DEADSOFTWARE

9351a9d38b6937455c5f9d50233b4f0ca071cbc4
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 //FNetForceWeap: Byte; // spam server with this -- this is new weapon we want to use
166 FNetForceWeapFIdx: LongWord; // frame index; ignore weapon change if it is lesser than this
167 //FCurrFrameIdx: LongWord; // increased in each `Update()`
168 FNextWeap: WORD;
169 FNextWeapDelay: Byte; // frames (unused)
170 FBFGFireCounter: SmallInt;
171 FLastSpawnerUID: Word;
172 FLastHit: Byte;
173 FObj: TObj;
174 FXTo, FYTo: Integer;
175 FSpectatePlayer: Integer;
176 FFirePainTime: Integer;
177 FFireAttacker: Word;
179 FSavedState: TPlayerSavedState;
181 FModel: TPlayerModel;
182 FPunchAnim: TAnimation;
183 FActionPrior: Byte;
184 FActionAnim: Byte;
185 FActionForce: Boolean;
186 FActionChanged: Boolean;
187 FAngle: SmallInt;
188 FFireAngle: SmallInt;
189 FIncCam: Integer;
190 FShellTimer: Integer;
191 FShellType: Byte;
192 FSawSound: TPlayableSound;
193 FSawSoundIdle: TPlayableSound;
194 FSawSoundHit: TPlayableSound;
195 FSawSoundSelect: TPlayableSound;
196 FJetSoundOn: TPlayableSound;
197 FJetSoundOff: TPlayableSound;
198 FJetSoundFly: TPlayableSound;
199 FGodMode: Boolean;
200 FNoTarget: Boolean;
201 FNoReload: Boolean;
202 FJustTeleported: Boolean;
203 FNetTime: LongWord;
204 mEDamageType: Integer;
206 // client-side only
207 weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
210 function CollideLevel(XInc, YInc: Integer): Boolean;
211 function StayOnStep(XInc, YInc: Integer): Boolean;
212 function HeadInLiquid(XInc, YInc: Integer): Boolean;
213 function BodyInLiquid(XInc, YInc: Integer): Boolean;
214 function BodyInAcid(XInc, YInc: Integer): Boolean;
215 function FullInLift(XInc, YInc: Integer): Integer;
216 {procedure CollideItem();}
217 procedure FlySmoke(Times: DWORD = 1);
218 procedure OnFireFlame(Times: DWORD = 1);
219 function GetAmmoByWeapon(Weapon: Byte): Word;
220 procedure SetAction(Action: Byte; Force: Boolean = False);
221 procedure OnDamage(Angle: SmallInt); virtual;
222 function firediry(): Integer;
223 procedure DoPunch();
225 procedure Run(Direction: TDirection);
226 procedure NextWeapon();
227 procedure PrevWeapon();
228 procedure SeeUp();
229 procedure SeeDown();
230 procedure Fire();
231 procedure Jump();
232 procedure Use();
234 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
235 procedure resetWeaponQueue ();
236 function hasAmmoForWeapon (weapon: Byte): Boolean;
238 procedure doDamage (v: Integer);
240 function followCorpse(): Boolean;
242 public
243 FDamageBuffer: Integer;
245 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
246 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
247 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
248 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
249 FBerserk: Integer;
250 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
251 FReloading: Array [WP_FIRST..WP_LAST] of Word;
252 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
253 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
254 FColor: TRGB;
255 FPreferredTeam: Byte;
256 FSpectator: Boolean;
257 FNoRespawn: Boolean;
258 FWantsInGame: Boolean;
259 FGhost: Boolean;
260 FPhysics: Boolean;
261 FJetpack: Boolean;
262 FActualModelName: string;
263 FClientID: SmallInt;
264 FPing: Word;
265 FLoss: Byte;
266 FDummy: Boolean;
267 FFireTime: Integer;
269 // debug: viewport offset
270 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
272 function isValidViewPort (): Boolean; inline;
274 constructor Create(); virtual;
275 destructor Destroy(); override;
276 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
277 function GetRespawnPoint(): Byte;
278 procedure PressKey(Key: Byte; Time: Word = 1);
279 procedure ReleaseKeys();
280 procedure ReleaseKeysNoWeapon();
281 procedure SetModel(ModelName: String);
282 procedure SetColor(Color: TRGB);
283 procedure SetWeaponHost(W: Byte);
284 function IsKeyPressed(K: Byte): Boolean;
285 function GetKeys(): Byte;
286 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
287 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
288 function Collide(Panel: TPanel): Boolean; overload;
289 function Collide(X, Y: Integer): Boolean; overload;
290 procedure SetDirection(Direction: TDirection);
291 procedure GetSecret();
292 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
293 procedure Touch();
294 procedure Push(vx, vy: Integer);
295 procedure ChangeModel(ModelName: String);
296 procedure SwitchTeam;
297 procedure ChangeTeam(Team: Byte);
298 procedure BFGHit();
299 function GetFlag(Flag: Byte): Boolean;
300 procedure SetFlag(Flag: Byte);
301 function DropFlag(): Boolean;
302 procedure AllRulez(Health: Boolean);
303 procedure RestoreHealthArmor();
304 procedure FragCombo();
305 procedure GiveItem(ItemType: Byte);
306 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
307 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
308 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
309 procedure MakeBloodSimple(Count: Word);
310 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
311 procedure Reset(Force: Boolean);
312 procedure Spectate(NoMove: Boolean = False);
313 procedure SwitchNoClip;
314 procedure SoftReset();
315 procedure Draw(); virtual;
316 procedure DrawPain();
317 procedure DrawPickup();
318 procedure DrawRulez();
319 procedure DrawAim();
320 procedure DrawIndicator();
321 procedure DrawBubble();
322 procedure DrawGUI();
323 procedure Update(); virtual;
324 procedure RememberState();
325 procedure RecallState();
326 procedure SaveState (st: TStream); virtual;
327 procedure LoadState (st: TStream); virtual;
328 procedure PauseSounds(Enable: Boolean);
329 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
330 procedure DoLerp(Level: Integer = 2);
331 procedure SetLerp(XTo, YTo: Integer);
332 procedure QueueWeaponSwitch(Weapon: Byte);
333 procedure RealizeCurrentWeapon();
334 procedure JetpackOn;
335 procedure JetpackOff;
336 procedure CatchFire(Attacker: Word);
338 //WARNING! this does nothing for now, but still call it!
339 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
341 procedure getMapBox (out x, y, w, h: Integer); inline;
342 procedure moveBy (dx, dy: Integer); inline;
344 procedure releaseAllWeaponSwitchKeys ();
345 procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
346 function isWeaponSwitchKeyReleased (index: Integer): Boolean;
347 procedure weaponSwitchKeysShiftNewStates ();
349 public
350 property Vel: TPoint2i read FObj.Vel;
351 property Obj: TObj read FObj;
353 property Name: String read FName write FName;
354 property Model: TPlayerModel read FModel;
355 property Health: Integer read FHealth write FHealth;
356 property Lives: Byte read FLives write FLives;
357 property Armor: Integer read FArmor write FArmor;
358 property Air: Integer read FAir write FAir;
359 property JetFuel: Integer read FJetFuel write FJetFuel;
360 property Frags: Integer read FFrags write FFrags;
361 property Death: Integer read FDeath write FDeath;
362 property Kills: Integer read FKills write FKills;
363 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
364 //property NetForceWeap: Byte read FNetForceWeap write FNetForceWeap;
365 property NetForceWeapFIdx: LongWord read FNetForceWeapFIdx write FNetForceWeapFIdx;
366 //property CurrFrameIdx: LongWord read FCurrFrameIdx write FCurrFrameIdx;
367 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
368 property Secrets: Integer read FSecrets;
369 property GodMode: Boolean read FGodMode write FGodMode;
370 property NoTarget: Boolean read FNoTarget write FNoTarget;
371 property NoReload: Boolean read FNoReload write FNoReload;
372 property alive: Boolean read FAlive write FAlive;
373 property Flag: Byte read FFlag;
374 property Team: Byte read FTeam write FTeam;
375 property Direction: TDirection read FDirection;
376 property GameX: Integer read FObj.X write FObj.X;
377 property GameY: Integer read FObj.Y write FObj.Y;
378 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
379 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
380 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
381 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
382 property IncCam: Integer read FIncCam write FIncCam;
383 property UID: Word read FUID write FUID;
384 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
385 property NetTime: LongWord read FNetTime write FNetTime;
387 published
388 property eName: String read FName write FName;
389 property eHealth: Integer read FHealth write FHealth;
390 property eLives: Byte read FLives write FLives;
391 property eArmor: Integer read FArmor write FArmor;
392 property eAir: Integer read FAir write FAir;
393 property eJetFuel: Integer read FJetFuel write FJetFuel;
394 property eFrags: Integer read FFrags write FFrags;
395 property eDeath: Integer read FDeath write FDeath;
396 property eKills: Integer read FKills write FKills;
397 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
398 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
399 property eSecrets: Integer read FSecrets write FSecrets;
400 property eGodMode: Boolean read FGodMode write FGodMode;
401 property eNoTarget: Boolean read FNoTarget write FNoTarget;
402 property eNoReload: Boolean read FNoReload write FNoReload;
403 property eAlive: Boolean read FAlive write FAlive;
404 property eFlag: Byte read FFlag;
405 property eTeam: Byte read FTeam write FTeam;
406 property eDirection: TDirection read FDirection;
407 property eGameX: Integer read FObj.X write FObj.X;
408 property eGameY: Integer read FObj.Y write FObj.Y;
409 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
410 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
411 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
412 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
413 property eIncCam: Integer read FIncCam write FIncCam;
414 property eUID: Word read FUID;
415 property eJustTeleported: Boolean read FJustTeleported;
416 property eNetTime: LongWord read FNetTime;
418 // set this before assigning something to `eDamage`
419 property eDamageType: Integer read mEDamageType write mEDamageType;
420 property eDamage: Integer write doDamage;
421 end;
423 TDifficult = record
424 public
425 DiagFire: Byte;
426 InvisFire: Byte;
427 DiagPrecision: Byte;
428 FlyPrecision: Byte;
429 Cover: Byte;
430 CloseJump: Byte;
431 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
432 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
433 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
435 public
436 procedure save (st: TStream);
437 procedure load (st: TStream);
438 end;
440 TAIFlag = record
441 Name: String;
442 Value: String;
443 end;
445 TBot = class(TPlayer)
446 private
447 FSelectedWeapon: Byte;
448 FTargetUID: Word;
449 FLastVisible: DWORD;
450 FAIFlags: Array of TAIFlag;
451 FDifficult: TDifficult;
453 function GetRnd(a: Byte): Boolean;
454 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
455 function RunDirection(): TDirection;
456 function FullInStep(XInc, YInc: Integer): Boolean;
457 //function NeedItem(Item: Byte): Byte;
458 procedure SelectWeapon(Dist: Integer);
459 procedure SetAIFlag(aName, fValue: String20);
460 function GetAIFlag(aName: String20): String20;
461 procedure RemoveAIFlag(aName: String20);
462 function Healthy(): Byte;
463 procedure UpdateMove();
464 procedure UpdateCombat();
465 function KeyPressed(Key: Word): Boolean;
466 procedure ReleaseKey(Key: Byte);
467 function TargetOnScreen(TX, TY: Integer): Boolean;
468 procedure OnDamage(Angle: SmallInt); override;
470 public
471 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
472 constructor Create(); override;
473 destructor Destroy(); override;
474 procedure Draw(); override;
475 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
476 function Heal(value: Word; Soft: Boolean): Boolean; override;
477 procedure Update(); override;
478 procedure SaveState (st: TStream); override;
479 procedure LoadState (st: TStream); override;
480 end;
482 PGib = ^TGib;
483 TGib = record
484 alive: Boolean;
485 ID: DWORD;
486 MaskID: DWORD;
487 RAngle: Integer;
488 Color: TRGB;
489 Obj: TObj;
491 procedure getMapBox (out x, y, w, h: Integer); inline;
492 procedure moveBy (dx, dy: Integer); inline;
494 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
495 end;
498 PShell = ^TShell;
499 TShell = record
500 SpriteID: DWORD;
501 alive: Boolean;
502 SType: Byte;
503 RAngle: Integer;
504 Timeout: Cardinal;
505 CX, CY: Integer;
506 Obj: TObj;
508 procedure getMapBox (out x, y, w, h: Integer); inline;
509 procedure moveBy (dx, dy: Integer); inline;
511 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
512 end;
514 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
515 private
516 FModelName: String;
517 FMess: Boolean;
518 FState: Byte;
519 FDamage: Byte;
520 FColor: TRGB;
521 FObj: TObj;
522 FPlayerUID: Word;
523 FAnimation: TAnimation;
524 FAnimationMask: TAnimation;
526 public
527 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
528 destructor Destroy(); override;
529 procedure Damage(Value: Word; vx, vy: Integer);
530 procedure Update();
531 procedure Draw();
532 procedure SaveState (st: TStream);
533 procedure LoadState (st: TStream);
535 procedure getMapBox (out x, y, w, h: Integer); inline;
536 procedure moveBy (dx, dy: Integer); inline;
538 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
540 function ObjPtr (): PObj; inline;
542 property Obj: TObj read FObj; // copies object
543 property State: Byte read FState;
544 property Mess: Boolean read FMess;
545 end;
547 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
548 record
549 Goals: SmallInt;
550 end;
552 var
553 gPlayers: Array of TPlayer;
554 gCorpses: Array of TCorpse;
555 gGibs: Array of TGib;
556 gShells: Array of TShell;
557 gTeamStat: TTeamStat;
558 gFly: Boolean = False;
559 gAimLine: Boolean = False;
560 gChatBubble: Byte = 0;
561 gPlayerIndicator: Boolean = True;
562 gNumBots: Word = 0;
563 gLMSPID1: Word = 0;
564 gLMSPID2: Word = 0;
565 MAX_RUNVEL: Integer = 8;
566 VEL_JUMP: Integer = 10;
567 SHELL_TIMEOUT: Cardinal = 60000;
569 function Lerp(X, Y, Factor: Integer): Integer;
571 procedure g_Gibs_SetMax(Count: Word);
572 function g_Gibs_GetMax(): Word;
573 procedure g_Corpses_SetMax(Count: Word);
574 function g_Corpses_GetMax(): Word;
575 procedure g_Shells_SetMax(Count: Word);
576 function g_Shells_GetMax(): Word;
578 procedure g_Player_Init();
579 procedure g_Player_Free();
580 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
581 function g_Player_CreateFromState (st: TStream): Word;
582 procedure g_Player_Remove(UID: Word);
583 procedure g_Player_ResetTeams();
584 procedure g_Player_UpdateAll();
585 procedure g_Player_DrawAll();
586 procedure g_Player_DrawDebug(p: TPlayer);
587 procedure g_Player_DrawHealth();
588 procedure g_Player_RememberAll();
589 procedure g_Player_ResetAll(Force, Silent: Boolean);
590 function g_Player_Get(UID: Word): TPlayer;
591 function g_Player_GetCount(): Byte;
592 function g_Player_GetStats(): TPlayerStatArray;
593 function g_Player_ValidName(Name: String): Boolean;
594 procedure g_Player_CreateCorpse(Player: TPlayer);
595 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
596 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
597 procedure g_Player_UpdatePhysicalObjects();
598 procedure g_Player_DrawCorpses();
599 procedure g_Player_DrawShells();
600 procedure g_Player_RemoveAllCorpses();
601 procedure g_Player_Corpses_SaveState (st: TStream);
602 procedure g_Player_Corpses_LoadState (st: TStream);
603 procedure g_Bot_Add(Team, Difficult: Byte);
604 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
605 procedure g_Bot_MixNames();
606 procedure g_Bot_RemoveAll();
608 implementation
610 uses
611 {$INCLUDE ../nogl/noGLuses.inc}
612 {$IFDEF ENABLE_HOLMES}
613 g_holmes,
614 {$ENDIF}
615 e_log, g_map, g_items, g_console, g_gfx, Math,
616 g_options, g_triggers, g_menu, g_game, g_grid,
617 wadreader, g_main, g_monsters, CONFIG, g_language,
618 g_net, g_netmsg, g_window,
619 utils, xstreams;
621 const PLR_SAVE_VERSION = 0;
623 type
624 TBotProfile = record
625 name: ShortString;
626 model: ShortString;
627 team: Byte;
628 color: TRGB;
629 diag_fire: Byte;
630 invis_fire: Byte;
631 diag_precision: Byte;
632 fly_precision: Byte;
633 cover: Byte;
634 close_jump: Byte;
635 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
636 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
637 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
638 end;
640 const
641 TIME_RESPAWN1 = 1500;
642 TIME_RESPAWN2 = 2000;
643 TIME_RESPAWN3 = 3000;
644 AIR_DEF = 360;
645 AIR_MAX = 1091;
646 JET_MAX = 540; // ~30 sec
647 PLAYER_SUIT_TIME = 30000;
648 PLAYER_INVUL_TIME = 30000;
649 PLAYER_INVIS_TIME = 35000;
650 FRAG_COMBO_TIME = 3000;
651 VEL_SW = 4;
652 VEL_FLY = 6;
653 ANGLE_RIGHTUP = 55;
654 ANGLE_RIGHTDOWN = -35;
655 ANGLE_LEFTUP = 125;
656 ANGLE_LEFTDOWN = -145;
657 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
658 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
659 BOT_MAXJUMP = 84;
660 BOT_LONGDIST = 300;
661 BOT_UNSAFEDIST = 128;
662 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
663 (R:0; G:0; B:255));
664 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
665 FlyPrecision: 32; Cover: 32; CloseJump: 32;
666 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
667 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
668 FlyPrecision: 127; Cover: 127; CloseJump: 127;
669 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
670 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
671 FlyPrecision: 255; Cover: 255; CloseJump: 255;
672 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
673 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
674 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
675 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
676 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
677 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
678 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
679 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
680 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
681 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
682 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
683 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
684 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
685 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
686 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
687 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
688 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
689 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
691 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
692 CORPSE_SIGNATURE = $50524F43; // 'CORP'
694 BOTNAMES_FILENAME = 'botnames.txt';
695 BOTLIST_FILENAME = 'botlist.txt';
697 var
698 MaxGibs: Word = 150;
699 MaxCorpses: Word = 20;
700 MaxShells: Word = 300;
701 CurrentGib: Integer = 0;
702 CurrentShell: Integer = 0;
703 BotNames: Array of String;
704 BotList: Array of TBotProfile;
707 function Lerp(X, Y, Factor: Integer): Integer;
708 begin
709 Result := X + ((Y - X) div Factor);
710 end;
712 function SameTeam(UID1, UID2: Word): Boolean;
713 begin
714 Result := False;
716 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
717 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
719 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
721 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
722 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
724 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
725 end;
727 procedure g_Gibs_SetMax(Count: Word);
728 begin
729 MaxGibs := Count;
730 SetLength(gGibs, Count);
732 if CurrentGib >= Count then
733 CurrentGib := 0;
734 end;
736 function g_Gibs_GetMax(): Word;
737 begin
738 Result := MaxGibs;
739 end;
741 procedure g_Shells_SetMax(Count: Word);
742 begin
743 MaxShells := Count;
744 SetLength(gShells, Count);
746 if CurrentShell >= Count then
747 CurrentShell := 0;
748 end;
750 function g_Shells_GetMax(): Word;
751 begin
752 Result := MaxShells;
753 end;
756 procedure g_Corpses_SetMax(Count: Word);
757 begin
758 MaxCorpses := Count;
759 SetLength(gCorpses, Count);
760 end;
762 function g_Corpses_GetMax(): Word;
763 begin
764 Result := MaxCorpses;
765 end;
767 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
768 var
769 a: Integer;
770 ok: Boolean;
771 begin
772 Result := 0;
774 ok := False;
775 a := 0;
777 // Åñòü ëè ìåñòî â gPlayers:
778 if gPlayers <> nil then
779 for a := 0 to High(gPlayers) do
780 if gPlayers[a] = nil then
781 begin
782 ok := True;
783 Break;
784 end;
786 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
787 if not ok then
788 begin
789 SetLength(gPlayers, Length(gPlayers)+1);
790 a := High(gPlayers);
791 end;
793 // Ñîçäàåì îáúåêò èãðîêà:
794 if Bot then
795 gPlayers[a] := TBot.Create()
796 else
797 gPlayers[a] := TPlayer.Create();
800 gPlayers[a].FActualModelName := ModelName;
801 gPlayers[a].SetModel(ModelName);
803 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
804 if gPlayers[a].FModel = nil then
805 begin
806 gPlayers[a].Free();
807 gPlayers[a] := nil;
808 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
809 Exit;
810 end;
812 if not (Team in [TEAM_RED, TEAM_BLUE]) then
813 if Random(2) = 0 then
814 Team := TEAM_RED
815 else
816 Team := TEAM_BLUE;
817 gPlayers[a].FPreferredTeam := Team;
819 case gGameSettings.GameMode of
820 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
821 GM_TDM,
822 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
823 GM_SINGLE,
824 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
825 end;
827 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
828 gPlayers[a].FColor := Color;
829 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
830 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
831 else
832 gPlayers[a].FModel.Color := Color;
834 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
835 gPlayers[a].FAlive := False;
837 Result := gPlayers[a].FUID;
838 end;
840 function g_Player_CreateFromState (st: TStream): Word;
841 var
842 a, i: Integer;
843 ok, Bot: Boolean;
844 b: Byte;
845 begin
846 result := 0;
847 if (st = nil) then exit; //???
849 // Ñèãíàòóðà èãðîêà
850 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
851 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
853 // Áîò èëè ÷åëîâåê:
854 Bot := utils.readBool(st);
856 ok := false;
857 a := 0;
859 // Åñòü ëè ìåñòî â gPlayers:
860 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
862 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
863 if not ok then
864 begin
865 SetLength(gPlayers, Length(gPlayers)+1);
866 a := High(gPlayers);
867 end;
869 // Ñîçäàåì îáúåêò èãðîêà
870 if Bot then
871 gPlayers[a] := TBot.Create()
872 else
873 gPlayers[a] := TPlayer.Create();
874 gPlayers[a].FIamBot := Bot;
875 gPlayers[a].FPhysics := True;
877 // UID èãðîêà
878 gPlayers[a].FUID := utils.readWord(st);
879 // Èìÿ èãðîêà
880 gPlayers[a].FName := utils.readStr(st);
881 // Êîìàíäà
882 gPlayers[a].FTeam := utils.readByte(st);
883 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
884 // Æèâ ëè
885 gPlayers[a].FAlive := utils.readBool(st);
886 // Èçðàñõîäîâàë ëè âñå æèçíè
887 gPlayers[a].FNoRespawn := utils.readBool(st);
888 // Íàïðàâëåíèå
889 b := utils.readByte(st);
890 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
891 // Çäîðîâüå
892 gPlayers[a].FHealth := utils.readLongInt(st);
893 // Æèçíè
894 gPlayers[a].FLives := utils.readByte(st);
895 // Áðîíÿ
896 gPlayers[a].FArmor := utils.readLongInt(st);
897 // Çàïàñ âîçäóõà
898 gPlayers[a].FAir := utils.readLongInt(st);
899 // Çàïàñ ãîðþ÷åãî
900 gPlayers[a].FJetFuel := utils.readLongInt(st);
901 // Áîëü
902 gPlayers[a].FPain := utils.readLongInt(st);
903 // Óáèë
904 gPlayers[a].FKills := utils.readLongInt(st);
905 // Óáèë ìîíñòðîâ
906 gPlayers[a].FMonsterKills := utils.readLongInt(st);
907 // Ôðàãîâ
908 gPlayers[a].FFrags := utils.readLongInt(st);
909 // Ôðàãîâ ïîäðÿä
910 gPlayers[a].FFragCombo := utils.readByte(st);
911 // Âðåìÿ ïîñëåäíåãî ôðàãà
912 gPlayers[a].FLastFrag := utils.readLongWord(st);
913 // Ñìåðòåé
914 gPlayers[a].FDeath := utils.readLongInt(st);
915 // Êàêîé ôëàã íåñåò
916 gPlayers[a].FFlag := utils.readByte(st);
917 // Íàøåë ñåêðåòîâ
918 gPlayers[a].FSecrets := utils.readLongInt(st);
919 // Òåêóùåå îðóæèå
920 gPlayers[a].FCurrWeap := utils.readByte(st);
921 //gPlayers[a].FNetForceWeap := gPlayers[a].FCurrWeap;
922 // Ñëåäóþùåå æåëàåìîå îðóæèå
923 gPlayers[a].FNextWeap := utils.readWord(st);
924 // ...è ïàóçà
925 gPlayers[a].FNextWeapDelay := utils.readByte(st);
926 // Âðåìÿ çàðÿäêè BFG
927 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
928 // Áóôåð óðîíà
929 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
930 // Ïîñëåäíèé óäàðèâøèé
931 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
932 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
933 gPlayers[a].FLastHit := utils.readByte(st);
934 // Îáúåêò èãðîêà:
935 Obj_LoadState(@gPlayers[a].FObj, st);
936 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
937 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
938 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
939 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
940 // Íàëè÷èå îðóæèÿ
941 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
942 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
943 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
944 // Íàëè÷èå ðþêçàêà
945 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
946 // Íàëè÷èå êðàñíîãî êëþ÷à
947 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
948 // Íàëè÷èå çåëåíîãî êëþ÷à
949 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
950 // Íàëè÷èå ñèíåãî êëþ÷à
951 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
952 // Íàëè÷èå áåðñåðêà
953 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
954 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
955 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
956 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
957 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
959 // Íàçâàíèå ìîäåëè:
960 gPlayers[a].FActualModelName := utils.readStr(st);
961 // Öâåò ìîäåëè
962 gPlayers[a].FColor.R := utils.readByte(st);
963 gPlayers[a].FColor.G := utils.readByte(st);
964 gPlayers[a].FColor.B := utils.readByte(st);
965 // Îáíîâëÿåì ìîäåëü èãðîêà
966 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
968 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
969 if (gPlayers[a].FModel = nil) then
970 begin
971 gPlayers[a].Free();
972 gPlayers[a] := nil;
973 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
974 exit;
975 end;
977 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
978 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
979 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
980 else
981 gPlayers[a].FModel.Color := gPlayers[a].FColor;
983 result := gPlayers[a].FUID;
984 end;
987 procedure g_Player_ResetTeams();
988 var
989 a: Integer;
990 begin
991 if g_Game_IsClient then
992 Exit;
993 if gPlayers = nil then
994 Exit;
995 for a := Low(gPlayers) to High(gPlayers) do
996 if gPlayers[a] <> nil then
997 case gGameSettings.GameMode of
998 GM_DM:
999 gPlayers[a].ChangeTeam(TEAM_NONE);
1000 GM_TDM, GM_CTF:
1001 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1002 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1003 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1004 else
1005 if a mod 2 = 0 then
1006 gPlayers[a].ChangeTeam(TEAM_RED)
1007 else
1008 gPlayers[a].ChangeTeam(TEAM_BLUE);
1009 GM_SINGLE,
1010 GM_COOP:
1011 gPlayers[a].ChangeTeam(TEAM_COOP);
1012 end;
1013 end;
1015 procedure g_Bot_Add(Team, Difficult: Byte);
1016 var
1017 m: SSArray;
1018 _name, _model: String;
1019 a, tr, tb: Integer;
1020 begin
1021 if not g_Game_IsServer then Exit;
1023 // Ñïèñîê íàçâàíèé ìîäåëåé:
1024 m := g_PlayerModel_GetNames();
1025 if m = nil then
1026 Exit;
1028 // Êîìàíäà:
1029 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1030 Team := TEAM_COOP // COOP
1031 else
1032 if gGameSettings.GameMode = GM_DM then
1033 Team := TEAM_NONE // DM
1034 else
1035 if Team = TEAM_NONE then // CTF / TDM
1036 begin
1037 // Àâòîáàëàíñ êîìàíä:
1038 tr := 0;
1039 tb := 0;
1041 for a := 0 to High(gPlayers) do
1042 if gPlayers[a] <> nil then
1043 begin
1044 if gPlayers[a].Team = TEAM_RED then
1045 Inc(tr)
1046 else
1047 if gPlayers[a].Team = TEAM_BLUE then
1048 Inc(tb);
1049 end;
1051 if tr > tb then
1052 Team := TEAM_BLUE
1053 else
1054 if tb > tr then
1055 Team := TEAM_RED
1056 else // tr = tb
1057 if Random(2) = 0 then
1058 Team := TEAM_RED
1059 else
1060 Team := TEAM_BLUE;
1061 end;
1063 // Âûáèðàåì áîòó èìÿ:
1064 _name := '';
1065 if BotNames <> nil then
1066 for a := 0 to High(BotNames) do
1067 if g_Player_ValidName(BotNames[a]) then
1068 begin
1069 _name := BotNames[a];
1070 Break;
1071 end;
1073 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1074 if _name = '' then
1075 repeat
1076 _name := Format('DFBOT%.2d', [Random(100)]);
1077 until g_Player_ValidName(_name);
1079 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1080 _model := m[Random(Length(m))];
1082 // Ñîçäàåì áîòà:
1083 with g_Player_Get(g_Player_Create(_model,
1084 _RGB(Min(Random(9)*32, 255),
1085 Min(Random(9)*32, 255),
1086 Min(Random(9)*32, 255)),
1087 Team, True)) as TBot do
1088 begin
1089 Name := _name;
1091 case Difficult of
1092 1: FDifficult := DIFFICULT_EASY;
1093 2: FDifficult := DIFFICULT_MEDIUM;
1094 else FDifficult := DIFFICULT_HARD;
1095 end;
1097 for a := WP_FIRST to WP_LAST do
1098 begin
1099 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1100 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1101 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1102 end;
1104 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1106 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1107 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1108 Spectate();
1109 end;
1110 end;
1112 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1113 var
1114 m: SSArray;
1115 _name, _model: String;
1116 a: Integer;
1117 begin
1118 if not g_Game_IsServer then Exit;
1120 // Ñïèñîê íàçâàíèé ìîäåëåé:
1121 m := g_PlayerModel_GetNames();
1122 if m = nil then
1123 Exit;
1125 // Êîìàíäà:
1126 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1127 Team := TEAM_COOP // COOP
1128 else
1129 if gGameSettings.GameMode = GM_DM then
1130 Team := TEAM_NONE // DM
1131 else
1132 if Team = TEAM_NONE then
1133 Team := BotList[num].team; // CTF / TDM
1135 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1136 lName := AnsiLowerCase(lName);
1137 if (num < 0) or (num > Length(BotList)-1) then
1138 num := -1;
1139 if (num = -1) and (lName <> '') and (BotList <> nil) then
1140 for a := 0 to High(BotList) do
1141 if AnsiLowerCase(BotList[a].name) = lName then
1142 begin
1143 num := a;
1144 Break;
1145 end;
1146 if num = -1 then
1147 Exit;
1149 // Èìÿ áîòà:
1150 _name := BotList[num].name;
1151 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1152 if not g_Player_ValidName(_name) then
1153 repeat
1154 _name := Format('DFBOT%.2d', [Random(100)]);
1155 until g_Player_ValidName(_name);
1157 // Ìîäåëü:
1158 _model := BotList[num].model;
1159 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1160 if not InSArray(_model, m) then
1161 _model := m[Random(Length(m))];
1163 // Ñîçäàåì áîòà:
1164 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1165 begin
1166 Name := _name;
1168 FDifficult.DiagFire := BotList[num].diag_fire;
1169 FDifficult.InvisFire := BotList[num].invis_fire;
1170 FDifficult.DiagPrecision := BotList[num].diag_precision;
1171 FDifficult.FlyPrecision := BotList[num].fly_precision;
1172 FDifficult.Cover := BotList[num].cover;
1173 FDifficult.CloseJump := BotList[num].close_jump;
1175 for a := WP_FIRST to WP_LAST do
1176 begin
1177 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1178 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1179 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1180 end;
1182 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1184 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1185 end;
1186 end;
1188 procedure g_Bot_RemoveAll();
1189 var
1190 a: Integer;
1191 begin
1192 if not g_Game_IsServer then Exit;
1193 if gPlayers = nil then Exit;
1195 for a := 0 to High(gPlayers) do
1196 if gPlayers[a] <> nil then
1197 if gPlayers[a] is TBot then
1198 begin
1199 gPlayers[a].Lives := 0;
1200 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1201 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1202 g_Player_Remove(gPlayers[a].FUID);
1203 end;
1205 g_Bot_MixNames();
1206 end;
1208 procedure g_Bot_MixNames();
1209 var
1210 s: String;
1211 a, b: Integer;
1212 begin
1213 if BotNames <> nil then
1214 for a := 0 to High(BotNames) do
1215 begin
1216 b := Random(Length(BotNames));
1217 s := BotNames[a];
1218 Botnames[a] := BotNames[b];
1219 BotNames[b] := s;
1220 end;
1221 end;
1223 procedure g_Player_Remove(UID: Word);
1224 var
1225 i: Integer;
1226 begin
1227 if gPlayers = nil then Exit;
1229 if g_Game_IsServer and g_Game_IsNet then
1230 MH_SEND_PlayerDelete(UID);
1232 for i := 0 to High(gPlayers) do
1233 if gPlayers[i] <> nil then
1234 if gPlayers[i].FUID = UID then
1235 begin
1236 if gPlayers[i] is TPlayer then
1237 TPlayer(gPlayers[i]).Free()
1238 else
1239 TBot(gPlayers[i]).Free();
1240 gPlayers[i] := nil;
1241 Exit;
1242 end;
1243 end;
1245 procedure g_Player_Init();
1246 var
1247 F: TextFile;
1248 s: String;
1249 a, b: Integer;
1250 config: TConfig;
1251 sa: SSArray;
1252 begin
1253 BotNames := nil;
1255 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1256 Exit;
1258 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1259 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1260 Reset(F);
1262 while not EOF(F) do
1263 begin
1264 ReadLn(F, s);
1266 s := Trim(s);
1267 if s = '' then
1268 Continue;
1270 SetLength(BotNames, Length(BotNames)+1);
1271 BotNames[High(BotNames)] := s;
1272 end;
1274 CloseFile(F);
1276 // Ïåðåìåøèâàåì èõ:
1277 g_Bot_MixNames();
1279 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1280 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1281 BotList := nil;
1282 a := 0;
1284 while config.SectionExists(IntToStr(a)) do
1285 begin
1286 SetLength(BotList, Length(BotList)+1);
1288 with BotList[High(BotList)] do
1289 begin
1290 // Èìÿ áîòà:
1291 name := config.ReadStr(IntToStr(a), 'name', '');
1292 // Ìîäåëü:
1293 model := config.ReadStr(IntToStr(a), 'model', '');
1294 // Êîìàíäà:
1295 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1296 team := TEAM_RED
1297 else
1298 team := TEAM_BLUE;
1299 // Öâåò ìîäåëè:
1300 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1301 color.R := StrToIntDef(sa[0], 0);
1302 color.G := StrToIntDef(sa[1], 0);
1303 color.B := StrToIntDef(sa[2], 0);
1304 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1305 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1306 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1307 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1308 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1309 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1310 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1311 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1312 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1313 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1314 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1315 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1316 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1317 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1318 if Length(sa) = 10 then
1319 for b := 0 to 9 do
1320 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1321 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1322 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1323 if Length(sa) = 10 then
1324 for b := 0 to 9 do
1325 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1327 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1328 if Length(sa) = 10 then
1329 for b := 0 to 9 do
1330 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1331 end;
1333 a := a + 1;
1334 end;
1336 config.Free();
1337 end;
1339 procedure g_Player_Free();
1340 var
1341 i: Integer;
1342 begin
1343 if gPlayers <> nil then
1344 begin
1345 for i := 0 to High(gPlayers) do
1346 if gPlayers[i] <> nil then
1347 begin
1348 if gPlayers[i] is TPlayer then
1349 TPlayer(gPlayers[i]).Free()
1350 else
1351 TBot(gPlayers[i]).Free();
1352 gPlayers[i] := nil;
1353 end;
1355 gPlayers := nil;
1356 end;
1358 gPlayer1 := nil;
1359 gPlayer2 := nil;
1360 end;
1362 procedure g_Player_UpdateAll();
1363 var
1364 i: Integer;
1365 begin
1366 if gPlayers = nil then Exit;
1368 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1369 for i := 0 to High(gPlayers) do
1370 begin
1371 if gPlayers[i] <> nil then
1372 begin
1373 if gPlayers[i] is TPlayer then
1374 begin
1375 //if (gPlayers[i].NetForceWeapFIdx > gTime) then writeln('*** PLAYER #', i, '; gTime=', gTime, '; nfwf=', gPlayers[i].NetForceWeapFIdx);
1376 gPlayers[i].Update();
1377 if (not gPlayers[i].alive) or (gPlayers[i].NetForceWeapFIdx >= gTime+15) then gPlayers[i].NetForceWeapFIdx := 0; // just in case
1378 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1379 end
1380 else
1381 begin
1382 // bot updates weapons in `UpdateCombat()`
1383 TBot(gPlayers[i]).Update();
1384 end;
1385 end;
1386 end;
1387 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1388 end;
1390 procedure g_Player_DrawAll();
1391 var
1392 i: Integer;
1393 begin
1394 if gPlayers = nil then Exit;
1396 for i := 0 to High(gPlayers) do
1397 if gPlayers[i] <> nil then
1398 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1399 else TBot(gPlayers[i]).Draw();
1400 end;
1402 procedure g_Player_DrawDebug(p: TPlayer);
1403 var
1404 fW, fH: Byte;
1405 begin
1406 if p = nil then Exit;
1407 if (@p.FObj) = nil then Exit;
1409 e_TextureFontGetSize(gStdFont, fW, fH);
1411 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1412 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1413 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1414 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1415 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1416 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1417 end;
1419 procedure g_Player_DrawHealth();
1420 var
1421 i: Integer;
1422 fW, fH: Byte;
1423 begin
1424 if gPlayers = nil then Exit;
1425 e_TextureFontGetSize(gStdFont, fW, fH);
1427 for i := 0 to High(gPlayers) do
1428 if gPlayers[i] <> nil then
1429 begin
1430 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1431 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1432 IntToStr(gPlayers[i].FHealth), gStdFont);
1433 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1434 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1435 IntToStr(gPlayers[i].FArmor), gStdFont);
1436 end;
1437 end;
1439 function g_Player_Get(UID: Word): TPlayer;
1440 var
1441 a: Integer;
1442 begin
1443 Result := nil;
1445 if gPlayers = nil then
1446 Exit;
1448 for a := 0 to High(gPlayers) do
1449 if gPlayers[a] <> nil then
1450 if gPlayers[a].FUID = UID then
1451 begin
1452 Result := gPlayers[a];
1453 Exit;
1454 end;
1455 end;
1457 function g_Player_GetCount(): Byte;
1458 var
1459 a: Integer;
1460 begin
1461 Result := 0;
1463 if gPlayers = nil then
1464 Exit;
1466 for a := 0 to High(gPlayers) do
1467 if gPlayers[a] <> nil then
1468 Result := Result + 1;
1469 end;
1471 function g_Player_GetStats(): TPlayerStatArray;
1472 var
1473 a: Integer;
1474 begin
1475 Result := nil;
1477 if gPlayers = nil then Exit;
1479 for a := 0 to High(gPlayers) do
1480 if gPlayers[a] <> nil then
1481 begin
1482 SetLength(Result, Length(Result)+1);
1483 with Result[High(Result)] do
1484 begin
1485 Ping := gPlayers[a].FPing;
1486 Loss := gPlayers[a].FLoss;
1487 Name := gPlayers[a].FName;
1488 Team := gPlayers[a].FTeam;
1489 Frags := gPlayers[a].FFrags;
1490 Deaths := gPlayers[a].FDeath;
1491 Kills := gPlayers[a].FKills;
1492 Color := gPlayers[a].FModel.Color;
1493 Lives := gPlayers[a].FLives;
1494 Spectator := gPlayers[a].FSpectator;
1495 end;
1496 end;
1497 end;
1499 procedure g_Player_RememberAll;
1500 var
1501 i: Integer;
1502 begin
1503 for i := Low(gPlayers) to High(gPlayers) do
1504 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1505 gPlayers[i].RememberState;
1506 end;
1508 procedure g_Player_ResetAll(Force, Silent: Boolean);
1509 var
1510 i: Integer;
1511 begin
1512 gTeamStat[TEAM_RED].Goals := 0;
1513 gTeamStat[TEAM_BLUE].Goals := 0;
1515 if gPlayers <> nil then
1516 for i := 0 to High(gPlayers) do
1517 if gPlayers[i] <> nil then
1518 begin
1519 gPlayers[i].Reset(Force);
1521 if gPlayers[i] is TPlayer then
1522 begin
1523 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1524 gPlayers[i].Respawn(Silent)
1525 else
1526 gPlayers[i].Spectate();
1527 end
1528 else
1529 TBot(gPlayers[i]).Respawn(Silent);
1530 end;
1531 end;
1533 procedure g_Player_CreateCorpse(Player: TPlayer);
1534 var
1535 i: Integer;
1536 find_id: DWORD;
1537 ok: Boolean;
1538 begin
1539 if Player.alive then
1540 Exit;
1542 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1543 if gCorpses <> nil then
1544 for i := 0 to High(gCorpses) do
1545 if gCorpses[i] <> nil then
1546 if gCorpses[i].FPlayerUID = Player.FUID then
1547 gCorpses[i].FPlayerUID := 0;
1549 if Player.FObj.Y >= gMapInfo.Height+128 then
1550 Exit;
1552 with Player do
1553 begin
1554 if (FHealth >= -50) or (gGibsCount = 0) then
1555 begin
1556 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1557 Exit;
1559 ok := False;
1560 for find_id := 0 to High(gCorpses) do
1561 if gCorpses[find_id] = nil then
1562 begin
1563 ok := True;
1564 Break;
1565 end;
1567 if not ok then
1568 find_id := Random(Length(gCorpses));
1570 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1571 gCorpses[find_id].FColor := FModel.Color;
1572 gCorpses[find_id].FObj.Vel := FObj.Vel;
1573 gCorpses[find_id].FObj.Accel := FObj.Accel;
1574 gCorpses[find_id].FPlayerUID := FUID;
1575 end
1576 else
1577 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1578 FObj.Y + PLAYER_RECT_CY,
1579 FModel.Name, FModel.Color);
1580 end;
1581 end;
1583 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1584 var
1585 SID: DWORD;
1586 begin
1587 if (gShells = nil) or (Length(gShells) = 0) then
1588 Exit;
1590 with gShells[CurrentShell] do
1591 begin
1592 SpriteID := 0;
1593 g_Obj_Init(@Obj);
1594 Obj.Rect.X := 0;
1595 Obj.Rect.Y := 0;
1596 if T = SHELL_BULLET then
1597 begin
1598 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1599 SpriteID := SID;
1600 CX := 2;
1601 CY := 1;
1602 Obj.Rect.Width := 4;
1603 Obj.Rect.Height := 2;
1604 end
1605 else
1606 begin
1607 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1608 SpriteID := SID;
1609 CX := 4;
1610 CY := 2;
1611 Obj.Rect.Width := 7;
1612 Obj.Rect.Height := 3;
1613 end;
1614 SType := T;
1615 alive := True;
1616 Obj.X := fX;
1617 Obj.Y := fY;
1618 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1619 positionChanged(); // this updates spatial accelerators
1620 RAngle := Random(360);
1621 Timeout := gTime + SHELL_TIMEOUT;
1623 if CurrentShell >= High(gShells) then
1624 CurrentShell := 0
1625 else
1626 Inc(CurrentShell);
1627 end;
1628 end;
1630 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1631 var
1632 a: Integer;
1633 GibsArray: TGibsArray;
1634 Blood: TModelBlood;
1635 begin
1636 if (gGibs = nil) or (Length(gGibs) = 0) then
1637 Exit;
1638 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1639 Exit;
1640 Blood := g_PlayerModel_GetBlood(ModelName);
1642 for a := 0 to High(GibsArray) do
1643 with gGibs[CurrentGib] do
1644 begin
1645 Color := fColor;
1646 ID := GibsArray[a].ID;
1647 MaskID := GibsArray[a].MaskID;
1648 alive := True;
1649 g_Obj_Init(@Obj);
1650 Obj.Rect := GibsArray[a].Rect;
1651 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1652 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1653 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1654 positionChanged(); // this updates spatial accelerators
1655 RAngle := Random(360);
1657 if gBloodCount > 0 then
1658 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1659 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1661 if CurrentGib >= High(gGibs) then
1662 CurrentGib := 0
1663 else
1664 Inc(CurrentGib);
1665 end;
1666 end;
1668 procedure g_Player_UpdatePhysicalObjects();
1669 var
1670 i: Integer;
1671 vel: TPoint2i;
1672 mr: Word;
1674 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1675 var
1676 k: Integer;
1677 begin
1678 k := 1 + Random(2);
1679 if T = SHELL_BULLET then
1680 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1681 else
1682 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1683 end;
1685 begin
1686 // Êóñêè ìÿñà:
1687 if gGibs <> nil then
1688 for i := 0 to High(gGibs) do
1689 if gGibs[i].alive then
1690 with gGibs[i] do
1691 begin
1692 vel := Obj.Vel;
1693 mr := g_Obj_Move(@Obj, True, False, True);
1694 positionChanged(); // this updates spatial accelerators
1696 if WordBool(mr and MOVE_FALLOUT) then
1697 begin
1698 alive := False;
1699 Continue;
1700 end;
1702 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1703 if WordBool(mr and MOVE_HITWALL) then
1704 Obj.Vel.X := -(vel.X div 2);
1705 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1706 Obj.Vel.Y := -(vel.Y div 2);
1708 if (Obj.Vel.X >= 0) then
1709 begin // Clockwise
1710 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1711 if RAngle >= 360 then
1712 RAngle := RAngle mod 360;
1713 end else begin // Counter-clockwise
1714 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1715 if RAngle < 0 then
1716 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1717 end;
1719 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1720 if gTime mod (GAME_TICK*3) = 0 then
1721 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1722 end;
1724 // Òðóïû:
1725 if gCorpses <> nil then
1726 for i := 0 to High(gCorpses) do
1727 if gCorpses[i] <> nil then
1728 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1729 begin
1730 gCorpses[i].Free();
1731 gCorpses[i] := nil;
1732 end
1733 else
1734 gCorpses[i].Update();
1736 // Ãèëüçû:
1737 if gShells <> nil then
1738 for i := 0 to High(gShells) do
1739 if gShells[i].alive then
1740 with gShells[i] do
1741 begin
1742 vel := Obj.Vel;
1743 mr := g_Obj_Move(@Obj, True, False, True);
1744 positionChanged(); // this updates spatial accelerators
1746 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1747 begin
1748 alive := False;
1749 Continue;
1750 end;
1752 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1753 if WordBool(mr and MOVE_HITWALL) then
1754 begin
1755 Obj.Vel.X := -(vel.X div 2);
1756 if not WordBool(mr and MOVE_INWATER) then
1757 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1758 end;
1759 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1760 begin
1761 Obj.Vel.Y := -(vel.Y div 2);
1762 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1763 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1764 begin
1765 if RAngle mod 90 <> 0 then
1766 RAngle := (RAngle div 90) * 90;
1767 end
1768 else if not WordBool(mr and MOVE_INWATER) then
1769 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1770 end;
1772 if (Obj.Vel.X >= 0) then
1773 begin // Clockwise
1774 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1775 if RAngle >= 360 then
1776 RAngle := RAngle mod 360;
1777 end else begin // Counter-clockwise
1778 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1779 if RAngle < 0 then
1780 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1781 end;
1782 end;
1783 end;
1786 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1787 begin
1788 x := Obj.X+Obj.Rect.X;
1789 y := Obj.Y+Obj.Rect.Y;
1790 w := Obj.Rect.Width;
1791 h := Obj.Rect.Height;
1792 end;
1794 procedure TGib.moveBy (dx, dy: Integer); inline;
1795 begin
1796 if (dx <> 0) or (dy <> 0) then
1797 begin
1798 Obj.X += dx;
1799 Obj.Y += dy;
1800 positionChanged();
1801 end;
1802 end;
1805 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1806 begin
1807 x := Obj.X;
1808 y := Obj.Y;
1809 w := Obj.Rect.Width;
1810 h := Obj.Rect.Height;
1811 end;
1813 procedure TShell.moveBy (dx, dy: Integer); inline;
1814 begin
1815 if (dx <> 0) or (dy <> 0) then
1816 begin
1817 Obj.X += dx;
1818 Obj.Y += dy;
1819 positionChanged();
1820 end;
1821 end;
1824 procedure TGib.positionChanged (); inline; begin end;
1825 procedure TShell.positionChanged (); inline; begin end;
1828 procedure g_Player_DrawCorpses();
1829 var
1830 i: Integer;
1831 a: TDFPoint;
1832 begin
1833 if gGibs <> nil then
1834 for i := 0 to High(gGibs) do
1835 if gGibs[i].alive then
1836 with gGibs[i] do
1837 begin
1838 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1839 Continue;
1841 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1842 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1844 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1846 e_Colors := Color;
1847 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1848 e_Colors.R := 255;
1849 e_Colors.G := 255;
1850 e_Colors.B := 255;
1851 end;
1853 if gCorpses <> nil then
1854 for i := 0 to High(gCorpses) do
1855 if gCorpses[i] <> nil then
1856 gCorpses[i].Draw();
1857 end;
1859 procedure g_Player_DrawShells();
1860 var
1861 i: Integer;
1862 a: TDFPoint;
1863 begin
1864 if gShells <> nil then
1865 for i := 0 to High(gShells) do
1866 if gShells[i].alive then
1867 with gShells[i] do
1868 begin
1869 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1870 Continue;
1872 a.X := CX;
1873 a.Y := CY;
1875 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1876 end;
1877 end;
1879 procedure g_Player_RemoveAllCorpses();
1880 var
1881 i: Integer;
1882 begin
1883 gGibs := nil;
1884 gShells := nil;
1885 SetLength(gGibs, MaxGibs);
1886 SetLength(gShells, MaxGibs);
1887 CurrentGib := 0;
1888 CurrentShell := 0;
1890 if gCorpses <> nil then
1891 for i := 0 to High(gCorpses) do
1892 gCorpses[i].Free();
1894 gCorpses := nil;
1895 SetLength(gCorpses, MaxCorpses);
1896 end;
1898 procedure g_Player_Corpses_SaveState (st: TStream);
1899 var
1900 count, i: Integer;
1901 begin
1902 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1903 count := 0;
1904 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1906 // Êîëè÷åñòâî òðóïîâ
1907 utils.writeInt(st, LongInt(count));
1909 if (count = 0) then exit;
1911 // Ñîõðàíÿåì òðóïû
1912 for i := 0 to High(gCorpses) do
1913 begin
1914 if gCorpses[i] <> nil then
1915 begin
1916 // Íàçâàíèå ìîäåëè
1917 utils.writeStr(st, gCorpses[i].FModelName);
1918 // Òèï ñìåðòè
1919 utils.writeBool(st, gCorpses[i].Mess);
1920 // Ñîõðàíÿåì äàííûå òðóïà:
1921 gCorpses[i].SaveState(st);
1922 end;
1923 end;
1924 end;
1927 procedure g_Player_Corpses_LoadState (st: TStream);
1928 var
1929 count, i: Integer;
1930 str: String;
1931 b: Boolean;
1932 begin
1933 assert(st <> nil);
1935 g_Player_RemoveAllCorpses();
1937 // Êîëè÷åñòâî òðóïîâ:
1938 count := utils.readLongInt(st);
1939 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1941 if (count = 0) then exit;
1943 // Çàãðóæàåì òðóïû
1944 for i := 0 to count-1 do
1945 begin
1946 // Íàçâàíèå ìîäåëè:
1947 str := utils.readStr(st);
1948 // Òèï ñìåðòè
1949 b := utils.readBool(st);
1950 // Ñîçäàåì òðóï
1951 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1952 // Çàãðóæàåì äàííûå òðóïà
1953 gCorpses[i].LoadState(st);
1954 end;
1955 end;
1958 { T P l a y e r : }
1960 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1962 procedure TPlayer.BFGHit();
1963 begin
1964 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1965 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1966 if g_Game_IsServer and g_Game_IsNet then
1967 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1968 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1969 0, NET_GFX_BFGHIT);
1970 end;
1972 procedure TPlayer.ChangeModel(ModelName: string);
1973 var
1974 locModel: TPlayerModel;
1975 begin
1976 locModel := g_PlayerModel_Get(ModelName);
1977 if locModel = nil then Exit;
1979 FModel.Free();
1980 FModel := locModel;
1981 end;
1983 procedure TPlayer.SetModel(ModelName: string);
1984 var
1985 m: TPlayerModel;
1986 begin
1987 m := g_PlayerModel_Get(ModelName);
1988 if m = nil then
1989 begin
1990 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1991 m := g_PlayerModel_Get('doomer');
1992 if m = nil then
1993 begin
1994 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1995 Exit;
1996 end;
1997 end;
1999 if FModel <> nil then
2000 FModel.Free();
2002 FModel := m;
2004 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2005 FModel.Color := FColor
2006 else
2007 FModel.Color := TEAMCOLOR[FTeam];
2008 FModel.SetWeapon(FCurrWeap);
2009 FModel.SetFlag(FFlag);
2010 SetDirection(FDirection);
2011 end;
2013 procedure TPlayer.SetColor(Color: TRGB);
2014 begin
2015 FColor := Color;
2016 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2017 if FModel <> nil then FModel.Color := Color;
2018 end;
2020 procedure TPlayer.SwitchTeam;
2021 begin
2022 if g_Game_IsClient then
2023 Exit;
2024 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2026 if gGameOn and FAlive then
2027 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2029 if FTeam = TEAM_RED then
2030 begin
2031 ChangeTeam(TEAM_BLUE);
2032 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2033 if g_Game_IsNet then
2034 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2035 end
2036 else
2037 begin
2038 ChangeTeam(TEAM_RED);
2039 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2040 if g_Game_IsNet then
2041 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2042 end;
2043 FPreferredTeam := FTeam;
2044 end;
2046 procedure TPlayer.ChangeTeam(Team: Byte);
2047 var
2048 OldTeam: Byte;
2049 begin
2050 OldTeam := FTeam;
2051 FTeam := Team;
2052 case Team of
2053 TEAM_RED, TEAM_BLUE:
2054 FModel.Color := TEAMCOLOR[Team];
2055 else
2056 FModel.Color := FColor;
2057 end;
2058 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2059 MH_SEND_PlayerStats(FUID);
2060 end;
2063 procedure TPlayer.CollideItem();
2064 var
2065 i: Integer;
2066 r: Boolean;
2067 begin
2068 if gItems = nil then Exit;
2069 if not FAlive then Exit;
2071 for i := 0 to High(gItems) do
2072 with gItems[i] do
2073 begin
2074 if (ItemType <> ITEM_NONE) and alive then
2075 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2076 PLAYER_RECT.Height, @Obj) then
2077 begin
2078 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2080 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2081 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2082 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2083 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2084 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2086 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2087 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2088 (gGameSettings.GameType = GT_SINGLE) and
2089 (g_Player_GetCount() > 1)) then
2090 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2091 end;
2092 end;
2093 end;
2096 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2097 begin
2098 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2099 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2100 False);
2101 end;
2103 constructor TPlayer.Create();
2104 begin
2105 viewPortX := 0;
2106 viewPortY := 0;
2107 viewPortW := 0;
2108 viewPortH := 0;
2109 mEDamageType := HIT_SOME;
2111 FIamBot := False;
2112 FDummy := False;
2113 FSpawned := False;
2115 FSawSound := TPlayableSound.Create();
2116 FSawSoundIdle := TPlayableSound.Create();
2117 FSawSoundHit := TPlayableSound.Create();
2118 FSawSoundSelect := TPlayableSound.Create();
2119 FJetSoundFly := TPlayableSound.Create();
2120 FJetSoundOn := TPlayableSound.Create();
2121 FJetSoundOff := TPlayableSound.Create();
2123 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2124 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2125 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2126 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2127 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2128 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2129 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2131 FSpectatePlayer := -1;
2132 FClientID := -1;
2133 FPing := 0;
2134 FLoss := 0;
2135 FSavedState.WaitRecall := False;
2136 FShellTimer := -1;
2137 FFireTime := 0;
2138 FFirePainTime := 0;
2139 FFireAttacker := 0;
2141 FActualModelName := 'doomer';
2143 g_Obj_Init(@FObj);
2144 FObj.Rect := PLAYER_RECT;
2146 FBFGFireCounter := -1;
2147 FJustTeleported := False;
2148 FNetTime := 0;
2150 //FNetForceWeap := FCurrWeap;
2151 FNetForceWeapFIdx := 0;
2152 //FCurrFrameIdx := 0;
2154 resetWeaponQueue();
2155 releaseAllWeaponSwitchKeys();
2156 end;
2159 procedure TPlayer.releaseAllWeaponSwitchKeys ();
2160 var
2161 f: Integer;
2162 begin
2163 for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
2164 end;
2166 procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
2167 begin
2168 Inc(index, 2); // -2: prev; -1: next
2169 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
2170 weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
2171 if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
2172 end;
2174 function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
2175 begin
2176 Inc(index, 2); // -2: prev; -1: next
2177 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
2178 begin
2179 result := true;
2180 end
2181 else
2182 begin
2183 result := (weaponSwitchKeyReleased[index] and $01) <> 0;
2184 end;
2185 end;
2187 procedure TPlayer.weaponSwitchKeysShiftNewStates ();
2188 var
2189 f: Integer;
2190 begin
2191 // copy bit 1 to bit 0
2192 for f := 0 to High(weaponSwitchKeyReleased) do
2193 begin
2194 weaponSwitchKeyReleased[f] :=
2195 (weaponSwitchKeyReleased[f] and $02) or
2196 ((weaponSwitchKeyReleased[f] shr 1) and $01);
2197 end;
2198 end;
2201 procedure TPlayer.positionChanged (); inline;
2202 begin
2203 end;
2205 procedure TPlayer.doDamage (v: Integer);
2206 begin
2207 if (v <= 0) then exit;
2208 if (v > 32767) then v := 32767;
2209 Damage(v, 0, 0, 0, mEDamageType);
2210 end;
2212 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2213 var
2214 c: Word;
2215 begin
2216 if (not g_Game_IsClient) and (not FAlive) then
2217 Exit;
2219 FLastHit := t;
2221 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2222 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2223 begin
2224 if not g_Game_IsClient then
2225 begin
2226 FArmor := 0;
2227 if t = HIT_TRAP then
2228 begin
2229 // Ëîâóøêà óáèâàåò ñðàçó:
2230 FHealth := -100;
2231 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2232 end;
2233 if t = HIT_SELF then
2234 begin
2235 // Ñàìîóáèéñòâî:
2236 FHealth := 0;
2237 Kill(K_SIMPLEKILL, SpawnerUID, t);
2238 end;
2239 end;
2240 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2241 FMegaRulez[MR_SUIT] := 0;
2242 FMegaRulez[MR_INVUL] := 0;
2243 FMegaRulez[MR_INVIS] := 0;
2244 FBerserk := 0;
2245 end;
2247 // Íî îò îñòàëüíîãî ñïàñàåò:
2248 if FMegaRulez[MR_INVUL] >= gTime then
2249 Exit;
2251 // ×èò-êîä "ÃÎÐÅÖ":
2252 if FGodMode then
2253 Exit;
2255 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2256 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2257 (SpawnerUID = FUID) or
2258 (not SameTeam(FUID, SpawnerUID)) then
2259 begin
2260 FLastSpawnerUID := SpawnerUID;
2262 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2263 if gBloodCount > 0 then
2264 begin
2265 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2266 if value div 4 <= c then
2267 c := c - (value div 4)
2268 else
2269 c := 0;
2271 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2272 MakeBloodSimple(c)
2273 else
2274 case t of
2275 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2276 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2277 end;
2279 if t = HIT_WATER then
2280 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2281 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2282 end;
2284 // Áóôåð óðîíà:
2285 if FAlive then
2286 Inc(FDamageBuffer, value);
2288 // Âñïûøêà áîëè:
2289 if gFlash <> 0 then
2290 FPain := FPain + value;
2291 end;
2293 if g_Game_IsServer and g_Game_IsNet then
2294 begin
2295 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2296 MH_SEND_PlayerStats(FUID);
2297 MH_SEND_PlayerPos(False, FUID);
2298 end;
2299 end;
2301 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2302 begin
2303 Result := False;
2304 if g_Game_IsClient then
2305 Exit;
2306 if not FAlive then
2307 Exit;
2309 if Soft and (FHealth < PLAYER_HP_SOFT) then
2310 begin
2311 IncMax(FHealth, value, PLAYER_HP_SOFT);
2312 Result := True;
2313 end;
2314 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2315 begin
2316 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2317 Result := True;
2318 end;
2320 if Result and g_Game_IsServer and g_Game_IsNet then
2321 MH_SEND_PlayerStats(FUID);
2322 end;
2324 destructor TPlayer.Destroy();
2325 begin
2326 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2327 gPlayer1 := nil;
2328 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2329 gPlayer2 := nil;
2331 FSawSound.Free();
2332 FSawSoundIdle.Free();
2333 FSawSoundHit.Free();
2334 FJetSoundFly.Free();
2335 FJetSoundOn.Free();
2336 FJetSoundOff.Free();
2337 FModel.Free();
2338 if FPunchAnim <> nil then
2339 FPunchAnim.Free();
2341 inherited;
2342 end;
2344 procedure TPlayer.DrawIndicator();
2345 var
2346 indX, indY: Integer;
2347 indW, indH: Word;
2348 ID: DWORD;
2349 begin
2350 if FAlive then
2351 begin
2352 indX := FObj.X+FObj.Rect.X;
2353 indY := FObj.Y - 12;
2354 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2355 begin
2356 e_GetTextureSize(ID, @indW, @indH);
2357 e_Draw(ID, indX + indW div 2, indY, 0, True, False);
2358 end;
2359 end;
2360 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2361 end;
2363 procedure TPlayer.DrawBubble();
2364 var
2365 bubX, bubY: Integer;
2366 ID: LongWord;
2367 Rb, Gb, Bb,
2368 Rw, Gw, Bw: SmallInt;
2369 Dot: Byte;
2370 begin
2371 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2372 bubY := FObj.Y+FObj.Rect.Y - 18;
2373 Rb := 64;
2374 Gb := 64;
2375 Bb := 64;
2376 Rw := 240;
2377 Gw := 240;
2378 Bw := 240;
2379 case gChatBubble of
2380 1: // simple textual non-bubble
2381 begin
2382 bubX := FObj.X+FObj.Rect.X - 11;
2383 bubY := FObj.Y+FObj.Rect.Y - 17;
2384 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2385 Exit;
2386 end;
2387 2: // advanced pixel-perfect bubble
2388 begin
2389 if FTeam = TEAM_RED then
2390 Rb := 255
2391 else
2392 if FTeam = TEAM_BLUE then
2393 Bb := 255;
2394 end;
2395 3: // colored bubble
2396 begin
2397 Rb := FModel.Color.R;
2398 Gb := FModel.Color.G;
2399 Bb := FModel.Color.B;
2400 Rw := Min(Rb * 2 + 64, 255);
2401 Gw := Min(Gb * 2 + 64, 255);
2402 Bw := Min(Bb * 2 + 64, 255);
2403 if (Abs(Rw - Rb) < 32)
2404 or (Abs(Gw - Gb) < 32)
2405 or (Abs(Bw - Bb) < 32) then
2406 begin
2407 Rb := Max(Rw div 2 - 16, 0);
2408 Gb := Max(Gw div 2 - 16, 0);
2409 Bb := Max(Bw div 2 - 16, 0);
2410 end;
2411 end;
2412 4: // custom textured bubble
2413 begin
2414 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2415 if FDirection = TDirection.D_RIGHT then
2416 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2417 else
2418 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2419 Exit;
2420 end;
2421 end;
2423 // Outer borders
2424 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2425 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2426 // Inner box
2427 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2429 // Tail
2430 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2431 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2432 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);
2433 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);
2434 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);
2435 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);
2437 // Dots
2438 Dot := 6;
2439 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2440 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2441 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2442 end;
2444 procedure TPlayer.Draw();
2445 var
2446 ID: DWORD;
2447 w, h: Word;
2448 dr: Boolean;
2449 Mirror: TMirrorType;
2450 begin
2451 if FAlive then
2452 begin
2453 if Direction = TDirection.D_RIGHT then
2454 Mirror := TMirrorType.None
2455 else
2456 Mirror := TMirrorType.Horizontal;
2458 if FPunchAnim <> nil then
2459 begin
2460 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2461 FObj.Y+FObj.Rect.Y-11, Mirror);
2462 if FPunchAnim.played then
2463 begin
2464 FPunchAnim.Free;
2465 FPunchAnim := nil;
2466 end;
2467 end;
2469 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2470 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2471 begin
2472 e_GetTextureSize(ID, @w, @h);
2473 if FDirection = TDirection.D_LEFT then
2474 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2475 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2476 else
2477 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2478 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2479 end;
2481 if FMegaRulez[MR_INVIS] > gTime then
2482 begin
2483 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2484 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2485 begin
2486 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2487 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2488 else
2489 dr := True;
2490 if dr then
2491 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2492 else
2493 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2494 end
2495 else
2496 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2497 end
2498 else
2499 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2500 end;
2502 if g_debug_Frames then
2503 begin
2504 e_DrawQuad(FObj.X+FObj.Rect.X,
2505 FObj.Y+FObj.Rect.Y,
2506 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2507 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2508 0, 255, 0);
2509 end;
2511 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2512 DrawBubble();
2513 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2514 if gAimLine and alive and
2515 ((Self = gPlayer1) or (Self = gPlayer2)) then
2516 DrawAim();
2517 end;
2520 procedure TPlayer.DrawAim();
2521 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2522 var
2523 ex, ey: Integer;
2524 begin
2526 {$IFDEF ENABLE_HOLMES}
2527 if isValidViewPort and (self = gPlayer1) then
2528 begin
2529 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2530 end;
2531 {$ENDIF}
2533 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2534 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2535 begin
2536 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2537 end
2538 else
2539 begin
2540 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2541 end;
2542 end;
2544 var
2545 wx, wy, xx, yy: Integer;
2546 angle: SmallInt;
2547 sz, len: Word;
2548 begin
2549 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2550 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2551 angle := FAngle;
2552 len := 1024;
2553 sz := 2;
2554 case FCurrWeap of
2555 0: begin // Punch
2556 len := 12;
2557 sz := 4;
2558 end;
2559 1: begin // Chainsaw
2560 len := 24;
2561 sz := 6;
2562 end;
2563 2: begin // Pistol
2564 len := 1024;
2565 sz := 2;
2566 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2567 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2568 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2569 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2570 end;
2571 3: begin // Shotgun
2572 len := 1024;
2573 sz := 3;
2574 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2575 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2576 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2577 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2578 end;
2579 4: begin // Double Shotgun
2580 len := 1024;
2581 sz := 4;
2582 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2583 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2584 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2585 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2586 end;
2587 5: begin // Chaingun
2588 len := 1024;
2589 sz := 3;
2590 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2591 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2592 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2593 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2594 end;
2595 6: begin // Rocket Launcher
2596 len := 1024;
2597 sz := 7;
2598 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2599 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2600 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2601 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2602 end;
2603 7: begin // Plasmagun
2604 len := 1024;
2605 sz := 5;
2606 if angle = ANGLE_RIGHTUP then Inc(angle);
2607 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2608 if angle = ANGLE_LEFTUP then Dec(angle);
2609 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2610 end;
2611 8: begin // BFG
2612 len := 1024;
2613 sz := 12;
2614 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2615 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2616 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2617 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2618 end;
2619 9: begin // Super Chaingun
2620 len := 1024;
2621 sz := 4;
2622 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2623 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2624 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2625 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2626 end;
2627 end;
2628 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2629 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2630 {$IF DEFINED(D2F_DEBUG)}
2631 drawCast(sz, wx, wy, xx, yy);
2632 {$ELSE}
2633 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2634 {$ENDIF}
2635 end;
2637 procedure TPlayer.DrawGUI();
2638 var
2639 ID: DWORD;
2640 X, Y, SY, a, p, m: Integer;
2641 tw, th: Word;
2642 cw, ch: Byte;
2643 s: string;
2644 stat: TPlayerStatArray;
2645 begin
2646 X := gPlayerScreenSize.X;
2647 SY := gPlayerScreenSize.Y;
2648 Y := 0;
2650 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2651 begin
2652 if gGameSettings.GameMode = GM_CTF then
2653 a := 32 + 8
2654 else
2655 a := 0;
2656 if gGameSettings.GameMode = GM_CTF then
2657 begin
2658 s := 'TEXTURE_PLAYER_REDFLAG';
2659 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2660 s := 'TEXTURE_PLAYER_REDFLAG_S';
2661 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2662 s := 'TEXTURE_PLAYER_REDFLAG_D';
2663 if g_Texture_Get(s, ID) then
2664 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2665 end;
2667 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2668 e_CharFont_GetSize(gMenuFont, s, tw, th);
2669 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2671 if gGameSettings.GameMode = GM_CTF then
2672 begin
2673 s := 'TEXTURE_PLAYER_BLUEFLAG';
2674 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2675 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2676 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2677 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2678 if g_Texture_Get(s, ID) then
2679 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2680 end;
2682 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2683 e_CharFont_GetSize(gMenuFont, s, tw, th);
2684 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2685 end;
2687 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2688 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2689 0, False, False);
2691 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2692 e_Draw(ID, X+2, Y, 0, True, False);
2694 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2695 begin
2696 if gShowStat then
2697 begin
2698 s := IntToStr(Frags);
2699 e_CharFont_GetSize(gMenuFont, s, tw, th);
2700 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2702 s := '';
2703 p := 1;
2704 m := 0;
2705 stat := g_Player_GetStats();
2706 if stat <> nil then
2707 begin
2708 p := 1;
2710 for a := 0 to High(stat) do
2711 if stat[a].Name <> Name then
2712 begin
2713 if stat[a].Frags > m then m := stat[a].Frags;
2714 if stat[a].Frags > Frags then p := p+1;
2715 end;
2716 end;
2718 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2719 if Frags >= m then s := s+'+' else s := s+'-';
2720 s := s+IntToStr(Abs(Frags-m));
2722 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2723 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2724 end;
2726 if gShowLives and (gGameSettings.MaxLives > 0) then
2727 begin
2728 s := IntToStr(Lives);
2729 e_CharFont_GetSize(gMenuFont, s, tw, th);
2730 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2731 end;
2732 end;
2734 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2735 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2737 if R_BERSERK in FRulez then
2738 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2739 else
2740 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2742 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2743 e_Draw(ID, X+36, Y+77, 0, True, False);
2745 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2746 e_CharFont_GetSize(gMenuFont, s, tw, th);
2747 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2749 s := IntToStr(FArmor);
2750 e_CharFont_GetSize(gMenuFont, s, tw, th);
2751 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2753 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2755 case FCurrWeap of
2756 WEAPON_KASTET:
2757 begin
2758 s := '--';
2759 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2760 end;
2761 WEAPON_SAW:
2762 begin
2763 s := '--';
2764 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2765 end;
2766 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2767 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2768 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2769 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2770 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2771 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2772 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2773 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2774 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2775 end;
2777 e_CharFont_GetSize(gMenuFont, s, tw, th);
2778 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2779 e_Draw(ID, X+20, Y+160, 0, True, False);
2781 if R_KEY_RED in FRulez then
2782 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2784 if R_KEY_GREEN in FRulez then
2785 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2787 if R_KEY_BLUE in FRulez then
2788 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2790 if FJetFuel > 0 then
2791 begin
2792 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2793 e_Draw(ID, X+2, Y+116, 0, True, False);
2794 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2795 e_Draw(ID, X+2, Y+126, 0, True, False);
2796 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2797 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2798 end
2799 else
2800 begin
2801 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2802 e_Draw(ID, X+2, Y+124, 0, True, False);
2803 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2804 end;
2806 if gShowPing and g_Game_IsClient then
2807 begin
2808 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2809 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2810 Y := Y + 16;
2811 end;
2813 if FSpectator then
2814 begin
2815 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2816 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2817 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2818 if FNoRespawn then
2819 begin
2820 e_TextureFontGetSize(gStdFont, cw, ch);
2821 s := _lc[I_PLAYER_SPECT4];
2822 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2823 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2824 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2825 end;
2827 end;
2828 end;
2830 procedure TPlayer.DrawRulez();
2831 var
2832 dr: Boolean;
2833 begin
2834 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2835 if FMegaRulez[MR_INVUL] >= gTime then
2836 begin
2837 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2838 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2839 else
2840 dr := True;
2842 if dr then
2843 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2844 191, 191, 191, 0, TBlending.Invert);
2845 end;
2847 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2848 if FMegaRulez[MR_SUIT] >= gTime then
2849 begin
2850 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2851 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2852 else
2853 dr := True;
2855 if dr then
2856 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2857 0, 96, 0, 200, TBlending.None);
2858 end;
2860 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2861 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2862 begin
2863 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2864 255, 0, 0, 200, TBlending.None);
2865 end;
2866 end;
2868 procedure TPlayer.DrawPain();
2869 var
2870 a, h: Integer;
2871 begin
2872 if FPain = 0 then Exit;
2874 a := FPain;
2876 if a < 15 then h := 0
2877 else if a < 35 then h := 1
2878 else if a < 55 then h := 2
2879 else if a < 75 then h := 3
2880 else if a < 95 then h := 4
2881 else h := 5;
2883 //if a > 255 then a := 255;
2885 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2886 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2887 end;
2889 procedure TPlayer.DrawPickup();
2890 var
2891 a, h: Integer;
2892 begin
2893 if FPickup = 0 then Exit;
2895 a := FPickup;
2897 if a < 15 then h := 1
2898 else if a < 35 then h := 2
2899 else if a < 55 then h := 3
2900 else if a < 75 then h := 4
2901 else h := 5;
2903 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2904 end;
2906 procedure TPlayer.DoPunch();
2907 var
2908 id: DWORD;
2909 st: String;
2910 begin
2911 if FPunchAnim <> nil then begin
2912 FPunchAnim.reset();
2913 FPunchAnim.Free;
2914 FPunchAnim := nil;
2915 end;
2916 st := 'FRAMES_PUNCH';
2917 if R_BERSERK in FRulez then
2918 st := st + '_BERSERK';
2919 if FKeys[KEY_UP].Pressed then
2920 st := st + '_UP'
2921 else if FKeys[KEY_DOWN].Pressed then
2922 st := st + '_DN';
2923 g_Frames_Get(id, st);
2924 FPunchAnim := TAnimation.Create(id, False, 1);
2925 end;
2927 procedure TPlayer.Fire();
2928 var
2929 f, DidFire: Boolean;
2930 wx, wy, xd, yd: Integer;
2931 locobj: TObj;
2932 begin
2933 if g_Game_IsClient then Exit;
2934 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2935 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2937 if FSpectator then
2938 begin
2939 Respawn(False);
2940 Exit;
2941 end;
2943 if FReloading[FCurrWeap] <> 0 then Exit;
2945 DidFire := False;
2947 f := False;
2948 wx := FObj.X+WEAPONPOINT[FDirection].X;
2949 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2950 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2951 yd := wy+firediry();
2953 case FCurrWeap of
2954 WEAPON_KASTET:
2955 begin
2956 DoPunch();
2957 if R_BERSERK in FRulez then
2958 begin
2959 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2960 locobj.X := FObj.X+FObj.Rect.X;
2961 locobj.Y := FObj.Y+FObj.Rect.Y;
2962 locobj.rect.X := 0;
2963 locobj.rect.Y := 0;
2964 locobj.rect.Width := 39;
2965 locobj.rect.Height := 52;
2966 locobj.Vel.X := (xd-wx) div 2;
2967 locobj.Vel.Y := (yd-wy) div 2;
2968 locobj.Accel.X := xd-wx;
2969 locobj.Accel.y := yd-wy;
2971 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2972 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2973 else
2974 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2976 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2977 end
2978 else
2979 begin
2980 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2981 end;
2983 DidFire := True;
2984 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2985 end;
2987 WEAPON_SAW:
2988 begin
2989 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2990 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2991 begin
2992 FSawSoundSelect.Stop();
2993 FSawSound.Stop();
2994 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2995 end
2996 else if not FSawSoundHit.IsPlaying() then
2997 begin
2998 FSawSoundSelect.Stop();
2999 FSawSound.PlayAt(FObj.X, FObj.Y);
3000 end;
3002 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3003 DidFire := True;
3004 f := True;
3005 end;
3007 WEAPON_PISTOL:
3008 if FAmmo[A_BULLETS] > 0 then
3009 begin
3010 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3011 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3012 Dec(FAmmo[A_BULLETS]);
3013 FFireAngle := FAngle;
3014 f := True;
3015 DidFire := True;
3016 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3017 GameVelX, GameVelY-2, SHELL_BULLET);
3018 end;
3020 WEAPON_SHOTGUN1:
3021 if FAmmo[A_SHELLS] > 0 then
3022 begin
3023 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3024 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3025 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3026 Dec(FAmmo[A_SHELLS]);
3027 FFireAngle := FAngle;
3028 f := True;
3029 DidFire := True;
3030 FShellTimer := 10;
3031 FShellType := SHELL_SHELL;
3032 end;
3034 WEAPON_SHOTGUN2:
3035 if FAmmo[A_SHELLS] >= 2 then
3036 begin
3037 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3038 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3039 Dec(FAmmo[A_SHELLS], 2);
3040 FFireAngle := FAngle;
3041 f := True;
3042 DidFire := True;
3043 FShellTimer := 13;
3044 FShellType := SHELL_DBLSHELL;
3045 end;
3047 WEAPON_CHAINGUN:
3048 if FAmmo[A_BULLETS] > 0 then
3049 begin
3050 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3051 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3052 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3053 Dec(FAmmo[A_BULLETS]);
3054 FFireAngle := FAngle;
3055 f := True;
3056 DidFire := True;
3057 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3058 GameVelX, GameVelY-2, SHELL_BULLET);
3059 end;
3061 WEAPON_ROCKETLAUNCHER:
3062 if FAmmo[A_ROCKETS] > 0 then
3063 begin
3064 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3065 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3066 Dec(FAmmo[A_ROCKETS]);
3067 FFireAngle := FAngle;
3068 f := True;
3069 DidFire := True;
3070 end;
3072 WEAPON_PLASMA:
3073 if FAmmo[A_CELLS] > 0 then
3074 begin
3075 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3076 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3077 Dec(FAmmo[A_CELLS]);
3078 FFireAngle := FAngle;
3079 f := True;
3080 DidFire := True;
3081 end;
3083 WEAPON_BFG:
3084 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3085 begin
3086 FBFGFireCounter := 17;
3087 if not FNoReload then
3088 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3089 Dec(FAmmo[A_CELLS], 40);
3090 DidFire := True;
3091 end;
3093 WEAPON_SUPERPULEMET:
3094 if FAmmo[A_SHELLS] > 0 then
3095 begin
3096 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3097 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3098 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3099 Dec(FAmmo[A_SHELLS]);
3100 FFireAngle := FAngle;
3101 f := True;
3102 DidFire := True;
3103 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3104 GameVelX, GameVelY-2, SHELL_SHELL);
3105 end;
3107 WEAPON_FLAMETHROWER:
3108 if FAmmo[A_FUEL] > 0 then
3109 begin
3110 g_Weapon_flame(wx, wy, xd, yd, FUID);
3111 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3112 Dec(FAmmo[A_FUEL]);
3113 FFireAngle := FAngle;
3114 f := True;
3115 DidFire := True;
3116 end;
3117 end;
3119 if g_Game_IsNet then
3120 begin
3121 if DidFire then
3122 begin
3123 if FCurrWeap <> WEAPON_BFG then
3124 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3125 else
3126 if not FNoReload then
3127 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3128 end;
3130 MH_SEND_PlayerStats(FUID);
3131 end;
3133 if not f then Exit;
3135 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3136 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3137 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3138 end;
3140 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3141 begin
3142 case Weapon of
3143 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3144 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3145 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3146 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3147 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3148 else Result := 0;
3149 end;
3150 end;
3152 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3153 begin
3154 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3155 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3156 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3157 end;
3159 procedure TPlayer.JetpackOn;
3160 begin
3161 FJetSoundFly.Stop;
3162 FJetSoundOff.Stop;
3163 FJetSoundOn.SetPosition(0);
3164 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3165 FlySmoke(8);
3166 end;
3168 procedure TPlayer.JetpackOff;
3169 begin
3170 FJetSoundFly.Stop;
3171 FJetSoundOn.Stop;
3172 FJetSoundOff.SetPosition(0);
3173 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3174 end;
3176 procedure TPlayer.CatchFire(Attacker: Word);
3177 begin
3178 FFireTime := 100;
3179 FFireAttacker := Attacker;
3180 if g_Game_IsNet and g_Game_IsServer then
3181 MH_SEND_PlayerStats(FUID);
3182 end;
3184 procedure TPlayer.Jump();
3185 begin
3186 if gFly or FJetpack then
3187 begin
3188 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3189 if FObj.Vel.Y > -VEL_FLY then
3190 FObj.Vel.Y := FObj.Vel.Y - 3;
3191 if FJetpack then
3192 begin
3193 if FJetFuel > 0 then
3194 Dec(FJetFuel);
3195 if (FJetFuel < 1) and g_Game_IsServer then
3196 begin
3197 FJetpack := False;
3198 JetpackOff;
3199 if g_Game_IsNet then
3200 MH_SEND_PlayerStats(FUID);
3201 end;
3202 end;
3203 Exit;
3204 end;
3206 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3207 if FGhost then
3208 FCanJetpack := False;
3210 // Ïðûãàåì èëè âñïëûâàåì:
3211 if (CollideLevel(0, 1) or
3212 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3213 PLAYER_RECT.Height-33, PANEL_STEP, False)
3214 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3215 begin
3216 FObj.Vel.Y := -VEL_JUMP;
3217 FCanJetpack := False;
3218 end
3219 else
3220 begin
3221 if BodyInLiquid(0, 0) then
3222 FObj.Vel.Y := -VEL_SW
3223 else if (FJetFuel > 0) and FCanJetpack and
3224 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3225 begin
3226 FJetpack := True;
3227 JetpackOn;
3228 if g_Game_IsNet then
3229 MH_SEND_PlayerStats(FUID);
3230 end;
3231 end;
3232 end;
3234 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3235 var
3236 a, i, k, ab, ar: Byte;
3237 s: String;
3238 mon: TMonster;
3239 plr: TPlayer;
3240 srv, netsrv: Boolean;
3241 DoFrags: Boolean;
3242 OldLR: Byte;
3243 KP: TPlayer;
3244 it: PItem;
3246 procedure PushItem(t: Byte);
3247 var
3248 id: DWORD;
3249 begin
3250 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3251 it := g_Items_ByIdx(id);
3252 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3253 begin
3254 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3255 (FObj.Vel.Y div 2)-Random(9));
3256 it.positionChanged(); // this updates spatial accelerators
3257 end
3258 else
3259 begin
3260 if KillType = K_HARDKILL then // -5..+5; -5..0
3261 begin
3262 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3263 (FObj.Vel.Y div 2)-Random(6));
3264 end
3265 else // -3..+3; -3..0
3266 begin
3267 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3268 (FObj.Vel.Y div 2)-Random(4));
3269 end;
3270 it.positionChanged(); // this updates spatial accelerators
3271 end;
3273 if g_Game_IsNet and g_Game_IsServer then
3274 MH_SEND_ItemSpawn(True, id);
3275 end;
3277 begin
3278 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3279 Srv := g_Game_IsServer;
3280 Netsrv := g_Game_IsServer and g_Game_IsNet;
3281 if Srv then FDeath := FDeath + 1;
3282 if FAlive then
3283 begin
3284 if FGhost then
3285 FGhost := False;
3286 if not FPhysics then
3287 FPhysics := True;
3288 FAlive := False;
3289 end;
3290 FShellTimer := -1;
3292 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3293 begin
3294 if FLives > 0 then FLives := FLives - 1;
3295 if FLives = 0 then FNoRespawn := True;
3296 end;
3298 // Íîìåð òèïà ñìåðòè:
3299 a := 1;
3300 case KillType of
3301 K_SIMPLEKILL: a := 1;
3302 K_HARDKILL: a := 2;
3303 K_EXTRAHARDKILL: a := 3;
3304 K_FALLKILL: a := 4;
3305 end;
3307 // Çâóê ñìåðòè:
3308 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3309 for i := 1 to 3 do
3310 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3311 Break;
3313 // Âðåìÿ ðåñïàóíà:
3314 if Srv then
3315 case KillType of
3316 K_SIMPLEKILL:
3317 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3318 K_HARDKILL:
3319 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3320 K_EXTRAHARDKILL, K_FALLKILL:
3321 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3322 end;
3324 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3325 case KillType of
3326 K_SIMPLEKILL:
3327 SetAction(A_DIE1);
3328 K_HARDKILL, K_EXTRAHARDKILL:
3329 SetAction(A_DIE2);
3330 end;
3332 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3333 if (KillType <> K_FALLKILL) and (Srv) then
3334 g_Monsters_killedp();
3336 if SpawnerUID = FUID then
3337 begin // Ñàìîóáèëñÿ
3338 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3339 begin
3340 Dec(FFrags);
3341 FLastFrag := 0;
3342 end;
3343 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3344 end
3345 else
3346 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3347 begin // Óáèò äðóãèì èãðîêîì
3348 KP := g_Player_Get(SpawnerUID);
3349 if (KP <> nil) and Srv then
3350 begin
3351 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3352 if SameTeam(FUID, SpawnerUID) then
3353 begin
3354 Dec(KP.FFrags);
3355 KP.FLastFrag := 0;
3356 end else
3357 begin
3358 Inc(KP.FFrags);
3359 KP.FragCombo();
3360 end;
3362 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3363 Inc(gTeamStat[KP.Team].Goals,
3364 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3366 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3367 end;
3369 plr := g_Player_Get(SpawnerUID);
3370 if plr = nil then
3371 s := '?'
3372 else
3373 s := plr.FName;
3375 case KillType of
3376 K_HARDKILL:
3377 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3378 [FName, s]),
3379 gShowKillMsg);
3380 K_EXTRAHARDKILL:
3381 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3382 [FName, s]),
3383 gShowKillMsg);
3384 else
3385 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3386 [FName, s]),
3387 gShowKillMsg);
3388 end;
3389 end
3390 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3391 begin // Óáèò ìîíñòðîì
3392 mon := g_Monsters_ByUID(SpawnerUID);
3393 if mon = nil then
3394 s := '?'
3395 else
3396 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3398 case KillType of
3399 K_HARDKILL:
3400 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3401 [FName, s]),
3402 gShowKillMsg);
3403 K_EXTRAHARDKILL:
3404 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3405 [FName, s]),
3406 gShowKillMsg);
3407 else
3408 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3409 [FName, s]),
3410 gShowKillMsg);
3411 end;
3412 end
3413 else // Îñîáûå òèïû ñìåðòè
3414 case t of
3415 HIT_DISCON: ;
3416 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3417 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3418 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3419 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3420 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3421 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3422 end;
3424 if Srv then
3425 begin
3426 // Âûáðîñ îðóæèÿ:
3427 for a := WP_FIRST to WP_LAST do
3428 if FWeapon[a] then
3429 begin
3430 case a of
3431 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3432 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3433 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3434 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3435 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3436 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3437 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3438 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3439 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3440 else i := 0;
3441 end;
3443 if i <> 0 then
3444 PushItem(i);
3445 end;
3447 // Âûáðîñ ðþêçàêà:
3448 if R_ITEM_BACKPACK in FRulez then
3449 PushItem(ITEM_AMMO_BACKPACK);
3451 // Âûáðîñ ðàêåòíîãî ðàíöà:
3452 if FJetFuel > 0 then
3453 PushItem(ITEM_JETPACK);
3455 // Âûáðîñ êëþ÷åé:
3456 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3457 begin
3458 if R_KEY_RED in FRulez then
3459 PushItem(ITEM_KEY_RED);
3461 if R_KEY_GREEN in FRulez then
3462 PushItem(ITEM_KEY_GREEN);
3464 if R_KEY_BLUE in FRulez then
3465 PushItem(ITEM_KEY_BLUE);
3466 end;
3468 // Âûáðîñ ôëàãà:
3469 DropFlag();
3470 end;
3472 g_Player_CreateCorpse(Self);
3474 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3475 (gLMSRespawn = LMS_RESPAWN_NONE) then
3476 begin
3477 a := 0;
3478 k := 0;
3479 ar := 0;
3480 ab := 0;
3481 for i := Low(gPlayers) to High(gPlayers) do
3482 begin
3483 if gPlayers[i] = nil then continue;
3484 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3485 begin
3486 Inc(a);
3487 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3488 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3489 k := i;
3490 end;
3491 end;
3493 OldLR := gLMSRespawn;
3494 if (gGameSettings.GameMode = GM_COOP) then
3495 begin
3496 if (a = 0) then
3497 begin
3498 // everyone is dead, restart the map
3499 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3500 if Netsrv then
3501 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3502 gLMSRespawn := LMS_RESPAWN_FINAL;
3503 gLMSRespawnTime := gTime + 5000;
3504 end
3505 else if (a = 1) then
3506 begin
3507 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3508 if (gPlayers[k] = gPlayer1) or
3509 (gPlayers[k] = gPlayer2) then
3510 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3511 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3512 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3513 end;
3514 end
3515 else if (gGameSettings.GameMode = GM_TDM) then
3516 begin
3517 if (ab = 0) and (ar <> 0) then
3518 begin
3519 // blu team ded
3520 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3521 if Netsrv then
3522 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3523 Inc(gTeamStat[TEAM_RED].Goals);
3524 gLMSRespawn := LMS_RESPAWN_FINAL;
3525 gLMSRespawnTime := gTime + 5000;
3526 end
3527 else if (ar = 0) and (ab <> 0) then
3528 begin
3529 // red team ded
3530 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3531 if Netsrv then
3532 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3533 Inc(gTeamStat[TEAM_BLUE].Goals);
3534 gLMSRespawn := LMS_RESPAWN_FINAL;
3535 gLMSRespawnTime := gTime + 5000;
3536 end
3537 else if (ar = 0) and (ab = 0) then
3538 begin
3539 // everyone ded
3540 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3541 if Netsrv then
3542 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3543 gLMSRespawn := LMS_RESPAWN_FINAL;
3544 gLMSRespawnTime := gTime + 5000;
3545 end;
3546 end
3547 else if (gGameSettings.GameMode = GM_DM) then
3548 begin
3549 if (a = 1) then
3550 begin
3551 if gPlayers[k] <> nil then
3552 with gPlayers[k] do
3553 begin
3554 // survivor is the winner
3555 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3556 if Netsrv then
3557 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3558 Inc(FFrags);
3559 end;
3560 gLMSRespawn := LMS_RESPAWN_FINAL;
3561 gLMSRespawnTime := gTime + 5000;
3562 end
3563 else if (a = 0) then
3564 begin
3565 // everyone is dead, restart the map
3566 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3567 if Netsrv then
3568 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3569 gLMSRespawn := LMS_RESPAWN_FINAL;
3570 gLMSRespawnTime := gTime + 5000;
3571 end;
3572 end;
3573 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3574 begin
3575 if NetMode = NET_SERVER then
3576 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3577 else
3578 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3579 end;
3580 end;
3582 if Netsrv then
3583 begin
3584 MH_SEND_PlayerStats(FUID);
3585 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3586 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3587 end;
3589 if srv and FNoRespawn then Spectate(True);
3590 FWantsInGame := True;
3591 end;
3593 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3594 begin
3595 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3596 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3597 end;
3599 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3600 begin
3601 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3602 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3603 end;
3605 procedure TPlayer.MakeBloodSimple(Count: Word);
3606 begin
3607 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3608 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3609 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3610 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3611 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3612 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3613 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3614 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3615 end;
3617 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3618 begin
3619 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3620 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3621 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3622 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3623 end;
3625 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3626 begin
3627 //if g_Game_IsClient then Exit;
3628 if Weapon > High(FWeapon) then Exit;
3629 FNextWeap := FNextWeap or (1 shl Weapon);
3630 end;
3632 procedure TPlayer.resetWeaponQueue ();
3633 begin
3634 FNextWeap := 0;
3635 FNextWeapDelay := 0;
3636 end;
3638 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3639 begin
3640 result := false;
3641 case weapon of
3642 WEAPON_KASTET, WEAPON_SAW: result := true;
3643 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3644 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3645 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3646 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3647 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3648 else result := (weapon < length(FWeapon));
3649 end;
3650 end;
3652 // return 255 for "no switch"
3653 function TPlayer.getNextWeaponIndex (): Byte;
3654 var
3655 i: Word;
3656 wantThisWeapon: array[0..64] of Boolean;
3657 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3658 wwc: Integer;
3659 f, dir, cwi, rwidx, curlidx: Integer;
3661 function real2log (ridx: Integer): Integer;
3662 var
3663 f: Integer;
3664 begin
3665 if (ridx >= 0) then
3666 begin
3667 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3668 end;
3669 result := -1;
3670 end;
3672 begin
3673 result := 255; // default result: "no switch"
3675 // had weapon cycling on previous frame? remove that flag
3676 if (FNextWeap and $2000) <> 0 then
3677 begin
3678 FNextWeap := FNextWeap and $1FFF;
3679 FNextWeapDelay := 0;
3680 end;
3682 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3684 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3685 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3686 // priorities:
3687 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3688 weaponOrder[0] := WEAPON_SUPERPULEMET;
3689 weaponOrder[1] := WEAPON_BFG;
3690 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3691 weaponOrder[3] := WEAPON_PLASMA;
3692 weaponOrder[4] := WEAPON_FLAMETHROWER;
3693 weaponOrder[5] := WEAPON_SHOTGUN2;
3694 weaponOrder[6] := WEAPON_CHAINGUN;
3695 weaponOrder[7] := WEAPON_SHOTGUN1;
3696 weaponOrder[8] := WEAPON_PISTOL;
3697 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3698 weaponOrder[10] := WEAPON_SAW;
3699 weaponOrder[11] := WEAPON_KASTET; // normal fist
3701 for f := 0 to High(weaponOrder) do
3702 begin
3703 if (weaponOrder[f] = WEAPON_KASTET) then
3704 begin
3705 // normal fist: remove if we have a berserk pack
3706 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3707 end
3708 else
3709 if (weaponOrder[f] = WEAPON_KASTET+666) then
3710 begin
3711 // berserk fist: remove if we don't have a berserk pack
3712 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3713 end;
3714 end;
3716 (*
3717 WEAPON_KASTET = 0;
3718 WEAPON_SAW = 1;
3719 WEAPON_PISTOL = 2;
3720 WEAPON_SHOTGUN1 = 3;
3721 WEAPON_SHOTGUN2 = 4;
3722 WEAPON_CHAINGUN = 5;
3723 WEAPON_ROCKETLAUNCHER = 6;
3724 WEAPON_PLASMA = 7;
3725 WEAPON_BFG = 8;
3726 WEAPON_SUPERPULEMET = 9;
3727 WEAPON_FLAMETHROWER = 10;
3728 *)
3731 if (FNextWeap <> 0) or (FNextWeapDelay <> 0) then
3732 begin
3733 e_WriteLog(Format('!!! FNextWeap=%04x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3734 end;
3737 // cycling has priority
3738 if (FNextWeap and $C000) <> 0 then
3739 begin
3740 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3741 FNextWeap := FNextWeap or $2000; // we need this
3742 if FNextWeapDelay > 0 then exit; // cooldown time
3743 //cwi := real2log(FCurrWeap);
3744 //if (cwi < 0) then cwi := 0;
3745 cwi := FCurrWeap;
3746 for i := 0 to High(FWeapon) do
3747 begin
3748 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3749 //rwidx := weaponOrder[cwi];
3750 rwidx := cwi; // sorry
3751 if (rwidx < 0) then continue;
3752 if FWeapon[rwidx] then
3753 begin
3754 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3755 result := Byte(rwidx);
3756 //FNextWeapDelay := 10; //k8: not needed anymore
3757 exit;
3758 end;
3759 end;
3760 resetWeaponQueue();
3761 exit;
3762 end;
3764 // no cycling
3765 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3766 wwc := 0;
3768 curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3770 for i := 0 to High(FWeapon) do
3771 begin
3772 if (FNextWeap and (1 shl i)) <> 0 then
3773 begin
3774 cwi := real2log(i);
3775 if (cwi >= 0) then
3776 begin
3777 wantThisWeapon[cwi] := true;
3778 Inc(wwc);
3779 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3780 if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
3781 end;
3782 end;
3783 end;
3785 // slow down alterations a little
3786 if (wwc > 1) then
3787 begin
3788 // more than one weapon requested, assume "alteration", and check alteration delay
3789 if FNextWeapDelay > 0 then
3790 begin
3791 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3792 FNextWeap := 0;
3793 exit;
3794 end; // yeah
3795 end;
3797 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3798 // but clear all counters if no weapon should be switched
3799 if (wwc < 1) then
3800 begin
3801 resetWeaponQueue();
3802 exit;
3803 end;
3805 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3807 // find next weapon to switch onto
3808 cwi := curlidx;
3809 for i := 0 to High(weaponOrder) do
3810 begin
3811 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3812 if (cwi = curlidx) then continue; // skip current weapon
3813 if not wantThisWeapon[cwi] then continue;
3814 rwidx := weaponOrder[cwi];
3815 if (rwidx < 0) then continue;
3816 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3817 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3818 begin
3819 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3820 // i found her!
3821 result := Byte(rwidx);
3822 resetWeaponQueue();
3823 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3824 exit;
3825 end;
3826 end;
3828 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3829 resetWeaponQueue();
3830 end;
3832 procedure TPlayer.RealizeCurrentWeapon();
3833 function switchAllowed (): Boolean;
3834 var
3835 i: Byte;
3836 begin
3837 result := false;
3838 if FBFGFireCounter <> -1 then
3839 exit;
3840 if FTime[T_SWITCH] > gTime then
3841 exit;
3842 for i := WP_FIRST to WP_LAST do
3843 if FReloading[i] > 0 then
3844 exit;
3845 result := true;
3846 end;
3848 var
3849 nw: Byte;
3850 begin
3851 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3852 //FNextWeap := FNextWeap and $1FFF;
3853 //HACK: alteration delay will be reset when player released any weapon switch key
3854 FNextWeapDelay := 0; //k8: just in case
3855 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3857 if not switchAllowed then
3858 begin
3859 //writeln('WEAPON SWITCHING IS NOT ALLOWED! FBFGFireCounter=', FBFGFireCounter, '; gTime=', gTime, '; FTime[T_SWITCH]=', FTime[T_SWITCH]);
3860 //HACK for weapon cycling
3861 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3862 exit;
3863 end;
3865 if (FNetForceWeapFIdx >= gTime+15) then FNetForceWeapFIdx := 0;
3867 nw := getNextWeaponIndex();
3868 if nw = 255 then exit; // don't reset anything here
3869 if nw > High(FWeapon) then
3870 begin
3871 // don't forget to reset queue here!
3872 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3873 resetWeaponQueue();
3874 exit;
3875 end;
3877 if FWeapon[nw] then
3878 begin
3879 //k8: emulate this on client immediately, or wait for server confirmation?
3881 if g_Game_IsClient then
3882 begin
3883 FNetForceWeap := nw;
3884 //FNetForceWeapFIdx := FCurrFrameIdx+5; // force for ~5 frames
3885 FNetForceWeapFIdx := gTime+5; // force for ~5 frames
3886 writeln('NETWEAPONSWITCH: fw=', NetForceWeap, '; fwfidx=', NetForceWeapFIdx, '; cfrm=', gTime);
3887 end;
3889 FNetForceWeapFIdx := gTime+5; // force for ~5 frames
3890 FCurrWeap := nw;
3891 if nw = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3892 FModel.SetWeapon(nw);
3893 FTime[T_SWITCH] := gTime+156;
3894 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3895 //if g_Game_IsNet and g_Game_IsClient then
3896 end;
3897 end;
3899 procedure TPlayer.NextWeapon();
3900 begin
3901 //if g_Game_IsClient then Exit;
3902 FNextWeap := $8000;
3903 end;
3905 procedure TPlayer.PrevWeapon();
3906 begin
3907 //if g_Game_IsClient then Exit;
3908 FNextWeap := $4000;
3909 end;
3911 // used exclusively by network layer
3912 procedure TPlayer.SetWeaponHost(W: Byte);
3913 begin
3914 if (W > High(FWeapon)) then exit;
3915 if (not FWeapon[W]) then exit; // server is authority!
3917 if FCurrWeap <> W then
3918 if (W = WEAPON_SAW) then
3919 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3921 FCurrWeap := W;
3922 FModel.SetWeapon(CurrWeap);
3923 //if g_Game_IsClient then resetWeaponQueue();
3924 end;
3926 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3928 function allowBerserkSwitching (): Boolean;
3929 begin
3930 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3931 result := true;
3932 if gBerserkAutoswitch then exit;
3933 if not conIsCheatsEnabled then exit;
3934 result := false;
3935 end;
3937 var
3938 a: Boolean;
3939 begin
3940 Result := False;
3941 if g_Game_IsClient then Exit;
3943 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3944 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3945 remove := not a;
3947 case ItemType of
3948 ITEM_MEDKIT_SMALL:
3949 if FHealth < PLAYER_HP_SOFT then
3950 begin
3951 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3952 Result := True;
3953 remove := True;
3954 FFireTime := 0;
3955 if gFlash = 2 then Inc(FPickup, 5);
3956 end;
3958 ITEM_MEDKIT_LARGE:
3959 if FHealth < PLAYER_HP_SOFT then
3960 begin
3961 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3962 Result := True;
3963 remove := True;
3964 FFireTime := 0;
3965 if gFlash = 2 then Inc(FPickup, 5);
3966 end;
3968 ITEM_ARMOR_GREEN:
3969 if FArmor < PLAYER_AP_SOFT then
3970 begin
3971 FArmor := PLAYER_AP_SOFT;
3972 Result := True;
3973 remove := True;
3974 if gFlash = 2 then Inc(FPickup, 5);
3975 end;
3977 ITEM_ARMOR_BLUE:
3978 if FArmor < PLAYER_AP_LIMIT then
3979 begin
3980 FArmor := PLAYER_AP_LIMIT;
3981 Result := True;
3982 remove := True;
3983 if gFlash = 2 then Inc(FPickup, 5);
3984 end;
3986 ITEM_SPHERE_BLUE:
3987 if FHealth < PLAYER_HP_LIMIT then
3988 begin
3989 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3990 Result := True;
3991 remove := True;
3992 FFireTime := 0;
3993 if gFlash = 2 then Inc(FPickup, 5);
3994 end;
3996 ITEM_SPHERE_WHITE:
3997 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3998 begin
3999 if FHealth < PLAYER_HP_LIMIT then
4000 FHealth := PLAYER_HP_LIMIT;
4001 if FArmor < PLAYER_AP_LIMIT then
4002 FArmor := PLAYER_AP_LIMIT;
4003 Result := True;
4004 remove := True;
4005 FFireTime := 0;
4006 if gFlash = 2 then Inc(FPickup, 5);
4007 end;
4009 ITEM_WEAPON_SAW:
4010 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
4011 begin
4012 FWeapon[WEAPON_SAW] := True;
4013 Result := True;
4014 if gFlash = 2 then Inc(FPickup, 5);
4015 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4016 end;
4018 ITEM_WEAPON_SHOTGUN1:
4019 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
4020 begin
4021 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4022 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4024 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4025 FWeapon[WEAPON_SHOTGUN1] := True;
4026 Result := True;
4027 if gFlash = 2 then Inc(FPickup, 5);
4028 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4029 end;
4031 ITEM_WEAPON_SHOTGUN2:
4032 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4033 begin
4034 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4036 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4037 FWeapon[WEAPON_SHOTGUN2] := True;
4038 Result := True;
4039 if gFlash = 2 then Inc(FPickup, 5);
4040 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4041 end;
4043 ITEM_WEAPON_CHAINGUN:
4044 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4045 begin
4046 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4048 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4049 FWeapon[WEAPON_CHAINGUN] := True;
4050 Result := True;
4051 if gFlash = 2 then Inc(FPickup, 5);
4052 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4053 end;
4055 ITEM_WEAPON_ROCKETLAUNCHER:
4056 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4057 begin
4058 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4060 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4061 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4062 Result := True;
4063 if gFlash = 2 then Inc(FPickup, 5);
4064 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4065 end;
4067 ITEM_WEAPON_PLASMA:
4068 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4069 begin
4070 if a and FWeapon[WEAPON_PLASMA] then Exit;
4072 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4073 FWeapon[WEAPON_PLASMA] := True;
4074 Result := True;
4075 if gFlash = 2 then Inc(FPickup, 5);
4076 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4077 end;
4079 ITEM_WEAPON_BFG:
4080 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4081 begin
4082 if a and FWeapon[WEAPON_BFG] then Exit;
4084 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4085 FWeapon[WEAPON_BFG] := True;
4086 Result := True;
4087 if gFlash = 2 then Inc(FPickup, 5);
4088 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4089 end;
4091 ITEM_WEAPON_SUPERPULEMET:
4092 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4093 begin
4094 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4096 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4097 FWeapon[WEAPON_SUPERPULEMET] := True;
4098 Result := True;
4099 if gFlash = 2 then Inc(FPickup, 5);
4100 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4101 end;
4103 ITEM_WEAPON_FLAMETHROWER:
4104 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4105 begin
4106 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4108 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4109 FWeapon[WEAPON_FLAMETHROWER] := True;
4110 Result := True;
4111 if gFlash = 2 then Inc(FPickup, 5);
4112 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4113 end;
4115 ITEM_AMMO_BULLETS:
4116 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4117 begin
4118 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4119 Result := True;
4120 remove := True;
4121 if gFlash = 2 then Inc(FPickup, 5);
4122 end;
4124 ITEM_AMMO_BULLETS_BOX:
4125 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4126 begin
4127 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4128 Result := True;
4129 remove := True;
4130 if gFlash = 2 then Inc(FPickup, 5);
4131 end;
4133 ITEM_AMMO_SHELLS:
4134 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4135 begin
4136 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4137 Result := True;
4138 remove := True;
4139 if gFlash = 2 then Inc(FPickup, 5);
4140 end;
4142 ITEM_AMMO_SHELLS_BOX:
4143 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4144 begin
4145 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4146 Result := True;
4147 remove := True;
4148 if gFlash = 2 then Inc(FPickup, 5);
4149 end;
4151 ITEM_AMMO_ROCKET:
4152 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4153 begin
4154 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4155 Result := True;
4156 remove := True;
4157 if gFlash = 2 then Inc(FPickup, 5);
4158 end;
4160 ITEM_AMMO_ROCKET_BOX:
4161 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4162 begin
4163 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4164 Result := True;
4165 remove := True;
4166 if gFlash = 2 then Inc(FPickup, 5);
4167 end;
4169 ITEM_AMMO_CELL:
4170 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4171 begin
4172 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4173 Result := True;
4174 remove := True;
4175 if gFlash = 2 then Inc(FPickup, 5);
4176 end;
4178 ITEM_AMMO_CELL_BIG:
4179 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4180 begin
4181 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4182 Result := True;
4183 remove := True;
4184 if gFlash = 2 then Inc(FPickup, 5);
4185 end;
4187 ITEM_AMMO_FUELCAN:
4188 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4189 begin
4190 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4191 Result := True;
4192 remove := True;
4193 if gFlash = 2 then Inc(FPickup, 5);
4194 end;
4196 ITEM_AMMO_BACKPACK:
4197 if not(R_ITEM_BACKPACK in FRulez) or
4198 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4199 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4200 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4201 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4202 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4203 begin
4204 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4205 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4206 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4207 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4208 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4210 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4211 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4212 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4213 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4214 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4215 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4216 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4217 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4219 FRulez := FRulez + [R_ITEM_BACKPACK];
4220 Result := True;
4221 remove := True;
4222 if gFlash = 2 then Inc(FPickup, 5);
4223 end;
4225 ITEM_KEY_RED:
4226 if not(R_KEY_RED in FRulez) then
4227 begin
4228 Include(FRulez, R_KEY_RED);
4229 Result := True;
4230 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4231 if gFlash = 2 then Inc(FPickup, 5);
4232 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4233 end;
4235 ITEM_KEY_GREEN:
4236 if not(R_KEY_GREEN in FRulez) then
4237 begin
4238 Include(FRulez, R_KEY_GREEN);
4239 Result := True;
4240 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4241 if gFlash = 2 then Inc(FPickup, 5);
4242 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4243 end;
4245 ITEM_KEY_BLUE:
4246 if not(R_KEY_BLUE in FRulez) then
4247 begin
4248 Include(FRulez, R_KEY_BLUE);
4249 Result := True;
4250 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4251 if gFlash = 2 then Inc(FPickup, 5);
4252 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4253 end;
4255 ITEM_SUIT:
4256 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4257 begin
4258 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4259 Result := True;
4260 remove := True;
4261 FFireTime := 0;
4262 if gFlash = 2 then Inc(FPickup, 5);
4263 end;
4265 ITEM_OXYGEN:
4266 if FAir < AIR_MAX then
4267 begin
4268 FAir := AIR_MAX;
4269 Result := True;
4270 remove := True;
4271 if gFlash = 2 then Inc(FPickup, 5);
4272 end;
4274 ITEM_MEDKIT_BLACK:
4275 begin
4276 if not (R_BERSERK in FRulez) then
4277 begin
4278 Include(FRulez, R_BERSERK);
4279 if allowBerserkSwitching then
4280 begin
4281 FCurrWeap := WEAPON_KASTET;
4282 //FNetForceWeap := FCurrWeap;
4283 resetWeaponQueue();
4284 FModel.SetWeapon(WEAPON_KASTET);
4285 end;
4286 if gFlash <> 0 then
4287 begin
4288 Inc(FPain, 100);
4289 if gFlash = 2 then Inc(FPickup, 5);
4290 end;
4291 FBerserk := gTime+30000;
4292 Result := True;
4293 remove := True;
4294 FFireTime := 0;
4295 //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
4296 end;
4297 if FHealth < PLAYER_HP_SOFT then
4298 begin
4299 FHealth := PLAYER_HP_SOFT;
4300 FBerserk := gTime+30000;
4301 Result := True;
4302 remove := True;
4303 FFireTime := 0;
4304 end;
4305 end;
4307 ITEM_INVUL:
4308 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4309 begin
4310 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4311 Result := True;
4312 remove := True;
4313 if gFlash = 2 then Inc(FPickup, 5);
4314 end;
4316 ITEM_BOTTLE:
4317 if FHealth < PLAYER_HP_LIMIT then
4318 begin
4319 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4320 Result := True;
4321 remove := True;
4322 FFireTime := 0;
4323 if gFlash = 2 then Inc(FPickup, 5);
4324 end;
4326 ITEM_HELMET:
4327 if FArmor < PLAYER_AP_LIMIT then
4328 begin
4329 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4330 Result := True;
4331 remove := True;
4332 if gFlash = 2 then Inc(FPickup, 5);
4333 end;
4335 ITEM_JETPACK:
4336 if FJetFuel < JET_MAX then
4337 begin
4338 FJetFuel := JET_MAX;
4339 Result := True;
4340 remove := True;
4341 if gFlash = 2 then Inc(FPickup, 5);
4342 end;
4344 ITEM_INVIS:
4345 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4346 begin
4347 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4348 Result := True;
4349 remove := True;
4350 if gFlash = 2 then Inc(FPickup, 5);
4351 end;
4352 end;
4353 end;
4355 procedure TPlayer.Touch();
4356 begin
4357 if not FAlive then
4358 Exit;
4359 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4360 if FIamBot then
4361 begin
4362 // Áðîñèòü ôëàã òîâàðèùó:
4363 if gGameSettings.GameMode = GM_CTF then
4364 DropFlag();
4365 end;
4366 end;
4368 procedure TPlayer.Push(vx, vy: Integer);
4369 begin
4370 if (not FPhysics) and FGhost then
4371 Exit;
4372 FObj.Accel.X := FObj.Accel.X + vx;
4373 FObj.Accel.Y := FObj.Accel.Y + vy;
4374 if g_Game_IsNet and g_Game_IsServer then
4375 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4376 end;
4378 procedure TPlayer.Reset(Force: Boolean);
4379 var
4380 i: Integer;
4381 begin
4382 if Force then
4383 FAlive := False;
4385 FSpawned := False;
4386 FTime[T_RESPAWN] := 0;
4387 FTime[T_FLAGCAP] := 0;
4388 FGodMode := False;
4389 FNoTarget := False;
4390 FNoReload := False;
4391 FFrags := 0;
4392 FLastFrag := 0;
4393 FComboEvnt := -1;
4394 FKills := 0;
4395 FMonsterKills := 0;
4396 FDeath := 0;
4397 FSecrets := 0;
4398 //FCurrFrameIdx := 0;
4399 //FNetForceWeap := FCurrWeap;
4400 FNetForceWeapFIdx := 0;
4401 resetWeaponQueue();
4402 if FNoRespawn then
4403 begin
4404 FSpectator := False;
4405 FGhost := False;
4406 FPhysics := True;
4407 FSpectatePlayer := -1;
4408 FNoRespawn := False;
4409 end;
4410 FLives := gGameSettings.MaxLives;
4412 FBFGFireCounter := -1;
4413 FTime[T_SWITCH] := 0;
4414 for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
4416 SetFlag(FLAG_NONE);
4417 end;
4419 procedure TPlayer.SoftReset();
4420 var
4421 i: Integer;
4422 begin
4423 ReleaseKeys();
4425 FDamageBuffer := 0;
4426 FIncCam := 0;
4427 FBFGFireCounter := -1;
4428 FShellTimer := -1;
4429 FPain := 0;
4430 FLastHit := 0;
4431 FLastFrag := 0;
4432 FComboEvnt := -1;
4433 FNetForceWeapFIdx := 0;
4434 resetWeaponQueue();
4436 FBFGFireCounter := -1;
4437 FTime[T_SWITCH] := 0;
4438 for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
4440 SetFlag(FLAG_NONE);
4441 SetAction(A_STAND, True);
4442 end;
4444 function TPlayer.GetRespawnPoint(): Byte;
4445 var
4446 c: Byte;
4447 begin
4448 Result := 255;
4449 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4451 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4452 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4453 begin
4454 if (Self = gPlayer1) or (Self = gPlayer2) then
4455 begin
4456 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4457 if Self = gPlayer1 then
4458 c := RESPAWNPOINT_PLAYER1
4459 else
4460 c := RESPAWNPOINT_PLAYER2;
4461 if g_Map_GetPointCount(c) > 0 then
4462 begin
4463 Result := c;
4464 Exit;
4465 end;
4467 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4468 if Self = gPlayer1 then
4469 c := RESPAWNPOINT_PLAYER2
4470 else
4471 c := RESPAWNPOINT_PLAYER1;
4472 if g_Map_GetPointCount(c) > 0 then
4473 begin
4474 Result := c;
4475 Exit;
4476 end;
4477 end else
4478 begin
4479 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4480 if Random(2) = 0 then
4481 c := RESPAWNPOINT_PLAYER1
4482 else
4483 c := RESPAWNPOINT_PLAYER2;
4484 if g_Map_GetPointCount(c) > 0 then
4485 begin
4486 Result := c;
4487 Exit;
4488 end;
4489 end;
4491 // Òî÷êà ëþáîé èç êîìàíä
4492 if Random(2) = 0 then
4493 c := RESPAWNPOINT_RED
4494 else
4495 c := RESPAWNPOINT_BLUE;
4496 if g_Map_GetPointCount(c) > 0 then
4497 begin
4498 Result := c;
4499 Exit;
4500 end;
4502 // Òî÷êà DM
4503 c := RESPAWNPOINT_DM;
4504 if g_Map_GetPointCount(c) > 0 then
4505 begin
4506 Result := c;
4507 Exit;
4508 end;
4509 end;
4511 // Ìÿñîïîâàë
4512 if gGameSettings.GameMode = GM_DM then
4513 begin
4514 // Òî÷êà DM
4515 c := RESPAWNPOINT_DM;
4516 if g_Map_GetPointCount(c) > 0 then
4517 begin
4518 Result := c;
4519 Exit;
4520 end;
4522 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4523 if Random(2) = 0 then
4524 c := RESPAWNPOINT_PLAYER1
4525 else
4526 c := RESPAWNPOINT_PLAYER2;
4527 if g_Map_GetPointCount(c) > 0 then
4528 begin
4529 Result := c;
4530 Exit;
4531 end;
4533 // Òî÷êà ëþáîé èç êîìàíä
4534 if Random(2) = 0 then
4535 c := RESPAWNPOINT_RED
4536 else
4537 c := RESPAWNPOINT_BLUE;
4538 if g_Map_GetPointCount(c) > 0 then
4539 begin
4540 Result := c;
4541 Exit;
4542 end;
4543 end;
4545 // Êîìàíäíûå
4546 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4547 begin
4548 // Òî÷êà ñâîåé êîìàíäû
4549 c := RESPAWNPOINT_DM;
4550 if FTeam = TEAM_RED then
4551 c := RESPAWNPOINT_RED;
4552 if FTeam = TEAM_BLUE then
4553 c := RESPAWNPOINT_BLUE;
4554 if g_Map_GetPointCount(c) > 0 then
4555 begin
4556 Result := c;
4557 Exit;
4558 end;
4560 // Òî÷êà DM
4561 c := RESPAWNPOINT_DM;
4562 if g_Map_GetPointCount(c) > 0 then
4563 begin
4564 Result := c;
4565 Exit;
4566 end;
4568 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4569 if Random(2) = 0 then
4570 c := RESPAWNPOINT_PLAYER1
4571 else
4572 c := RESPAWNPOINT_PLAYER2;
4573 if g_Map_GetPointCount(c) > 0 then
4574 begin
4575 Result := c;
4576 Exit;
4577 end;
4579 // Òî÷êà äðóãîé êîìàíäû
4580 c := RESPAWNPOINT_DM;
4581 if FTeam = TEAM_RED then
4582 c := RESPAWNPOINT_BLUE;
4583 if FTeam = TEAM_BLUE then
4584 c := RESPAWNPOINT_RED;
4585 if g_Map_GetPointCount(c) > 0 then
4586 begin
4587 Result := c;
4588 Exit;
4589 end;
4590 end;
4591 end;
4593 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4594 var
4595 RespawnPoint: TRespawnPoint;
4596 a, b, c: Byte;
4597 Anim: TAnimation;
4598 ID: DWORD;
4599 i: Integer;
4600 begin
4601 FIncCam := 0;
4602 FBFGFireCounter := -1;
4603 FShellTimer := -1;
4604 FPain := 0;
4605 FLastHit := 0;
4606 //FNetForceWeap := FCurrWeap;
4607 FNetForceWeapFIdx := 0;
4608 resetWeaponQueue();
4610 FBFGFireCounter := -1;
4611 FTime[T_SWITCH] := 0;
4612 for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
4614 if not g_Game_IsServer then
4615 Exit;
4616 if FDummy then
4617 Exit;
4618 FWantsInGame := True;
4619 FJustTeleported := True;
4620 if Force then
4621 begin
4622 FTime[T_RESPAWN] := 0;
4623 FAlive := False;
4624 end;
4625 FNetTime := 0;
4626 // if server changes MaxLives we gotta be ready
4627 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4629 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4630 if FTime[T_RESPAWN] > gTime then
4631 Exit;
4633 // Ïðîñðàë âñå æèçíè:
4634 if FNoRespawn then
4635 begin
4636 if not FSpectator then Spectate(True);
4637 FWantsInGame := True;
4638 Exit;
4639 end;
4641 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4642 begin // "Ñâîÿ èãðà"
4643 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4644 FRulez := FRulez-[R_BERSERK];
4645 end
4646 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4647 begin
4648 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4649 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4650 end;
4652 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4653 c := GetRespawnPoint();
4655 ReleaseKeys();
4656 SetFlag(FLAG_NONE);
4658 // Âîñêðåøåíèå áåç îðóæèÿ:
4659 if not FAlive then
4660 begin
4661 FHealth := PLAYER_HP_SOFT;
4662 FArmor := 0;
4663 FAlive := True;
4664 FAir := AIR_DEF;
4665 FJetFuel := 0;
4667 for a := WP_FIRST to WP_LAST do
4668 begin
4669 FWeapon[a] := False;
4670 FReloading[a] := 0;
4671 end;
4673 FWeapon[WEAPON_PISTOL] := True;
4674 FWeapon[WEAPON_KASTET] := True;
4675 FCurrWeap := WEAPON_PISTOL;
4676 //FNetForceWeap := FCurrWeap;
4677 FNetForceWeapFIdx := 0;
4678 resetWeaponQueue();
4680 FModel.SetWeapon(FCurrWeap);
4682 for b := A_BULLETS to A_HIGH do
4683 FAmmo[b] := 0;
4685 FAmmo[A_BULLETS] := 50;
4687 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4688 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4689 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4690 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4691 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4693 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4694 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4695 else
4696 FRulez := [];
4697 end;
4699 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4700 if not g_Map_GetPoint(c, RespawnPoint) then
4701 begin
4702 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4703 Exit;
4704 end;
4706 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4707 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4708 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4709 FObj.Vel.X := 0;
4710 FObj.Vel.Y := 0;
4711 FObj.Accel.X := 0;
4712 FObj.Accel.Y := 0;
4714 FDirection := RespawnPoint.Direction;
4715 if FDirection = TDirection.D_LEFT then
4716 FAngle := 180
4717 else
4718 FAngle := 0;
4720 SetAction(A_STAND, True);
4721 FModel.Direction := FDirection;
4723 for a := Low(FTime) to High(FTime) do
4724 FTime[a] := 0;
4726 for a := Low(FMegaRulez) to High(FMegaRulez) do
4727 FMegaRulez[a] := 0;
4729 FDamageBuffer := 0;
4730 FJetpack := False;
4731 FCanJetpack := False;
4732 FFireTime := 0;
4733 FFirePainTime := 0;
4734 FFireAttacker := 0;
4736 // Àíèìàöèÿ âîçðîæäåíèÿ:
4737 if (not gLoadGameMode) and (not Silent) then
4738 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4739 begin
4740 Anim := TAnimation.Create(ID, False, 3);
4741 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4742 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4743 Anim.Free();
4744 end;
4746 FSpectator := False;
4747 FGhost := False;
4748 FPhysics := True;
4749 FSpectatePlayer := -1;
4750 FSpawned := True;
4752 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4753 gPlayer1 := self;
4754 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4755 gPlayer2 := self;
4757 //FNetForceWeap := FCurrWeap;
4759 if g_Game_IsNet then
4760 begin
4761 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4762 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4763 if not Silent then
4764 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4765 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4766 0, NET_GFX_TELE);
4767 end;
4768 end;
4770 procedure TPlayer.Spectate(NoMove: Boolean = False);
4771 begin
4772 if FAlive then
4773 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4774 else if (not NoMove) then
4775 begin
4776 GameX := gMapInfo.Width div 2;
4777 GameY := gMapInfo.Height div 2;
4778 end;
4779 FXTo := GameX;
4780 FYTo := GameY;
4782 FAlive := False;
4783 FSpectator := True;
4784 FGhost := True;
4785 FPhysics := False;
4786 FWantsInGame := False;
4787 FSpawned := False;
4789 if FNoRespawn then
4790 begin
4791 if Self = gPlayer1 then
4792 begin
4793 gLMSPID1 := FUID;
4794 gPlayer1 := nil;
4795 end;
4796 if Self = gPlayer2 then
4797 begin
4798 gLMSPID2 := FUID;
4799 gPlayer2 := nil;
4800 end;
4801 end;
4803 if g_Game_IsNet then
4804 MH_SEND_PlayerStats(FUID);
4805 end;
4807 procedure TPlayer.SwitchNoClip;
4808 begin
4809 if not FAlive then
4810 Exit;
4811 FGhost := not FGhost;
4812 FPhysics := not FGhost;
4813 if FGhost then
4814 begin
4815 FXTo := FObj.X;
4816 FYTo := FObj.Y;
4817 end else
4818 begin
4819 FObj.Accel.X := 0;
4820 FObj.Accel.Y := 0;
4821 end;
4822 end;
4824 procedure TPlayer.Run(Direction: TDirection);
4825 var
4826 a, b: Integer;
4827 begin
4828 if MAX_RUNVEL > 8 then
4829 FlySmoke();
4831 // Áåæèì:
4832 if Direction = TDirection.D_LEFT then
4833 begin
4834 if FObj.Vel.X > -MAX_RUNVEL then
4835 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4836 end
4837 else
4838 if FObj.Vel.X < MAX_RUNVEL then
4839 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4841 // Âîçìîæíî, ïèíàåì êóñêè:
4842 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4843 begin
4844 b := Abs(FObj.Vel.X);
4845 if b > 1 then b := b * (Random(8 div b) + 1);
4846 for a := 0 to High(gGibs) do
4847 begin
4848 if gGibs[a].alive and
4849 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4850 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4851 begin
4852 // Ïèíàåì êóñêè
4853 if FObj.Vel.X < 0 then
4854 begin
4855 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4856 end
4857 else
4858 begin
4859 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4860 end;
4861 gGibs[a].positionChanged(); // this updates spatial accelerators
4862 end;
4863 end;
4864 end;
4866 SetAction(A_WALK);
4867 end;
4869 procedure TPlayer.SeeDown();
4870 begin
4871 SetAction(A_SEEDOWN);
4873 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4875 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4876 end;
4878 procedure TPlayer.SeeUp();
4879 begin
4880 SetAction(A_SEEUP);
4882 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4884 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4885 end;
4887 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4888 var
4889 Prior: Byte;
4890 begin
4891 case Action of
4892 A_WALK: Prior := 3;
4893 A_DIE1: Prior := 5;
4894 A_DIE2: Prior := 5;
4895 A_ATTACK: Prior := 2;
4896 A_SEEUP: Prior := 1;
4897 A_SEEDOWN: Prior := 1;
4898 A_ATTACKUP: Prior := 2;
4899 A_ATTACKDOWN: Prior := 2;
4900 A_PAIN: Prior := 4;
4901 else Prior := 0;
4902 end;
4904 if (Prior > FActionPrior) or Force then
4905 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4906 begin
4907 FActionPrior := Prior;
4908 FActionAnim := Action;
4909 FActionForce := Force;
4910 FActionChanged := True;
4911 end;
4913 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4914 end;
4916 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4917 begin
4918 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4919 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4920 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4921 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4922 end;
4924 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4925 var
4926 Anim: TAnimation;
4927 ID: DWORD;
4928 begin
4929 Result := False;
4931 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4932 begin
4933 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4934 if g_Game_IsServer and g_Game_IsNet then
4935 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4936 Exit;
4937 end;
4939 FJustTeleported := True;
4941 Anim := nil;
4942 if not silent then
4943 begin
4944 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4945 begin
4946 Anim := TAnimation.Create(ID, False, 3);
4947 end;
4949 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4950 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4951 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4952 if g_Game_IsServer and g_Game_IsNet then
4953 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4954 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4955 NET_GFX_TELE);
4956 end;
4958 FObj.X := X-PLAYER_RECT.X;
4959 FObj.Y := Y-PLAYER_RECT.Y;
4960 if FAlive and FGhost then
4961 begin
4962 FXTo := FObj.X;
4963 FYTo := FObj.Y;
4964 end;
4966 if not g_Game_IsNet then
4967 begin
4968 if dir = 1 then
4969 begin
4970 SetDirection(TDirection.D_LEFT);
4971 FAngle := 180;
4972 end
4973 else
4974 if dir = 2 then
4975 begin
4976 SetDirection(TDirection.D_RIGHT);
4977 FAngle := 0;
4978 end
4979 else
4980 if dir = 3 then
4981 begin // îáðàòíîå
4982 if FDirection = TDirection.D_RIGHT then
4983 begin
4984 SetDirection(TDirection.D_LEFT);
4985 FAngle := 180;
4986 end
4987 else
4988 begin
4989 SetDirection(TDirection.D_RIGHT);
4990 FAngle := 0;
4991 end;
4992 end;
4993 end;
4995 if not silent and (Anim <> nil) then
4996 begin
4997 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4998 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4999 Anim.Free();
5001 if g_Game_IsServer and g_Game_IsNet then
5002 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5003 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
5004 NET_GFX_TELE);
5005 end;
5007 Result := True;
5008 end;
5010 function nonz(a: Single): Single;
5011 begin
5012 if a <> 0 then
5013 Result := a
5014 else
5015 Result := 1;
5016 end;
5018 function TPlayer.followCorpse(): Boolean;
5019 var
5020 i: Integer;
5021 begin
5022 Result := False;
5023 if FAlive or FSpectator then
5024 Exit;
5025 if (gCorpses = nil) or (Length(gCorpses) = 0) then
5026 Exit;
5027 for i := 0 to High(gCorpses) do
5028 if gCorpses[i] <> nil then
5029 if gCorpses[i].FPlayerUID = FUID then
5030 begin
5031 Result := True;
5032 FObj.X := gCorpses[i].FObj.X;
5033 FObj.Y := gCorpses[i].FObj.Y;
5034 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
5035 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
5036 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
5037 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
5038 break;
5039 end;
5040 end;
5042 procedure TPlayer.Update();
5043 var
5044 b: Byte;
5045 i, ii, wx, wy, xd, yd, k: Integer;
5046 blockmon, headwater, dospawn: Boolean;
5047 NetServer: Boolean;
5048 AnyServer: Boolean;
5049 SetSpect: Boolean;
5050 begin
5051 //Inc(FCurrFrameIdx);
5053 NetServer := g_Game_IsNet and g_Game_IsServer;
5054 AnyServer := g_Game_IsServer;
5056 if g_Game_IsClient and (NetInterpLevel > 0) then
5057 DoLerp(NetInterpLevel + 1)
5058 else
5059 if FGhost then
5060 DoLerp(4);
5062 if NetServer then
5063 begin
5064 if FClientID >= 0 then
5065 begin
5066 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5067 if NetClients[FClientID].Peer^.packetsSent > 0 then
5068 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5069 else
5070 FLoss := 0;
5071 end else
5072 begin
5073 FPing := 0;
5074 FLoss := 0;
5075 end;
5076 end;
5078 if FAlive and (FPunchAnim <> nil) then
5079 FPunchAnim.Update();
5081 if FAlive and (gFly or FJetpack) then
5082 FlySmoke();
5084 if FDirection = TDirection.D_LEFT then
5085 FAngle := 180
5086 else
5087 FAngle := 0;
5089 if FAlive and (not FGhost) then
5090 begin
5091 if FKeys[KEY_UP].Pressed then
5092 SeeUp();
5093 if FKeys[KEY_DOWN].Pressed then
5094 SeeDown();
5095 end;
5097 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5098 (FIncCam <> 0) then
5099 begin
5100 i := g_basic.Sign(FIncCam);
5101 FIncCam := Abs(FIncCam);
5102 DecMin(FIncCam, 5, 0);
5103 FIncCam := FIncCam*i;
5104 end;
5106 // no need to do that each second frame, weapon queue will take care of it
5107 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed {and AnyServer} then NextWeapon();
5108 if FAlive and FKeys[KEY_PREVWEAPON].Pressed {and AnyServer} then PrevWeapon();
5110 if gTime mod (GAME_TICK*2) <> 0 then
5111 begin
5112 if (FObj.Vel.X = 0) and FAlive then
5113 begin
5114 if FKeys[KEY_LEFT].Pressed then
5115 Run(TDirection.D_LEFT);
5116 if FKeys[KEY_RIGHT].Pressed then
5117 Run(TDirection.D_RIGHT);
5118 end;
5120 if FPhysics then
5121 begin
5122 if not followCorpse() then
5123 g_Obj_Move(@FObj, True, True, True);
5124 positionChanged(); // this updates spatial accelerators
5125 end;
5127 Exit;
5128 end;
5130 FActionChanged := False;
5132 if FAlive then
5133 begin
5134 // Let alive player do some actions
5135 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5136 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5137 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5138 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5139 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5140 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5141 if FKeys[KEY_JUMP].Pressed then Jump()
5142 else
5143 begin
5144 if AnyServer and FJetpack then
5145 begin
5146 FJetpack := False;
5147 JetpackOff;
5148 if NetServer then MH_SEND_PlayerStats(FUID);
5149 end;
5150 FCanJetpack := True;
5151 end;
5152 end
5153 else // Dead
5154 begin
5155 dospawn := False;
5156 if not FGhost then
5157 for k := Low(FKeys) to KEY_CHAT-1 do
5158 begin
5159 if FKeys[k].Pressed then
5160 begin
5161 dospawn := True;
5162 break;
5163 end;
5164 end;
5165 if dospawn then
5166 begin
5167 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5168 Respawn(False)
5169 else // Single
5170 if (FTime[T_RESPAWN] <= gTime) and
5171 gGameOn and (not FAlive) then
5172 begin
5173 if (g_Player_GetCount() > 1) then
5174 Respawn(False)
5175 else
5176 begin
5177 gExit := EXIT_RESTART;
5178 Exit;
5179 end;
5180 end;
5181 end;
5182 // Dead spectator actions
5183 if FGhost then
5184 begin
5185 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5186 if FKeys[KEY_FIRE].Pressed and AnyServer then
5187 begin
5188 if FSpectator then
5189 begin
5190 if (FSpectatePlayer >= High(gPlayers)) then
5191 FSpectatePlayer := -1
5192 else
5193 begin
5194 SetSpect := False;
5195 for I := FSpectatePlayer + 1 to High(gPlayers) do
5196 if gPlayers[I] <> nil then
5197 if gPlayers[I].alive then
5198 if gPlayers[I].UID <> FUID then
5199 begin
5200 FSpectatePlayer := I;
5201 SetSpect := True;
5202 break;
5203 end;
5205 if not SetSpect then FSpectatePlayer := -1;
5206 end;
5208 ReleaseKeys;
5209 end;
5210 end;
5211 end;
5212 end;
5213 // No clipping
5214 if FGhost then
5215 begin
5216 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5217 begin
5218 FYTo := FObj.Y - 32;
5219 FSpectatePlayer := -1;
5220 end;
5221 if FKeys[KEY_DOWN].Pressed then
5222 begin
5223 FYTo := FObj.Y + 32;
5224 FSpectatePlayer := -1;
5225 end;
5226 if FKeys[KEY_LEFT].Pressed then
5227 begin
5228 FXTo := FObj.X - 32;
5229 FSpectatePlayer := -1;
5230 end;
5231 if FKeys[KEY_RIGHT].Pressed then
5232 begin
5233 FXTo := FObj.X + 32;
5234 FSpectatePlayer := -1;
5235 end;
5237 if (FXTo < -64) then
5238 FXTo := -64
5239 else if (FXTo > gMapInfo.Width + 32) then
5240 FXTo := gMapInfo.Width + 32;
5241 if (FYTo < -72) then
5242 FYTo := -72
5243 else if (FYTo > gMapInfo.Height + 32) then
5244 FYTo := gMapInfo.Height + 32;
5245 end;
5247 if FPhysics then
5248 begin
5249 if not followCorpse() then
5250 g_Obj_Move(@FObj, True, True, True);
5251 positionChanged(); // this updates spatial accelerators
5252 end
5253 else
5254 begin
5255 FObj.Vel.X := 0;
5256 FObj.Vel.Y := 0;
5257 if FSpectator then
5258 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5259 if gPlayers[FSpectatePlayer] <> nil then
5260 if gPlayers[FSpectatePlayer].alive then
5261 begin
5262 FXTo := gPlayers[FSpectatePlayer].GameX;
5263 FYTo := gPlayers[FSpectatePlayer].GameY;
5264 end;
5265 end;
5267 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5268 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5269 PANEL_BLOCKMON, True);
5270 headwater := HeadInLiquid(0, 0);
5272 // Ñîïðîòèâëåíèå âîçäóõà:
5273 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5274 if FObj.Vel.X <> 0 then
5275 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5277 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5278 DecMin(FPain, 5, 0);
5279 DecMin(FPickup, 1, 0);
5281 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5282 begin
5283 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5284 FMegaRulez[MR_SUIT] := 0;
5285 FMegaRulez[MR_INVUL] := 0;
5286 FMegaRulez[MR_INVIS] := 0;
5287 Kill(K_FALLKILL, 0, HIT_FALL);
5288 end;
5290 i := 9;
5292 if FAlive then
5293 begin
5294 if FCurrWeap = WEAPON_SAW then
5295 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5296 FSawSoundSelect.IsPlaying()) then
5297 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5299 if FJetpack then
5300 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5301 (not FJetSoundOff.IsPlaying()) then
5302 begin
5303 FJetSoundFly.SetPosition(0);
5304 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5305 end;
5307 for b := WP_FIRST to WP_LAST do
5308 if FReloading[b] > 0 then
5309 if FNoReload then
5310 FReloading[b] := 0
5311 else
5312 Dec(FReloading[b]);
5314 if FShellTimer > -1 then
5315 if FShellTimer = 0 then
5316 begin
5317 if FShellType = SHELL_SHELL then
5318 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5319 GameVelX, GameVelY-2, SHELL_SHELL)
5320 else if FShellType = SHELL_DBLSHELL then
5321 begin
5322 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5323 GameVelX+1, GameVelY-2, SHELL_SHELL);
5324 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5325 GameVelX-1, GameVelY-2, SHELL_SHELL);
5326 end;
5327 FShellTimer := -1;
5328 end else Dec(FShellTimer);
5330 if (FBFGFireCounter > -1) then
5331 if FBFGFireCounter = 0 then
5332 begin
5333 if AnyServer then
5334 begin
5335 wx := FObj.X+WEAPONPOINT[FDirection].X;
5336 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5337 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5338 yd := wy+firediry();
5339 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5340 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5341 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5342 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5343 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5344 end;
5346 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5347 FBFGFireCounter := -1;
5348 end else
5349 if FNoReload then
5350 FBFGFireCounter := 0
5351 else
5352 Dec(FBFGFireCounter);
5354 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5355 begin
5356 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5358 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5359 end;
5361 if (headwater or blockmon) then
5362 begin
5363 Dec(FAir);
5365 if FAir < -9 then
5366 begin
5367 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5368 FAir := 0;
5369 end
5370 else if (FAir mod 31 = 0) and not blockmon then
5371 begin
5372 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5373 if Random(2) = 0 then
5374 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5375 else
5376 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5377 end;
5378 end else if FAir < AIR_DEF then
5379 FAir := AIR_DEF;
5381 if FFireTime > 0 then
5382 begin
5383 if BodyInLiquid(0, 0) then
5384 begin
5385 FFireTime := 0;
5386 FFirePainTime := 0;
5387 end
5388 else if FMegaRulez[MR_SUIT] >= gTime then
5389 begin
5390 if FMegaRulez[MR_SUIT] = gTime then
5391 FFireTime := 1;
5392 FFirePainTime := 0;
5393 end
5394 else
5395 begin
5396 OnFireFlame(1);
5397 if FFirePainTime <= 0 then
5398 begin
5399 if g_Game_IsServer then
5400 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5401 FFirePainTime := 18;
5402 end;
5403 FFirePainTime := FFirePainTime - 1;
5404 FFireTime := FFireTime - 1;
5405 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5406 MH_SEND_PlayerStats(FUID);
5407 end;
5408 end;
5410 if FDamageBuffer > 0 then
5411 begin
5412 if FDamageBuffer >= 9 then
5413 begin
5414 SetAction(A_PAIN);
5416 if FDamageBuffer < 30 then i := 9
5417 else if FDamageBuffer < 100 then i := 18
5418 else i := 27;
5419 end;
5421 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5422 FArmor := FArmor-(FDamageBuffer-ii);
5423 FHealth := FHealth-ii;
5424 if FArmor < 0 then
5425 begin
5426 FHealth := FHealth+FArmor;
5427 FArmor := 0;
5428 end;
5430 if AnyServer then
5431 if FHealth <= 0 then
5432 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5433 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5434 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5436 if FAlive then
5437 begin
5438 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5439 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5440 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5441 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5442 end;
5444 FDamageBuffer := 0;
5445 end;
5447 {CollideItem();}
5448 end; // if FAlive then ...
5450 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5451 begin
5452 FModel.ChangeAnimation(FActionAnim, FActionForce);
5453 FModel.GetCurrentAnimation.MinLength := i;
5454 FModel.GetCurrentAnimationMask.MinLength := i;
5455 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5457 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5458 then SetAction(A_STAND, True);
5460 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5462 for b := Low(FKeys) to High(FKeys) do
5463 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5464 end;
5467 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5468 begin
5469 x := FObj.X+PLAYER_RECT.X;
5470 y := FObj.Y+PLAYER_RECT.Y;
5471 w := PLAYER_RECT.Width;
5472 h := PLAYER_RECT.Height;
5473 end;
5476 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5477 begin
5478 if (dx <> 0) or (dy <> 0) then
5479 begin
5480 FObj.X += dx;
5481 FObj.Y += dy;
5482 positionChanged();
5483 end;
5484 end;
5487 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5488 begin
5489 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5490 FObj.Y+PLAYER_RECT.Y,
5491 PLAYER_RECT.Width,
5492 PLAYER_RECT.Height,
5493 X, Y,
5494 Width, Height);
5495 end;
5497 function TPlayer.Collide(Panel: TPanel): Boolean;
5498 begin
5499 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5500 FObj.Y+PLAYER_RECT.Y,
5501 PLAYER_RECT.Width,
5502 PLAYER_RECT.Height,
5503 Panel.X, Panel.Y,
5504 Panel.Width, Panel.Height);
5505 end;
5507 function TPlayer.Collide(X, Y: Integer): Boolean;
5508 begin
5509 X := X-FObj.X-PLAYER_RECT.X;
5510 Y := Y-FObj.Y-PLAYER_RECT.Y;
5511 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5512 (y >= 0) and (y <= PLAYER_RECT.Height);
5513 end;
5515 function g_Player_ValidName(Name: string): Boolean;
5516 var
5517 a: Integer;
5518 begin
5519 Result := True;
5521 if gPlayers = nil then Exit;
5523 for a := 0 to High(gPlayers) do
5524 if gPlayers[a] <> nil then
5525 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5526 begin
5527 Result := False;
5528 Exit;
5529 end;
5530 end;
5532 procedure TPlayer.SetDirection(Direction: TDirection);
5533 var
5534 d: TDirection;
5535 begin
5536 d := FModel.Direction;
5538 FModel.Direction := Direction;
5539 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5541 FDirection := Direction;
5542 end;
5544 function TPlayer.GetKeys(): Byte;
5545 begin
5546 Result := 0;
5548 if R_KEY_RED in FRulez then Result := KEY_RED;
5549 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5550 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5552 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5553 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5554 end;
5556 procedure TPlayer.Use();
5557 var
5558 a: Integer;
5559 begin
5560 if FTime[T_USE] > gTime then Exit;
5562 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5563 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5565 for a := 0 to High(gPlayers) do
5566 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5567 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5568 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5569 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5570 begin
5571 gPlayers[a].Touch();
5572 if g_Game_IsNet and g_Game_IsServer then
5573 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5574 end;
5576 FTime[T_USE] := gTime+120;
5577 end;
5579 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5580 var
5581 locObj: TObj;
5582 F: Boolean;
5583 WX, WY, XD, YD: Integer;
5584 begin
5585 F := False;
5586 WX := X;
5587 WY := Y;
5588 XD := AX;
5589 YD := AY;
5591 case FCurrWeap of
5592 WEAPON_KASTET:
5593 begin
5594 DoPunch();
5595 if R_BERSERK in FRulez then
5596 begin
5597 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5598 locobj.X := FObj.X+FObj.Rect.X;
5599 locobj.Y := FObj.Y+FObj.Rect.Y;
5600 locobj.rect.X := 0;
5601 locobj.rect.Y := 0;
5602 locobj.rect.Width := 39;
5603 locobj.rect.Height := 52;
5604 locobj.Vel.X := (xd-wx) div 2;
5605 locobj.Vel.Y := (yd-wy) div 2;
5606 locobj.Accel.X := xd-wx;
5607 locobj.Accel.y := yd-wy;
5609 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5610 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5611 else
5612 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5614 if gFlash = 1 then
5615 if FPain < 50 then
5616 FPain := min(FPain + 25, 50);
5617 end else
5618 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5619 end;
5621 WEAPON_SAW:
5622 begin
5623 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5624 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5625 begin
5626 FSawSoundSelect.Stop();
5627 FSawSound.Stop();
5628 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5629 end
5630 else if not FSawSoundHit.IsPlaying() then
5631 begin
5632 FSawSoundSelect.Stop();
5633 FSawSound.PlayAt(FObj.X, FObj.Y);
5634 end;
5635 f := True;
5636 end;
5638 WEAPON_PISTOL:
5639 begin
5640 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5641 FFireAngle := FAngle;
5642 f := True;
5643 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5644 GameVelX, GameVelY-2, SHELL_BULLET);
5645 end;
5647 WEAPON_SHOTGUN1:
5648 begin
5649 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5650 FFireAngle := FAngle;
5651 f := True;
5652 FShellTimer := 10;
5653 FShellType := SHELL_SHELL;
5654 end;
5656 WEAPON_SHOTGUN2:
5657 begin
5658 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5659 FFireAngle := FAngle;
5660 f := True;
5661 FShellTimer := 13;
5662 FShellType := SHELL_DBLSHELL;
5663 end;
5665 WEAPON_CHAINGUN:
5666 begin
5667 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5668 FFireAngle := FAngle;
5669 f := True;
5670 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5671 GameVelX, GameVelY-2, SHELL_BULLET);
5672 end;
5674 WEAPON_ROCKETLAUNCHER:
5675 begin
5676 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5677 FFireAngle := FAngle;
5678 f := True;
5679 end;
5681 WEAPON_PLASMA:
5682 begin
5683 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5684 FFireAngle := FAngle;
5685 f := True;
5686 end;
5688 WEAPON_BFG:
5689 begin
5690 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5691 FFireAngle := FAngle;
5692 f := True;
5693 end;
5695 WEAPON_SUPERPULEMET:
5696 begin
5697 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5698 FFireAngle := FAngle;
5699 f := True;
5700 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5701 GameVelX, GameVelY-2, SHELL_SHELL);
5702 end;
5704 WEAPON_FLAMETHROWER:
5705 begin
5706 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5707 FFireAngle := FAngle;
5708 f := True;
5709 end;
5710 end;
5712 if not f then Exit;
5714 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5715 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5716 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5717 end;
5719 procedure TPlayer.DoLerp(Level: Integer = 2);
5720 begin
5721 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5722 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5723 end;
5725 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5726 var
5727 AX, AY: Integer;
5728 begin
5729 if NetInterpLevel < 1 then
5730 begin
5731 FObj.X := XTo;
5732 FObj.Y := YTo;
5733 end
5734 else
5735 begin
5736 FXTo := XTo;
5737 FYTo := YTo;
5739 AX := Abs(FXTo - FObj.X);
5740 AY := Abs(FYTo - FObj.Y);
5741 if (AX > 32) or (AX <= NetInterpLevel) then
5742 FObj.X := FXTo;
5743 if (AY > 32) or (AY <= NetInterpLevel) then
5744 FObj.Y := FYTo;
5745 end;
5746 end;
5748 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5749 begin
5750 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5751 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5752 PANEL_LIFTUP, False) then Result := -1
5753 else
5754 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5755 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5756 PANEL_LIFTDOWN, False) then Result := 1
5757 else Result := 0;
5758 end;
5760 function TPlayer.GetFlag(Flag: Byte): Boolean;
5761 var
5762 s, ts: String;
5763 evtype: Byte;
5764 begin
5765 Result := False;
5767 if Flag = FLAG_NONE then
5768 Exit;
5770 if not g_Game_IsServer then Exit;
5772 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5773 if (Flag = FTeam) and
5774 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5775 (FFlag <> FLAG_NONE) then
5776 begin
5777 if FFlag = FLAG_RED then
5778 s := _lc[I_PLAYER_FLAG_RED]
5779 else
5780 s := _lc[I_PLAYER_FLAG_BLUE];
5782 evtype := FLAG_STATE_SCORED;
5784 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5785 Insert('.', ts, Length(ts) + 1 - 3);
5786 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5788 g_Map_ResetFlag(FFlag);
5789 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5791 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5793 Result := True;
5794 if g_Game_IsNet then
5795 begin
5796 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5797 MH_SEND_GameStats;
5798 end;
5800 gFlags[FFlag].CaptureTime := 0;
5801 SetFlag(FLAG_NONE);
5802 Exit;
5803 end;
5805 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5806 if (Flag = FTeam) and
5807 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5808 begin
5809 if Flag = FLAG_RED then
5810 s := _lc[I_PLAYER_FLAG_RED]
5811 else
5812 s := _lc[I_PLAYER_FLAG_BLUE];
5814 evtype := FLAG_STATE_RETURNED;
5815 gFlags[Flag].CaptureTime := 0;
5817 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5819 g_Map_ResetFlag(Flag);
5820 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5822 Result := True;
5823 if g_Game_IsNet then
5824 begin
5825 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5826 MH_SEND_GameStats;
5827 end;
5828 Exit;
5829 end;
5831 // Ïîäîáðàë ÷óæîé ôëàã:
5832 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5833 begin
5834 SetFlag(Flag);
5836 if Flag = FLAG_RED then
5837 s := _lc[I_PLAYER_FLAG_RED]
5838 else
5839 s := _lc[I_PLAYER_FLAG_BLUE];
5841 evtype := FLAG_STATE_CAPTURED;
5843 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5845 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5847 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5849 Result := True;
5850 if g_Game_IsNet then
5851 begin
5852 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5853 MH_SEND_GameStats;
5854 end;
5855 end;
5856 end;
5858 procedure TPlayer.SetFlag(Flag: Byte);
5859 begin
5860 FFlag := Flag;
5861 if FModel <> nil then
5862 FModel.SetFlag(FFlag);
5863 end;
5865 function TPlayer.DropFlag(): Boolean;
5866 var
5867 s: String;
5868 begin
5869 Result := False;
5870 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5871 Exit;
5872 FTime[T_FLAGCAP] := gTime + 2000;
5873 with gFlags[FFlag] do
5874 begin
5875 Obj.X := FObj.X;
5876 Obj.Y := FObj.Y;
5877 Direction := FDirection;
5878 State := FLAG_STATE_DROPPED;
5879 Count := FLAG_TIME;
5880 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5881 (FObj.Vel.Y div 2)-2+Random(5));
5882 positionChanged(); // this updates spatial accelerators
5884 if FFlag = FLAG_RED then
5885 s := _lc[I_PLAYER_FLAG_RED]
5886 else
5887 s := _lc[I_PLAYER_FLAG_BLUE];
5889 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5890 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5892 if g_Game_IsNet then
5893 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5894 end;
5895 SetFlag(FLAG_NONE);
5896 Result := True;
5897 end;
5899 procedure TPlayer.GetSecret();
5900 begin
5901 Inc(FSecrets);
5902 end;
5904 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5905 begin
5906 Assert(Key <= High(FKeys));
5908 FKeys[Key].Pressed := True;
5909 FKeys[Key].Time := Time;
5910 end;
5912 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5913 begin
5914 Result := FKeys[K].Pressed;
5915 end;
5917 procedure TPlayer.ReleaseKeys();
5918 var
5919 a: Integer;
5920 begin
5921 for a := Low(FKeys) to High(FKeys) do
5922 begin
5923 FKeys[a].Pressed := False;
5924 FKeys[a].Time := 0;
5925 end;
5926 end;
5928 procedure TPlayer.ReleaseKeysNoWeapon();
5929 var
5930 a: Integer;
5931 begin
5932 for a := Low(FKeys) to High(FKeys) do
5933 begin
5934 if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue;
5935 FKeys[a].Pressed := False;
5936 FKeys[a].Time := 0;
5937 end;
5938 end;
5940 procedure TPlayer.OnDamage(Angle: SmallInt);
5941 begin
5942 end;
5944 function TPlayer.firediry(): Integer;
5945 begin
5946 if FKeys[KEY_UP].Pressed then Result := -42
5947 else if FKeys[KEY_DOWN].Pressed then Result := 19
5948 else Result := 0;
5949 end;
5951 procedure TPlayer.RememberState();
5952 var
5953 i: Integer;
5954 begin
5955 FSavedState.Health := FHealth;
5956 FSavedState.Armor := FArmor;
5957 FSavedState.Air := FAir;
5958 FSavedState.JetFuel := FJetFuel;
5959 FSavedState.CurrWeap := FCurrWeap;
5960 FSavedState.NextWeap := FNextWeap;
5961 FSavedState.NextWeapDelay := FNextWeapDelay;
5963 for i := 0 to 3 do
5964 FSavedState.Ammo[i] := FAmmo[i];
5965 for i := 0 to 3 do
5966 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5968 FSavedState.Rulez := FRulez;
5969 FSavedState.WaitRecall := True;
5970 end;
5972 procedure TPlayer.RecallState();
5973 var
5974 i: Integer;
5975 begin
5976 if not FSavedState.WaitRecall then Exit;
5978 FHealth := FSavedState.Health;
5979 FArmor := FSavedState.Armor;
5980 FAir := FSavedState.Air;
5981 FJetFuel := FSavedState.JetFuel;
5982 FCurrWeap := FSavedState.CurrWeap;
5983 //FNetForceWeap := FCurrWeap;
5984 FNextWeap := FSavedState.NextWeap;
5985 FNextWeapDelay := FSavedState.NextWeapDelay;
5987 for i := 0 to 3 do
5988 FAmmo[i] := FSavedState.Ammo[i];
5989 for i := 0 to 3 do
5990 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5992 FRulez := FSavedState.Rulez;
5993 FSavedState.WaitRecall := False;
5995 if gGameSettings.GameType = GT_SERVER then
5996 MH_SEND_PlayerStats(FUID);
5997 end;
5999 procedure TPlayer.SaveState (st: TStream);
6000 var
6001 i: Integer;
6002 b: Byte;
6003 begin
6004 // Ñèãíàòóðà èãðîêà
6005 utils.writeSign(st, 'PLYR');
6006 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6007 // Áîò èëè ÷åëîâåê
6008 utils.writeBool(st, FIamBot);
6009 // UID èãðîêà
6010 utils.writeInt(st, Word(FUID));
6011 // Èìÿ èãðîêà
6012 utils.writeStr(st, FName);
6013 // Êîìàíäà
6014 utils.writeInt(st, Byte(FTeam));
6015 // Æèâ ëè
6016 utils.writeBool(st, FAlive);
6017 // Èçðàñõîäîâàë ëè âñå æèçíè
6018 utils.writeBool(st, FNoRespawn);
6019 // Íàïðàâëåíèå
6020 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6021 utils.writeInt(st, Byte(b));
6022 // Çäîðîâüå
6023 utils.writeInt(st, LongInt(FHealth));
6024 // Æèçíè
6025 utils.writeInt(st, Byte(FLives));
6026 // Áðîíÿ
6027 utils.writeInt(st, LongInt(FArmor));
6028 // Çàïàñ âîçäóõà
6029 utils.writeInt(st, LongInt(FAir));
6030 // Çàïàñ ãîðþ÷åãî
6031 utils.writeInt(st, LongInt(FJetFuel));
6032 // Áîëü
6033 utils.writeInt(st, LongInt(FPain));
6034 // Óáèë
6035 utils.writeInt(st, LongInt(FKills));
6036 // Óáèë ìîíñòðîâ
6037 utils.writeInt(st, LongInt(FMonsterKills));
6038 // Ôðàãîâ
6039 utils.writeInt(st, LongInt(FFrags));
6040 // Ôðàãîâ ïîäðÿä
6041 utils.writeInt(st, Byte(FFragCombo));
6042 // Âðåìÿ ïîñëåäíåãî ôðàãà
6043 utils.writeInt(st, LongWord(FLastFrag));
6044 // Ñìåðòåé
6045 utils.writeInt(st, LongInt(FDeath));
6046 // Êàêîé ôëàã íåñåò
6047 utils.writeInt(st, Byte(FFlag));
6048 // Íàøåë ñåêðåòîâ
6049 utils.writeInt(st, LongInt(FSecrets));
6050 // Òåêóùåå îðóæèå
6051 utils.writeInt(st, Byte(FCurrWeap));
6052 // Æåëàåìîå îðóæèå
6053 utils.writeInt(st, Word(FNextWeap));
6054 // ...è ïàóçà
6055 utils.writeInt(st, Byte(FNextWeapDelay));
6056 // Âðåìÿ çàðÿäêè BFG
6057 utils.writeInt(st, SmallInt(FBFGFireCounter));
6058 // Áóôåð óðîíà
6059 utils.writeInt(st, LongInt(FDamageBuffer));
6060 // Ïîñëåäíèé óäàðèâøèé
6061 utils.writeInt(st, Word(FLastSpawnerUID));
6062 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6063 utils.writeInt(st, Byte(FLastHit));
6064 // Îáúåêò èãðîêà
6065 Obj_SaveState(st, @FObj);
6066 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6067 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6068 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6069 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6070 // Íàëè÷èå îðóæèÿ
6071 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6072 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6073 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6074 // Íàëè÷èå ðþêçàêà
6075 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6076 // Íàëè÷èå êðàñíîãî êëþ÷à
6077 utils.writeBool(st, (R_KEY_RED in FRulez));
6078 // Íàëè÷èå çåëåíîãî êëþ÷à
6079 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6080 // Íàëè÷èå ñèíåãî êëþ÷à
6081 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6082 // Íàëè÷èå áåðñåðêà
6083 utils.writeBool(st, (R_BERSERK in FRulez));
6084 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6085 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6086 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6087 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6088 // Íàçâàíèå ìîäåëè
6089 utils.writeStr(st, FModel.Name);
6090 // Öâåò ìîäåëè
6091 utils.writeInt(st, Byte(FColor.R));
6092 utils.writeInt(st, Byte(FColor.G));
6093 utils.writeInt(st, Byte(FColor.B));
6094 end;
6097 procedure TPlayer.LoadState (st: TStream);
6098 var
6099 i: Integer;
6100 str: String;
6101 b: Byte;
6102 begin
6103 assert(st <> nil);
6105 // Ñèãíàòóðà èãðîêà
6106 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6107 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6108 // Áîò èëè ÷åëîâåê:
6109 FIamBot := utils.readBool(st);
6110 // UID èãðîêà
6111 FUID := utils.readWord(st);
6112 // Èìÿ èãðîêà
6113 str := utils.readStr(st);
6114 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6115 // Êîìàíäà
6116 FTeam := utils.readByte(st);
6117 // Æèâ ëè
6118 FAlive := utils.readBool(st);
6119 // Èçðàñõîäîâàë ëè âñå æèçíè
6120 FNoRespawn := utils.readBool(st);
6121 // Íàïðàâëåíèå
6122 b := utils.readByte(st);
6123 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6124 // Çäîðîâüå
6125 FHealth := utils.readLongInt(st);
6126 // Æèçíè
6127 FLives := utils.readByte(st);
6128 // Áðîíÿ
6129 FArmor := utils.readLongInt(st);
6130 // Çàïàñ âîçäóõà
6131 FAir := utils.readLongInt(st);
6132 // Çàïàñ ãîðþ÷åãî
6133 FJetFuel := utils.readLongInt(st);
6134 // Áîëü
6135 FPain := utils.readLongInt(st);
6136 // Óáèë
6137 FKills := utils.readLongInt(st);
6138 // Óáèë ìîíñòðîâ
6139 FMonsterKills := utils.readLongInt(st);
6140 // Ôðàãîâ
6141 FFrags := utils.readLongInt(st);
6142 // Ôðàãîâ ïîäðÿä
6143 FFragCombo := utils.readByte(st);
6144 // Âðåìÿ ïîñëåäíåãî ôðàãà
6145 FLastFrag := utils.readLongWord(st);
6146 // Ñìåðòåé
6147 FDeath := utils.readLongInt(st);
6148 // Êàêîé ôëàã íåñåò
6149 FFlag := utils.readByte(st);
6150 // Íàøåë ñåêðåòîâ
6151 FSecrets := utils.readLongInt(st);
6152 // Òåêóùåå îðóæèå
6153 FCurrWeap := utils.readByte(st);
6154 //FNetForceWeap := FCurrWeap;
6155 // Æåëàåìîå îðóæèå
6156 FNextWeap := utils.readWord(st);
6157 // ...è ïàóçà
6158 FNextWeapDelay := utils.readByte(st);
6159 // Âðåìÿ çàðÿäêè BFG
6160 FBFGFireCounter := utils.readSmallInt(st);
6161 // Áóôåð óðîíà
6162 FDamageBuffer := utils.readLongInt(st);
6163 // Ïîñëåäíèé óäàðèâøèé
6164 FLastSpawnerUID := utils.readWord(st);
6165 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6166 FLastHit := utils.readByte(st);
6167 // Îáúåêò èãðîêà
6168 Obj_LoadState(@FObj, st);
6169 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6170 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6171 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6172 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6173 // Íàëè÷èå îðóæèÿ
6174 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6175 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6176 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6177 // Íàëè÷èå ðþêçàêà
6178 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6179 // Íàëè÷èå êðàñíîãî êëþ÷à
6180 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6181 // Íàëè÷èå çåëåíîãî êëþ÷à
6182 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6183 // Íàëè÷èå ñèíåãî êëþ÷à
6184 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6185 // Íàëè÷èå áåðñåðêà
6186 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6187 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6188 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6189 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6190 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6191 // Íàçâàíèå ìîäåëè
6192 str := utils.readStr(st);
6193 // Öâåò ìîäåëè
6194 FColor.R := utils.readByte(st);
6195 FColor.G := utils.readByte(st);
6196 FColor.B := utils.readByte(st);
6197 if (self = gPlayer1) then
6198 begin
6199 str := gPlayer1Settings.Model;
6200 FColor := gPlayer1Settings.Color;
6201 end
6202 else if (self = gPlayer2) then
6203 begin
6204 str := gPlayer2Settings.Model;
6205 FColor := gPlayer2Settings.Color;
6206 end;
6207 // Îáíîâëÿåì ìîäåëü èãðîêà
6208 SetModel(str);
6209 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6210 FModel.Color := TEAMCOLOR[FTeam]
6211 else
6212 FModel.Color := FColor;
6213 end;
6216 procedure TPlayer.AllRulez(Health: Boolean);
6217 var
6218 a: Integer;
6219 begin
6220 if Health then
6221 begin
6222 FHealth := PLAYER_HP_LIMIT;
6223 FArmor := PLAYER_AP_LIMIT;
6224 Exit;
6225 end;
6227 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6228 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6229 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6230 end;
6232 procedure TPlayer.RestoreHealthArmor();
6233 begin
6234 FHealth := PLAYER_HP_LIMIT;
6235 FArmor := PLAYER_AP_LIMIT;
6236 end;
6238 procedure TPlayer.FragCombo();
6239 var
6240 Param: Integer;
6241 begin
6242 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6243 Exit;
6244 if gTime - FLastFrag < FRAG_COMBO_TIME then
6245 begin
6246 if FFragCombo < 5 then
6247 Inc(FFragCombo);
6248 Param := FUID or (FFragCombo shl 16);
6249 if (FComboEvnt >= Low(gDelayedEvents)) and
6250 (FComboEvnt <= High(gDelayedEvents)) and
6251 gDelayedEvents[FComboEvnt].Pending and
6252 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6253 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6254 begin
6255 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6256 gDelayedEvents[FComboEvnt].DENum := Param;
6257 end
6258 else
6259 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6260 end
6261 else
6262 FFragCombo := 1;
6264 FLastFrag := gTime;
6265 end;
6267 procedure TPlayer.GiveItem(ItemType: Byte);
6268 begin
6269 case ItemType of
6270 ITEM_SUIT:
6271 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6272 begin
6273 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6274 end;
6276 ITEM_OXYGEN:
6277 if FAir < AIR_MAX then
6278 begin
6279 FAir := AIR_MAX;
6280 end;
6282 ITEM_MEDKIT_BLACK:
6283 begin
6284 if not (R_BERSERK in FRulez) then
6285 begin
6286 Include(FRulez, R_BERSERK);
6287 if FBFGFireCounter < 1 then
6288 begin
6289 FCurrWeap := WEAPON_KASTET;
6290 //FNetForceWeap := FCurrWeap;
6291 FNetForceWeapFIdx := 0;
6292 resetWeaponQueue();
6293 FModel.SetWeapon(WEAPON_KASTET);
6294 end;
6295 if gFlash <> 0 then
6296 Inc(FPain, 100);
6297 FBerserk := gTime+30000;
6298 end;
6299 if FHealth < PLAYER_HP_SOFT then
6300 begin
6301 FHealth := PLAYER_HP_SOFT;
6302 FBerserk := gTime+30000;
6303 end;
6304 end;
6306 ITEM_INVUL:
6307 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6308 begin
6309 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6310 end;
6312 ITEM_INVIS:
6313 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6314 begin
6315 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6316 end;
6318 ITEM_JETPACK:
6319 if FJetFuel < JET_MAX then
6320 begin
6321 FJetFuel := JET_MAX;
6322 end;
6324 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6325 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6327 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6328 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6330 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6331 ITEM_SPHERE_WHITE:
6332 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6333 begin
6334 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6335 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6336 end;
6338 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6339 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6340 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6341 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6342 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6343 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6344 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6345 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6346 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6348 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6349 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6350 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6351 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6352 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6353 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6354 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6355 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6356 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6358 ITEM_AMMO_BACKPACK:
6359 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6360 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6361 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6362 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6363 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6364 begin
6365 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6366 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6367 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6368 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6369 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6371 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6372 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6373 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6374 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6376 FRulez := FRulez + [R_ITEM_BACKPACK];
6377 end;
6379 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6380 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6381 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6383 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6384 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6386 else
6387 Exit;
6388 end;
6389 if g_Game_IsNet and g_Game_IsServer then
6390 MH_SEND_PlayerStats(FUID);
6391 end;
6393 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6394 var
6395 id, i: DWORD;
6396 Anim: TAnimation;
6397 begin
6398 if (Random(5) = 1) and (Times = 1) then
6399 Exit;
6401 if BodyInLiquid(0, 0) then
6402 begin
6403 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6404 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6405 if Random(2) = 0 then
6406 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6407 else
6408 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6409 Exit;
6410 end;
6412 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6413 begin
6414 for i := 1 to Times do
6415 begin
6416 Anim := TAnimation.Create(id, False, 3);
6417 Anim.Alpha := 150;
6418 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6419 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6420 Anim.Free();
6421 end;
6422 end;
6423 end;
6425 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6426 var
6427 id, i: DWORD;
6428 Anim: TAnimation;
6429 begin
6430 if (Random(10) = 1) and (Times = 1) then
6431 Exit;
6433 if g_Frames_Get(id, 'FRAMES_FLAME') then
6434 begin
6435 for i := 1 to Times do
6436 begin
6437 Anim := TAnimation.Create(id, False, 3);
6438 Anim.Alpha := 0;
6439 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6440 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6441 Anim.Free();
6442 end;
6443 end;
6444 end;
6446 procedure TPlayer.PauseSounds(Enable: Boolean);
6447 begin
6448 FSawSound.Pause(Enable);
6449 FSawSoundIdle.Pause(Enable);
6450 FSawSoundHit.Pause(Enable);
6451 FSawSoundSelect.Pause(Enable);
6452 end;
6454 { T C o r p s e : }
6456 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6457 begin
6458 g_Obj_Init(@FObj);
6459 FObj.X := X;
6460 FObj.Y := Y;
6461 FObj.Rect := PLAYER_CORPSERECT;
6462 FModelName := ModelName;
6463 FMess := aMess;
6465 if FMess then
6466 begin
6467 FState := CORPSE_STATE_MESS;
6468 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6469 end
6470 else
6471 begin
6472 FState := CORPSE_STATE_NORMAL;
6473 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6474 end;
6475 end;
6477 destructor TCorpse.Destroy();
6478 begin
6479 FAnimation.Free();
6481 inherited;
6482 end;
6484 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6486 procedure TCorpse.positionChanged (); inline; begin end;
6488 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6489 begin
6490 if (dx <> 0) or (dy <> 0) then
6491 begin
6492 FObj.X += dx;
6493 FObj.Y += dy;
6494 positionChanged();
6495 end;
6496 end;
6499 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6500 begin
6501 x := FObj.X+PLAYER_CORPSERECT.X;
6502 y := FObj.Y+PLAYER_CORPSERECT.Y;
6503 w := PLAYER_CORPSERECT.Width;
6504 h := PLAYER_CORPSERECT.Height;
6505 end;
6508 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6509 var
6510 pm: TPlayerModel;
6511 Blood: TModelBlood;
6512 begin
6513 if FState = CORPSE_STATE_REMOVEME then
6514 Exit;
6516 FDamage := FDamage + Value;
6518 if FDamage > 150 then
6519 begin
6520 if FAnimation <> nil then
6521 begin
6522 FAnimation.Free();
6523 FAnimation := nil;
6525 FState := CORPSE_STATE_REMOVEME;
6527 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6528 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6529 FModelName, FColor);
6530 // Çâóê ìÿñà îò òðóïà:
6531 pm := g_PlayerModel_Get(FModelName);
6532 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6533 pm.Free;
6535 // Çëîâåùèé ñìåõ:
6536 if (gBodyKillEvent <> -1)
6537 and gDelayedEvents[gBodyKillEvent].Pending then
6538 gDelayedEvents[gBodyKillEvent].Pending := False;
6539 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6540 end;
6541 end
6542 else
6543 begin
6544 Blood := g_PlayerModel_GetBlood(FModelName);
6545 FObj.Vel.X := FObj.Vel.X + vx;
6546 FObj.Vel.Y := FObj.Vel.Y + vy;
6547 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6548 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6549 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6550 Blood.R, Blood.G, Blood.B, Blood.Kind);
6551 end;
6552 end;
6554 procedure TCorpse.Draw();
6555 begin
6556 if FState = CORPSE_STATE_REMOVEME then
6557 Exit;
6559 if FAnimation <> nil then
6560 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6562 if FAnimationMask <> nil then
6563 begin
6564 e_Colors := FColor;
6565 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6566 e_Colors.R := 255;
6567 e_Colors.G := 255;
6568 e_Colors.B := 255;
6569 end;
6570 end;
6572 procedure TCorpse.Update();
6573 var
6574 st: Word;
6575 begin
6576 if FState = CORPSE_STATE_REMOVEME then
6577 Exit;
6579 if gTime mod (GAME_TICK*2) <> 0 then
6580 begin
6581 g_Obj_Move(@FObj, True, True, True);
6582 positionChanged(); // this updates spatial accelerators
6583 Exit;
6584 end;
6586 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6587 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6589 st := g_Obj_Move(@FObj, True, True, True);
6590 positionChanged(); // this updates spatial accelerators
6592 if WordBool(st and MOVE_FALLOUT) then
6593 begin
6594 FState := CORPSE_STATE_REMOVEME;
6595 Exit;
6596 end;
6598 if FAnimation <> nil then
6599 FAnimation.Update();
6600 if FAnimationMask <> nil then
6601 FAnimationMask.Update();
6602 end;
6605 procedure TCorpse.SaveState (st: TStream);
6606 var
6607 anim: Boolean;
6608 begin
6609 assert(st <> nil);
6611 // Ñèãíàòóðà òðóïà
6612 utils.writeSign(st, 'CORP');
6613 utils.writeInt(st, Byte(0));
6614 // Ñîñòîÿíèå
6615 utils.writeInt(st, Byte(FState));
6616 // Íàêîïëåííûé óðîí
6617 utils.writeInt(st, Byte(FDamage));
6618 // Öâåò
6619 utils.writeInt(st, Byte(FColor.R));
6620 utils.writeInt(st, Byte(FColor.G));
6621 utils.writeInt(st, Byte(FColor.B));
6622 // Îáúåêò òðóïà
6623 Obj_SaveState(st, @FObj);
6624 utils.writeInt(st, Word(FPlayerUID));
6625 // Åñòü ëè àíèìàöèÿ
6626 anim := (FAnimation <> nil);
6627 utils.writeBool(st, anim);
6628 // Åñëè åñòü - ñîõðàíÿåì
6629 if anim then FAnimation.SaveState(st);
6630 // Åñòü ëè ìàñêà àíèìàöèè
6631 anim := (FAnimationMask <> nil);
6632 utils.writeBool(st, anim);
6633 // Åñëè åñòü - ñîõðàíÿåì
6634 if anim then FAnimationMask.SaveState(st);
6635 end;
6638 procedure TCorpse.LoadState (st: TStream);
6639 var
6640 anim: Boolean;
6641 begin
6642 assert(st <> nil);
6644 // Ñèãíàòóðà òðóïà
6645 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6646 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6647 // Ñîñòîÿíèå
6648 FState := utils.readByte(st);
6649 // Íàêîïëåííûé óðîí
6650 FDamage := utils.readByte(st);
6651 // Öâåò
6652 FColor.R := utils.readByte(st);
6653 FColor.G := utils.readByte(st);
6654 FColor.B := utils.readByte(st);
6655 // Îáúåêò òðóïà
6656 Obj_LoadState(@FObj, st);
6657 FPlayerUID := utils.readWord(st);
6658 // Åñòü ëè àíèìàöèÿ
6659 anim := utils.readBool(st);
6660 // Åñëè åñòü - çàãðóæàåì
6661 if anim then
6662 begin
6663 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6664 FAnimation.LoadState(st);
6665 end;
6666 // Åñòü ëè ìàñêà àíèìàöèè
6667 anim := utils.readBool(st);
6668 // Åñëè åñòü - çàãðóæàåì
6669 if anim then
6670 begin
6671 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6672 FAnimationMask.LoadState(st);
6673 end;
6674 end;
6676 { T B o t : }
6678 constructor TBot.Create();
6679 var
6680 a: Integer;
6681 begin
6682 inherited Create();
6684 FPhysics := True;
6685 FSpectator := False;
6686 FGhost := False;
6688 FIamBot := True;
6690 Inc(gNumBots);
6692 for a := WP_FIRST to WP_LAST do
6693 begin
6694 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6695 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6696 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6697 end;
6698 end;
6700 destructor TBot.Destroy();
6701 begin
6702 Dec(gNumBots);
6703 inherited Destroy();
6704 end;
6706 procedure TBot.Draw();
6707 begin
6708 inherited Draw();
6710 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6711 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6712 end;
6714 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6715 begin
6716 inherited Respawn(Silent, Force);
6718 FAIFlags := nil;
6719 FSelectedWeapon := FCurrWeap;
6720 FNetForceWeapFIdx := 0;
6721 resetWeaponQueue();
6722 FTargetUID := 0;
6723 end;
6725 procedure TBot.UpdateCombat();
6726 type
6727 TTarget = record
6728 UID: Word;
6729 X, Y: Integer;
6730 Rect: TRectWH;
6731 cX, cY: Integer;
6732 Dist: Word;
6733 Line: Boolean;
6734 Visible: Boolean;
6735 IsPlayer: Boolean;
6736 end;
6738 TTargetRecord = array of TTarget;
6740 function Compare(a, b: TTarget): Integer;
6741 begin
6742 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6743 Result := -1
6744 else
6745 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6746 Result := 1
6747 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6748 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6749 begin
6750 if a.Dist > b.Dist then // B áëèæå
6751 Result := 1
6752 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6753 Result := -1;
6754 end
6755 else // Ñòðàííî -> A
6756 Result := -1;
6757 end;
6759 var
6760 a, x1, y1, x2, y2: Integer;
6761 targets: TTargetRecord;
6762 ammo: Word;
6763 Target, BestTarget: TTarget;
6764 firew, fireh: Integer;
6765 angle: SmallInt;
6766 mon: TMonster;
6767 pla, tpla: TPlayer;
6768 vsPlayer, vsMonster, ok: Boolean;
6771 function monsUpdate (mon: TMonster): Boolean;
6772 begin
6773 result := false; // don't stop
6774 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6775 begin
6776 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6778 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6779 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6781 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6782 if g_TraceVector(x1, y1, x2, y2) then
6783 begin
6784 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6785 SetLength(targets, Length(targets)+1);
6786 with targets[High(targets)] do
6787 begin
6788 UID := mon.UID;
6789 X := mon.Obj.X;
6790 Y := mon.Obj.Y;
6791 cX := x2;
6792 cY := y2;
6793 Rect := mon.Obj.Rect;
6794 Dist := g_PatchLength(x1, y1, x2, y2);
6795 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6796 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6797 Visible := True;
6798 IsPlayer := False;
6799 end;
6800 end;
6801 end;
6802 end;
6804 begin
6805 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6806 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6808 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6809 if FCurrWeap <> FSelectedWeapon then
6810 NextWeapon();
6812 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6813 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6814 begin
6815 RemoveAIFlag('NEEDFIRE');
6817 case FCurrWeap of
6818 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6819 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6820 else PressKey(KEY_FIRE);
6821 end;
6822 end;
6824 // Êîîðäèíàòû ñòâîëà:
6825 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6826 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6828 Target.UID := FTargetUID;
6830 ok := False;
6831 if Target.UID <> 0 then
6832 begin // Öåëü åñòü - íàñòðàèâàåì
6833 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6834 vsPlayer then
6835 begin // Èãðîê
6836 tpla := g_Player_Get(Target.UID);
6837 if tpla <> nil then
6838 with tpla do
6839 begin
6840 if (@FObj) <> nil then
6841 begin
6842 Target.X := FObj.X;
6843 Target.Y := FObj.Y;
6844 end;
6845 end;
6847 Target.cX := Target.X + PLAYER_RECT_CX;
6848 Target.cY := Target.Y + PLAYER_RECT_CY;
6849 Target.Rect := PLAYER_RECT;
6850 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6851 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6852 (y1-4 > Target.Y+PLAYER_RECT.Y);
6853 Target.IsPlayer := True;
6854 ok := True;
6855 end
6856 else
6857 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6858 vsMonster then
6859 begin // Ìîíñòð
6860 mon := g_Monsters_ByUID(Target.UID);
6861 if mon <> nil then
6862 begin
6863 Target.X := mon.Obj.X;
6864 Target.Y := mon.Obj.Y;
6866 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6867 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6868 Target.Rect := mon.Obj.Rect;
6869 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6870 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6871 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6872 Target.IsPlayer := False;
6873 ok := True;
6874 end;
6875 end;
6876 end;
6878 if not ok then
6879 begin // Öåëè íåò - îáíóëÿåì
6880 Target.X := 0;
6881 Target.Y := 0;
6882 Target.cX := 0;
6883 Target.cY := 0;
6884 Target.Visible := False;
6885 Target.Line := False;
6886 Target.IsPlayer := False;
6887 end;
6889 targets := nil;
6891 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6892 if (not Target.Line) or (not Target.Visible) then
6893 begin
6894 // Èãðîêè:
6895 if vsPlayer then
6896 for a := 0 to High(gPlayers) do
6897 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6898 (gPlayers[a].FUID <> FUID) and
6899 (not SameTeam(FUID, gPlayers[a].FUID)) and
6900 (not gPlayers[a].NoTarget) and
6901 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6902 begin
6903 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6904 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6905 Continue;
6907 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6908 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6910 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6911 if g_TraceVector(x1, y1, x2, y2) then
6912 begin
6913 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6914 SetLength(targets, Length(targets)+1);
6915 with targets[High(targets)] do
6916 begin
6917 UID := gPlayers[a].FUID;
6918 X := gPlayers[a].FObj.X;
6919 Y := gPlayers[a].FObj.Y;
6920 cX := x2;
6921 cY := y2;
6922 Rect := PLAYER_RECT;
6923 Dist := g_PatchLength(x1, y1, x2, y2);
6924 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6925 (y1-4 > Target.Y+PLAYER_RECT.Y);
6926 Visible := True;
6927 IsPlayer := True;
6928 end;
6929 end;
6930 end;
6932 // Ìîíñòðû:
6933 if vsMonster then g_Mons_ForEach(monsUpdate);
6934 end;
6936 // Åñëè åñòü âîçìîæíûå öåëè:
6937 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6938 if targets <> nil then
6939 begin
6940 // Âûáèðàåì íàèëó÷øóþ öåëü:
6941 BestTarget := targets[0];
6942 if Length(targets) > 1 then
6943 for a := 1 to High(targets) do
6944 if Compare(BestTarget, targets[a]) = 1 then
6945 BestTarget := targets[a];
6947 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6948 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6949 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6950 begin
6951 Target := BestTarget;
6953 if (Healthy() = 3) or ((Healthy() = 2)) then
6954 begin // Åñëè çäîðîâû - äîãîíÿåì
6955 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6956 SetAIFlag('GORIGHT', '1');
6957 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6958 SetAIFlag('GOLEFT', '1');
6959 end
6960 else
6961 begin // Åñëè ïîáèòû - óáåãàåì
6962 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6963 SetAIFlag('GORIGHT', '1');
6964 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6965 SetAIFlag('GOLEFT', '1');
6966 end;
6968 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6969 SelectWeapon(Abs(x1-Target.cX));
6970 end;
6971 end;
6973 // Åñëè åñòü öåëü:
6974 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6975 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6976 if Target.UID <> 0 then
6977 begin
6978 if not TargetOnScreen(Target.X + Target.Rect.X,
6979 Target.Y + Target.Rect.Y) then
6980 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6981 if (Healthy() = 3) or ((Healthy() = 2)) then
6982 begin // Åñëè çäîðîâû - äîãîíÿåì
6983 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6984 SetAIFlag('GORIGHT', '1');
6985 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6986 SetAIFlag('GOLEFT', '1');
6987 end
6988 else
6989 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6990 Target.UID := 0;
6991 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6992 SetAIFlag('GORIGHT', '1');
6993 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6994 SetAIFlag('GOLEFT', '1');
6995 end;
6996 end
6997 else
6998 begin // Öåëü ïîêà íà "ýêðàíå"
6999 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7000 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
7001 FLastVisible := gTime;
7002 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7003 if (Abs(FObj.Y-Target.Y) <= 128) then
7004 begin
7005 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7006 SetAIFlag('GORIGHT', '1');
7007 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7008 SetAIFlag('GOLEFT', '1');
7009 end;
7010 end;
7012 // Âûáèðàåì óãîë ââåðõ:
7013 if FDirection = TDirection.D_LEFT then
7014 angle := ANGLE_LEFTUP
7015 else
7016 angle := ANGLE_RIGHTUP;
7018 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7019 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7021 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7022 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7023 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7024 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7025 Target.Rect.Width, Target.Rect.Height) and
7026 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7027 begin // òî íóæíî ñòðåëÿòü ââåðõ
7028 SetAIFlag('NEEDFIRE', '1');
7029 SetAIFlag('NEEDSEEUP', '1');
7030 end;
7032 // Âûáèðàåì óãîë âíèç:
7033 if FDirection = TDirection.D_LEFT then
7034 angle := ANGLE_LEFTDOWN
7035 else
7036 angle := ANGLE_RIGHTDOWN;
7038 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7039 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7041 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7042 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7043 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7044 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7045 Target.Rect.Width, Target.Rect.Height) and
7046 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7047 begin // òî íóæíî ñòðåëÿòü âíèç
7048 SetAIFlag('NEEDFIRE', '1');
7049 SetAIFlag('NEEDSEEDOWN', '1');
7050 end;
7052 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7053 if Target.Visible and
7054 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7055 (y1-4 > Target.Y+Target.Rect.Y) then
7056 begin
7057 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7058 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7059 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7060 begin // òî íóæíî ñòðåëÿòü âïåðåä
7061 SetAIFlag('NEEDFIRE', '1');
7062 SetAIFlag('NEEDSEEDOWN', '');
7063 SetAIFlag('NEEDSEEUP', '');
7064 end;
7065 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7066 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7067 if GetRnd(FDifficult.CloseJump) then
7068 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7069 if Abs(FObj.X-Target.X) < 128 then
7070 a := 4
7071 else
7072 a := 30;
7073 if Random(a) = 0 then
7074 SetAIFlag('NEEDJUMP', '1');
7075 end;
7076 end;
7078 // Åñëè öåëü âñå åùå åñòü:
7079 if Target.UID <> 0 then
7080 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7081 Target.UID := 0 // òî çàáûòü öåëü
7082 else // Åñëè âèäåëè íåäàâíî
7083 begin // íî öåëü óáèëè
7084 if Target.IsPlayer then
7085 begin // Öåëü - èãðîê
7086 pla := g_Player_Get(Target.UID);
7087 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7088 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7089 Target.UID := 0; // òî çàáûòü öåëü
7090 end
7091 else
7092 begin // Öåëü - ìîíñòð
7093 mon := g_Monsters_ByUID(Target.UID);
7094 if (mon = nil) or (not mon.alive) then
7095 Target.UID := 0; // òî çàáûòü öåëü
7096 end;
7097 end;
7098 end; // if Target.UID <> 0
7100 FTargetUID := Target.UID;
7102 // Åñëè âîçìîæíûõ öåëåé íåò:
7103 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7104 if targets = nil then
7105 if GetAIFlag('ATTACKLEFT') <> '' then
7106 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7107 RemoveAIFlag('ATTACKLEFT');
7109 SetAIFlag('NEEDJUMP', '1');
7111 if RunDirection() = TDirection.D_RIGHT then
7112 begin // Èäåì íå â òó ñòîðîíó
7113 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7114 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7115 SetAIFlag('NEEDFIRE', '1');
7116 SetAIFlag('GOLEFT', '1');
7117 end;
7118 end
7119 else
7120 begin // Èäåì â íóæíóþ ñòîðîíó
7121 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7122 SetAIFlag('NEEDFIRE', '1');
7123 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7124 SetAIFlag('GORIGHT', '1');
7125 end;
7126 end
7127 else
7128 if GetAIFlag('ATTACKRIGHT') <> '' then
7129 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7130 RemoveAIFlag('ATTACKRIGHT');
7132 SetAIFlag('NEEDJUMP', '1');
7134 if RunDirection() = TDirection.D_LEFT then
7135 begin // Èäåì íå â òó ñòîðîíó
7136 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7137 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7138 SetAIFlag('NEEDFIRE', '1');
7139 SetAIFlag('GORIGHT', '1');
7140 end;
7141 end
7142 else
7143 begin
7144 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7145 SetAIFlag('NEEDFIRE', '1');
7146 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7147 SetAIFlag('GOLEFT', '1');
7148 end;
7149 end;
7151 //HACK! (does it belong there?)
7152 RealizeCurrentWeapon();
7154 // Åñëè åñòü âîçìîæíûå öåëè:
7155 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7156 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7157 for a := 0 to High(targets) do
7158 begin
7159 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7160 if GetRnd(FDifficult.DiagFire) then
7161 begin
7162 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7163 if FDirection = TDirection.D_LEFT then
7164 angle := ANGLE_LEFTUP
7165 else
7166 angle := ANGLE_RIGHTUP;
7168 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7169 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7171 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7172 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7173 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7174 targets[a].Rect.Width, targets[a].Rect.Height) and
7175 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7176 begin
7177 SetAIFlag('NEEDFIRE', '1');
7178 SetAIFlag('NEEDSEEUP', '1');
7179 end;
7181 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7182 if FDirection = TDirection.D_LEFT then
7183 angle := ANGLE_LEFTDOWN
7184 else
7185 angle := ANGLE_RIGHTDOWN;
7187 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7188 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7190 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7191 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7192 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7193 targets[a].Rect.Width, targets[a].Rect.Height) and
7194 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7195 begin
7196 SetAIFlag('NEEDFIRE', '1');
7197 SetAIFlag('NEEDSEEDOWN', '1');
7198 end;
7199 end;
7201 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7202 if targets[a].Line and targets[a].Visible and
7203 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7204 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7205 begin
7206 SetAIFlag('NEEDFIRE', '1');
7207 Break;
7208 end;
7209 end;
7211 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7212 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7213 PLAYER_RECT.Width, PLAYER_RECT.Height,
7214 40+GetInterval(FDifficult.Cover, 40)) then
7215 SetAIFlag('NEEDJUMP', '1');
7217 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7218 ammo := GetAmmoByWeapon(FCurrWeap);
7219 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7220 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7221 (ammo = 0) then
7222 SetAIFlag('SELECTWEAPON', '1');
7224 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7225 if GetAIFlag('SELECTWEAPON') = '1' then
7226 begin
7227 SelectWeapon(-1);
7228 RemoveAIFlag('SELECTWEAPON');
7229 end;
7230 end;
7232 procedure TBot.Update();
7233 var
7234 EnableAI: Boolean;
7235 begin
7236 if not FAlive then
7237 begin // Respawn
7238 ReleaseKeys();
7239 PressKey(KEY_UP);
7240 end
7241 else
7242 begin
7243 EnableAI := True;
7245 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7246 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7247 EnableAI := False;
7248 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7249 EnableAI := False;
7250 if g_debug_BotAIOff = 3 then
7251 EnableAI := False;
7253 if EnableAI then
7254 begin
7255 UpdateMove();
7256 UpdateCombat();
7257 end
7258 else
7259 begin
7260 RealizeCurrentWeapon();
7261 end;
7262 end;
7264 inherited Update();
7265 end;
7267 procedure TBot.ReleaseKey(Key: Byte);
7268 begin
7269 with FKeys[Key] do
7270 begin
7271 Pressed := False;
7272 Time := 0;
7273 end;
7274 end;
7276 function TBot.KeyPressed(Key: Word): Boolean;
7277 begin
7278 Result := FKeys[Key].Pressed;
7279 end;
7281 function TBot.GetAIFlag(aName: String20): String20;
7282 var
7283 a: Integer;
7284 begin
7285 Result := '';
7287 aName := LowerCase(aName);
7289 if FAIFlags <> nil then
7290 for a := 0 to High(FAIFlags) do
7291 if LowerCase(FAIFlags[a].Name) = aName then
7292 begin
7293 Result := FAIFlags[a].Value;
7294 Break;
7295 end;
7296 end;
7298 procedure TBot.RemoveAIFlag(aName: String20);
7299 var
7300 a, b: Integer;
7301 begin
7302 if FAIFlags = nil then Exit;
7304 aName := LowerCase(aName);
7306 for a := 0 to High(FAIFlags) do
7307 if LowerCase(FAIFlags[a].Name) = aName then
7308 begin
7309 if a <> High(FAIFlags) then
7310 for b := a to High(FAIFlags)-1 do
7311 FAIFlags[b] := FAIFlags[b+1];
7313 SetLength(FAIFlags, Length(FAIFlags)-1);
7314 Break;
7315 end;
7316 end;
7318 procedure TBot.SetAIFlag(aName, fValue: String20);
7319 var
7320 a: Integer;
7321 ok: Boolean;
7322 begin
7323 a := 0;
7324 ok := False;
7326 aName := LowerCase(aName);
7328 if FAIFlags <> nil then
7329 for a := 0 to High(FAIFlags) do
7330 if LowerCase(FAIFlags[a].Name) = aName then
7331 begin
7332 ok := True;
7333 Break;
7334 end;
7336 if ok then FAIFlags[a].Value := fValue
7337 else
7338 begin
7339 SetLength(FAIFlags, Length(FAIFlags)+1);
7340 with FAIFlags[High(FAIFlags)] do
7341 begin
7342 Name := aName;
7343 Value := fValue;
7344 end;
7345 end;
7346 end;
7348 procedure TBot.UpdateMove;
7350 procedure GoLeft(Time: Word = 1);
7351 begin
7352 ReleaseKey(KEY_LEFT);
7353 ReleaseKey(KEY_RIGHT);
7354 PressKey(KEY_LEFT, Time);
7355 SetDirection(TDirection.D_LEFT);
7356 end;
7358 procedure GoRight(Time: Word = 1);
7359 begin
7360 ReleaseKey(KEY_LEFT);
7361 ReleaseKey(KEY_RIGHT);
7362 PressKey(KEY_RIGHT, Time);
7363 SetDirection(TDirection.D_RIGHT);
7364 end;
7366 function Rnd(a: Word): Boolean;
7367 begin
7368 Result := Random(a) = 0;
7369 end;
7371 procedure Turn(Time: Word = 1200);
7372 begin
7373 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7374 end;
7376 procedure Stop();
7377 begin
7378 ReleaseKey(KEY_LEFT);
7379 ReleaseKey(KEY_RIGHT);
7380 end;
7382 function CanRunLeft(): Boolean;
7383 begin
7384 Result := not CollideLevel(-1, 0);
7385 end;
7387 function CanRunRight(): Boolean;
7388 begin
7389 Result := not CollideLevel(1, 0);
7390 end;
7392 function CanRun(): Boolean;
7393 begin
7394 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7395 end;
7397 procedure Jump(Time: Word = 30);
7398 begin
7399 PressKey(KEY_JUMP, Time);
7400 end;
7402 function NearHole(): Boolean;
7403 var
7404 x, sx: Integer;
7405 begin
7406 { TODO 5 : Ëåñòíèöû }
7407 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7408 for x := 1 to PLAYER_RECT.Width do
7409 if (not StayOnStep(x*sx, 0)) and
7410 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7411 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7412 begin
7413 Result := True;
7414 Exit;
7415 end;
7417 Result := False;
7418 end;
7420 function BorderHole(): Boolean;
7421 var
7422 x, sx, xx: Integer;
7423 begin
7424 { TODO 5 : Ëåñòíèöû }
7425 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7426 for x := 1 to PLAYER_RECT.Width do
7427 if (not StayOnStep(x*sx, 0)) and
7428 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7429 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7430 begin
7431 for xx := x to x+32 do
7432 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7433 begin
7434 Result := True;
7435 Exit;
7436 end;
7437 end;
7439 Result := False;
7440 end;
7442 function NearDeepHole(): Boolean;
7443 var
7444 x, sx, y: Integer;
7445 begin
7446 Result := False;
7448 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7449 y := 3;
7451 for x := 1 to PLAYER_RECT.Width do
7452 if (not StayOnStep(x*sx, 0)) and
7453 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7454 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7455 begin
7456 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7457 begin
7458 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7459 y := y+1;
7460 end;
7462 Result := True;
7463 end else Result := False;
7464 end;
7466 function OverDeepHole(): Boolean;
7467 var
7468 y: Integer;
7469 begin
7470 Result := False;
7472 y := 1;
7473 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7474 begin
7475 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7476 y := y+1;
7477 end;
7479 Result := True;
7480 end;
7482 function OnGround(): Boolean;
7483 begin
7484 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7485 end;
7487 function OnLadder(): Boolean;
7488 begin
7489 Result := FullInStep(0, 0);
7490 end;
7492 function BelowLadder(): Boolean;
7493 begin
7494 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7495 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7496 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7497 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7498 end;
7500 function BelowLiftUp(): Boolean;
7501 begin
7502 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7503 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7504 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7505 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7506 end;
7508 function OnTopLift(): Boolean;
7509 begin
7510 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7511 end;
7513 function CanJumpOver(): Boolean;
7514 var
7515 sx, y: Integer;
7516 begin
7517 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7519 Result := False;
7521 if not CollideLevel(sx, 0) then Exit;
7523 for y := 1 to BOT_MAXJUMP do
7524 if CollideLevel(0, -y) then Exit else
7525 if not CollideLevel(sx, -y) then
7526 begin
7527 Result := True;
7528 Exit;
7529 end;
7530 end;
7532 function CanJumpUp(Dist: ShortInt): Boolean;
7533 var
7534 y, yy: Integer;
7535 c: Boolean;
7536 begin
7537 Result := False;
7539 if CollideLevel(Dist, 0) then Exit;
7541 c := False;
7542 for y := 0 to BOT_MAXJUMP do
7543 if CollideLevel(Dist, -y) then
7544 begin
7545 c := True;
7546 Break;
7547 end;
7549 if not c then Exit;
7551 c := False;
7552 for yy := y+1 to BOT_MAXJUMP do
7553 if not CollideLevel(Dist, -yy) then
7554 begin
7555 c := True;
7556 Break;
7557 end;
7559 if not c then Exit;
7561 c := False;
7562 for y := 0 to BOT_MAXJUMP do
7563 if CollideLevel(0, -y) then
7564 begin
7565 c := True;
7566 Break;
7567 end;
7569 if c then Exit;
7571 if y < yy then Exit;
7573 Result := True;
7574 end;
7576 function IsSafeTrigger(): Boolean;
7577 var
7578 a: Integer;
7579 begin
7580 Result := True;
7581 if gTriggers = nil then
7582 Exit;
7583 for a := 0 to High(gTriggers) do
7584 if Collide(gTriggers[a].X,
7585 gTriggers[a].Y,
7586 gTriggers[a].Width,
7587 gTriggers[a].Height) and
7588 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7589 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7590 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7591 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7592 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7593 Result := False;
7594 end;
7596 begin
7597 // Âîçìîæíî, íàæèìàåì êíîïêó:
7598 if Rnd(16) and IsSafeTrigger() then
7599 PressKey(KEY_OPEN);
7601 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7602 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7603 begin
7604 ReleaseKey(KEY_LEFT);
7605 ReleaseKey(KEY_RIGHT);
7606 Jump();
7607 end;
7609 // Èäåì âëåâî, åñëè íàäî áûëî:
7610 if GetAIFlag('GOLEFT') <> '' then
7611 begin
7612 RemoveAIFlag('GOLEFT');
7613 if CanRunLeft() then
7614 GoLeft(360);
7615 end;
7617 // Èäåì âïðàâî, åñëè íàäî áûëî:
7618 if GetAIFlag('GORIGHT') <> '' then
7619 begin
7620 RemoveAIFlag('GORIGHT');
7621 if CanRunRight() then
7622 GoRight(360);
7623 end;
7625 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7626 if FObj.X < -32 then
7627 GoRight(360)
7628 else
7629 if FObj.X+32 > gMapInfo.Width then
7630 GoLeft(360);
7632 // Ïðûãàåì, åñëè íàäî áûëî:
7633 if GetAIFlag('NEEDJUMP') <> '' then
7634 begin
7635 Jump(0);
7636 RemoveAIFlag('NEEDJUMP');
7637 end;
7639 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7640 if GetAIFlag('NEEDSEEUP') <> '' then
7641 begin
7642 ReleaseKey(KEY_UP);
7643 ReleaseKey(KEY_DOWN);
7644 PressKey(KEY_UP, 20);
7645 RemoveAIFlag('NEEDSEEUP');
7646 end;
7648 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7649 if GetAIFlag('NEEDSEEDOWN') <> '' then
7650 begin
7651 ReleaseKey(KEY_UP);
7652 ReleaseKey(KEY_DOWN);
7653 PressKey(KEY_DOWN, 20);
7654 RemoveAIFlag('NEEDSEEDOWN');
7655 end;
7657 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7658 if GetAIFlag('GOINHOLE') <> '' then
7659 if not OnGround() then
7660 begin
7661 ReleaseKey(KEY_LEFT);
7662 ReleaseKey(KEY_RIGHT);
7663 RemoveAIFlag('GOINHOLE');
7664 SetAIFlag('FALLINHOLE', '1');
7665 end;
7667 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7668 if GetAIFlag('FALLINHOLE') <> '' then
7669 if OnGround() then
7670 RemoveAIFlag('FALLINHOLE');
7672 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7673 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7674 if GetAIFlag('FALLINHOLE') = '' then
7675 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7676 if Rnd(2) then
7677 GoLeft(360)
7678 else
7679 GoRight(360);
7681 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7682 if OnGround() and
7683 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7684 Rnd(8) then
7685 Jump();
7687 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7688 if OnGround() and NearHole() then
7689 if NearDeepHole() then // Åñëè ýòî áåçäíà
7690 case Random(6) of
7691 0..3: Turn(); // Áåæèì îáðàòíî
7692 4: Jump(); // Ïðûãàåì
7693 5: begin // Ïðûãàåì îáðàòíî
7694 Turn();
7695 Jump();
7696 end;
7697 end
7698 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7699 if GetAIFlag('GOINHOLE') = '' then
7700 case Random(6) of
7701 0: Turn(); // Íå íóæíî òóäà
7702 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7703 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7704 if BorderHole() then
7705 SetAIFlag('GOINHOLE', '1');
7706 end;
7708 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7709 if (not CanRun()) and OnGround() then
7710 begin
7711 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7712 if CanJumpOver() or OnLadder() then
7713 Jump()
7714 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7715 if Random(2) = 0 then
7716 begin
7717 if IsSafeTrigger() then
7718 PressKey(KEY_OPEN);
7719 end else
7720 Turn();
7721 end;
7723 // Îñòàëîñü ìàëî âîçäóõà:
7724 if FAir < 36 * 2 then
7725 Jump(20);
7727 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7728 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7729 if BodyInAcid(0, 0) then
7730 Jump();
7731 end;
7733 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7734 begin
7735 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7736 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7737 end;
7739 {function TBot.NeedItem(Item: Byte): Byte;
7740 begin
7741 Result := 4;
7742 end;}
7744 procedure TBot.SelectWeapon(Dist: Integer);
7745 var
7746 a: Integer;
7748 function HaveAmmo(weapon: Byte): Boolean;
7749 begin
7750 case weapon of
7751 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7752 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7753 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7754 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7755 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7756 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7757 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7758 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7759 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7760 else Result := True;
7761 end;
7762 end;
7764 begin
7765 if Dist = -1 then Dist := BOT_LONGDIST;
7767 if Dist > BOT_LONGDIST then
7768 begin // Äàëüíèé áîé
7769 for a := 0 to 9 do
7770 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7771 begin
7772 FSelectedWeapon := FDifficult.WeaponPrior[a];
7773 Break;
7774 end;
7775 end
7776 else //if Dist > BOT_UNSAFEDIST then
7777 begin // Áëèæíèé áîé
7778 for a := 0 to 9 do
7779 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7780 begin
7781 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7782 Break;
7783 end;
7784 end;
7785 { else
7786 begin
7787 for a := 0 to 9 do
7788 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7789 begin
7790 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7791 Break;
7792 end;
7793 end;}
7794 end;
7796 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7797 begin
7798 Result := inherited PickItem(ItemType, force, remove);
7800 if Result then SetAIFlag('SELECTWEAPON', '1');
7801 end;
7803 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7804 begin
7805 Result := inherited Heal(value, Soft);
7806 end;
7808 function TBot.Healthy(): Byte;
7809 begin
7810 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7811 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7812 else if (FHealth > 50) then Result := 2
7813 else if (FHealth > 20) then Result := 1
7814 else Result := 0;
7815 end;
7817 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7818 begin
7819 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7820 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7821 end;
7823 procedure TBot.OnDamage(Angle: SmallInt);
7824 var
7825 pla: TPlayer;
7826 mon: TMonster;
7827 ok: Boolean;
7828 begin
7829 inherited;
7831 if (Angle = 0) or (Angle = 180) then
7832 begin
7833 ok := False;
7834 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7835 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7836 begin // Èãðîê
7837 pla := g_Player_Get(FLastSpawnerUID);
7838 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7839 pla.FObj.Y + PLAYER_RECT.Y);
7840 end
7841 else
7842 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7843 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7844 begin // Ìîíñòð
7845 mon := g_Monsters_ByUID(FLastSpawnerUID);
7846 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7847 mon.Obj.Y + mon.Obj.Rect.Y);
7848 end;
7850 if ok then
7851 if Angle = 0 then
7852 SetAIFlag('ATTACKLEFT', '1')
7853 else
7854 SetAIFlag('ATTACKRIGHT', '1');
7855 end;
7856 end;
7858 function TBot.RunDirection(): TDirection;
7859 begin
7860 if Abs(Vel.X) >= 1 then
7861 begin
7862 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7863 end else
7864 Result := FDirection;
7865 end;
7867 function TBot.GetRnd(a: Byte): Boolean;
7868 begin
7869 if a = 0 then Result := False
7870 else if a = 255 then Result := True
7871 else Result := Random(256) > 255-a;
7872 end;
7874 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7875 begin
7876 Result := Round((255-a)/255*radius*(Random(2)-1));
7877 end;
7880 procedure TDifficult.save (st: TStream);
7881 begin
7882 utils.writeInt(st, Byte(DiagFire));
7883 utils.writeInt(st, Byte(InvisFire));
7884 utils.writeInt(st, Byte(DiagPrecision));
7885 utils.writeInt(st, Byte(FlyPrecision));
7886 utils.writeInt(st, Byte(Cover));
7887 utils.writeInt(st, Byte(CloseJump));
7888 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7889 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7890 end;
7892 procedure TDifficult.load (st: TStream);
7893 begin
7894 DiagFire := utils.readByte(st);
7895 InvisFire := utils.readByte(st);
7896 DiagPrecision := utils.readByte(st);
7897 FlyPrecision := utils.readByte(st);
7898 Cover := utils.readByte(st);
7899 CloseJump := utils.readByte(st);
7900 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7901 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7902 end;
7905 procedure TBot.SaveState (st: TStream);
7906 var
7907 i: Integer;
7908 dw: Integer;
7909 begin
7910 inherited SaveState(st);
7911 utils.writeSign(st, 'BOT0');
7912 // Âûáðàííîå îðóæèå
7913 utils.writeInt(st, Byte(FSelectedWeapon));
7914 // UID öåëè
7915 utils.writeInt(st, Word(FTargetUID));
7916 // Âðåìÿ ïîòåðè öåëè
7917 utils.writeInt(st, LongWord(FLastVisible));
7918 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7919 dw := Length(FAIFlags);
7920 utils.writeInt(st, LongInt(dw));
7921 // Ôëàãè ÈÈ
7922 for i := 0 to dw-1 do
7923 begin
7924 utils.writeStr(st, FAIFlags[i].Name, 20);
7925 utils.writeStr(st, FAIFlags[i].Value, 20);
7926 end;
7927 // Íàñòðîéêè ñëîæíîñòè
7928 FDifficult.save(st);
7929 end;
7932 procedure TBot.LoadState (st: TStream);
7933 var
7934 i: Integer;
7935 dw: Integer;
7936 begin
7937 inherited LoadState(st);
7938 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7939 // Âûáðàííîå îðóæèå
7940 FSelectedWeapon := utils.readByte(st);
7941 // UID öåëè
7942 FTargetUID := utils.readWord(st);
7943 // Âðåìÿ ïîòåðè öåëè
7944 FLastVisible := utils.readLongWord(st);
7945 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7946 dw := utils.readLongInt(st);
7947 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7948 SetLength(FAIFlags, dw);
7949 // Ôëàãè ÈÈ
7950 for i := 0 to dw-1 do
7951 begin
7952 FAIFlags[i].Name := utils.readStr(st, 20);
7953 FAIFlags[i].Value := utils.readStr(st, 20);
7954 end;
7955 // Íàñòðîéêè ñëîæíîñòè
7956 FDifficult.load(st);
7957 end;
7960 begin
7961 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7962 end.