóïû:
1714 if gCorpses <> nil then
1715 for i := 0 to High(gCorpses) do
1716 if gCorpses[i] <> nil then
1717 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1718 begin
1719 gCorpses[i].Free();
1720 gCorpses[i] := nil;
1721 end
1722 else
1723 gCorpses[i].Update();
1725 // Ãèëüçû:
1726 if gShells <> nil then
1727 for i := 0 to High(gShells) do
1728 if gShells[i].alive then
1729 with gShells[i] do
1730 begin
1731 vel := Obj.Vel;
1732 mr := g_Obj_Move(@Obj, True, False, True);
1733 positionChanged(); // this updates spatial accelerators
1735 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1736 begin
1737 alive := False;
1738 Continue;
1739 end;
1741 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1742 if WordBool(mr and MOVE_HITWALL) then
1743 begin
1744 Obj.Vel.X := -(vel.X div 2);
1745 if not WordBool(mr and MOVE_INWATER) then
1746 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1747 end;
1748 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1749 begin
1750 Obj.Vel.Y := -(vel.Y div 2);
1751 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1752 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1753 begin
1754 if RAngle mod 90 <> 0 then
1755 RAngle := (RAngle div 90) * 90;
1756 end
1757 else if not WordBool(mr and MOVE_INWATER) then
1758 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1759 end;
1761 if (Obj.Vel.X >= 0) then
1762 begin // Clockwise
1763 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1764 if RAngle >= 360 then
1765 RAngle := RAngle mod 360;
1766 end else begin // Counter-clockwise
1767 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1768 if RAngle < 0 then
1769 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1770 end;
1771 end;
1772 end;
1775 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1776 begin
1777 x := Obj.X+Obj.Rect.X;
1778 y := Obj.Y+Obj.Rect.Y;
1779 w := Obj.Rect.Width;
1780 h := Obj.Rect.Height;
1781 end;
1783 procedure TGib.moveBy (dx, dy: Integer); inline;
1784 begin
1785 if (dx <> 0) or (dy <> 0) then
1786 begin
1787 Obj.X += dx;
1788 Obj.Y += dy;
1789 positionChanged();
1790 end;
1791 end;
1794 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1795 begin
1796 x := Obj.X;
1797 y := Obj.Y;
1798 w := Obj.Rect.Width;
1799 h := Obj.Rect.Height;
1800 end;
1802 procedure TShell.moveBy (dx, dy: Integer); inline;
1803 begin
1804 if (dx <> 0) or (dy <> 0) then
1805 begin
1806 Obj.X += dx;
1807 Obj.Y += dy;
1808 positionChanged();
1809 end;
1810 end;
1813 procedure TGib.positionChanged (); inline; begin end;
1814 procedure TShell.positionChanged (); inline; begin end;
1817 procedure g_Player_DrawCorpses();
1818 var
1819 i: Integer;
1820 a: TDFPoint;
1821 begin
1822 if gGibs <> nil then
1823 for i := 0 to High(gGibs) do
1824 if gGibs[i].alive then
1825 with gGibs[i] do
1826 begin
1827 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1828 Continue;
1830 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1831 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1833 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1835 e_Colors := Color;
1836 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1837 e_Colors.R := 255;
1838 e_Colors.G := 255;
1839 e_Colors.B := 255;
1840 end;
1842 if gCorpses <> nil then
1843 for i := 0 to High(gCorpses) do
1844 if gCorpses[i] <> nil then
1845 gCorpses[i].Draw();
1846 end;
1848 procedure g_Player_DrawShells();
1849 var
1850 i: Integer;
1851 a: TDFPoint;
1852 begin
1853 if gShells <> nil then
1854 for i := 0 to High(gShells) do
1855 if gShells[i].alive then
1856 with gShells[i] do
1857 begin
1858 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1859 Continue;
1861 a.X := CX;
1862 a.Y := CY;
1864 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1865 end;
1866 end;
1868 procedure g_Player_RemoveAllCorpses();
1869 var
1870 i: Integer;
1871 begin
1872 gGibs := nil;
1873 gShells := nil;
1874 SetLength(gGibs, MaxGibs);
1875 SetLength(gShells, MaxGibs);
1876 CurrentGib := 0;
1877 CurrentShell := 0;
1879 if gCorpses <> nil then
1880 for i := 0 to High(gCorpses) do
1881 gCorpses[i].Free();
1883 gCorpses := nil;
1884 SetLength(gCorpses, MaxCorpses);
1885 end;
1887 procedure g_Player_Corpses_SaveState (st: TStream);
1888 var
1889 count, i: Integer;
1890 begin
1891 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1892 count := 0;
1893 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1895 // Êîëè÷åñòâî òðóïîâ
1896 utils.writeInt(st, LongInt(count));
1898 if (count = 0) then exit;
1900 // Ñîõðàíÿåì òðóïû
1901 for i := 0 to High(gCorpses) do
1902 begin
1903 if gCorpses[i] <> nil then
1904 begin
1905 // Íàçâàíèå ìîäåëè
1906 utils.writeStr(st, gCorpses[i].FModelName);
1907 // Òèï ñìåðòè
1908 utils.writeBool(st, gCorpses[i].Mess);
1909 // Ñîõðàíÿåì äàííûå òðóïà:
1910 gCorpses[i].SaveState(st);
1911 end;
1912 end;
1913 end;
1916 procedure g_Player_Corpses_LoadState (st: TStream);
1917 var
1918 count, i: Integer;
1919 str: String;
1920 b: Boolean;
1921 begin
1922 assert(st <> nil);
1924 g_Player_RemoveAllCorpses();
1926 // Êîëè÷åñòâî òðóïîâ:
1927 count := utils.readLongInt(st);
1928 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1930 if (count = 0) then exit;
1932 // Çàãðóæàåì òðóïû
1933 for i := 0 to count-1 do
1934 begin
1935 // Íàçâàíèå ìîäåëè:
1936 str := utils.readStr(st);
1937 // Òèï ñìåðòè
1938 b := utils.readBool(st);
1939 // Ñîçäàåì òðóï
1940 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1941 // Çàãðóæàåì äàííûå òðóïà
1942 gCorpses[i].LoadState(st);
1943 end;
1944 end;
1947 { T P l a y e r : }
1949 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1951 procedure TPlayer.BFGHit();
1952 begin
1953 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1954 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1955 if g_Game_IsServer and g_Game_IsNet then
1956 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1957 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1958 0, NET_GFX_BFGHIT);
1959 end;
1961 procedure TPlayer.ChangeModel(ModelName: string);
1962 var
1963 locModel: TPlayerModel;
1964 begin
1965 locModel := g_PlayerModel_Get(ModelName);
1966 if locModel = nil then Exit;
1968 FModel.Free();
1969 FModel := locModel;
1970 end;
1972 procedure TPlayer.SetModel(ModelName: string);
1973 var
1974 m: TPlayerModel;
1975 begin
1976 m := g_PlayerModel_Get(ModelName);
1977 if m = nil then
1978 begin
1979 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1980 m := g_PlayerModel_Get('doomer');
1981 if m = nil then
1982 begin
1983 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1984 Exit;
1985 end;
1986 end;
1988 if FModel <> nil then
1989 FModel.Free();
1991 FModel := m;
1993 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1994 FModel.Color := FColor
1995 else
1996 FModel.Color := TEAMCOLOR[FTeam];
1997 FModel.SetWeapon(FCurrWeap);
1998 FModel.SetFlag(FFlag);
1999 SetDirection(FDirection);
2000 end;
2002 procedure TPlayer.SetColor(Color: TRGB);
2003 begin
2004 FColor := Color;
2005 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2006 if FModel <> nil then FModel.Color := Color;
2007 end;
2009 procedure TPlayer.SwitchTeam;
2010 begin
2011 if g_Game_IsClient then
2012 Exit;
2013 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2015 if gGameOn and FAlive then
2016 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2018 if FTeam = TEAM_RED then
2019 begin
2020 ChangeTeam(TEAM_BLUE);
2021 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2022 if g_Game_IsNet then
2023 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2024 end
2025 else
2026 begin
2027 ChangeTeam(TEAM_RED);
2028 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2029 if g_Game_IsNet then
2030 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2031 end;
2032 FPreferredTeam := FTeam;
2033 end;
2035 procedure TPlayer.ChangeTeam(Team: Byte);
2036 var
2037 OldTeam: Byte;
2038 begin
2039 OldTeam := FTeam;
2040 FTeam := Team;
2041 case Team of
2042 TEAM_RED, TEAM_BLUE:
2043 FModel.Color := TEAMCOLOR[Team];
2044 else
2045 FModel.Color := FColor;
2046 end;
2047 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2048 MH_SEND_PlayerStats(FUID);
2049 end;
2052 procedure TPlayer.CollideItem();
2053 var
2054 i: Integer;
2055 r: Boolean;
2056 begin
2057 if gItems = nil then Exit;
2058 if not FAlive then Exit;
2060 for i := 0 to High(gItems) do
2061 with gItems[i] do
2062 begin
2063 if (ItemType <> ITEM_NONE) and alive then
2064 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2065 PLAYER_RECT.Height, @Obj) then
2066 begin
2067 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2069 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2070 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2071 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2072 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2073 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2075 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2076 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2077 (gGameSettings.GameType = GT_SINGLE) and
2078 (g_Player_GetCount() > 1)) then
2079 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2080 end;
2081 end;
2082 end;
2085 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2086 begin
2087 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2088 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2089 False);
2090 end;
2092 constructor TPlayer.Create();
2093 begin
2094 viewPortX := 0;
2095 viewPortY := 0;
2096 viewPortW := 0;
2097 viewPortH := 0;
2098 mEDamageType := HIT_SOME;
2100 FIamBot := False;
2101 FDummy := False;
2102 FSpawned := False;
2104 FSawSound := TPlayableSound.Create();
2105 FSawSoundIdle := TPlayableSound.Create();
2106 FSawSoundHit := TPlayableSound.Create();
2107 FSawSoundSelect := TPlayableSound.Create();
2108 FJetSoundFly := TPlayableSound.Create();
2109 FJetSoundOn := TPlayableSound.Create();
2110 FJetSoundOff := TPlayableSound.Create();
2112 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2113 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2114 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2115 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2116 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2117 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2118 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2120 FSpectatePlayer := -1;
2121 FClientID := -1;
2122 FPing := 0;
2123 FLoss := 0;
2124 FSavedState.WaitRecall := False;
2125 FShellTimer := -1;
2126 FFireTime := 0;
2127 FFirePainTime := 0;
2128 FFireAttacker := 0;
2130 FActualModelName := 'doomer';
2132 g_Obj_Init(@FObj);
2133 FObj.Rect := PLAYER_RECT;
2135 FBFGFireCounter := -1;
2136 FJustTeleported := False;
2137 FNetTime := 0;
2139 resetWeaponQueue();
2140 releaseAllWeaponSwitchKeys();
2141 end;
2144 procedure TPlayer.releaseAllWeaponSwitchKeys ();
2145 var
2146 f: Integer;
2147 begin
2148 for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true;
2149 end;
2151 procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
2152 begin
2153 Inc(index, 2); // -2: prev; -1: next
2154 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
2155 weaponSwitchKeyReleased[index] := not pressed;
2156 end;
2158 function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
2159 begin
2160 Inc(index, 2); // -2: prev; -1: next
2161 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
2162 begin
2163 result := true;
2164 end
2165 else
2166 begin
2167 result := weaponSwitchKeyReleased[index];
2168 end;
2169 end;
2172 procedure TPlayer.positionChanged (); inline;
2173 begin
2174 end;
2176 procedure TPlayer.doDamage (v: Integer);
2177 begin
2178 if (v <= 0) then exit;
2179 if (v > 32767) then v := 32767;
2180 Damage(v, 0, 0, 0, mEDamageType);
2181 end;
2183 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2184 var
2185 c: Word;
2186 begin
2187 if (not g_Game_IsClient) and (not FAlive) then
2188 Exit;
2190 FLastHit := t;
2192 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2193 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2194 begin
2195 if not g_Game_IsClient then
2196 begin
2197 FArmor := 0;
2198 if t = HIT_TRAP then
2199 begin
2200 // Ëîâóøêà óáèâàåò ñðàçó:
2201 FHealth := -100;
2202 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2203 end;
2204 if t = HIT_SELF then
2205 begin
2206 // Ñàìîóáèéñòâî:
2207 FHealth := 0;
2208 Kill(K_SIMPLEKILL, SpawnerUID, t);
2209 end;
2210 end;
2211 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2212 FMegaRulez[MR_SUIT] := 0;
2213 FMegaRulez[MR_INVUL] := 0;
2214 FMegaRulez[MR_INVIS] := 0;
2215 FBerserk := 0;
2216 end;
2218 // Íî îò îñòàëüíîãî ñïàñàåò:
2219 if FMegaRulez[MR_INVUL] >= gTime then
2220 Exit;
2222 // ×èò-êîä "ÃÎÐÅÖ":
2223 if FGodMode then
2224 Exit;
2226 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2227 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2228 (SpawnerUID = FUID) or
2229 (not SameTeam(FUID, SpawnerUID)) then
2230 begin
2231 FLastSpawnerUID := SpawnerUID;
2233 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2234 if gBloodCount > 0 then
2235 begin
2236 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2237 if value div 4 <= c then
2238 c := c - (value div 4)
2239 else
2240 c := 0;
2242 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2243 MakeBloodSimple(c)
2244 else
2245 case t of
2246 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2247 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2248 end;
2250 if t = HIT_WATER then
2251 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2252 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2253 end;
2255 // Áóôåð óðîíà:
2256 if FAlive then
2257 Inc(FDamageBuffer, value);
2259 // Âñïûøêà áîëè:
2260 if gFlash <> 0 then
2261 FPain := FPain + value;
2262 end;
2264 if g_Game_IsServer and g_Game_IsNet then
2265 begin
2266 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2267 MH_SEND_PlayerStats(FUID);
2268 MH_SEND_PlayerPos(False, FUID);
2269 end;
2270 end;
2272 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2273 begin
2274 Result := False;
2275 if g_Game_IsClient then
2276 Exit;
2277 if not FAlive then
2278 Exit;
2280 if Soft and (FHealth < PLAYER_HP_SOFT) then
2281 begin
2282 IncMax(FHealth, value, PLAYER_HP_SOFT);
2283 Result := True;
2284 end;
2285 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2286 begin
2287 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2288 Result := True;
2289 end;
2291 if Result and g_Game_IsServer and g_Game_IsNet then
2292 MH_SEND_PlayerStats(FUID);
2293 end;
2295 destructor TPlayer.Destroy();
2296 begin
2297 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2298 gPlayer1 := nil;
2299 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2300 gPlayer2 := nil;
2302 FSawSound.Free();
2303 FSawSoundIdle.Free();
2304 FSawSoundHit.Free();
2305 FJetSoundFly.Free();
2306 FJetSoundOn.Free();
2307 FJetSoundOff.Free();
2308 FModel.Free();
2309 if FPunchAnim <> nil then
2310 FPunchAnim.Free();
2312 inherited;
2313 end;
2315 procedure TPlayer.DrawIndicator();
2316 var
2317 indX, indY: Integer;
2318 indW, indH: Word;
2319 ID: DWORD;
2320 begin
2321 if FAlive then
2322 begin
2323 indX := FObj.X+FObj.Rect.X;
2324 indY := FObj.Y - 12;
2325 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2326 begin
2327 e_GetTextureSize(ID, @indW, @indH);
2328 e_Draw(ID, indX + indW div 2, indY, 0, True, False);
2329 end;
2330 end;
2331 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2332 end;
2334 procedure TPlayer.DrawBubble();
2335 var
2336 bubX, bubY: Integer;
2337 ID: LongWord;
2338 Rb, Gb, Bb,
2339 Rw, Gw, Bw: SmallInt;
2340 Dot: Byte;
2341 begin
2342 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2343 bubY := FObj.Y+FObj.Rect.Y - 18;
2344 Rb := 64;
2345 Gb := 64;
2346 Bb := 64;
2347 Rw := 240;
2348 Gw := 240;
2349 Bw := 240;
2350 case gChatBubble of
2351 1: // simple textual non-bubble
2352 begin
2353 bubX := FObj.X+FObj.Rect.X - 11;
2354 bubY := FObj.Y+FObj.Rect.Y - 17;
2355 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2356 Exit;
2357 end;
2358 2: // advanced pixel-perfect bubble
2359 begin
2360 if FTeam = TEAM_RED then
2361 Rb := 255
2362 else
2363 if FTeam = TEAM_BLUE then
2364 Bb := 255;
2365 end;
2366 3: // colored bubble
2367 begin
2368 Rb := FModel.Color.R;
2369 Gb := FModel.Color.G;
2370 Bb := FModel.Color.B;
2371 Rw := Min(Rb * 2 + 64, 255);
2372 Gw := Min(Gb * 2 + 64, 255);
2373 Bw := Min(Bb * 2 + 64, 255);
2374 if (Abs(Rw - Rb) < 32)
2375 or (Abs(Gw - Gb) < 32)
2376 or (Abs(Bw - Bb) < 32) then
2377 begin
2378 Rb := Max(Rw div 2 - 16, 0);
2379 Gb := Max(Gw div 2 - 16, 0);
2380 Bb := Max(Bw div 2 - 16, 0);
2381 end;
2382 end;
2383 4: // custom textured bubble
2384 begin
2385 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2386 if FDirection = TDirection.D_RIGHT then
2387 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2388 else
2389 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2390 Exit;
2391 end;
2392 end;
2394 // Outer borders
2395 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2396 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2397 // Inner box
2398 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2400 // Tail
2401 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2402 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2403 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);
2404 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);
2405 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);
2406 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);
2408 // Dots
2409 Dot := 6;
2410 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2411 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2412 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2413 end;
2415 procedure TPlayer.Draw();
2416 var
2417 ID: DWORD;
2418 w, h: Word;
2419 dr: Boolean;
2420 Mirror: TMirrorType;
2421 begin
2422 if FAlive then
2423 begin
2424 if Direction = TDirection.D_RIGHT then
2425 Mirror := TMirrorType.None
2426 else
2427 Mirror := TMirrorType.Horizontal;
2429 if FPunchAnim <> nil then
2430 begin
2431 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2432 FObj.Y+FObj.Rect.Y-11, Mirror);
2433 if FPunchAnim.played then
2434 begin
2435 FPunchAnim.Free;
2436 FPunchAnim := nil;
2437 end;
2438 end;
2440 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2441 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2442 begin
2443 e_GetTextureSize(ID, @w, @h);
2444 if FDirection = TDirection.D_LEFT then
2445 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2446 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2447 else
2448 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2449 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2450 end;
2452 if FMegaRulez[MR_INVIS] > gTime then
2453 begin
2454 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2455 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2456 begin
2457 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2458 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2459 else
2460 dr := True;
2461 if dr then
2462 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2463 else
2464 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2465 end
2466 else
2467 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2468 end
2469 else
2470 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2471 end;
2473 if g_debug_Frames then
2474 begin
2475 e_DrawQuad(FObj.X+FObj.Rect.X,
2476 FObj.Y+FObj.Rect.Y,
2477 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2478 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2479 0, 255, 0);
2480 end;
2482 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2483 DrawBubble();
2484 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2485 if gAimLine and alive and
2486 ((Self = gPlayer1) or (Self = gPlayer2)) then
2487 DrawAim();
2488 end;
2491 procedure TPlayer.DrawAim();
2492 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2493 var
2494 ex, ey: Integer;
2495 begin
2497 {$IFDEF ENABLE_HOLMES}
2498 if isValidViewPort and (self = gPlayer1) then
2499 begin
2500 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2501 end;
2502 {$ENDIF}
2504 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2505 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2506 begin
2507 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2508 end
2509 else
2510 begin
2511 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2512 end;
2513 end;
2515 var
2516 wx, wy, xx, yy: Integer;
2517 angle: SmallInt;
2518 sz, len: Word;
2519 begin
2520 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2521 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2522 angle := FAngle;
2523 len := 1024;
2524 sz := 2;
2525 case FCurrWeap of
2526 0: begin // Punch
2527 len := 12;
2528 sz := 4;
2529 end;
2530 1: begin // Chainsaw
2531 len := 24;
2532 sz := 6;
2533 end;
2534 2: begin // Pistol
2535 len := 1024;
2536 sz := 2;
2537 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2538 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2539 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2540 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2541 end;
2542 3: begin // Shotgun
2543 len := 1024;
2544 sz := 3;
2545 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2546 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2547 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2548 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2549 end;
2550 4: begin // Double Shotgun
2551 len := 1024;
2552 sz := 4;
2553 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2554 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2555 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2556 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2557 end;
2558 5: begin // Chaingun
2559 len := 1024;
2560 sz := 3;
2561 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2562 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2563 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2564 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2565 end;
2566 6: begin // Rocket Launcher
2567 len := 1024;
2568 sz := 7;
2569 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2570 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2571 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2572 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2573 end;
2574 7: begin // Plasmagun
2575 len := 1024;
2576 sz := 5;
2577 if angle = ANGLE_RIGHTUP then Inc(angle);
2578 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2579 if angle = ANGLE_LEFTUP then Dec(angle);
2580 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2581 end;
2582 8: begin // BFG
2583 len := 1024;
2584 sz := 12;
2585 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2586 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2587 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2588 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2589 end;
2590 9: begin // Super Chaingun
2591 len := 1024;
2592 sz := 4;
2593 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2594 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2595 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2596 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2597 end;
2598 end;
2599 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2600 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2601 {$IF DEFINED(D2F_DEBUG)}
2602 drawCast(sz, wx, wy, xx, yy);
2603 {$ELSE}
2604 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2605 {$ENDIF}
2606 end;
2608 procedure TPlayer.DrawGUI();
2609 var
2610 ID: DWORD;
2611 X, Y, SY, a, p, m: Integer;
2612 tw, th: Word;
2613 cw, ch: Byte;
2614 s: string;
2615 stat: TPlayerStatArray;
2616 begin
2617 X := gPlayerScreenSize.X;
2618 SY := gPlayerScreenSize.Y;
2619 Y := 0;
2621 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2622 begin
2623 if gGameSettings.GameMode = GM_CTF then
2624 a := 32 + 8
2625 else
2626 a := 0;
2627 if gGameSettings.GameMode = GM_CTF then
2628 begin
2629 s := 'TEXTURE_PLAYER_REDFLAG';
2630 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2631 s := 'TEXTURE_PLAYER_REDFLAG_S';
2632 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2633 s := 'TEXTURE_PLAYER_REDFLAG_D';
2634 if g_Texture_Get(s, ID) then
2635 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2636 end;
2638 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2639 e_CharFont_GetSize(gMenuFont, s, tw, th);
2640 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2642 if gGameSettings.GameMode = GM_CTF then
2643 begin
2644 s := 'TEXTURE_PLAYER_BLUEFLAG';
2645 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2646 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2647 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2648 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2649 if g_Texture_Get(s, ID) then
2650 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2651 end;
2653 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2654 e_CharFont_GetSize(gMenuFont, s, tw, th);
2655 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2656 end;
2658 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2659 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2660 0, False, False);
2662 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2663 e_Draw(ID, X+2, Y, 0, True, False);
2665 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2666 begin
2667 if gShowStat then
2668 begin
2669 s := IntToStr(Frags);
2670 e_CharFont_GetSize(gMenuFont, s, tw, th);
2671 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2673 s := '';
2674 p := 1;
2675 m := 0;
2676 stat := g_Player_GetStats();
2677 if stat <> nil then
2678 begin
2679 p := 1;
2681 for a := 0 to High(stat) do
2682 if stat[a].Name <> Name then
2683 begin
2684 if stat[a].Frags > m then m := stat[a].Frags;
2685 if stat[a].Frags > Frags then p := p+1;
2686 end;
2687 end;
2689 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2690 if Frags >= m then s := s+'+' else s := s+'-';
2691 s := s+IntToStr(Abs(Frags-m));
2693 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2694 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2695 end;
2697 if gShowLives and (gGameSettings.MaxLives > 0) then
2698 begin
2699 s := IntToStr(Lives);
2700 e_CharFont_GetSize(gMenuFont, s, tw, th);
2701 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2702 end;
2703 end;
2705 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2706 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2708 if R_BERSERK in FRulez then
2709 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2710 else
2711 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2713 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2714 e_Draw(ID, X+36, Y+77, 0, True, False);
2716 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2717 e_CharFont_GetSize(gMenuFont, s, tw, th);
2718 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2720 s := IntToStr(FArmor);
2721 e_CharFont_GetSize(gMenuFont, s, tw, th);
2722 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2724 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2726 case FCurrWeap of
2727 WEAPON_KASTET:
2728 begin
2729 s := '--';
2730 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2731 end;
2732 WEAPON_SAW:
2733 begin
2734 s := '--';
2735 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2736 end;
2737 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2738 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2739 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2740 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2741 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2742 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2743 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2744 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2745 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2746 end;
2748 e_CharFont_GetSize(gMenuFont, s, tw, th);
2749 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2750 e_Draw(ID, X+20, Y+160, 0, True, False);
2752 if R_KEY_RED in FRulez then
2753 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2755 if R_KEY_GREEN in FRulez then
2756 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2758 if R_KEY_BLUE in FRulez then
2759 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2761 if FJetFuel > 0 then
2762 begin
2763 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2764 e_Draw(ID, X+2, Y+116, 0, True, False);
2765 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2766 e_Draw(ID, X+2, Y+126, 0, True, False);
2767 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2768 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2769 end
2770 else
2771 begin
2772 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2773 e_Draw(ID, X+2, Y+124, 0, True, False);
2774 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2775 end;
2777 if gShowPing and g_Game_IsClient then
2778 begin
2779 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2780 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2781 Y := Y + 16;
2782 end;
2784 if FSpectator then
2785 begin
2786 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2787 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2788 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2789 if FNoRespawn then
2790 begin
2791 e_TextureFontGetSize(gStdFont, cw, ch);
2792 s := _lc[I_PLAYER_SPECT4];
2793 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2794 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2795 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2796 end;
2798 end;
2799 end;
2801 procedure TPlayer.DrawRulez();
2802 var
2803 dr: Boolean;
2804 begin
2805 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2806 if FMegaRulez[MR_INVUL] >= gTime then
2807 begin
2808 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2809 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2810 else
2811 dr := True;
2813 if dr then
2814 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2815 191, 191, 191, 0, TBlending.Invert);
2816 end;
2818 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2819 if FMegaRulez[MR_SUIT] >= gTime then
2820 begin
2821 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2822 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2823 else
2824 dr := True;
2826 if dr then
2827 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2828 0, 96, 0, 200, TBlending.None);
2829 end;
2831 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2832 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2833 begin
2834 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2835 255, 0, 0, 200, TBlending.None);
2836 end;
2837 end;
2839 procedure TPlayer.DrawPain();
2840 var
2841 a, h: Integer;
2842 begin
2843 if FPain = 0 then Exit;
2845 a := FPain;
2847 if a < 15 then h := 0
2848 else if a < 35 then h := 1
2849 else if a < 55 then h := 2
2850 else if a < 75 then h := 3
2851 else if a < 95 then h := 4
2852 else h := 5;
2854 //if a > 255 then a := 255;
2856 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2857 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2858 end;
2860 procedure TPlayer.DrawPickup();
2861 var
2862 a, h: Integer;
2863 begin
2864 if FPickup = 0 then Exit;
2866 a := FPickup;
2868 if a < 15 then h := 1
2869 else if a < 35 then h := 2
2870 else if a < 55 then h := 3
2871 else if a < 75 then h := 4
2872 else h := 5;
2874 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2875 end;
2877 procedure TPlayer.DoPunch();
2878 var
2879 id: DWORD;
2880 st: String;
2881 begin
2882 if FPunchAnim <> nil then begin
2883 FPunchAnim.reset();
2884 FPunchAnim.Free;
2885 FPunchAnim := nil;
2886 end;
2887 st := 'FRAMES_PUNCH';
2888 if R_BERSERK in FRulez then
2889 st := st + '_BERSERK';
2890 if FKeys[KEY_UP].Pressed then
2891 st := st + '_UP'
2892 else if FKeys[KEY_DOWN].Pressed then
2893 st := st + '_DN';
2894 g_Frames_Get(id, st);
2895 FPunchAnim := TAnimation.Create(id, False, 1);
2896 end;
2898 procedure TPlayer.Fire();
2899 var
2900 f, DidFire: Boolean;
2901 wx, wy, xd, yd: Integer;
2902 locobj: TObj;
2903 begin
2904 if g_Game_IsClient then Exit;
2905 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2906 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2908 if FSpectator then
2909 begin
2910 Respawn(False);
2911 Exit;
2912 end;
2914 if FReloading[FCurrWeap] <> 0 then Exit;
2916 DidFire := False;
2918 f := False;
2919 wx := FObj.X+WEAPONPOINT[FDirection].X;
2920 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2921 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2922 yd := wy+firediry();
2924 case FCurrWeap of
2925 WEAPON_KASTET:
2926 begin
2927 DoPunch();
2928 if R_BERSERK in FRulez then
2929 begin
2930 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2931 locobj.X := FObj.X+FObj.Rect.X;
2932 locobj.Y := FObj.Y+FObj.Rect.Y;
2933 locobj.rect.X := 0;
2934 locobj.rect.Y := 0;
2935 locobj.rect.Width := 39;
2936 locobj.rect.Height := 52;
2937 locobj.Vel.X := (xd-wx) div 2;
2938 locobj.Vel.Y := (yd-wy) div 2;
2939 locobj.Accel.X := xd-wx;
2940 locobj.Accel.y := yd-wy;
2942 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2943 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2944 else
2945 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2947 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2948 end
2949 else
2950 begin
2951 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2952 end;
2954 DidFire := True;
2955 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2956 end;
2958 WEAPON_SAW:
2959 begin
2960 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2961 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2962 begin
2963 FSawSoundSelect.Stop();
2964 FSawSound.Stop();
2965 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2966 end
2967 else if not FSawSoundHit.IsPlaying() then
2968 begin
2969 FSawSoundSelect.Stop();
2970 FSawSound.PlayAt(FObj.X, FObj.Y);
2971 end;
2973 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2974 DidFire := True;
2975 f := True;
2976 end;
2978 WEAPON_PISTOL:
2979 if FAmmo[A_BULLETS] > 0 then
2980 begin
2981 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2982 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2983 Dec(FAmmo[A_BULLETS]);
2984 FFireAngle := FAngle;
2985 f := True;
2986 DidFire := True;
2987 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2988 GameVelX, GameVelY-2, SHELL_BULLET);
2989 end;
2991 WEAPON_SHOTGUN1:
2992 if FAmmo[A_SHELLS] > 0 then
2993 begin
2994 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2995 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2996 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2997 Dec(FAmmo[A_SHELLS]);
2998 FFireAngle := FAngle;
2999 f := True;
3000 DidFire := True;
3001 FShellTimer := 10;
3002 FShellType := SHELL_SHELL;
3003 end;
3005 WEAPON_SHOTGUN2:
3006 if FAmmo[A_SHELLS] >= 2 then
3007 begin
3008 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3009 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3010 Dec(FAmmo[A_SHELLS], 2);
3011 FFireAngle := FAngle;
3012 f := True;
3013 DidFire := True;
3014 FShellTimer := 13;
3015 FShellType := SHELL_DBLSHELL;
3016 end;
3018 WEAPON_CHAINGUN:
3019 if FAmmo[A_BULLETS] > 0 then
3020 begin
3021 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3022 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3023 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3024 Dec(FAmmo[A_BULLETS]);
3025 FFireAngle := FAngle;
3026 f := True;
3027 DidFire := True;
3028 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3029 GameVelX, GameVelY-2, SHELL_BULLET);
3030 end;
3032 WEAPON_ROCKETLAUNCHER:
3033 if FAmmo[A_ROCKETS] > 0 then
3034 begin
3035 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3036 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3037 Dec(FAmmo[A_ROCKETS]);
3038 FFireAngle := FAngle;
3039 f := True;
3040 DidFire := True;
3041 end;
3043 WEAPON_PLASMA:
3044 if FAmmo[A_CELLS] > 0 then
3045 begin
3046 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3047 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3048 Dec(FAmmo[A_CELLS]);
3049 FFireAngle := FAngle;
3050 f := True;
3051 DidFire := True;
3052 end;
3054 WEAPON_BFG:
3055 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3056 begin
3057 FBFGFireCounter := 17;
3058 if not FNoReload then
3059 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3060 Dec(FAmmo[A_CELLS], 40);
3061 DidFire := True;
3062 end;
3064 WEAPON_SUPERPULEMET:
3065 if FAmmo[A_SHELLS] > 0 then
3066 begin
3067 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3068 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3069 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3070 Dec(FAmmo[A_SHELLS]);
3071 FFireAngle := FAngle;
3072 f := True;
3073 DidFire := True;
3074 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3075 GameVelX, GameVelY-2, SHELL_SHELL);
3076 end;
3078 WEAPON_FLAMETHROWER:
3079 if FAmmo[A_FUEL] > 0 then
3080 begin
3081 g_Weapon_flame(wx, wy, xd, yd, FUID);
3082 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3083 Dec(FAmmo[A_FUEL]);
3084 FFireAngle := FAngle;
3085 f := True;
3086 DidFire := True;
3087 end;
3088 end;
3090 if g_Game_IsNet then
3091 begin
3092 if DidFire then
3093 begin
3094 if FCurrWeap <> WEAPON_BFG then
3095 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3096 else
3097 if not FNoReload then
3098 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3099 end;
3101 MH_SEND_PlayerStats(FUID);
3102 end;
3104 if not f then Exit;
3106 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3107 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3108 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3109 end;
3111 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3112 begin
3113 case Weapon of
3114 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3115 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3116 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3117 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3118 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3119 else Result := 0;
3120 end;
3121 end;
3123 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3124 begin
3125 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3126 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3127 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3128 end;
3130 procedure TPlayer.JetpackOn;
3131 begin
3132 FJetSoundFly.Stop;
3133 FJetSoundOff.Stop;
3134 FJetSoundOn.SetPosition(0);
3135 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3136 FlySmoke(8);
3137 end;
3139 procedure TPlayer.JetpackOff;
3140 begin
3141 FJetSoundFly.Stop;
3142 FJetSoundOn.Stop;
3143 FJetSoundOff.SetPosition(0);
3144 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3145 end;
3147 procedure TPlayer.CatchFire(Attacker: Word);
3148 begin
3149 FFireTime := 100;
3150 FFireAttacker := Attacker;
3151 if g_Game_IsNet and g_Game_IsServer then
3152 MH_SEND_PlayerStats(FUID);
3153 end;
3155 procedure TPlayer.Jump();
3156 begin
3157 if gFly or FJetpack then
3158 begin
3159 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3160 if FObj.Vel.Y > -VEL_FLY then
3161 FObj.Vel.Y := FObj.Vel.Y - 3;
3162 if FJetpack then
3163 begin
3164 if FJetFuel > 0 then
3165 Dec(FJetFuel);
3166 if (FJetFuel < 1) and g_Game_IsServer then
3167 begin
3168 FJetpack := False;
3169 JetpackOff;
3170 if g_Game_IsNet then
3171 MH_SEND_PlayerStats(FUID);
3172 end;
3173 end;
3174 Exit;
3175 end;
3177 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3178 if FGhost then
3179 FCanJetpack := False;
3181 // Ïðûãàåì èëè âñïëûâàåì:
3182 if (CollideLevel(0, 1) or
3183 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3184 PLAYER_RECT.Height-33, PANEL_STEP, False)
3185 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3186 begin
3187 FObj.Vel.Y := -VEL_JUMP;
3188 FCanJetpack := False;
3189 end
3190 else
3191 begin
3192 if BodyInLiquid(0, 0) then
3193 FObj.Vel.Y := -VEL_SW
3194 else if (FJetFuel > 0) and FCanJetpack and
3195 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3196 begin
3197 FJetpack := True;
3198 JetpackOn;
3199 if g_Game_IsNet then
3200 MH_SEND_PlayerStats(FUID);
3201 end;
3202 end;
3203 end;
3205 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3206 var
3207 a, i, k, ab, ar: Byte;
3208 s: String;
3209 mon: TMonster;
3210 plr: TPlayer;
3211 srv, netsrv: Boolean;
3212 DoFrags: Boolean;
3213 OldLR: Byte;
3214 KP: TPlayer;
3215 it: PItem;
3217 procedure PushItem(t: Byte);
3218 var
3219 id: DWORD;
3220 begin
3221 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3222 it := g_Items_ByIdx(id);
3223 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3224 begin
3225 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3226 (FObj.Vel.Y div 2)-Random(9));
3227 it.positionChanged(); // this updates spatial accelerators
3228 end
3229 else
3230 begin
3231 if KillType = K_HARDKILL then // -5..+5; -5..0
3232 begin
3233 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3234 (FObj.Vel.Y div 2)-Random(6));
3235 end
3236 else // -3..+3; -3..0
3237 begin
3238 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3239 (FObj.Vel.Y div 2)-Random(4));
3240 end;
3241 it.positionChanged(); // this updates spatial accelerators
3242 end;
3244 if g_Game_IsNet and g_Game_IsServer then
3245 MH_SEND_ItemSpawn(True, id);
3246 end;
3248 begin
3249 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3250 Srv := g_Game_IsServer;
3251 Netsrv := g_Game_IsServer and g_Game_IsNet;
3252 if Srv then FDeath := FDeath + 1;
3253 if FAlive then
3254 begin
3255 if FGhost then
3256 FGhost := False;
3257 if not FPhysics then
3258 FPhysics := True;
3259 FAlive := False;
3260 end;
3261 FShellTimer := -1;
3263 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3264 begin
3265 if FLives > 0 then FLives := FLives - 1;
3266 if FLives = 0 then FNoRespawn := True;
3267 end;
3269 // Íîìåð òèïà ñìåðòè:
3270 a := 1;
3271 case KillType of
3272 K_SIMPLEKILL: a := 1;
3273 K_HARDKILL: a := 2;
3274 K_EXTRAHARDKILL: a := 3;
3275 K_FALLKILL: a := 4;
3276 end;
3278 // Çâóê ñìåðòè:
3279 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3280 for i := 1 to 3 do
3281 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3282 Break;
3284 // Âðåìÿ ðåñïàóíà:
3285 if Srv then
3286 case KillType of
3287 K_SIMPLEKILL:
3288 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3289 K_HARDKILL:
3290 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3291 K_EXTRAHARDKILL, K_FALLKILL:
3292 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3293 end;
3295 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3296 case KillType of
3297 K_SIMPLEKILL:
3298 SetAction(A_DIE1);
3299 K_HARDKILL, K_EXTRAHARDKILL:
3300 SetAction(A_DIE2);
3301 end;
3303 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3304 if (KillType <> K_FALLKILL) and (Srv) then
3305 g_Monsters_killedp();
3307 if SpawnerUID = FUID then
3308 begin // Ñàìîóáèëñÿ
3309 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3310 begin
3311 Dec(FFrags);
3312 FLastFrag := 0;
3313 end;
3314 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3315 end
3316 else
3317 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3318 begin // Óáèò äðóãèì èãðîêîì
3319 KP := g_Player_Get(SpawnerUID);
3320 if (KP <> nil) and Srv then
3321 begin
3322 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3323 if SameTeam(FUID, SpawnerUID) then
3324 begin
3325 Dec(KP.FFrags);
3326 KP.FLastFrag := 0;
3327 end else
3328 begin
3329 Inc(KP.FFrags);
3330 KP.FragCombo();
3331 end;
3333 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3334 Inc(gTeamStat[KP.Team].Goals,
3335 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3337 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3338 end;
3340 plr := g_Player_Get(SpawnerUID);
3341 if plr = nil then
3342 s := '?'
3343 else
3344 s := plr.FName;
3346 case KillType of
3347 K_HARDKILL:
3348 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3349 [FName, s]),
3350 gShowKillMsg);
3351 K_EXTRAHARDKILL:
3352 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3353 [FName, s]),
3354 gShowKillMsg);
3355 else
3356 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3357 [FName, s]),
3358 gShowKillMsg);
3359 end;
3360 end
3361 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3362 begin // Óáèò ìîíñòðîì
3363 mon := g_Monsters_ByUID(SpawnerUID);
3364 if mon = nil then
3365 s := '?'
3366 else
3367 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3369 case KillType of
3370 K_HARDKILL:
3371 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3372 [FName, s]),
3373 gShowKillMsg);
3374 K_EXTRAHARDKILL:
3375 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3376 [FName, s]),
3377 gShowKillMsg);
3378 else
3379 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3380 [FName, s]),
3381 gShowKillMsg);
3382 end;
3383 end
3384 else // Îñîáûå òèïû ñìåðòè
3385 case t of
3386 HIT_DISCON: ;
3387 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3388 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3389 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3390 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3391 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3392 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3393 end;
3395 if Srv then
3396 begin
3397 // Âûáðîñ îðóæèÿ:
3398 for a := WP_FIRST to WP_LAST do
3399 if FWeapon[a] then
3400 begin
3401 case a of
3402 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3403 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3404 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3405 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3406 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3407 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3408 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3409 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3410 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3411 else i := 0;
3412 end;
3414 if i <> 0 then
3415 PushItem(i);
3416 end;
3418 // Âûáðîñ ðþêçàêà:
3419 if R_ITEM_BACKPACK in FRulez then
3420 PushItem(ITEM_AMMO_BACKPACK);
3422 // Âûáðîñ ðàêåòíîãî ðàíöà:
3423 if FJetFuel > 0 then
3424 PushItem(ITEM_JETPACK);
3426 // Âûáðîñ êëþ÷åé:
3427 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3428 begin
3429 if R_KEY_RED in FRulez then
3430 PushItem(ITEM_KEY_RED);
3432 if R_KEY_GREEN in FRulez then
3433 PushItem(ITEM_KEY_GREEN);
3435 if R_KEY_BLUE in FRulez then
3436 PushItem(ITEM_KEY_BLUE);
3437 end;
3439 // Âûáðîñ ôëàãà:
3440 DropFlag();
3441 end;
3443 g_Player_CreateCorpse(Self);
3445 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3446 (gLMSRespawn = LMS_RESPAWN_NONE) then
3447 begin
3448 a := 0;
3449 k := 0;
3450 ar := 0;
3451 ab := 0;
3452 for i := Low(gPlayers) to High(gPlayers) do
3453 begin
3454 if gPlayers[i] = nil then continue;
3455 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3456 begin
3457 Inc(a);
3458 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3459 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3460 k := i;
3461 end;
3462 end;
3464 OldLR := gLMSRespawn;
3465 if (gGameSettings.GameMode = GM_COOP) then
3466 begin
3467 if (a = 0) then
3468 begin
3469 // everyone is dead, restart the map
3470 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3471 if Netsrv then
3472 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3473 gLMSRespawn := LMS_RESPAWN_FINAL;
3474 gLMSRespawnTime := gTime + 5000;
3475 end
3476 else if (a = 1) then
3477 begin
3478 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3479 if (gPlayers[k] = gPlayer1) or
3480 (gPlayers[k] = gPlayer2) then
3481 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3482 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3483 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3484 end;
3485 end
3486 else if (gGameSettings.GameMode = GM_TDM) then
3487 begin
3488 if (ab = 0) and (ar <> 0) then
3489 begin
3490 // blu team ded
3491 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3492 if Netsrv then
3493 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3494 Inc(gTeamStat[TEAM_RED].Goals);
3495 gLMSRespawn := LMS_RESPAWN_FINAL;
3496 gLMSRespawnTime := gTime + 5000;
3497 end
3498 else if (ar = 0) and (ab <> 0) then
3499 begin
3500 // red team ded
3501 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3502 if Netsrv then
3503 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3504 Inc(gTeamStat[TEAM_BLUE].Goals);
3505 gLMSRespawn := LMS_RESPAWN_FINAL;
3506 gLMSRespawnTime := gTime + 5000;
3507 end
3508 else if (ar = 0) and (ab = 0) then
3509 begin
3510 // everyone ded
3511 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3512 if Netsrv then
3513 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3514 gLMSRespawn := LMS_RESPAWN_FINAL;
3515 gLMSRespawnTime := gTime + 5000;
3516 end;
3517 end
3518 else if (gGameSettings.GameMode = GM_DM) then
3519 begin
3520 if (a = 1) then
3521 begin
3522 if gPlayers[k] <> nil then
3523 with gPlayers[k] do
3524 begin
3525 // survivor is the winner
3526 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3527 if Netsrv then
3528 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3529 Inc(FFrags);
3530 end;
3531 gLMSRespawn := LMS_RESPAWN_FINAL;
3532 gLMSRespawnTime := gTime + 5000;
3533 end
3534 else if (a = 0) then
3535 begin
3536 // everyone is dead, restart the map
3537 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3538 if Netsrv then
3539 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3540 gLMSRespawn := LMS_RESPAWN_FINAL;
3541 gLMSRespawnTime := gTime + 5000;
3542 end;
3543 end;
3544 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3545 begin
3546 if NetMode = NET_SERVER then
3547 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3548 else
3549 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3550 end;
3551 end;
3553 if Netsrv then
3554 begin
3555 MH_SEND_PlayerStats(FUID);
3556 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3557 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3558 end;
3560 if srv and FNoRespawn then Spectate(True);
3561 FWantsInGame := True;
3562 end;
3564 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3565 begin
3566 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3567 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3568 end;
3570 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3571 begin
3572 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3573 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3574 end;
3576 procedure TPlayer.MakeBloodSimple(Count: Word);
3577 begin
3578 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3579 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3580 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3581 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3582 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3583 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3584 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3585 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3586 end;
3588 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3589 begin
3590 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3591 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3592 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3593 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3594 end;
3596 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3597 begin
3598 if g_Game_IsClient then Exit;
3599 if Weapon > High(FWeapon) then Exit;
3600 FNextWeap := FNextWeap or (1 shl Weapon);
3601 end;
3603 procedure TPlayer.resetWeaponQueue ();
3604 begin
3605 FNextWeap := 0;
3606 FNextWeapDelay := 0;
3607 end;
3609 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3610 begin
3611 result := false;
3612 case weapon of
3613 WEAPON_KASTET, WEAPON_SAW: result := true;
3614 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3615 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3616 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3617 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3618 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3619 else result := (weapon < length(FWeapon));
3620 end;
3621 end;
3623 // return 255 for "no switch"
3624 function TPlayer.getNextWeaponIndex (): Byte;
3625 var
3626 i: Word;
3627 wantThisWeapon: array[0..64] of Boolean;
3628 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3629 wwc: Integer;
3630 f, dir, cwi, rwidx, curlidx: Integer;
3632 function real2log (ridx: Integer): Integer;
3633 var
3634 f: Integer;
3635 begin
3636 if (ridx >= 0) then
3637 begin
3638 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3639 end;
3640 result := -1;
3641 end;
3643 begin
3644 result := 255; // default result: "no switch"
3646 // had weapon cycling on previous frame? remove that flag
3647 if (FNextWeap and $2000) <> 0 then
3648 begin
3649 FNextWeap := FNextWeap and $1FFF;
3650 FNextWeapDelay := 0;
3651 end;
3653 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3655 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3656 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3657 // priorities:
3658 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3659 weaponOrder[0] := WEAPON_SUPERPULEMET;
3660 weaponOrder[1] := WEAPON_BFG;
3661 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3662 weaponOrder[3] := WEAPON_PLASMA;
3663 weaponOrder[4] := WEAPON_FLAMETHROWER;
3664 weaponOrder[5] := WEAPON_SHOTGUN2;
3665 weaponOrder[6] := WEAPON_CHAINGUN;
3666 weaponOrder[7] := WEAPON_SHOTGUN1;
3667 weaponOrder[8] := WEAPON_PISTOL;
3668 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3669 weaponOrder[10] := WEAPON_SAW;
3670 weaponOrder[11] := WEAPON_KASTET; // normal fist
3672 for f := 0 to High(weaponOrder) do
3673 begin
3674 if (weaponOrder[f] = WEAPON_KASTET) then
3675 begin
3676 // normal fist: remove if we have a berserk pack
3677 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3678 end
3679 else
3680 if (weaponOrder[f] = WEAPON_KASTET+666) then
3681 begin
3682 // berserk fist: remove if we don't have a berserk pack
3683 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3684 end;
3685 end;
3687 (*
3688 WEAPON_KASTET = 0;
3689 WEAPON_SAW = 1;
3690 WEAPON_PISTOL = 2;
3691 WEAPON_SHOTGUN1 = 3;
3692 WEAPON_SHOTGUN2 = 4;
3693 WEAPON_CHAINGUN = 5;
3694 WEAPON_ROCKETLAUNCHER = 6;
3695 WEAPON_PLASMA = 7;
3696 WEAPON_BFG = 8;
3697 WEAPON_SUPERPULEMET = 9;
3698 WEAPON_FLAMETHROWER = 10;
3699 *)
3701 // cycling has priority
3702 if (FNextWeap and $C000) <> 0 then
3703 begin
3704 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3705 FNextWeap := FNextWeap or $2000; // we need this
3706 if FNextWeapDelay > 0 then exit; // cooldown time
3707 //cwi := real2log(FCurrWeap);
3708 //if (cwi < 0) then cwi := 0;
3709 cwi := FCurrWeap;
3710 for i := 0 to High(FWeapon) do
3711 begin
3712 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3713 //rwidx := weaponOrder[cwi];
3714 rwidx := cwi; // sorry
3715 if (rwidx < 0) then continue;
3716 if FWeapon[rwidx] then
3717 begin
3718 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3719 result := Byte(rwidx);
3720 //FNextWeapDelay := 10; //k8: not needed anymore
3721 exit;
3722 end;
3723 end;
3724 resetWeaponQueue();
3725 exit;
3726 end;
3728 // no cycling
3729 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3730 wwc := 0;
3731 for i := 0 to High(FWeapon) do
3732 begin
3733 if (FNextWeap and (1 shl i)) <> 0 then
3734 begin
3735 cwi := real2log(i);
3736 if (cwi >= 0) then wantThisWeapon[cwi] := true;
3737 Inc(wwc);
3738 end;
3739 end;
3741 // slow down alterations a little
3742 if (wwc > 1) then
3743 begin
3744 // more than one weapon requested, assume "alteration", and check alteration delay
3745 if FNextWeapDelay > 0 then
3746 begin
3747 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3748 FNextWeap := 0;
3749 exit;
3750 end; // yeah
3751 end;
3753 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3754 // but clear all counters if no weapon should be switched
3755 if (wwc < 1) then
3756 begin
3757 resetWeaponQueue();
3758 exit;
3759 end;
3761 // exclude currently selected weapon from the set
3762 curlidx := real2log(FCurrWeap);
3763 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3764 //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
3765 //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
3766 //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
3768 // find next weapon to switch onto
3769 cwi := curlidx;
3770 for i := 0 to High(weaponOrder) do
3771 begin
3772 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3773 if (cwi = curlidx) then continue; // skip current weapon
3774 if not wantThisWeapon[cwi] then continue;
3775 rwidx := weaponOrder[cwi];
3776 if (rwidx < 0) then continue;
3777 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3778 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3779 begin
3780 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3781 // i found her!
3782 result := Byte(rwidx);
3783 resetWeaponQueue();
3784 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3785 exit;
3786 end;
3787 end;
3789 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3790 resetWeaponQueue();
3791 end;
3793 procedure TPlayer.RealizeCurrentWeapon();
3794 function switchAllowed (): Boolean;
3795 var
3796 i: Byte;
3797 begin
3798 result := false;
3799 if FBFGFireCounter <> -1 then
3800 exit;
3801 if FTime[T_SWITCH] > gTime then
3802 exit;
3803 for i := WP_FIRST to WP_LAST do
3804 if FReloading[i] > 0 then
3805 exit;
3806 result := true;
3807 end;
3809 var
3810 nw: Byte;
3811 begin
3812 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3813 //FNextWeap := FNextWeap and $1FFF;
3814 //HACK: alteration delay will be reset when player released any weapon switch key
3815 FNextWeapDelay := 0; //k8: just in case
3816 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3818 if not switchAllowed then
3819 begin
3820 //HACK for weapon cycling
3821 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3822 exit;
3823 end;
3825 nw := getNextWeaponIndex();
3826 if nw = 255 then exit; // don't reset anything here
3827 if nw > High(FWeapon) then
3828 begin
3829 // don't forget to reset queue here!
3830 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3831 resetWeaponQueue();
3832 exit;
3833 end;
3835 if FWeapon[nw] then
3836 begin
3837 FCurrWeap := nw;
3838 FTime[T_SWITCH] := gTime+156;
3839 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3840 FModel.SetWeapon(FCurrWeap);
3841 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3842 end;
3843 end;
3845 procedure TPlayer.NextWeapon();
3846 begin
3847 if g_Game_IsClient then Exit;
3848 FNextWeap := $8000;
3849 end;
3851 procedure TPlayer.PrevWeapon();
3852 begin
3853 if g_Game_IsClient then Exit;
3854 FNextWeap := $4000;
3855 end;
3857 procedure TPlayer.SetWeapon(W: Byte);
3858 begin
3859 if FCurrWeap <> W then
3860 if W = WEAPON_SAW then
3861 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3863 FCurrWeap := W;
3864 FModel.SetWeapon(CurrWeap);
3865 resetWeaponQueue();
3866 end;
3868 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3870 function allowBerserkSwitching (): Boolean;
3871 begin
3872 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3873 result := true;
3874 if gBerserkAutoswitch then exit;
3875 if not conIsCheatsEnabled then exit;
3876 result := false;
3877 end;
3879 var
3880 a: Boolean;
3881 begin
3882 Result := False;
3883 if g_Game_IsClient then Exit;
3885 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3886 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3887 remove := not a;
3889 case ItemType of
3890 ITEM_MEDKIT_SMALL:
3891 if FHealth < PLAYER_HP_SOFT then
3892 begin
3893 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3894 Result := True;
3895 remove := True;
3896 FFireTime := 0;
3897 if gFlash = 2 then Inc(FPickup, 5);
3898 end;
3900 ITEM_MEDKIT_LARGE:
3901 if FHealth < PLAYER_HP_SOFT then
3902 begin
3903 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3904 Result := True;
3905 remove := True;
3906 FFireTime := 0;
3907 if gFlash = 2 then Inc(FPickup, 5);
3908 end;
3910 ITEM_ARMOR_GREEN:
3911 if FArmor < PLAYER_AP_SOFT then
3912 begin
3913 FArmor := PLAYER_AP_SOFT;
3914 Result := True;
3915 remove := True;
3916 if gFlash = 2 then Inc(FPickup, 5);
3917 end;
3919 ITEM_ARMOR_BLUE:
3920 if FArmor < PLAYER_AP_LIMIT then
3921 begin
3922 FArmor := PLAYER_AP_LIMIT;
3923 Result := True;
3924 remove := True;
3925 if gFlash = 2 then Inc(FPickup, 5);
3926 end;
3928 ITEM_SPHERE_BLUE:
3929 if FHealth < PLAYER_HP_LIMIT then
3930 begin
3931 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3932 Result := True;
3933 remove := True;
3934 FFireTime := 0;
3935 if gFlash = 2 then Inc(FPickup, 5);
3936 end;
3938 ITEM_SPHERE_WHITE:
3939 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3940 begin
3941 if FHealth < PLAYER_HP_LIMIT then
3942 FHealth := PLAYER_HP_LIMIT;
3943 if FArmor < PLAYER_AP_LIMIT then
3944 FArmor := PLAYER_AP_LIMIT;
3945 Result := True;
3946 remove := True;
3947 FFireTime := 0;
3948 if gFlash = 2 then Inc(FPickup, 5);
3949 end;
3951 ITEM_WEAPON_SAW:
3952 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3953 begin
3954 FWeapon[WEAPON_SAW] := True;
3955 Result := True;
3956 if gFlash = 2 then Inc(FPickup, 5);
3957 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3958 end;
3960 ITEM_WEAPON_SHOTGUN1:
3961 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3962 begin
3963 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3964 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3966 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3967 FWeapon[WEAPON_SHOTGUN1] := True;
3968 Result := True;
3969 if gFlash = 2 then Inc(FPickup, 5);
3970 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3971 end;
3973 ITEM_WEAPON_SHOTGUN2:
3974 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3975 begin
3976 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3978 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3979 FWeapon[WEAPON_SHOTGUN2] := 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_CHAINGUN:
3986 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3987 begin
3988 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3990 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3991 FWeapon[WEAPON_CHAINGUN] := True;
3992 Result := True;
3993 if gFlash = 2 then Inc(FPickup, 5);
3994 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3995 end;
3997 ITEM_WEAPON_ROCKETLAUNCHER:
3998 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3999 begin
4000 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4002 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4003 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4004 Result := True;
4005 if gFlash = 2 then Inc(FPickup, 5);
4006 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4007 end;
4009 ITEM_WEAPON_PLASMA:
4010 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4011 begin
4012 if a and FWeapon[WEAPON_PLASMA] then Exit;
4014 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4015 FWeapon[WEAPON_PLASMA] := True;
4016 Result := True;
4017 if gFlash = 2 then Inc(FPickup, 5);
4018 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4019 end;
4021 ITEM_WEAPON_BFG:
4022 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4023 begin
4024 if a and FWeapon[WEAPON_BFG] then Exit;
4026 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4027 FWeapon[WEAPON_BFG] := True;
4028 Result := True;
4029 if gFlash = 2 then Inc(FPickup, 5);
4030 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4031 end;
4033 ITEM_WEAPON_SUPERPULEMET:
4034 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4035 begin
4036 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4038 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4039 FWeapon[WEAPON_SUPERPULEMET] := True;
4040 Result := True;
4041 if gFlash = 2 then Inc(FPickup, 5);
4042 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4043 end;
4045 ITEM_WEAPON_FLAMETHROWER:
4046 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4047 begin
4048 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4050 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4051 FWeapon[WEAPON_FLAMETHROWER] := True;
4052 Result := True;
4053 if gFlash = 2 then Inc(FPickup, 5);
4054 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4055 end;
4057 ITEM_AMMO_BULLETS:
4058 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4059 begin
4060 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4061 Result := True;
4062 remove := True;
4063 if gFlash = 2 then Inc(FPickup, 5);
4064 end;
4066 ITEM_AMMO_BULLETS_BOX:
4067 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4068 begin
4069 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4070 Result := True;
4071 remove := True;
4072 if gFlash = 2 then Inc(FPickup, 5);
4073 end;
4075 ITEM_AMMO_SHELLS:
4076 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4077 begin
4078 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4079 Result := True;
4080 remove := True;
4081 if gFlash = 2 then Inc(FPickup, 5);
4082 end;
4084 ITEM_AMMO_SHELLS_BOX:
4085 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4086 begin
4087 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4088 Result := True;
4089 remove := True;
4090 if gFlash = 2 then Inc(FPickup, 5);
4091 end;
4093 ITEM_AMMO_ROCKET:
4094 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4095 begin
4096 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4097 Result := True;
4098 remove := True;
4099 if gFlash = 2 then Inc(FPickup, 5);
4100 end;
4102 ITEM_AMMO_ROCKET_BOX:
4103 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4104 begin
4105 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4106 Result := True;
4107 remove := True;
4108 if gFlash = 2 then Inc(FPickup, 5);
4109 end;
4111 ITEM_AMMO_CELL:
4112 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4113 begin
4114 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4115 Result := True;
4116 remove := True;
4117 if gFlash = 2 then Inc(FPickup, 5);
4118 end;
4120 ITEM_AMMO_CELL_BIG:
4121 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4122 begin
4123 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4124 Result := True;
4125 remove := True;
4126 if gFlash = 2 then Inc(FPickup, 5);
4127 end;
4129 ITEM_AMMO_FUELCAN:
4130 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4131 begin
4132 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4133 Result := True;
4134 remove := True;
4135 if gFlash = 2 then Inc(FPickup, 5);
4136 end;
4138 ITEM_AMMO_BACKPACK:
4139 if not(R_ITEM_BACKPACK in FRulez) or
4140 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4141 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4142 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4143 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4144 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4145 begin
4146 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4147 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4148 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4149 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4150 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4152 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4153 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4154 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4155 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4156 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4157 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4158 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4159 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4161 FRulez := FRulez + [R_ITEM_BACKPACK];
4162 Result := True;
4163 remove := True;
4164 if gFlash = 2 then Inc(FPickup, 5);
4165 end;
4167 ITEM_KEY_RED:
4168 if not(R_KEY_RED in FRulez) then
4169 begin
4170 Include(FRulez, R_KEY_RED);
4171 Result := True;
4172 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4173 if gFlash = 2 then Inc(FPickup, 5);
4174 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4175 end;
4177 ITEM_KEY_GREEN:
4178 if not(R_KEY_GREEN in FRulez) then
4179 begin
4180 Include(FRulez, R_KEY_GREEN);
4181 Result := True;
4182 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4183 if gFlash = 2 then Inc(FPickup, 5);
4184 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4185 end;
4187 ITEM_KEY_BLUE:
4188 if not(R_KEY_BLUE in FRulez) then
4189 begin
4190 Include(FRulez, R_KEY_BLUE);
4191 Result := True;
4192 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4193 if gFlash = 2 then Inc(FPickup, 5);
4194 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4195 end;
4197 ITEM_SUIT:
4198 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4199 begin
4200 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4201 Result := True;
4202 remove := True;
4203 FFireTime := 0;
4204 if gFlash = 2 then Inc(FPickup, 5);
4205 end;
4207 ITEM_OXYGEN:
4208 if FAir < AIR_MAX then
4209 begin
4210 FAir := AIR_MAX;
4211 Result := True;
4212 remove := True;
4213 if gFlash = 2 then Inc(FPickup, 5);
4214 end;
4216 ITEM_MEDKIT_BLACK:
4217 begin
4218 if not (R_BERSERK in FRulez) then
4219 begin
4220 Include(FRulez, R_BERSERK);
4221 if allowBerserkSwitching then
4222 begin
4223 FCurrWeap := WEAPON_KASTET;
4224 resetWeaponQueue();
4225 FModel.SetWeapon(WEAPON_KASTET);
4226 end;
4227 if gFlash <> 0 then
4228 begin
4229 Inc(FPain, 100);
4230 if gFlash = 2 then Inc(FPickup, 5);
4231 end;
4232 FBerserk := gTime+30000;
4233 Result := True;
4234 remove := True;
4235 FFireTime := 0;
4236 end;
4237 if FHealth < PLAYER_HP_SOFT then
4238 begin
4239 FHealth := PLAYER_HP_SOFT;
4240 FBerserk := gTime+30000;
4241 Result := True;
4242 remove := True;
4243 FFireTime := 0;
4244 end;
4245 end;
4247 ITEM_INVUL:
4248 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4249 begin
4250 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4251 Result := True;
4252 remove := True;
4253 if gFlash = 2 then Inc(FPickup, 5);
4254 end;
4256 ITEM_BOTTLE:
4257 if FHealth < PLAYER_HP_LIMIT then
4258 begin
4259 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4260 Result := True;
4261 remove := True;
4262 FFireTime := 0;
4263 if gFlash = 2 then Inc(FPickup, 5);
4264 end;
4266 ITEM_HELMET:
4267 if FArmor < PLAYER_AP_LIMIT then
4268 begin
4269 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4270 Result := True;
4271 remove := True;
4272 if gFlash = 2 then Inc(FPickup, 5);
4273 end;
4275 ITEM_JETPACK:
4276 if FJetFuel < JET_MAX then
4277 begin
4278 FJetFuel := JET_MAX;
4279 Result := True;
4280 remove := True;
4281 if gFlash = 2 then Inc(FPickup, 5);
4282 end;
4284 ITEM_INVIS:
4285 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4286 begin
4287 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4288 Result := True;
4289 remove := True;
4290 if gFlash = 2 then Inc(FPickup, 5);
4291 end;
4292 end;
4293 end;
4295 procedure TPlayer.Touch();
4296 begin
4297 if not FAlive then
4298 Exit;
4299 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4300 if FIamBot then
4301 begin
4302 // Áðîñèòü ôëàã òîâàðèùó:
4303 if gGameSettings.GameMode = GM_CTF then
4304 DropFlag();
4305 end;
4306 end;
4308 procedure TPlayer.Push(vx, vy: Integer);
4309 begin
4310 if (not FPhysics) and FGhost then
4311 Exit;
4312 FObj.Accel.X := FObj.Accel.X + vx;
4313 FObj.Accel.Y := FObj.Accel.Y + vy;
4314 if g_Game_IsNet and g_Game_IsServer then
4315 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4316 end;
4318 procedure TPlayer.Reset(Force: Boolean);
4319 begin
4320 if Force then
4321 FAlive := False;
4323 FSpawned := False;
4324 FTime[T_RESPAWN] := 0;
4325 FTime[T_FLAGCAP] := 0;
4326 FGodMode := False;
4327 FNoTarget := False;
4328 FNoReload := False;
4329 FFrags := 0;
4330 FLastFrag := 0;
4331 FComboEvnt := -1;
4332 FKills := 0;
4333 FMonsterKills := 0;
4334 FDeath := 0;
4335 FSecrets := 0;
4336 if FNoRespawn then
4337 begin
4338 FSpectator := False;
4339 FGhost := False;
4340 FPhysics := True;
4341 FSpectatePlayer := -1;
4342 FNoRespawn := False;
4343 end;
4344 FLives := gGameSettings.MaxLives;
4346 SetFlag(FLAG_NONE);
4347 end;
4349 procedure TPlayer.SoftReset();
4350 begin
4351 ReleaseKeys();
4353 FDamageBuffer := 0;
4354 FIncCam := 0;
4355 FBFGFireCounter := -1;
4356 FShellTimer := -1;
4357 FPain := 0;
4358 FLastHit := 0;
4359 FLastFrag := 0;
4360 FComboEvnt := -1;
4362 SetFlag(FLAG_NONE);
4363 SetAction(A_STAND, True);
4364 end;
4366 function TPlayer.GetRespawnPoint(): Byte;
4367 var
4368 c: Byte;
4369 begin
4370 Result := 255;
4371 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4373 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4374 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4375 begin
4376 if (Self = gPlayer1) or (Self = gPlayer2) then
4377 begin
4378 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4379 if Self = gPlayer1 then
4380 c := RESPAWNPOINT_PLAYER1
4381 else
4382 c := RESPAWNPOINT_PLAYER2;
4383 if g_Map_GetPointCount(c) > 0 then
4384 begin
4385 Result := c;
4386 Exit;
4387 end;
4389 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4390 if Self = gPlayer1 then
4391 c := RESPAWNPOINT_PLAYER2
4392 else
4393 c := RESPAWNPOINT_PLAYER1;
4394 if g_Map_GetPointCount(c) > 0 then
4395 begin
4396 Result := c;
4397 Exit;
4398 end;
4399 end else
4400 begin
4401 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4402 if Random(2) = 0 then
4403 c := RESPAWNPOINT_PLAYER1
4404 else
4405 c := RESPAWNPOINT_PLAYER2;
4406 if g_Map_GetPointCount(c) > 0 then
4407 begin
4408 Result := c;
4409 Exit;
4410 end;
4411 end;
4413 // Òî÷êà ëþáîé èç êîìàíä
4414 if Random(2) = 0 then
4415 c := RESPAWNPOINT_RED
4416 else
4417 c := RESPAWNPOINT_BLUE;
4418 if g_Map_GetPointCount(c) > 0 then
4419 begin
4420 Result := c;
4421 Exit;
4422 end;
4424 // Òî÷êà DM
4425 c := RESPAWNPOINT_DM;
4426 if g_Map_GetPointCount(c) > 0 then
4427 begin
4428 Result := c;
4429 Exit;
4430 end;
4431 end;
4433 // Ìÿñîïîâàë
4434 if gGameSettings.GameMode = GM_DM then
4435 begin
4436 // Òî÷êà DM
4437 c := RESPAWNPOINT_DM;
4438 if g_Map_GetPointCount(c) > 0 then
4439 begin
4440 Result := c;
4441 Exit;
4442 end;
4444 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4445 if Random(2) = 0 then
4446 c := RESPAWNPOINT_PLAYER1
4447 else
4448 c := RESPAWNPOINT_PLAYER2;
4449 if g_Map_GetPointCount(c) > 0 then
4450 begin
4451 Result := c;
4452 Exit;
4453 end;
4455 // Òî÷êà ëþáîé èç êîìàíä
4456 if Random(2) = 0 then
4457 c := RESPAWNPOINT_RED
4458 else
4459 c := RESPAWNPOINT_BLUE;
4460 if g_Map_GetPointCount(c) > 0 then
4461 begin
4462 Result := c;
4463 Exit;
4464 end;
4465 end;
4467 // Êîìàíäíûå
4468 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4469 begin
4470 // Òî÷êà ñâîåé êîìàíäû
4471 c := RESPAWNPOINT_DM;
4472 if FTeam = TEAM_RED then
4473 c := RESPAWNPOINT_RED;
4474 if FTeam = TEAM_BLUE then
4475 c := RESPAWNPOINT_BLUE;
4476 if g_Map_GetPointCount(c) > 0 then
4477 begin
4478 Result := c;
4479 Exit;
4480 end;
4482 // Òî÷êà DM
4483 c := RESPAWNPOINT_DM;
4484 if g_Map_GetPointCount(c) > 0 then
4485 begin
4486 Result := c;
4487 Exit;
4488 end;
4490 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4491 if Random(2) = 0 then
4492 c := RESPAWNPOINT_PLAYER1
4493 else
4494 c := RESPAWNPOINT_PLAYER2;
4495 if g_Map_GetPointCount(c) > 0 then
4496 begin
4497 Result := c;
4498 Exit;
4499 end;
4501 // Òî÷êà äðóãîé êîìàíäû
4502 c := RESPAWNPOINT_DM;
4503 if FTeam = TEAM_RED then
4504 c := RESPAWNPOINT_BLUE;
4505 if FTeam = TEAM_BLUE then
4506 c := RESPAWNPOINT_RED;
4507 if g_Map_GetPointCount(c) > 0 then
4508 begin
4509 Result := c;
4510 Exit;
4511 end;
4512 end;
4513 end;
4515 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4516 var
4517 RespawnPoint: TRespawnPoint;
4518 a, b, c: Byte;
4519 Anim: TAnimation;
4520 ID: DWORD;
4521 begin
4522 FIncCam := 0;
4523 FBFGFireCounter := -1;
4524 FShellTimer := -1;
4525 FPain := 0;
4526 FLastHit := 0;
4528 if not g_Game_IsServer then
4529 Exit;
4530 if FDummy then
4531 Exit;
4532 FWantsInGame := True;
4533 FJustTeleported := True;
4534 if Force then
4535 begin
4536 FTime[T_RESPAWN] := 0;
4537 FAlive := False;
4538 end;
4539 FNetTime := 0;
4540 // if server changes MaxLives we gotta be ready
4541 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4543 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4544 if FTime[T_RESPAWN] > gTime then
4545 Exit;
4547 // Ïðîñðàë âñå æèçíè:
4548 if FNoRespawn then
4549 begin
4550 if not FSpectator then Spectate(True);
4551 FWantsInGame := True;
4552 Exit;
4553 end;
4555 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4556 begin // "Ñâîÿ èãðà"
4557 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4558 FRulez := FRulez-[R_BERSERK];
4559 end
4560 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4561 begin
4562 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4563 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4564 end;
4566 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4567 c := GetRespawnPoint();
4569 ReleaseKeys();
4570 SetFlag(FLAG_NONE);
4572 // Âîñêðåøåíèå áåç îðóæèÿ:
4573 if not FAlive then
4574 begin
4575 FHealth := PLAYER_HP_SOFT;
4576 FArmor := 0;
4577 FAlive := True;
4578 FAir := AIR_DEF;
4579 FJetFuel := 0;
4581 for a := WP_FIRST to WP_LAST do
4582 begin
4583 FWeapon[a] := False;
4584 FReloading[a] := 0;
4585 end;
4587 FWeapon[WEAPON_PISTOL] := True;
4588 FWeapon[WEAPON_KASTET] := True;
4589 FCurrWeap := WEAPON_PISTOL;
4590 resetWeaponQueue();
4592 FModel.SetWeapon(FCurrWeap);
4594 for b := A_BULLETS to A_HIGH do
4595 FAmmo[b] := 0;
4597 FAmmo[A_BULLETS] := 50;
4599 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4600 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4601 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4602 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4603 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4605 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4606 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4607 else
4608 FRulez := [];
4609 end;
4611 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4612 if not g_Map_GetPoint(c, RespawnPoint) then
4613 begin
4614 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4615 Exit;
4616 end;
4618 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4619 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4620 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4621 FObj.Vel.X := 0;
4622 FObj.Vel.Y := 0;
4623 FObj.Accel.X := 0;
4624 FObj.Accel.Y := 0;
4626 FDirection := RespawnPoint.Direction;
4627 if FDirection = TDirection.D_LEFT then
4628 FAngle := 180
4629 else
4630 FAngle := 0;
4632 SetAction(A_STAND, True);
4633 FModel.Direction := FDirection;
4635 for a := Low(FTime) to High(FTime) do
4636 FTime[a] := 0;
4638 for a := Low(FMegaRulez) to High(FMegaRulez) do
4639 FMegaRulez[a] := 0;
4641 FDamageBuffer := 0;
4642 FJetpack := False;
4643 FCanJetpack := False;
4644 FFireTime := 0;
4645 FFirePainTime := 0;
4646 FFireAttacker := 0;
4648 // Àíèìàöèÿ âîçðîæäåíèÿ:
4649 if (not gLoadGameMode) and (not Silent) then
4650 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4651 begin
4652 Anim := TAnimation.Create(ID, False, 3);
4653 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4654 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4655 Anim.Free();
4656 end;
4658 FSpectator := False;
4659 FGhost := False;
4660 FPhysics := True;
4661 FSpectatePlayer := -1;
4662 FSpawned := True;
4664 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4665 gPlayer1 := self;
4666 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4667 gPlayer2 := self;
4669 if g_Game_IsNet then
4670 begin
4671 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4672 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4673 if not Silent then
4674 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4675 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4676 0, NET_GFX_TELE);
4677 end;
4678 end;
4680 procedure TPlayer.Spectate(NoMove: Boolean = False);
4681 begin
4682 if FAlive then
4683 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4684 else if (not NoMove) then
4685 begin
4686 GameX := gMapInfo.Width div 2;
4687 GameY := gMapInfo.Height div 2;
4688 end;
4689 FXTo := GameX;
4690 FYTo := GameY;
4692 FAlive := False;
4693 FSpectator := True;
4694 FGhost := True;
4695 FPhysics := False;
4696 FWantsInGame := False;
4697 FSpawned := False;
4699 if FNoRespawn then
4700 begin
4701 if Self = gPlayer1 then
4702 begin
4703 gLMSPID1 := FUID;
4704 gPlayer1 := nil;
4705 end;
4706 if Self = gPlayer2 then
4707 begin
4708 gLMSPID2 := FUID;
4709 gPlayer2 := nil;
4710 end;
4711 end;
4713 if g_Game_IsNet then
4714 MH_SEND_PlayerStats(FUID);
4715 end;
4717 procedure TPlayer.SwitchNoClip;
4718 begin
4719 if not FAlive then
4720 Exit;
4721 FGhost := not FGhost;
4722 FPhysics := not FGhost;
4723 if FGhost then
4724 begin
4725 FXTo := FObj.X;
4726 FYTo := FObj.Y;
4727 end else
4728 begin
4729 FObj.Accel.X := 0;
4730 FObj.Accel.Y := 0;
4731 end;
4732 end;
4734 procedure TPlayer.Run(Direction: TDirection);
4735 var
4736 a, b: Integer;
4737 begin
4738 if MAX_RUNVEL > 8 then
4739 FlySmoke();
4741 // Áåæèì:
4742 if Direction = TDirection.D_LEFT then
4743 begin
4744 if FObj.Vel.X > -MAX_RUNVEL then
4745 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4746 end
4747 else
4748 if FObj.Vel.X < MAX_RUNVEL then
4749 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4751 // Âîçìîæíî, ïèíàåì êóñêè:
4752 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4753 begin
4754 b := Abs(FObj.Vel.X);
4755 if b > 1 then b := b * (Random(8 div b) + 1);
4756 for a := 0 to High(gGibs) do
4757 begin
4758 if gGibs[a].alive and
4759 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4760 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4761 begin
4762 // Ïèíàåì êóñêè
4763 if FObj.Vel.X < 0 then
4764 begin
4765 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4766 end
4767 else
4768 begin
4769 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4770 end;
4771 gGibs[a].positionChanged(); // this updates spatial accelerators
4772 end;
4773 end;
4774 end;
4776 SetAction(A_WALK);
4777 end;
4779 procedure TPlayer.SeeDown();
4780 begin
4781 SetAction(A_SEEDOWN);
4783 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4785 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4786 end;
4788 procedure TPlayer.SeeUp();
4789 begin
4790 SetAction(A_SEEUP);
4792 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4794 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4795 end;
4797 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4798 var
4799 Prior: Byte;
4800 begin
4801 case Action of
4802 A_WALK: Prior := 3;
4803 A_DIE1: Prior := 5;
4804 A_DIE2: Prior := 5;
4805 A_ATTACK: Prior := 2;
4806 A_SEEUP: Prior := 1;
4807 A_SEEDOWN: Prior := 1;
4808 A_ATTACKUP: Prior := 2;
4809 A_ATTACKDOWN: Prior := 2;
4810 A_PAIN: Prior := 4;
4811 else Prior := 0;
4812 end;
4814 if (Prior > FActionPrior) or Force then
4815 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4816 begin
4817 FActionPrior := Prior;
4818 FActionAnim := Action;
4819 FActionForce := Force;
4820 FActionChanged := True;
4821 end;
4823 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4824 end;
4826 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4827 begin
4828 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4829 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4830 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4831 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4832 end;
4834 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4835 var
4836 Anim: TAnimation;
4837 ID: DWORD;
4838 begin
4839 Result := False;
4841 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4842 begin
4843 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4844 if g_Game_IsServer and g_Game_IsNet then
4845 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4846 Exit;
4847 end;
4849 FJustTeleported := True;
4851 Anim := nil;
4852 if not silent then
4853 begin
4854 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4855 begin
4856 Anim := TAnimation.Create(ID, False, 3);
4857 end;
4859 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4860 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4861 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4862 if g_Game_IsServer and g_Game_IsNet then
4863 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4864 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4865 NET_GFX_TELE);
4866 end;
4868 FObj.X := X-PLAYER_RECT.X;
4869 FObj.Y := Y-PLAYER_RECT.Y;
4870 if FAlive and FGhost then
4871 begin
4872 FXTo := FObj.X;
4873 FYTo := FObj.Y;
4874 end;
4876 if not g_Game_IsNet then
4877 begin
4878 if dir = 1 then
4879 begin
4880 SetDirection(TDirection.D_LEFT);
4881 FAngle := 180;
4882 end
4883 else
4884 if dir = 2 then
4885 begin
4886 SetDirection(TDirection.D_RIGHT);
4887 FAngle := 0;
4888 end
4889 else
4890 if dir = 3 then
4891 begin // îáðàòíîå
4892 if FDirection = TDirection.D_RIGHT then
4893 begin
4894 SetDirection(TDirection.D_LEFT);
4895 FAngle := 180;
4896 end
4897 else
4898 begin
4899 SetDirection(TDirection.D_RIGHT);
4900 FAngle := 0;
4901 end;
4902 end;
4903 end;
4905 if not silent and (Anim <> nil) then
4906 begin
4907 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4908 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4909 Anim.Free();
4911 if g_Game_IsServer and g_Game_IsNet then
4912 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4913 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4914 NET_GFX_TELE);
4915 end;
4917 Result := True;
4918 end;
4920 function nonz(a: Single): Single;
4921 begin
4922 if a <> 0 then
4923 Result := a
4924 else
4925 Result := 1;
4926 end;
4928 function TPlayer.followCorpse(): Boolean;
4929 var
4930 i: Integer;
4931 begin
4932 Result := False;
4933 if FAlive or FSpectator then
4934 Exit;
4935 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4936 Exit;
4937 for i := 0 to High(gCorpses) do
4938 if gCorpses[i] <> nil then
4939 if gCorpses[i].FPlayerUID = FUID then
4940 begin
4941 Result := True;
4942 FObj.X := gCorpses[i].FObj.X;
4943 FObj.Y := gCorpses[i].FObj.Y;
4944 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4945 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4946 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4947 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4948 break;
4949 end;
4950 end;
4952 procedure TPlayer.Update();
4953 var
4954 b: Byte;
4955 i, ii, wx, wy, xd, yd, k: Integer;
4956 blockmon, headwater, dospawn: Boolean;
4957 NetServer: Boolean;
4958 AnyServer: Boolean;
4959 SetSpect: Boolean;
4960 begin
4961 NetServer := g_Game_IsNet and g_Game_IsServer;
4962 AnyServer := g_Game_IsServer;
4964 if g_Game_IsClient and (NetInterpLevel > 0) then
4965 DoLerp(NetInterpLevel + 1)
4966 else
4967 if FGhost then
4968 DoLerp(4);
4970 if NetServer then
4971 if FClientID >= 0 then
4972 begin
4973 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4974 if NetClients[FClientID].Peer^.packetsSent > 0 then
4975 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4976 else
4977 FLoss := 0;
4978 end else
4979 begin
4980 FPing := 0;
4981 FLoss := 0;
4982 end;
4984 if FAlive and (FPunchAnim <> nil) then
4985 FPunchAnim.Update();
4987 if FAlive and (gFly or FJetpack) then
4988 FlySmoke();
4990 if FDirection = TDirection.D_LEFT then
4991 FAngle := 180
4992 else
4993 FAngle := 0;
4995 if FAlive and (not FGhost) then
4996 begin
4997 if FKeys[KEY_UP].Pressed then
4998 SeeUp();
4999 if FKeys[KEY_DOWN].Pressed then
5000 SeeDown();
5001 end;
5003 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5004 (FIncCam <> 0) then
5005 begin
5006 i := g_basic.Sign(FIncCam);
5007 FIncCam := Abs(FIncCam);
5008 DecMin(FIncCam, 5, 0);
5009 FIncCam := FIncCam*i;
5010 end;
5012 // no need to do that each second frame, weapon queue will take care of it
5013 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5014 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5016 if gTime mod (GAME_TICK*2) <> 0 then
5017 begin
5018 if (FObj.Vel.X = 0) and FAlive then
5019 begin
5020 if FKeys[KEY_LEFT].Pressed then
5021 Run(TDirection.D_LEFT);
5022 if FKeys[KEY_RIGHT].Pressed then
5023 Run(TDirection.D_RIGHT);
5024 end;
5026 if FPhysics then
5027 begin
5028 if not followCorpse() then
5029 g_Obj_Move(@FObj, True, True, True);
5030 positionChanged(); // this updates spatial accelerators
5031 end;
5033 Exit;
5034 end;
5036 FActionChanged := False;
5038 if FAlive then
5039 begin
5040 // Let alive player do some actions
5041 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5042 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5043 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5044 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5045 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5046 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5047 if FKeys[KEY_JUMP].Pressed then Jump()
5048 else
5049 begin
5050 if AnyServer and FJetpack then
5051 begin
5052 FJetpack := False;
5053 JetpackOff;
5054 if NetServer then MH_SEND_PlayerStats(FUID);
5055 end;
5056 FCanJetpack := True;
5057 end;
5058 end
5059 else // Dead
5060 begin
5061 dospawn := False;
5062 if not FGhost then
5063 for k := Low(FKeys) to KEY_CHAT-1 do
5064 begin
5065 if FKeys[k].Pressed then
5066 begin
5067 dospawn := True;
5068 break;
5069 end;
5070 end;
5071 if dospawn then
5072 begin
5073 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5074 Respawn(False)
5075 else // Single
5076 if (FTime[T_RESPAWN] <= gTime) and
5077 gGameOn and (not FAlive) then
5078 begin
5079 if (g_Player_GetCount() > 1) then
5080 Respawn(False)
5081 else
5082 begin
5083 gExit := EXIT_RESTART;
5084 Exit;
5085 end;
5086 end;
5087 end;
5088 // Dead spectator actions
5089 if FGhost then
5090 begin
5091 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5092 if FKeys[KEY_FIRE].Pressed and AnyServer then
5093 begin
5094 if FSpectator then
5095 begin
5096 if (FSpectatePlayer >= High(gPlayers)) then
5097 FSpectatePlayer := -1
5098 else
5099 begin
5100 SetSpect := False;
5101 for I := FSpectatePlayer + 1 to High(gPlayers) do
5102 if gPlayers[I] <> nil then
5103 if gPlayers[I].alive then
5104 if gPlayers[I].UID <> FUID then
5105 begin
5106 FSpectatePlayer := I;
5107 SetSpect := True;
5108 break;
5109 end;
5111 if not SetSpect then FSpectatePlayer := -1;
5112 end;
5114 ReleaseKeys;
5115 end;
5116 end;
5117 end;
5118 end;
5119 // No clipping
5120 if FGhost then
5121 begin
5122 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5123 begin
5124 FYTo := FObj.Y - 32;
5125 FSpectatePlayer := -1;
5126 end;
5127 if FKeys[KEY_DOWN].Pressed then
5128 begin
5129 FYTo := FObj.Y + 32;
5130 FSpectatePlayer := -1;
5131 end;
5132 if FKeys[KEY_LEFT].Pressed then
5133 begin
5134 FXTo := FObj.X - 32;
5135 FSpectatePlayer := -1;
5136 end;
5137 if FKeys[KEY_RIGHT].Pressed then
5138 begin
5139 FXTo := FObj.X + 32;
5140 FSpectatePlayer := -1;
5141 end;
5143 if (FXTo < -64) then
5144 FXTo := -64
5145 else if (FXTo > gMapInfo.Width + 32) then
5146 FXTo := gMapInfo.Width + 32;
5147 if (FYTo < -72) then
5148 FYTo := -72
5149 else if (FYTo > gMapInfo.Height + 32) then
5150 FYTo := gMapInfo.Height + 32;
5151 end;
5153 if FPhysics then
5154 begin
5155 if not followCorpse() then
5156 g_Obj_Move(@FObj, True, True, True);
5157 positionChanged(); // this updates spatial accelerators
5158 end
5159 else
5160 begin
5161 FObj.Vel.X := 0;
5162 FObj.Vel.Y := 0;
5163 if FSpectator then
5164 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5165 if gPlayers[FSpectatePlayer] <> nil then
5166 if gPlayers[FSpectatePlayer].alive then
5167 begin
5168 FXTo := gPlayers[FSpectatePlayer].GameX;
5169 FYTo := gPlayers[FSpectatePlayer].GameY;
5170 end;
5171 end;
5173 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5174 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5175 PANEL_BLOCKMON, True);
5176 headwater := HeadInLiquid(0, 0);
5178 // Ñîïðîòèâëåíèå âîçäóõà:
5179 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5180 if FObj.Vel.X <> 0 then
5181 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5183 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5184 DecMin(FPain, 5, 0);
5185 DecMin(FPickup, 1, 0);
5187 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5188 begin
5189 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5190 FMegaRulez[MR_SUIT] := 0;
5191 FMegaRulez[MR_INVUL] := 0;
5192 FMegaRulez[MR_INVIS] := 0;
5193 Kill(K_FALLKILL, 0, HIT_FALL);
5194 end;
5196 i := 9;
5198 if FAlive then
5199 begin
5200 if FCurrWeap = WEAPON_SAW then
5201 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5202 FSawSoundSelect.IsPlaying()) then
5203 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5205 if FJetpack then
5206 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5207 (not FJetSoundOff.IsPlaying()) then
5208 begin
5209 FJetSoundFly.SetPosition(0);
5210 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5211 end;
5213 for b := WP_FIRST to WP_LAST do
5214 if FReloading[b] > 0 then
5215 if FNoReload then
5216 FReloading[b] := 0
5217 else
5218 Dec(FReloading[b]);
5220 if FShellTimer > -1 then
5221 if FShellTimer = 0 then
5222 begin
5223 if FShellType = SHELL_SHELL then
5224 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5225 GameVelX, GameVelY-2, SHELL_SHELL)
5226 else if FShellType = SHELL_DBLSHELL then
5227 begin
5228 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5229 GameVelX+1, GameVelY-2, SHELL_SHELL);
5230 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5231 GameVelX-1, GameVelY-2, SHELL_SHELL);
5232 end;
5233 FShellTimer := -1;
5234 end else Dec(FShellTimer);
5236 if (FBFGFireCounter > -1) then
5237 if FBFGFireCounter = 0 then
5238 begin
5239 if AnyServer then
5240 begin
5241 wx := FObj.X+WEAPONPOINT[FDirection].X;
5242 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5243 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5244 yd := wy+firediry();
5245 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5246 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5247 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5248 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5249 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5250 end;
5252 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5253 FBFGFireCounter := -1;
5254 end else
5255 if FNoReload then
5256 FBFGFireCounter := 0
5257 else
5258 Dec(FBFGFireCounter);
5260 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5261 begin
5262 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5264 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5265 end;
5267 if (headwater or blockmon) then
5268 begin
5269 Dec(FAir);
5271 if FAir < -9 then
5272 begin
5273 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5274 FAir := 0;
5275 end
5276 else if (FAir mod 31 = 0) and not blockmon then
5277 begin
5278 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5279 if Random(2) = 0 then
5280 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5281 else
5282 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5283 end;
5284 end else if FAir < AIR_DEF then
5285 FAir := AIR_DEF;
5287 if FFireTime > 0 then
5288 begin
5289 if BodyInLiquid(0, 0) then
5290 begin
5291 FFireTime := 0;
5292 FFirePainTime := 0;
5293 end
5294 else if FMegaRulez[MR_SUIT] >= gTime then
5295 begin
5296 if FMegaRulez[MR_SUIT] = gTime then
5297 FFireTime := 1;
5298 FFirePainTime := 0;
5299 end
5300 else
5301 begin
5302 OnFireFlame(1);
5303 if FFirePainTime <= 0 then
5304 begin
5305 if g_Game_IsServer then
5306 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5307 FFirePainTime := 18;
5308 end;
5309 FFirePainTime := FFirePainTime - 1;
5310 FFireTime := FFireTime - 1;
5311 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5312 MH_SEND_PlayerStats(FUID);
5313 end;
5314 end;
5316 if FDamageBuffer > 0 then
5317 begin
5318 if FDamageBuffer >= 9 then
5319 begin
5320 SetAction(A_PAIN);
5322 if FDamageBuffer < 30 then i := 9
5323 else if FDamageBuffer < 100 then i := 18
5324 else i := 27;
5325 end;
5327 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5328 FArmor := FArmor-(FDamageBuffer-ii);
5329 FHealth := FHealth-ii;
5330 if FArmor < 0 then
5331 begin
5332 FHealth := FHealth+FArmor;
5333 FArmor := 0;
5334 end;
5336 if AnyServer then
5337 if FHealth <= 0 then
5338 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5339 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5340 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5342 if FAlive then
5343 begin
5344 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5345 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5346 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5347 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5348 end;
5350 FDamageBuffer := 0;
5351 end;
5353 {CollideItem();}
5354 end; // if FAlive then ...
5356 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5357 begin
5358 FModel.ChangeAnimation(FActionAnim, FActionForce);
5359 FModel.GetCurrentAnimation.MinLength := i;
5360 FModel.GetCurrentAnimationMask.MinLength := i;
5361 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5363 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5364 then SetAction(A_STAND, True);
5366 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5368 for b := Low(FKeys) to High(FKeys) do
5369 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5370 end;
5373 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5374 begin
5375 x := FObj.X+PLAYER_RECT.X;
5376 y := FObj.Y+PLAYER_RECT.Y;
5377 w := PLAYER_RECT.Width;
5378 h := PLAYER_RECT.Height;
5379 end;
5382 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5383 begin
5384 if (dx <> 0) or (dy <> 0) then
5385 begin
5386 FObj.X += dx;
5387 FObj.Y += dy;
5388 positionChanged();
5389 end;
5390 end;
5393 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5394 begin
5395 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5396 FObj.Y+PLAYER_RECT.Y,
5397 PLAYER_RECT.Width,
5398 PLAYER_RECT.Height,
5399 X, Y,
5400 Width, Height);
5401 end;
5403 function TPlayer.Collide(Panel: TPanel): Boolean;
5404 begin
5405 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5406 FObj.Y+PLAYER_RECT.Y,
5407 PLAYER_RECT.Width,
5408 PLAYER_RECT.Height,
5409 Panel.X, Panel.Y,
5410 Panel.Width, Panel.Height);
5411 end;
5413 function TPlayer.Collide(X, Y: Integer): Boolean;
5414 begin
5415 X := X-FObj.X-PLAYER_RECT.X;
5416 Y := Y-FObj.Y-PLAYER_RECT.Y;
5417 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5418 (y >= 0) and (y <= PLAYER_RECT.Height);
5419 end;
5421 function g_Player_ValidName(Name: string): Boolean;
5422 var
5423 a: Integer;
5424 begin
5425 Result := True;
5427 if gPlayers = nil then Exit;
5429 for a := 0 to High(gPlayers) do
5430 if gPlayers[a] <> nil then
5431 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5432 begin
5433 Result := False;
5434 Exit;
5435 end;
5436 end;
5438 procedure TPlayer.SetDirection(Direction: TDirection);
5439 var
5440 d: TDirection;
5441 begin
5442 d := FModel.Direction;
5444 FModel.Direction := Direction;
5445 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5447 FDirection := Direction;
5448 end;
5450 function TPlayer.GetKeys(): Byte;
5451 begin
5452 Result := 0;
5454 if R_KEY_RED in FRulez then Result := KEY_RED;
5455 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5456 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5458 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5459 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5460 end;
5462 procedure TPlayer.Use();
5463 var
5464 a: Integer;
5465 begin
5466 if FTime[T_USE] > gTime then Exit;
5468 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5469 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5471 for a := 0 to High(gPlayers) do
5472 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5473 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5474 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5475 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5476 begin
5477 gPlayers[a].Touch();
5478 if g_Game_IsNet and g_Game_IsServer then
5479 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5480 end;
5482 FTime[T_USE] := gTime+120;
5483 end;
5485 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5486 var
5487 locObj: TObj;
5488 F: Boolean;
5489 WX, WY, XD, YD: Integer;
5490 begin
5491 F := False;
5492 WX := X;
5493 WY := Y;
5494 XD := AX;
5495 YD := AY;
5497 case FCurrWeap of
5498 WEAPON_KASTET:
5499 begin
5500 DoPunch();
5501 if R_BERSERK in FRulez then
5502 begin
5503 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5504 locobj.X := FObj.X+FObj.Rect.X;
5505 locobj.Y := FObj.Y+FObj.Rect.Y;
5506 locobj.rect.X := 0;
5507 locobj.rect.Y := 0;
5508 locobj.rect.Width := 39;
5509 locobj.rect.Height := 52;
5510 locobj.Vel.X := (xd-wx) div 2;
5511 locobj.Vel.Y := (yd-wy) div 2;
5512 locobj.Accel.X := xd-wx;
5513 locobj.Accel.y := yd-wy;
5515 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5516 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5517 else
5518 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5520 if gFlash = 1 then
5521 if FPain < 50 then
5522 FPain := min(FPain + 25, 50);
5523 end else
5524 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5525 end;
5527 WEAPON_SAW:
5528 begin
5529 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5530 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5531 begin
5532 FSawSoundSelect.Stop();
5533 FSawSound.Stop();
5534 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5535 end
5536 else if not FSawSoundHit.IsPlaying() then
5537 begin
5538 FSawSoundSelect.Stop();
5539 FSawSound.PlayAt(FObj.X, FObj.Y);
5540 end;
5541 f := True;
5542 end;
5544 WEAPON_PISTOL:
5545 begin
5546 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5547 FFireAngle := FAngle;
5548 f := True;
5549 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5550 GameVelX, GameVelY-2, SHELL_BULLET);
5551 end;
5553 WEAPON_SHOTGUN1:
5554 begin
5555 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5556 FFireAngle := FAngle;
5557 f := True;
5558 FShellTimer := 10;
5559 FShellType := SHELL_SHELL;
5560 end;
5562 WEAPON_SHOTGUN2:
5563 begin
5564 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5565 FFireAngle := FAngle;
5566 f := True;
5567 FShellTimer := 13;
5568 FShellType := SHELL_DBLSHELL;
5569 end;
5571 WEAPON_CHAINGUN:
5572 begin
5573 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5574 FFireAngle := FAngle;
5575 f := True;
5576 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5577 GameVelX, GameVelY-2, SHELL_BULLET);
5578 end;
5580 WEAPON_ROCKETLAUNCHER:
5581 begin
5582 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5583 FFireAngle := FAngle;
5584 f := True;
5585 end;
5587 WEAPON_PLASMA:
5588 begin
5589 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5590 FFireAngle := FAngle;
5591 f := True;
5592 end;
5594 WEAPON_BFG:
5595 begin
5596 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5597 FFireAngle := FAngle;
5598 f := True;
5599 end;
5601 WEAPON_SUPERPULEMET:
5602 begin
5603 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5604 FFireAngle := FAngle;
5605 f := True;
5606 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5607 GameVelX, GameVelY-2, SHELL_SHELL);
5608 end;
5610 WEAPON_FLAMETHROWER:
5611 begin
5612 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5613 FFireAngle := FAngle;
5614 f := True;
5615 end;
5616 end;
5618 if not f then Exit;
5620 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5621 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5622 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5623 end;
5625 procedure TPlayer.DoLerp(Level: Integer = 2);
5626 begin
5627 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5628 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5629 end;
5631 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5632 var
5633 AX, AY: Integer;
5634 begin
5635 if NetInterpLevel < 1 then
5636 begin
5637 FObj.X := XTo;
5638 FObj.Y := YTo;
5639 end
5640 else
5641 begin
5642 FXTo := XTo;
5643 FYTo := YTo;
5645 AX := Abs(FXTo - FObj.X);
5646 AY := Abs(FYTo - FObj.Y);
5647 if (AX > 32) or (AX <= NetInterpLevel) then
5648 FObj.X := FXTo;
5649 if (AY > 32) or (AY <= NetInterpLevel) then
5650 FObj.Y := FYTo;
5651 end;
5652 end;
5654 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5655 begin
5656 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5657 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5658 PANEL_LIFTUP, False) then Result := -1
5659 else
5660 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5661 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5662 PANEL_LIFTDOWN, False) then Result := 1
5663 else Result := 0;
5664 end;
5666 function TPlayer.GetFlag(Flag: Byte): Boolean;
5667 var
5668 s, ts: String;
5669 evtype: Byte;
5670 begin
5671 Result := False;
5673 if Flag = FLAG_NONE then
5674 Exit;
5676 if not g_Game_IsServer then Exit;
5678 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5679 if (Flag = FTeam) and
5680 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5681 (FFlag <> FLAG_NONE) then
5682 begin
5683 if FFlag = FLAG_RED then
5684 s := _lc[I_PLAYER_FLAG_RED]
5685 else
5686 s := _lc[I_PLAYER_FLAG_BLUE];
5688 evtype := FLAG_STATE_SCORED;
5690 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5691 Insert('.', ts, Length(ts) + 1 - 3);
5692 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5694 g_Map_ResetFlag(FFlag);
5695 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5697 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5699 Result := True;
5700 if g_Game_IsNet then
5701 begin
5702 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5703 MH_SEND_GameStats;
5704 end;
5706 gFlags[FFlag].CaptureTime := 0;
5707 SetFlag(FLAG_NONE);
5708 Exit;
5709 end;
5711 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5712 if (Flag = FTeam) and
5713 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5714 begin
5715 if Flag = FLAG_RED then
5716 s := _lc[I_PLAYER_FLAG_RED]
5717 else
5718 s := _lc[I_PLAYER_FLAG_BLUE];
5720 evtype := FLAG_STATE_RETURNED;
5721 gFlags[Flag].CaptureTime := 0;
5723 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5725 g_Map_ResetFlag(Flag);
5726 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5728 Result := True;
5729 if g_Game_IsNet then
5730 begin
5731 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5732 MH_SEND_GameStats;
5733 end;
5734 Exit;
5735 end;
5737 // Ïîäîáðàë ÷óæîé ôëàã:
5738 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5739 begin
5740 SetFlag(Flag);
5742 if Flag = FLAG_RED then
5743 s := _lc[I_PLAYER_FLAG_RED]
5744 else
5745 s := _lc[I_PLAYER_FLAG_BLUE];
5747 evtype := FLAG_STATE_CAPTURED;
5749 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5751 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5753 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5755 Result := True;
5756 if g_Game_IsNet then
5757 begin
5758 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5759 MH_SEND_GameStats;
5760 end;
5761 end;
5762 end;
5764 procedure TPlayer.SetFlag(Flag: Byte);
5765 begin
5766 FFlag := Flag;
5767 if FModel <> nil then
5768 FModel.SetFlag(FFlag);
5769 end;
5771 function TPlayer.DropFlag(): Boolean;
5772 var
5773 s: String;
5774 begin
5775 Result := False;
5776 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5777 Exit;
5778 FTime[T_FLAGCAP] := gTime + 2000;
5779 with gFlags[FFlag] do
5780 begin
5781 Obj.X := FObj.X;
5782 Obj.Y := FObj.Y;
5783 Direction := FDirection;
5784 State := FLAG_STATE_DROPPED;
5785 Count := FLAG_TIME;
5786 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5787 (FObj.Vel.Y div 2)-2+Random(5));
5788 positionChanged(); // this updates spatial accelerators
5790 if FFlag = FLAG_RED then
5791 s := _lc[I_PLAYER_FLAG_RED]
5792 else
5793 s := _lc[I_PLAYER_FLAG_BLUE];
5795 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5796 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5798 if g_Game_IsNet then
5799 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5800 end;
5801 SetFlag(FLAG_NONE);
5802 Result := True;
5803 end;
5805 procedure TPlayer.GetSecret();
5806 begin
5807 Inc(FSecrets);
5808 end;
5810 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5811 begin
5812 Assert(Key <= High(FKeys));
5814 FKeys[Key].Pressed := True;
5815 FKeys[Key].Time := Time;
5816 end;
5818 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5819 begin
5820 Result := FKeys[K].Pressed;
5821 end;
5823 procedure TPlayer.ReleaseKeys();
5824 var
5825 a: Integer;
5826 begin
5827 for a := Low(FKeys) to High(FKeys) do
5828 begin
5829 FKeys[a].Pressed := False;
5830 FKeys[a].Time := 0;
5831 end;
5832 end;
5834 procedure TPlayer.OnDamage(Angle: SmallInt);
5835 begin
5836 end;
5838 function TPlayer.firediry(): Integer;
5839 begin
5840 if FKeys[KEY_UP].Pressed then Result := -42
5841 else if FKeys[KEY_DOWN].Pressed then Result := 19
5842 else Result := 0;
5843 end;
5845 procedure TPlayer.RememberState();
5846 var
5847 i: Integer;
5848 begin
5849 FSavedState.Health := FHealth;
5850 FSavedState.Armor := FArmor;
5851 FSavedState.Air := FAir;
5852 FSavedState.JetFuel := FJetFuel;
5853 FSavedState.CurrWeap := FCurrWeap;
5854 FSavedState.NextWeap := FNextWeap;
5855 FSavedState.NextWeapDelay := FNextWeapDelay;
5857 for i := 0 to 3 do
5858 FSavedState.Ammo[i] := FAmmo[i];
5859 for i := 0 to 3 do
5860 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5862 FSavedState.Rulez := FRulez;
5863 FSavedState.WaitRecall := True;
5864 end;
5866 procedure TPlayer.RecallState();
5867 var
5868 i: Integer;
5869 begin
5870 if not FSavedState.WaitRecall then Exit;
5872 FHealth := FSavedState.Health;
5873 FArmor := FSavedState.Armor;
5874 FAir := FSavedState.Air;
5875 FJetFuel := FSavedState.JetFuel;
5876 FCurrWeap := FSavedState.CurrWeap;
5877 FNextWeap := FSavedState.NextWeap;
5878 FNextWeapDelay := FSavedState.NextWeapDelay;
5880 for i := 0 to 3 do
5881 FAmmo[i] := FSavedState.Ammo[i];
5882 for i := 0 to 3 do
5883 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5885 FRulez := FSavedState.Rulez;
5886 FSavedState.WaitRecall := False;
5888 if gGameSettings.GameType = GT_SERVER then
5889 MH_SEND_PlayerStats(FUID);
5890 end;
5892 procedure TPlayer.SaveState (st: TStream);
5893 var
5894 i: Integer;
5895 b: Byte;
5896 begin
5897 // Ñèãíàòóðà èãðîêà
5898 utils.writeSign(st, 'PLYR');
5899 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5900 // Áîò èëè ÷åëîâåê
5901 utils.writeBool(st, FIamBot);
5902 // UID èãðîêà
5903 utils.writeInt(st, Word(FUID));
5904 // Èìÿ èãðîêà
5905 utils.writeStr(st, FName);
5906 // Êîìàíäà
5907 utils.writeInt(st, Byte(FTeam));
5908 // Æèâ ëè
5909 utils.writeBool(st, FAlive);
5910 // Èçðàñõîäîâàë ëè âñå æèçíè
5911 utils.writeBool(st, FNoRespawn);
5912 // Íàïðàâëåíèå
5913 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5914 utils.writeInt(st, Byte(b));
5915 // Çäîðîâüå
5916 utils.writeInt(st, LongInt(FHealth));
5917 // Æèçíè
5918 utils.writeInt(st, Byte(FLives));
5919 // Áðîíÿ
5920 utils.writeInt(st, LongInt(FArmor));
5921 // Çàïàñ âîçäóõà
5922 utils.writeInt(st, LongInt(FAir));
5923 // Çàïàñ ãîðþ÷åãî
5924 utils.writeInt(st, LongInt(FJetFuel));
5925 // Áîëü
5926 utils.writeInt(st, LongInt(FPain));
5927 // Óáèë
5928 utils.writeInt(st, LongInt(FKills));
5929 // Óáèë ìîíñòðîâ
5930 utils.writeInt(st, LongInt(FMonsterKills));
5931 // Ôðàãîâ
5932 utils.writeInt(st, LongInt(FFrags));
5933 // Ôðàãîâ ïîäðÿä
5934 utils.writeInt(st, Byte(FFragCombo));
5935 // Âðåìÿ ïîñëåäíåãî ôðàãà
5936 utils.writeInt(st, LongWord(FLastFrag));
5937 // Ñìåðòåé
5938 utils.writeInt(st, LongInt(FDeath));
5939 // Êàêîé ôëàã íåñåò
5940 utils.writeInt(st, Byte(FFlag));
5941 // Íàøåë ñåêðåòîâ
5942 utils.writeInt(st, LongInt(FSecrets));
5943 // Òåêóùåå îðóæèå
5944 utils.writeInt(st, Byte(FCurrWeap));
5945 // Æåëàåìîå îðóæèå
5946 utils.writeInt(st, Word(FNextWeap));
5947 // ...è ïàóçà
5948 utils.writeInt(st, Byte(FNextWeapDelay));
5949 // Âðåìÿ çàðÿäêè BFG
5950 utils.writeInt(st, SmallInt(FBFGFireCounter));
5951 // Áóôåð óðîíà
5952 utils.writeInt(st, LongInt(FDamageBuffer));
5953 // Ïîñëåäíèé óäàðèâøèé
5954 utils.writeInt(st, Word(FLastSpawnerUID));
5955 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5956 utils.writeInt(st, Byte(FLastHit));
5957 // Îáúåêò èãðîêà
5958 Obj_SaveState(st, @FObj);
5959 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5960 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5961 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5962 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5963 // Íàëè÷èå îðóæèÿ
5964 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5965 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5966 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5967 // Íàëè÷èå ðþêçàêà
5968 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5969 // Íàëè÷èå êðàñíîãî êëþ÷à
5970 utils.writeBool(st, (R_KEY_RED in FRulez));
5971 // Íàëè÷èå çåëåíîãî êëþ÷à
5972 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5973 // Íàëè÷èå ñèíåãî êëþ÷à
5974 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5975 // Íàëè÷èå áåðñåðêà
5976 utils.writeBool(st, (R_BERSERK in FRulez));
5977 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5978 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5979 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5980 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5981 // Íàçâàíèå ìîäåëè
5982 utils.writeStr(st, FModel.Name);
5983 // Öâåò ìîäåëè
5984 utils.writeInt(st, Byte(FColor.R));
5985 utils.writeInt(st, Byte(FColor.G));
5986 utils.writeInt(st, Byte(FColor.B));
5987 end;
5990 procedure TPlayer.LoadState (st: TStream);
5991 var
5992 i: Integer;
5993 str: String;
5994 b: Byte;
5995 begin
5996 assert(st <> nil);
5998 // Ñèãíàòóðà èãðîêà
5999 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6000 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6001 // Áîò èëè ÷åëîâåê:
6002 FIamBot := utils.readBool(st);
6003 // UID èãðîêà
6004 FUID := utils.readWord(st);
6005 // Èìÿ èãðîêà
6006 str := utils.readStr(st);
6007 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6008 // Êîìàíäà
6009 FTeam := utils.readByte(st);
6010 // Æèâ ëè
6011 FAlive := utils.readBool(st);
6012 // Èçðàñõîäîâàë ëè âñå æèçíè
6013 FNoRespawn := utils.readBool(st);
6014 // Íàïðàâëåíèå
6015 b := utils.readByte(st);
6016 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6017 // Çäîðîâüå
6018 FHealth := utils.readLongInt(st);
6019 // Æèçíè
6020 FLives := utils.readByte(st);
6021 // Áðîíÿ
6022 FArmor := utils.readLongInt(st);
6023 // Çàïàñ âîçäóõà
6024 FAir := utils.readLongInt(st);
6025 // Çàïàñ ãîðþ÷åãî
6026 FJetFuel := utils.readLongInt(st);
6027 // Áîëü
6028 FPain := utils.readLongInt(st);
6029 // Óáèë
6030 FKills := utils.readLongInt(st);
6031 // Óáèë ìîíñòðîâ
6032 FMonsterKills := utils.readLongInt(st);
6033 // Ôðàãîâ
6034 FFrags := utils.readLongInt(st);
6035 // Ôðàãîâ ïîäðÿä
6036 FFragCombo := utils.readByte(st);
6037 // Âðåìÿ ïîñëåäíåãî ôðàãà
6038 FLastFrag := utils.readLongWord(st);
6039 // Ñìåðòåé
6040 FDeath := utils.readLongInt(st);
6041 // Êàêîé ôëàã íåñåò
6042 FFlag := utils.readByte(st);
6043 // Íàøåë ñåêðåòîâ
6044 FSecrets := utils.readLongInt(st);
6045 // Òåêóùåå îðóæèå
6046 FCurrWeap := utils.readByte(st);
6047 // Æåëàåìîå îðóæèå
6048 FNextWeap := utils.readWord(st);
6049 // ...è ïàóçà
6050 FNextWeapDelay := utils.readByte(st);
6051 // Âðåìÿ çàðÿäêè BFG
6052 FBFGFireCounter := utils.readSmallInt(st);
6053 // Áóôåð óðîíà
6054 FDamageBuffer := utils.readLongInt(st);
6055 // Ïîñëåäíèé óäàðèâøèé
6056 FLastSpawnerUID := utils.readWord(st);
6057 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6058 FLastHit := utils.readByte(st);
6059 // Îáúåêò èãðîêà
6060 Obj_LoadState(@FObj, st);
6061 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6062 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6063 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6064 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6065 // Íàëè÷èå îðóæèÿ
6066 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6067 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6068 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6069 // Íàëè÷èå ðþêçàêà
6070 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6071 // Íàëè÷èå êðàñíîãî êëþ÷à
6072 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6073 // Íàëè÷èå çåëåíîãî êëþ÷à
6074 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6075 // Íàëè÷èå ñèíåãî êëþ÷à
6076 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6077 // Íàëè÷èå áåðñåðêà
6078 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6079 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6080 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6081 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6082 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6083 // Íàçâàíèå ìîäåëè
6084 str := utils.readStr(st);
6085 // Öâåò ìîäåëè
6086 FColor.R := utils.readByte(st);
6087 FColor.G := utils.readByte(st);
6088 FColor.B := utils.readByte(st);
6089 if (self = gPlayer1) then
6090 begin
6091 str := gPlayer1Settings.Model;
6092 FColor := gPlayer1Settings.Color;
6093 end
6094 else if (self = gPlayer2) then
6095 begin
6096 str := gPlayer2Settings.Model;
6097 FColor := gPlayer2Settings.Color;
6098 end;
6099 // Îáíîâëÿåì ìîäåëü èãðîêà
6100 SetModel(str);
6101 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6102 FModel.Color := TEAMCOLOR[FTeam]
6103 else
6104 FModel.Color := FColor;
6105 end;
6108 procedure TPlayer.AllRulez(Health: Boolean);
6109 var
6110 a: Integer;
6111 begin
6112 if Health then
6113 begin
6114 FHealth := PLAYER_HP_LIMIT;
6115 FArmor := PLAYER_AP_LIMIT;
6116 Exit;
6117 end;
6119 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6120 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6121 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6122 end;
6124 procedure TPlayer.RestoreHealthArmor();
6125 begin
6126 FHealth := PLAYER_HP_LIMIT;
6127 FArmor := PLAYER_AP_LIMIT;
6128 end;
6130 procedure TPlayer.FragCombo();
6131 var
6132 Param: Integer;
6133 begin
6134 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6135 Exit;
6136 if gTime - FLastFrag < FRAG_COMBO_TIME then
6137 begin
6138 if FFragCombo < 5 then
6139 Inc(FFragCombo);
6140 Param := FUID or (FFragCombo shl 16);
6141 if (FComboEvnt >= Low(gDelayedEvents)) and
6142 (FComboEvnt <= High(gDelayedEvents)) and
6143 gDelayedEvents[FComboEvnt].Pending and
6144 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6145 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6146 begin
6147 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6148 gDelayedEvents[FComboEvnt].DENum := Param;
6149 end
6150 else
6151 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6152 end
6153 else
6154 FFragCombo := 1;
6156 FLastFrag := gTime;
6157 end;
6159 procedure TPlayer.GiveItem(ItemType: Byte);
6160 begin
6161 case ItemType of
6162 ITEM_SUIT:
6163 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6164 begin
6165 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6166 end;
6168 ITEM_OXYGEN:
6169 if FAir < AIR_MAX then
6170 begin
6171 FAir := AIR_MAX;
6172 end;
6174 ITEM_MEDKIT_BLACK:
6175 begin
6176 if not (R_BERSERK in FRulez) then
6177 begin
6178 Include(FRulez, R_BERSERK);
6179 if FBFGFireCounter < 1 then
6180 begin
6181 FCurrWeap := WEAPON_KASTET;
6182 resetWeaponQueue();
6183 FModel.SetWeapon(WEAPON_KASTET);
6184 end;
6185 if gFlash <> 0 then
6186 Inc(FPain, 100);
6187 FBerserk := gTime+30000;
6188 end;
6189 if FHealth < PLAYER_HP_SOFT then
6190 begin
6191 FHealth := PLAYER_HP_SOFT;
6192 FBerserk := gTime+30000;
6193 end;
6194 end;
6196 ITEM_INVUL:
6197 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6198 begin
6199 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6200 end;
6202 ITEM_INVIS:
6203 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6204 begin
6205 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6206 end;
6208 ITEM_JETPACK:
6209 if FJetFuel < JET_MAX then
6210 begin
6211 FJetFuel := JET_MAX;
6212 end;
6214 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6215 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6217 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6218 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6220 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6221 ITEM_SPHERE_WHITE:
6222 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6223 begin
6224 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6225 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6226 end;
6228 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6229 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6230 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6231 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6232 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6233 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6234 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6235 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6236 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6238 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6239 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6240 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6241 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6242 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6243 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6244 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6245 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6246 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6248 ITEM_AMMO_BACKPACK:
6249 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6250 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6251 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6252 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6253 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6254 begin
6255 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6256 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6257 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6258 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6259 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6261 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6262 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6263 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6264 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6266 FRulez := FRulez + [R_ITEM_BACKPACK];
6267 end;
6269 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6270 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6271 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6273 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6274 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6276 else
6277 Exit;
6278 end;
6279 if g_Game_IsNet and g_Game_IsServer then
6280 MH_SEND_PlayerStats(FUID);
6281 end;
6283 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6284 var
6285 id, i: DWORD;
6286 Anim: TAnimation;
6287 begin
6288 if (Random(5) = 1) and (Times = 1) then
6289 Exit;
6291 if BodyInLiquid(0, 0) then
6292 begin
6293 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6294 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6295 if Random(2) = 0 then
6296 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6297 else
6298 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6299 Exit;
6300 end;
6302 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6303 begin
6304 for i := 1 to Times do
6305 begin
6306 Anim := TAnimation.Create(id, False, 3);
6307 Anim.Alpha := 150;
6308 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6309 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6310 Anim.Free();
6311 end;
6312 end;
6313 end;
6315 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6316 var
6317 id, i: DWORD;
6318 Anim: TAnimation;
6319 begin
6320 if (Random(10) = 1) and (Times = 1) then
6321 Exit;
6323 if g_Frames_Get(id, 'FRAMES_FLAME') then
6324 begin
6325 for i := 1 to Times do
6326 begin
6327 Anim := TAnimation.Create(id, False, 3);
6328 Anim.Alpha := 0;
6329 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6330 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6331 Anim.Free();
6332 end;
6333 end;
6334 end;
6336 procedure TPlayer.PauseSounds(Enable: Boolean);
6337 begin
6338 FSawSound.Pause(Enable);
6339 FSawSoundIdle.Pause(Enable);
6340 FSawSoundHit.Pause(Enable);
6341 FSawSoundSelect.Pause(Enable);
6342 end;
6344 { T C o r p s e : }
6346 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6347 begin
6348 g_Obj_Init(@FObj);
6349 FObj.X := X;
6350 FObj.Y := Y;
6351 FObj.Rect := PLAYER_CORPSERECT;
6352 FModelName := ModelName;
6353 FMess := aMess;
6355 if FMess then
6356 begin
6357 FState := CORPSE_STATE_MESS;
6358 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6359 end
6360 else
6361 begin
6362 FState := CORPSE_STATE_NORMAL;
6363 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6364 end;
6365 end;
6367 destructor TCorpse.Destroy();
6368 begin
6369 FAnimation.Free();
6371 inherited;
6372 end;
6374 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6376 procedure TCorpse.positionChanged (); inline; begin end;
6378 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6379 begin
6380 if (dx <> 0) or (dy <> 0) then
6381 begin
6382 FObj.X += dx;
6383 FObj.Y += dy;
6384 positionChanged();
6385 end;
6386 end;
6389 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6390 begin
6391 x := FObj.X+PLAYER_CORPSERECT.X;
6392 y := FObj.Y+PLAYER_CORPSERECT.Y;
6393 w := PLAYER_CORPSERECT.Width;
6394 h := PLAYER_CORPSERECT.Height;
6395 end;
6398 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6399 var
6400 pm: TPlayerModel;
6401 Blood: TModelBlood;
6402 begin
6403 if FState = CORPSE_STATE_REMOVEME then
6404 Exit;
6406 FDamage := FDamage + Value;
6408 if FDamage > 150 then
6409 begin
6410 if FAnimation <> nil then
6411 begin
6412 FAnimation.Free();
6413 FAnimation := nil;
6415 FState := CORPSE_STATE_REMOVEME;
6417 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6418 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6419 FModelName, FColor);
6420 // Çâóê ìÿñà îò òðóïà:
6421 pm := g_PlayerModel_Get(FModelName);
6422 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6423 pm.Free;
6425 // Çëîâåùèé ñìåõ:
6426 if (gBodyKillEvent <> -1)
6427 and gDelayedEvents[gBodyKillEvent].Pending then
6428 gDelayedEvents[gBodyKillEvent].Pending := False;
6429 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6430 end;
6431 end
6432 else
6433 begin
6434 Blood := g_PlayerModel_GetBlood(FModelName);
6435 FObj.Vel.X := FObj.Vel.X + vx;
6436 FObj.Vel.Y := FObj.Vel.Y + vy;
6437 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6438 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6439 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6440 Blood.R, Blood.G, Blood.B, Blood.Kind);
6441 end;
6442 end;
6444 procedure TCorpse.Draw();
6445 begin
6446 if FState = CORPSE_STATE_REMOVEME then
6447 Exit;
6449 if FAnimation <> nil then
6450 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6452 if FAnimationMask <> nil then
6453 begin
6454 e_Colors := FColor;
6455 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6456 e_Colors.R := 255;
6457 e_Colors.G := 255;
6458 e_Colors.B := 255;
6459 end;
6460 end;
6462 procedure TCorpse.Update();
6463 var
6464 st: Word;
6465 begin
6466 if FState = CORPSE_STATE_REMOVEME then
6467 Exit;
6469 if gTime mod (GAME_TICK*2) <> 0 then
6470 begin
6471 g_Obj_Move(@FObj, True, True, True);
6472 positionChanged(); // this updates spatial accelerators
6473 Exit;
6474 end;
6476 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6477 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6479 st := g_Obj_Move(@FObj, True, True, True);
6480 positionChanged(); // this updates spatial accelerators
6482 if WordBool(st and MOVE_FALLOUT) then
6483 begin
6484 FState := CORPSE_STATE_REMOVEME;
6485 Exit;
6486 end;
6488 if FAnimation <> nil then
6489 FAnimation.Update();
6490 if FAnimationMask <> nil then
6491 FAnimationMask.Update();
6492 end;
6495 procedure TCorpse.SaveState (st: TStream);
6496 var
6497 anim: Boolean;
6498 begin
6499 assert(st <> nil);
6501 // Ñèãíàòóðà òðóïà
6502 utils.writeSign(st, 'CORP');
6503 utils.writeInt(st, Byte(0));
6504 // Ñîñòîÿíèå
6505 utils.writeInt(st, Byte(FState));
6506 // Íàêîïëåííûé óðîí
6507 utils.writeInt(st, Byte(FDamage));
6508 // Öâåò
6509 utils.writeInt(st, Byte(FColor.R));
6510 utils.writeInt(st, Byte(FColor.G));
6511 utils.writeInt(st, Byte(FColor.B));
6512 // Îáúåêò òðóïà
6513 Obj_SaveState(st, @FObj);
6514 utils.writeInt(st, Word(FPlayerUID));
6515 // Åñòü ëè àíèìàöèÿ
6516 anim := (FAnimation <> nil);
6517 utils.writeBool(st, anim);
6518 // Åñëè åñòü - ñîõðàíÿåì
6519 if anim then FAnimation.SaveState(st);
6520 // Åñòü ëè ìàñêà àíèìàöèè
6521 anim := (FAnimationMask <> nil);
6522 utils.writeBool(st, anim);
6523 // Åñëè åñòü - ñîõðàíÿåì
6524 if anim then FAnimationMask.SaveState(st);
6525 end;
6528 procedure TCorpse.LoadState (st: TStream);
6529 var
6530 anim: Boolean;
6531 begin
6532 assert(st <> nil);
6534 // Ñèãíàòóðà òðóïà
6535 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6536 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6537 // Ñîñòîÿíèå
6538 FState := utils.readByte(st);
6539 // Íàêîïëåííûé óðîí
6540 FDamage := utils.readByte(st);
6541 // Öâåò
6542 FColor.R := utils.readByte(st);
6543 FColor.G := utils.readByte(st);
6544 FColor.B := utils.readByte(st);
6545 // Îáúåêò òðóïà
6546 Obj_LoadState(@FObj, st);
6547 FPlayerUID := utils.readWord(st);
6548 // Åñòü ëè àíèìàöèÿ
6549 anim := utils.readBool(st);
6550 // Åñëè åñòü - çàãðóæàåì
6551 if anim then
6552 begin
6553 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6554 FAnimation.LoadState(st);
6555 end;
6556 // Åñòü ëè ìàñêà àíèìàöèè
6557 anim := utils.readBool(st);
6558 // Åñëè åñòü - çàãðóæàåì
6559 if anim then
6560 begin
6561 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6562 FAnimationMask.LoadState(st);
6563 end;
6564 end;
6566 { T B o t : }
6568 constructor TBot.Create();
6569 var
6570 a: Integer;
6571 begin
6572 inherited Create();
6574 FPhysics := True;
6575 FSpectator := False;
6576 FGhost := False;
6578 FIamBot := True;
6580 Inc(gNumBots);
6582 for a := WP_FIRST to WP_LAST do
6583 begin
6584 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6585 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6586 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6587 end;
6588 end;
6590 destructor TBot.Destroy();
6591 begin
6592 Dec(gNumBots);
6593 inherited Destroy();
6594 end;
6596 procedure TBot.Draw();
6597 begin
6598 inherited Draw();
6600 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6601 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6602 end;
6604 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6605 begin
6606 inherited Respawn(Silent, Force);
6608 FAIFlags := nil;
6609 FSelectedWeapon := FCurrWeap;
6610 resetWeaponQueue();
6611 FTargetUID := 0;
6612 end;
6614 procedure TBot.UpdateCombat();
6615 type
6616 TTarget = record
6617 UID: Word;
6618 X, Y: Integer;
6619 Rect: TRectWH;
6620 cX, cY: Integer;
6621 Dist: Word;
6622 Line: Boolean;
6623 Visible: Boolean;
6624 IsPlayer: Boolean;
6625 end;
6627 TTargetRecord = array of TTarget;
6629 function Compare(a, b: TTarget): Integer;
6630 begin
6631 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6632 Result := -1
6633 else
6634 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6635 Result := 1
6636 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6637 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6638 begin
6639 if a.Dist > b.Dist then // B áëèæå
6640 Result := 1
6641 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6642 Result := -1;
6643 end
6644 else // Ñòðàííî -> A
6645 Result := -1;
6646 end;
6648 var
6649 a, x1, y1, x2, y2: Integer;
6650 targets: TTargetRecord;
6651 ammo: Word;
6652 Target, BestTarget: TTarget;
6653 firew, fireh: Integer;
6654 angle: SmallInt;
6655 mon: TMonster;
6656 pla, tpla: TPlayer;
6657 vsPlayer, vsMonster, ok: Boolean;
6660 function monsUpdate (mon: TMonster): Boolean;
6661 begin
6662 result := false; // don't stop
6663 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6664 begin
6665 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6667 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6668 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6670 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6671 if g_TraceVector(x1, y1, x2, y2) then
6672 begin
6673 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6674 SetLength(targets, Length(targets)+1);
6675 with targets[High(targets)] do
6676 begin
6677 UID := mon.UID;
6678 X := mon.Obj.X;
6679 Y := mon.Obj.Y;
6680 cX := x2;
6681 cY := y2;
6682 Rect := mon.Obj.Rect;
6683 Dist := g_PatchLength(x1, y1, x2, y2);
6684 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6685 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6686 Visible := True;
6687 IsPlayer := False;
6688 end;
6689 end;
6690 end;
6691 end;
6693 begin
6694 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6695 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6697 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6698 if FCurrWeap <> FSelectedWeapon then
6699 NextWeapon();
6701 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6702 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6703 begin
6704 RemoveAIFlag('NEEDFIRE');
6706 case FCurrWeap of
6707 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6708 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6709 else PressKey(KEY_FIRE);
6710 end;
6711 end;
6713 // Êîîðäèíàòû ñòâîëà:
6714 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6715 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6717 Target.UID := FTargetUID;
6719 ok := False;
6720 if Target.UID <> 0 then
6721 begin // Öåëü åñòü - íàñòðàèâàåì
6722 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6723 vsPlayer then
6724 begin // Èãðîê
6725 tpla := g_Player_Get(Target.UID);
6726 if tpla <> nil then
6727 with tpla do
6728 begin
6729 if (@FObj) <> nil then
6730 begin
6731 Target.X := FObj.X;
6732 Target.Y := FObj.Y;
6733 end;
6734 end;
6736 Target.cX := Target.X + PLAYER_RECT_CX;
6737 Target.cY := Target.Y + PLAYER_RECT_CY;
6738 Target.Rect := PLAYER_RECT;
6739 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6740 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6741 (y1-4 > Target.Y+PLAYER_RECT.Y);
6742 Target.IsPlayer := True;
6743 ok := True;
6744 end
6745 else
6746 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6747 vsMonster then
6748 begin // Ìîíñòð
6749 mon := g_Monsters_ByUID(Target.UID);
6750 if mon <> nil then
6751 begin
6752 Target.X := mon.Obj.X;
6753 Target.Y := mon.Obj.Y;
6755 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6756 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6757 Target.Rect := mon.Obj.Rect;
6758 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6759 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6760 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6761 Target.IsPlayer := False;
6762 ok := True;
6763 end;
6764 end;
6765 end;
6767 if not ok then
6768 begin // Öåëè íåò - îáíóëÿåì
6769 Target.X := 0;
6770 Target.Y := 0;
6771 Target.cX := 0;
6772 Target.cY := 0;
6773 Target.Visible := False;
6774 Target.Line := False;
6775 Target.IsPlayer := False;
6776 end;
6778 targets := nil;
6780 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6781 if (not Target.Line) or (not Target.Visible) then
6782 begin
6783 // Èãðîêè:
6784 if vsPlayer then
6785 for a := 0 to High(gPlayers) do
6786 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6787 (gPlayers[a].FUID <> FUID) and
6788 (not SameTeam(FUID, gPlayers[a].FUID)) and
6789 (not gPlayers[a].NoTarget) and
6790 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6791 begin
6792 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6793 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6794 Continue;
6796 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6797 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6799 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6800 if g_TraceVector(x1, y1, x2, y2) then
6801 begin
6802 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6803 SetLength(targets, Length(targets)+1);
6804 with targets[High(targets)] do
6805 begin
6806 UID := gPlayers[a].FUID;
6807 X := gPlayers[a].FObj.X;
6808 Y := gPlayers[a].FObj.Y;
6809 cX := x2;
6810 cY := y2;
6811 Rect := PLAYER_RECT;
6812 Dist := g_PatchLength(x1, y1, x2, y2);
6813 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6814 (y1-4 > Target.Y+PLAYER_RECT.Y);
6815 Visible := True;
6816 IsPlayer := True;
6817 end;
6818 end;
6819 end;
6821 // Ìîíñòðû:
6822 if vsMonster then g_Mons_ForEach(monsUpdate);
6823 end;
6825 // Åñëè åñòü âîçìîæíûå öåëè:
6826 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6827 if targets <> nil then
6828 begin
6829 // Âûáèðàåì íàèëó÷øóþ öåëü:
6830 BestTarget := targets[0];
6831 if Length(targets) > 1 then
6832 for a := 1 to High(targets) do
6833 if Compare(BestTarget, targets[a]) = 1 then
6834 BestTarget := targets[a];
6836 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6837 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6838 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6839 begin
6840 Target := BestTarget;
6842 if (Healthy() = 3) or ((Healthy() = 2)) then
6843 begin // Åñëè çäîðîâû - äîãîíÿåì
6844 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6845 SetAIFlag('GORIGHT', '1');
6846 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6847 SetAIFlag('GOLEFT', '1');
6848 end
6849 else
6850 begin // Åñëè ïîáèòû - óáåãàåì
6851 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6852 SetAIFlag('GORIGHT', '1');
6853 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6854 SetAIFlag('GOLEFT', '1');
6855 end;
6857 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6858 SelectWeapon(Abs(x1-Target.cX));
6859 end;
6860 end;
6862 // Åñëè åñòü öåëü:
6863 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6864 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6865 if Target.UID <> 0 then
6866 begin
6867 if not TargetOnScreen(Target.X + Target.Rect.X,
6868 Target.Y + Target.Rect.Y) then
6869 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6870 if (Healthy() = 3) or ((Healthy() = 2)) then
6871 begin // Åñëè çäîðîâû - äîãîíÿåì
6872 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6873 SetAIFlag('GORIGHT', '1');
6874 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6875 SetAIFlag('GOLEFT', '1');
6876 end
6877 else
6878 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6879 Target.UID := 0;
6880 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6881 SetAIFlag('GORIGHT', '1');
6882 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6883 SetAIFlag('GOLEFT', '1');
6884 end;
6885 end
6886 else
6887 begin // Öåëü ïîêà íà "ýêðàíå"
6888 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6889 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6890 FLastVisible := gTime;
6891 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6892 if (Abs(FObj.Y-Target.Y) <= 128) then
6893 begin
6894 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6895 SetAIFlag('GORIGHT', '1');
6896 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6897 SetAIFlag('GOLEFT', '1');
6898 end;
6899 end;
6901 // Âûáèðàåì óãîë ââåðõ:
6902 if FDirection = TDirection.D_LEFT then
6903 angle := ANGLE_LEFTUP
6904 else
6905 angle := ANGLE_RIGHTUP;
6907 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6908 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6910 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6911 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6912 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6913 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6914 Target.Rect.Width, Target.Rect.Height) and
6915 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6916 begin // òî íóæíî ñòðåëÿòü ââåðõ
6917 SetAIFlag('NEEDFIRE', '1');
6918 SetAIFlag('NEEDSEEUP', '1');
6919 end;
6921 // Âûáèðàåì óãîë âíèç:
6922 if FDirection = TDirection.D_LEFT then
6923 angle := ANGLE_LEFTDOWN
6924 else
6925 angle := ANGLE_RIGHTDOWN;
6927 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6928 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6930 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6931 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6932 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6933 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6934 Target.Rect.Width, Target.Rect.Height) and
6935 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6936 begin // òî íóæíî ñòðåëÿòü âíèç
6937 SetAIFlag('NEEDFIRE', '1');
6938 SetAIFlag('NEEDSEEDOWN', '1');
6939 end;
6941 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6942 if Target.Visible and
6943 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6944 (y1-4 > Target.Y+Target.Rect.Y) then
6945 begin
6946 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6947 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6948 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6949 begin // òî íóæíî ñòðåëÿòü âïåðåä
6950 SetAIFlag('NEEDFIRE', '1');
6951 SetAIFlag('NEEDSEEDOWN', '');
6952 SetAIFlag('NEEDSEEUP', '');
6953 end;
6954 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6955 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6956 if GetRnd(FDifficult.CloseJump) then
6957 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6958 if Abs(FObj.X-Target.X) < 128 then
6959 a := 4
6960 else
6961 a := 30;
6962 if Random(a) = 0 then
6963 SetAIFlag('NEEDJUMP', '1');
6964 end;
6965 end;
6967 // Åñëè öåëü âñå åùå åñòü:
6968 if Target.UID <> 0 then
6969 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6970 Target.UID := 0 // òî çàáûòü öåëü
6971 else // Åñëè âèäåëè íåäàâíî
6972 begin // íî öåëü óáèëè
6973 if Target.IsPlayer then
6974 begin // Öåëü - èãðîê
6975 pla := g_Player_Get(Target.UID);
6976 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6977 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6978 Target.UID := 0; // òî çàáûòü öåëü
6979 end
6980 else
6981 begin // Öåëü - ìîíñòð
6982 mon := g_Monsters_ByUID(Target.UID);
6983 if (mon = nil) or (not mon.alive) then
6984 Target.UID := 0; // òî çàáûòü öåëü
6985 end;
6986 end;
6987 end; // if Target.UID <> 0
6989 FTargetUID := Target.UID;
6991 // Åñëè âîçìîæíûõ öåëåé íåò:
6992 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6993 if targets = nil then
6994 if GetAIFlag('ATTACKLEFT') <> '' then
6995 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6996 RemoveAIFlag('ATTACKLEFT');
6998 SetAIFlag('NEEDJUMP', '1');
7000 if RunDirection() = TDirection.D_RIGHT then
7001 begin // Èäåì íå â òó ñòîðîíó
7002 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7003 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7004 SetAIFlag('NEEDFIRE', '1');
7005 SetAIFlag('GOLEFT', '1');
7006 end;
7007 end
7008 else
7009 begin // Èäåì â íóæíóþ ñòîðîíó
7010 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7011 SetAIFlag('NEEDFIRE', '1');
7012 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7013 SetAIFlag('GORIGHT', '1');
7014 end;
7015 end
7016 else
7017 if GetAIFlag('ATTACKRIGHT') <> '' then
7018 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7019 RemoveAIFlag('ATTACKRIGHT');
7021 SetAIFlag('NEEDJUMP', '1');
7023 if RunDirection() = TDirection.D_LEFT then
7024 begin // Èäåì íå â òó ñòîðîíó
7025 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7026 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7027 SetAIFlag('NEEDFIRE', '1');
7028 SetAIFlag('GORIGHT', '1');
7029 end;
7030 end
7031 else
7032 begin
7033 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7034 SetAIFlag('NEEDFIRE', '1');
7035 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7036 SetAIFlag('GOLEFT', '1');
7037 end;
7038 end;
7040 //HACK! (does it belongs there?)
7041 RealizeCurrentWeapon();
7043 // Åñëè åñòü âîçìîæíûå öåëè:
7044 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7045 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7046 for a := 0 to High(targets) do
7047 begin
7048 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7049 if GetRnd(FDifficult.DiagFire) then
7050 begin
7051 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7052 if FDirection = TDirection.D_LEFT then
7053 angle := ANGLE_LEFTUP
7054 else
7055 angle := ANGLE_RIGHTUP;
7057 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7058 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7060 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7061 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7062 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7063 targets[a].Rect.Width, targets[a].Rect.Height) and
7064 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7065 begin
7066 SetAIFlag('NEEDFIRE', '1');
7067 SetAIFlag('NEEDSEEUP', '1');
7068 end;
7070 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7071 if FDirection = TDirection.D_LEFT then
7072 angle := ANGLE_LEFTDOWN
7073 else
7074 angle := ANGLE_RIGHTDOWN;
7076 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7077 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7079 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7080 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7081 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7082 targets[a].Rect.Width, targets[a].Rect.Height) and
7083 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7084 begin
7085 SetAIFlag('NEEDFIRE', '1');
7086 SetAIFlag('NEEDSEEDOWN', '1');
7087 end;
7088 end;
7090 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7091 if targets[a].Line and targets[a].Visible and
7092 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7093 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7094 begin
7095 SetAIFlag('NEEDFIRE', '1');
7096 Break;
7097 end;
7098 end;
7100 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7101 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7102 PLAYER_RECT.Width, PLAYER_RECT.Height,
7103 40+GetInterval(FDifficult.Cover, 40)) then
7104 SetAIFlag('NEEDJUMP', '1');
7106 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7107 ammo := GetAmmoByWeapon(FCurrWeap);
7108 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7109 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7110 (ammo = 0) then
7111 SetAIFlag('SELECTWEAPON', '1');
7113 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7114 if GetAIFlag('SELECTWEAPON') = '1' then
7115 begin
7116 SelectWeapon(-1);
7117 RemoveAIFlag('SELECTWEAPON');
7118 end;
7119 end;
7121 procedure TBot.Update();
7122 var
7123 EnableAI: Boolean;
7124 begin
7125 if not FAlive then
7126 begin // Respawn
7127 ReleaseKeys();
7128 PressKey(KEY_UP);
7129 end
7130 else
7131 begin
7132 EnableAI := True;
7134 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7135 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7136 EnableAI := False;
7137 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7138 EnableAI := False;
7139 if g_debug_BotAIOff = 3 then
7140 EnableAI := False;
7142 if EnableAI then
7143 begin
7144 UpdateMove();
7145 UpdateCombat();
7146 end
7147 else
7148 begin
7149 RealizeCurrentWeapon();
7150 end;
7151 end;
7153 inherited Update();
7154 end;
7156 procedure TBot.ReleaseKey(Key: Byte);
7157 begin
7158 with FKeys[Key] do
7159 begin
7160 Pressed := False;
7161 Time := 0;
7162 end;
7163 end;
7165 function TBot.KeyPressed(Key: Word): Boolean;
7166 begin
7167 Result := FKeys[Key].Pressed;
7168 end;
7170 function TBot.GetAIFlag(aName: String20): String20;
7171 var
7172 a: Integer;
7173 begin
7174 Result := '';
7176 aName := LowerCase(aName);
7178 if FAIFlags <> nil then
7179 for a := 0 to High(FAIFlags) do
7180 if LowerCase(FAIFlags[a].Name) = aName then
7181 begin
7182 Result := FAIFlags[a].Value;
7183 Break;
7184 end;
7185 end;
7187 procedure TBot.RemoveAIFlag(aName: String20);
7188 var
7189 a, b: Integer;
7190 begin
7191 if FAIFlags = nil then Exit;
7193 aName := LowerCase(aName);
7195 for a := 0 to High(FAIFlags) do
7196 if LowerCase(FAIFlags[a].Name) = aName then
7197 begin
7198 if a <> High(FAIFlags) then
7199 for b := a to High(FAIFlags)-1 do
7200 FAIFlags[b] := FAIFlags[b+1];
7202 SetLength(FAIFlags, Length(FAIFlags)-1);
7203 Break;
7204 end;
7205 end;
7207 procedure TBot.SetAIFlag(aName, fValue: String20);
7208 var
7209 a: Integer;
7210 ok: Boolean;
7211 begin
7212 a := 0;
7213 ok := False;
7215 aName := LowerCase(aName);
7217 if FAIFlags <> nil then
7218 for a := 0 to High(FAIFlags) do
7219 if LowerCase(FAIFlags[a].Name) = aName then
7220 begin
7221 ok := True;
7222 Break;
7223 end;
7225 if ok then FAIFlags[a].Value := fValue
7226 else
7227 begin
7228 SetLength(FAIFlags, Length(FAIFlags)+1);
7229 with FAIFlags[High(FAIFlags)] do
7230 begin
7231 Name := aName;
7232 Value := fValue;
7233 end;
7234 end;
7235 end;
7237 procedure TBot.UpdateMove;
7239 procedure GoLeft(Time: Word = 1);
7240 begin
7241 ReleaseKey(KEY_LEFT);
7242 ReleaseKey(KEY_RIGHT);
7243 PressKey(KEY_LEFT, Time);
7244 SetDirection(TDirection.D_LEFT);
7245 end;
7247 procedure GoRight(Time: Word = 1);
7248 begin
7249 ReleaseKey(KEY_LEFT);
7250 ReleaseKey(KEY_RIGHT);
7251 PressKey(KEY_RIGHT, Time);
7252 SetDirection(TDirection.D_RIGHT);
7253 end;
7255 function Rnd(a: Word): Boolean;
7256 begin
7257 Result := Random(a) = 0;
7258 end;
7260 procedure Turn(Time: Word = 1200);
7261 begin
7262 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7263 end;
7265 procedure Stop();
7266 begin
7267 ReleaseKey(KEY_LEFT);
7268 ReleaseKey(KEY_RIGHT);
7269 end;
7271 function CanRunLeft(): Boolean;
7272 begin
7273 Result := not CollideLevel(-1, 0);
7274 end;
7276 function CanRunRight(): Boolean;
7277 begin
7278 Result := not CollideLevel(1, 0);
7279 end;
7281 function CanRun(): Boolean;
7282 begin
7283 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7284 end;
7286 procedure Jump(Time: Word = 30);
7287 begin
7288 PressKey(KEY_JUMP, Time);
7289 end;
7291 function NearHole(): Boolean;
7292 var
7293 x, sx: Integer;
7294 begin
7295 { TODO 5 : Ëåñòíèöû }
7296 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7297 for x := 1 to PLAYER_RECT.Width do
7298 if (not StayOnStep(x*sx, 0)) and
7299 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7300 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7301 begin
7302 Result := True;
7303 Exit;
7304 end;
7306 Result := False;
7307 end;
7309 function BorderHole(): Boolean;
7310 var
7311 x, sx, xx: Integer;
7312 begin
7313 { TODO 5 : Ëåñòíèöû }
7314 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7315 for x := 1 to PLAYER_RECT.Width do
7316 if (not StayOnStep(x*sx, 0)) and
7317 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7318 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7319 begin
7320 for xx := x to x+32 do
7321 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7322 begin
7323 Result := True;
7324 Exit;
7325 end;
7326 end;
7328 Result := False;
7329 end;
7331 function NearDeepHole(): Boolean;
7332 var
7333 x, sx, y: Integer;
7334 begin
7335 Result := False;
7337 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7338 y := 3;
7340 for x := 1 to PLAYER_RECT.Width do
7341 if (not StayOnStep(x*sx, 0)) and
7342 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7343 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7344 begin
7345 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7346 begin
7347 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7348 y := y+1;
7349 end;
7351 Result := True;
7352 end else Result := False;
7353 end;
7355 function OverDeepHole(): Boolean;
7356 var
7357 y: Integer;
7358 begin
7359 Result := False;
7361 y := 1;
7362 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7363 begin
7364 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7365 y := y+1;
7366 end;
7368 Result := True;
7369 end;
7371 function OnGround(): Boolean;
7372 begin
7373 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7374 end;
7376 function OnLadder(): Boolean;
7377 begin
7378 Result := FullInStep(0, 0);
7379 end;
7381 function BelowLadder(): Boolean;
7382 begin
7383 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7384 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7385 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7386 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7387 end;
7389 function BelowLiftUp(): Boolean;
7390 begin
7391 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7392 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7393 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7394 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7395 end;
7397 function OnTopLift(): Boolean;
7398 begin
7399 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7400 end;
7402 function CanJumpOver(): Boolean;
7403 var
7404 sx, y: Integer;
7405 begin
7406 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7408 Result := False;
7410 if not CollideLevel(sx, 0) then Exit;
7412 for y := 1 to BOT_MAXJUMP do
7413 if CollideLevel(0, -y) then Exit else
7414 if not CollideLevel(sx, -y) then
7415 begin
7416 Result := True;
7417 Exit;
7418 end;
7419 end;
7421 function CanJumpUp(Dist: ShortInt): Boolean;
7422 var
7423 y, yy: Integer;
7424 c: Boolean;
7425 begin
7426 Result := False;
7428 if CollideLevel(Dist, 0) then Exit;
7430 c := False;
7431 for y := 0 to BOT_MAXJUMP do
7432 if CollideLevel(Dist, -y) then
7433 begin
7434 c := True;
7435 Break;
7436 end;
7438 if not c then Exit;
7440 c := False;
7441 for yy := y+1 to BOT_MAXJUMP do
7442 if not CollideLevel(Dist, -yy) then
7443 begin
7444 c := True;
7445 Break;
7446 end;
7448 if not c then Exit;
7450 c := False;
7451 for y := 0 to BOT_MAXJUMP do
7452 if CollideLevel(0, -y) then
7453 begin
7454 c := True;
7455 Break;
7456 end;
7458 if c then Exit;
7460 if y < yy then Exit;
7462 Result := True;
7463 end;
7465 function IsSafeTrigger(): Boolean;
7466 var
7467 a: Integer;
7468 begin
7469 Result := True;
7470 if gTriggers = nil then
7471 Exit;
7472 for a := 0 to High(gTriggers) do
7473 if Collide(gTriggers[a].X,
7474 gTriggers[a].Y,
7475 gTriggers[a].Width,
7476 gTriggers[a].Height) and
7477 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7478 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7479 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7480 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7481 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7482 Result := False;
7483 end;
7485 begin
7486 // Âîçìîæíî, íàæèìàåì êíîïêó:
7487 if Rnd(16) and IsSafeTrigger() then
7488 PressKey(KEY_OPEN);
7490 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7491 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7492 begin
7493 ReleaseKey(KEY_LEFT);
7494 ReleaseKey(KEY_RIGHT);
7495 Jump();
7496 end;
7498 // Èäåì âëåâî, åñëè íàäî áûëî:
7499 if GetAIFlag('GOLEFT') <> '' then
7500 begin
7501 RemoveAIFlag('GOLEFT');
7502 if CanRunLeft() then
7503 GoLeft(360);
7504 end;
7506 // Èäåì âïðàâî, åñëè íàäî áûëî:
7507 if GetAIFlag('GORIGHT') <> '' then
7508 begin
7509 RemoveAIFlag('GORIGHT');
7510 if CanRunRight() then
7511 GoRight(360);
7512 end;
7514 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7515 if FObj.X < -32 then
7516 GoRight(360)
7517 else
7518 if FObj.X+32 > gMapInfo.Width then
7519 GoLeft(360);
7521 // Ïðûãàåì, åñëè íàäî áûëî:
7522 if GetAIFlag('NEEDJUMP') <> '' then
7523 begin
7524 Jump(0);
7525 RemoveAIFlag('NEEDJUMP');
7526 end;
7528 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7529 if GetAIFlag('NEEDSEEUP') <> '' then
7530 begin
7531 ReleaseKey(KEY_UP);
7532 ReleaseKey(KEY_DOWN);
7533 PressKey(KEY_UP, 20);
7534 RemoveAIFlag('NEEDSEEUP');
7535 end;
7537 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7538 if GetAIFlag('NEEDSEEDOWN') <> '' then
7539 begin
7540 ReleaseKey(KEY_UP);
7541 ReleaseKey(KEY_DOWN);
7542 PressKey(KEY_DOWN, 20);
7543 RemoveAIFlag('NEEDSEEDOWN');
7544 end;
7546 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7547 if GetAIFlag('GOINHOLE') <> '' then
7548 if not OnGround() then
7549 begin
7550 ReleaseKey(KEY_LEFT);
7551 ReleaseKey(KEY_RIGHT);
7552 RemoveAIFlag('GOINHOLE');
7553 SetAIFlag('FALLINHOLE', '1');
7554 end;
7556 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7557 if GetAIFlag('FALLINHOLE') <> '' then
7558 if OnGround() then
7559 RemoveAIFlag('FALLINHOLE');
7561 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7562 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7563 if GetAIFlag('FALLINHOLE') = '' then
7564 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7565 if Rnd(2) then
7566 GoLeft(360)
7567 else
7568 GoRight(360);
7570 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7571 if OnGround() and
7572 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7573 Rnd(8) then
7574 Jump();
7576 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7577 if OnGround() and NearHole() then
7578 if NearDeepHole() then // Åñëè ýòî áåçäíà
7579 case Random(6) of
7580 0..3: Turn(); // Áåæèì îáðàòíî
7581 4: Jump(); // Ïðûãàåì
7582 5: begin // Ïðûãàåì îáðàòíî
7583 Turn();
7584 Jump();
7585 end;
7586 end
7587 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7588 if GetAIFlag('GOINHOLE') = '' then
7589 case Random(6) of
7590 0: Turn(); // Íå íóæíî òóäà
7591 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7592 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7593 if BorderHole() then
7594 SetAIFlag('GOINHOLE', '1');
7595 end;
7597 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7598 if (not CanRun()) and OnGround() then
7599 begin
7600 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7601 if CanJumpOver() or OnLadder() then
7602 Jump()
7603 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7604 if Random(2) = 0 then
7605 begin
7606 if IsSafeTrigger() then
7607 PressKey(KEY_OPEN);
7608 end else
7609 Turn();
7610 end;
7612 // Îñòàëîñü ìàëî âîçäóõà:
7613 if FAir < 36 * 2 then
7614 Jump(20);
7616 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7617 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7618 if BodyInAcid(0, 0) then
7619 Jump();
7620 end;
7622 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7623 begin
7624 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7625 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7626 end;
7628 {function TBot.NeedItem(Item: Byte): Byte;
7629 begin
7630 Result := 4;
7631 end;}
7633 procedure TBot.SelectWeapon(Dist: Integer);
7634 var
7635 a: Integer;
7637 function HaveAmmo(weapon: Byte): Boolean;
7638 begin
7639 case weapon of
7640 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7641 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7642 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7643 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7644 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7645 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7646 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7647 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7648 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7649 else Result := True;
7650 end;
7651 end;
7653 begin
7654 if Dist = -1 then Dist := BOT_LONGDIST;
7656 if Dist > BOT_LONGDIST then
7657 begin // Äàëüíèé áîé
7658 for a := 0 to 9 do
7659 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7660 begin
7661 FSelectedWeapon := FDifficult.WeaponPrior[a];
7662 Break;
7663 end;
7664 end
7665 else //if Dist > BOT_UNSAFEDIST then
7666 begin // Áëèæíèé áîé
7667 for a := 0 to 9 do
7668 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7669 begin
7670 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7671 Break;
7672 end;
7673 end;
7674 { else
7675 begin
7676 for a := 0 to 9 do
7677 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7678 begin
7679 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7680 Break;
7681 end;
7682 end;}
7683 end;
7685 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7686 begin
7687 Result := inherited PickItem(ItemType, force, remove);
7689 if Result then SetAIFlag('SELECTWEAPON', '1');
7690 end;
7692 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7693 begin
7694 Result := inherited Heal(value, Soft);
7695 end;
7697 function TBot.Healthy(): Byte;
7698 begin
7699 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7700 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7701 else if (FHealth > 50) then Result := 2
7702 else if (FHealth > 20) then Result := 1
7703 else Result := 0;
7704 end;
7706 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7707 begin
7708 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7709 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7710 end;
7712 procedure TBot.OnDamage(Angle: SmallInt);
7713 var
7714 pla: TPlayer;
7715 mon: TMonster;
7716 ok: Boolean;
7717 begin
7718 inherited;
7720 if (Angle = 0) or (Angle = 180) then
7721 begin
7722 ok := False;
7723 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7724 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7725 begin // Èãðîê
7726 pla := g_Player_Get(FLastSpawnerUID);
7727 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7728 pla.FObj.Y + PLAYER_RECT.Y);
7729 end
7730 else
7731 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7732 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7733 begin // Ìîíñòð
7734 mon := g_Monsters_ByUID(FLastSpawnerUID);
7735 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7736 mon.Obj.Y + mon.Obj.Rect.Y);
7737 end;
7739 if ok then
7740 if Angle = 0 then
7741 SetAIFlag('ATTACKLEFT', '1')
7742 else
7743 SetAIFlag('ATTACKRIGHT', '1');
7744 end;
7745 end;
7747 function TBot.RunDirection(): TDirection;
7748 begin
7749 if Abs(Vel.X) >= 1 then
7750 begin
7751 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7752 end else
7753 Result := FDirection;
7754 end;
7756 function TBot.GetRnd(a: Byte): Boolean;
7757 begin
7758 if a = 0 then Result := False
7759 else if a = 255 then Result := True
7760 else Result := Random(256) > 255-a;
7761 end;
7763 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7764 begin
7765 Result := Round((255-a)/255*radius*(Random(2)-1));
7766 end;
7769 procedure TDifficult.save (st: TStream);
7770 begin
7771 utils.writeInt(st, Byte(DiagFire));
7772 utils.writeInt(st, Byte(InvisFire));
7773 utils.writeInt(st, Byte(DiagPrecision));
7774 utils.writeInt(st, Byte(FlyPrecision));
7775 utils.writeInt(st, Byte(Cover));
7776 utils.writeInt(st, Byte(CloseJump));
7777 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7778 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7779 end;
7781 procedure TDifficult.load (st: TStream);
7782 begin
7783 DiagFire := utils.readByte(st);
7784 InvisFire := utils.readByte(st);
7785 DiagPrecision := utils.readByte(st);
7786 FlyPrecision := utils.readByte(st);
7787 Cover := utils.readByte(st);
7788 CloseJump := utils.readByte(st);
7789 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7790 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7791 end;
7794 procedure TBot.SaveState (st: TStream);
7795 var
7796 i: Integer;
7797 dw: Integer;
7798 begin
7799 inherited SaveState(st);
7800 utils.writeSign(st, 'BOT0');
7801 // Âûáðàííîå îðóæèå
7802 utils.writeInt(st, Byte(FSelectedWeapon));
7803 // UID öåëè
7804 utils.writeInt(st, Word(FTargetUID));
7805 // Âðåìÿ ïîòåðè öåëè
7806 utils.writeInt(st, LongWord(FLastVisible));
7807 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7808 dw := Length(FAIFlags);
7809 utils.writeInt(st, LongInt(dw));
7810 // Ôëàãè ÈÈ
7811 for i := 0 to dw-1 do
7812 begin
7813 utils.writeStr(st, FAIFlags[i].Name, 20);
7814 utils.writeStr(st, FAIFlags[i].Value, 20);
7815 end;
7816 // Íàñòðîéêè ñëîæíîñòè
7817 FDifficult.save(st);
7818 end;
7821 procedure TBot.LoadState (st: TStream);
7822 var
7823 i: Integer;
7824 dw: Integer;
7825 begin
7826 inherited LoadState(st);
7827 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7828 // Âûáðàííîå îðóæèå
7829 FSelectedWeapon := utils.readByte(st);
7830 // UID öåëè
7831 FTargetUID := utils.readWord(st);
7832 // Âðåìÿ ïîòåðè öåëè
7833 FLastVisible := utils.readLongWord(st);
7834 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7835 dw := utils.readLongInt(st);
7836 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7837 SetLength(FAIFlags, dw);
7838 // Ôëàãè ÈÈ
7839 for i := 0 to dw-1 do
7840 begin
7841 FAIFlags[i].Name := utils.readStr(st, 20);
7842 FAIFlags[i].Value := utils.readStr(st, 20);
7843 end;
7844 // Íàñòðîéêè ñëîæíîñòè
7845 FDifficult.load(st);
7846 end;
7849 begin
7850 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7851 end.