DEADSOFTWARE

fix freeze when running out of bot names
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_NEXTWEAPON = 6;
35 KEY_PREVWEAPON = 7;
36 KEY_OPEN = 8;
37 KEY_JUMP = 9;
38 KEY_CHAT = 10;
40 R_ITEM_BACKPACK = 0;
41 R_KEY_RED = 1;
42 R_KEY_GREEN = 2;
43 R_KEY_BLUE = 3;
44 R_BERSERK = 4;
46 MR_SUIT = 0;
47 MR_INVUL = 1;
48 MR_INVIS = 2;
49 MR_MAX = 2;
51 A_BULLETS = 0;
52 A_SHELLS = 1;
53 A_ROCKETS = 2;
54 A_CELLS = 3;
55 A_FUEL = 4;
56 A_HIGH = 4;
58 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
62 K_SIMPLEKILL = 0;
63 K_HARDKILL = 1;
64 K_EXTRAHARDKILL = 2;
65 K_FALLKILL = 3;
67 T_RESPAWN = 0;
68 T_SWITCH = 1;
69 T_USE = 2;
70 T_FLAGCAP = 3;
72 TEAM_NONE = 0;
73 TEAM_RED = 1;
74 TEAM_BLUE = 2;
75 TEAM_COOP = 3;
77 SHELL_BULLET = 0;
78 SHELL_SHELL = 1;
79 SHELL_DBLSHELL = 2;
81 ANGLE_NONE = Low(SmallInt);
83 CORPSE_STATE_REMOVEME = 0;
84 CORPSE_STATE_NORMAL = 1;
85 CORPSE_STATE_MESS = 2;
87 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
88 PLAYER_RECT_CX = 15+(34 div 2);
89 PLAYER_RECT_CY = 12+(52 div 2);
90 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
92 PLAYER_HP_SOFT = 100;
93 PLAYER_HP_LIMIT = 200;
94 PLAYER_AP_SOFT = 100;
95 PLAYER_AP_LIMIT = 200;
96 SUICIDE_DAMAGE = 112;
97 WEAPON_DELAY = 5;
99 PLAYER_BURN_TIME = 110;
101 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
102 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
104 type
105 TPlayerStat = record
106 Num: Integer;
107 Ping: Word;
108 Loss: Byte;
109 Name: String;
110 Team: Byte;
111 Frags: SmallInt;
112 Deaths: SmallInt;
113 Lives: Byte;
114 Kills: Word;
115 Color: TRGB;
116 Spectator: Boolean;
117 end;
119 TPlayerStatArray = Array of TPlayerStat;
121 TPlayerSavedState = record
122 Health: Integer;
123 Armor: Integer;
124 Air: Integer;
125 JetFuel: Integer;
126 CurrWeap: Byte;
127 NextWeap: WORD;
128 NextWeapDelay: Byte;
129 Ammo: Array [A_BULLETS..A_HIGH] of Word;
130 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
131 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
132 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
133 WaitRecall: Boolean;
134 end;
136 TKeyState = record
137 Pressed: Boolean;
138 Time: Word;
139 end;
141 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
142 private
143 FIamBot: Boolean;
144 FUID: Word;
145 FName: String;
146 FTeam: Byte;
147 FAlive: Boolean;
148 FSpawned: Boolean;
149 FDirection: TDirection;
150 FHealth: Integer;
151 FLives: Byte;
152 FArmor: Integer;
153 FAir: Integer;
154 FPain: Integer;
155 FPickup: Integer;
156 FKills: Integer;
157 FMonsterKills: Integer;
158 FFrags: Integer;
159 FFragCombo: Byte;
160 FLastFrag: LongWord;
161 FComboEvnt: Integer;
162 FDeath: Integer;
163 FCanJetpack: Boolean;
164 FJetFuel: Integer;
165 FFlag: Byte;
166 FSecrets: Integer;
167 FCurrWeap: Byte;
168 FNextWeap: WORD;
169 FNextWeapDelay: Byte; // frames
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 FFlameSoundOn: TPlayableSound;
197 FFlameSoundOff: TPlayableSound;
198 FFlameSoundWork: TPlayableSound;
199 FJetSoundOn: TPlayableSound;
200 FJetSoundOff: TPlayableSound;
201 FJetSoundFly: TPlayableSound;
202 FGodMode: Boolean;
203 FNoTarget: Boolean;
204 FNoReload: Boolean;
205 FJustTeleported: Boolean;
206 FNetTime: LongWord;
207 mEDamageType: Integer;
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 FFlaming: Boolean;
262 FJetpack: Boolean;
263 FActualModelName: string;
264 FClientID: SmallInt;
265 FPing: Word;
266 FLoss: Byte;
267 FReady: Boolean;
268 FDummy: Boolean;
269 FFireTime: Integer;
270 FSpawnInvul: Integer;
271 FHandicap: Integer;
272 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
274 // debug: viewport offset
275 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
277 function isValidViewPort (): Boolean; inline;
279 constructor Create(); virtual;
280 destructor Destroy(); override;
281 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
282 function GetRespawnPoint(): Byte;
283 procedure PressKey(Key: Byte; Time: Word = 1);
284 procedure ReleaseKeys();
285 procedure SetModel(ModelName: String);
286 procedure SetColor(Color: TRGB);
287 function GetColor(): TRGB;
288 procedure SetWeapon(W: Byte);
289 function IsKeyPressed(K: Byte): Boolean;
290 function GetKeys(): Byte;
291 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
292 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
293 function Collide(Panel: TPanel): Boolean; overload;
294 function Collide(X, Y: Integer): Boolean; overload;
295 procedure SetDirection(Direction: TDirection);
296 procedure GetSecret();
297 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
298 procedure Touch();
299 procedure Push(vx, vy: Integer);
300 procedure ChangeModel(ModelName: String);
301 procedure SwitchTeam;
302 procedure ChangeTeam(Team: Byte);
303 procedure BFGHit();
304 function GetFlag(Flag: Byte): Boolean;
305 procedure SetFlag(Flag: Byte);
306 function DropFlag(Silent: Boolean = True): Boolean;
307 procedure AllRulez(Health: Boolean);
308 procedure RestoreHealthArmor();
309 procedure FragCombo();
310 procedure GiveItem(ItemType: Byte);
311 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
312 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
313 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
314 procedure MakeBloodSimple(Count: Word);
315 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
316 procedure Reset(Force: Boolean);
317 procedure Spectate(NoMove: Boolean = False);
318 procedure SwitchNoClip;
319 procedure SoftReset();
320 procedure Draw(); virtual;
321 procedure DrawPain();
322 procedure DrawPickup();
323 procedure DrawRulez();
324 procedure DrawAim();
325 procedure DrawIndicator(Color: TRGB);
326 procedure DrawBubble();
327 procedure DrawGUI();
328 procedure Update(); virtual;
329 procedure RememberState();
330 procedure RecallState();
331 procedure SaveState (st: TStream); virtual;
332 procedure LoadState (st: TStream); virtual;
333 procedure PauseSounds(Enable: Boolean);
334 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
335 procedure DoLerp(Level: Integer = 2);
336 procedure SetLerp(XTo, YTo: Integer);
337 procedure QueueWeaponSwitch(Weapon: Byte);
338 procedure RealizeCurrentWeapon();
339 procedure FlamerOn;
340 procedure FlamerOff;
341 procedure JetpackOn;
342 procedure JetpackOff;
343 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
345 //WARNING! this does nothing for now, but still call it!
346 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
348 procedure getMapBox (out x, y, w, h: Integer); inline;
349 procedure moveBy (dx, dy: Integer); inline;
351 public
352 property Vel: TPoint2i read FObj.Vel;
353 property Obj: TObj read FObj;
355 property Name: String read FName write FName;
356 property Model: TPlayerModel read FModel;
357 property Health: Integer read FHealth write FHealth;
358 property Lives: Byte read FLives write FLives;
359 property Armor: Integer read FArmor write FArmor;
360 property Air: Integer read FAir write FAir;
361 property JetFuel: Integer read FJetFuel write FJetFuel;
362 property Frags: Integer read FFrags write FFrags;
363 property Death: Integer read FDeath write FDeath;
364 property Kills: Integer read FKills write FKills;
365 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
366 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
367 property Secrets: Integer read FSecrets;
368 property GodMode: Boolean read FGodMode write FGodMode;
369 property NoTarget: Boolean read FNoTarget write FNoTarget;
370 property NoReload: Boolean read FNoReload write FNoReload;
371 property alive: Boolean read FAlive write FAlive;
372 property Flag: Byte read FFlag;
373 property Team: Byte read FTeam write FTeam;
374 property Direction: TDirection read FDirection;
375 property GameX: Integer read FObj.X write FObj.X;
376 property GameY: Integer read FObj.Y write FObj.Y;
377 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
378 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
379 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
380 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
381 property IncCam: Integer read FIncCam write FIncCam;
382 property UID: Word read FUID write FUID;
383 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
384 property NetTime: LongWord read FNetTime write FNetTime;
386 published
387 property eName: String read FName write FName;
388 property eHealth: Integer read FHealth write FHealth;
389 property eLives: Byte read FLives write FLives;
390 property eArmor: Integer read FArmor write FArmor;
391 property eAir: Integer read FAir write FAir;
392 property eJetFuel: Integer read FJetFuel write FJetFuel;
393 property eFrags: Integer read FFrags write FFrags;
394 property eDeath: Integer read FDeath write FDeath;
395 property eKills: Integer read FKills write FKills;
396 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
397 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
398 property eSecrets: Integer read FSecrets write FSecrets;
399 property eGodMode: Boolean read FGodMode write FGodMode;
400 property eNoTarget: Boolean read FNoTarget write FNoTarget;
401 property eNoReload: Boolean read FNoReload write FNoReload;
402 property eAlive: Boolean read FAlive write FAlive;
403 property eFlag: Byte read FFlag;
404 property eTeam: Byte read FTeam write FTeam;
405 property eDirection: TDirection read FDirection;
406 property eGameX: Integer read FObj.X write FObj.X;
407 property eGameY: Integer read FObj.Y write FObj.Y;
408 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
409 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
410 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
411 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
412 property eIncCam: Integer read FIncCam write FIncCam;
413 property eUID: Word read FUID;
414 property eJustTeleported: Boolean read FJustTeleported;
415 property eNetTime: LongWord read FNetTime;
417 // set this before assigning something to `eDamage`
418 property eDamageType: Integer read mEDamageType write mEDamageType;
419 property eDamage: Integer write doDamage;
420 end;
422 TDifficult = record
423 public
424 DiagFire: Byte;
425 InvisFire: Byte;
426 DiagPrecision: Byte;
427 FlyPrecision: Byte;
428 Cover: Byte;
429 CloseJump: Byte;
430 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
431 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
432 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
434 public
435 procedure save (st: TStream);
436 procedure load (st: TStream);
437 end;
439 TAIFlag = record
440 Name: String;
441 Value: String;
442 end;
444 TBot = class(TPlayer)
445 private
446 FSelectedWeapon: Byte;
447 FTargetUID: Word;
448 FLastVisible: DWORD;
449 FAIFlags: Array of TAIFlag;
450 FDifficult: TDifficult;
452 function GetRnd(a: Byte): Boolean;
453 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
454 function RunDirection(): TDirection;
455 function FullInStep(XInc, YInc: Integer): Boolean;
456 //function NeedItem(Item: Byte): Byte;
457 procedure SelectWeapon(Dist: Integer);
458 procedure SetAIFlag(aName, fValue: String20);
459 function GetAIFlag(aName: String20): String20;
460 procedure RemoveAIFlag(aName: String20);
461 function Healthy(): Byte;
462 procedure UpdateMove();
463 procedure UpdateCombat();
464 function KeyPressed(Key: Word): Boolean;
465 procedure ReleaseKey(Key: Byte);
466 function TargetOnScreen(TX, TY: Integer): Boolean;
467 procedure OnDamage(Angle: SmallInt); override;
469 public
470 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
471 constructor Create(); override;
472 destructor Destroy(); override;
473 procedure Draw(); override;
474 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
475 function Heal(value: Word; Soft: Boolean): Boolean; override;
476 procedure Update(); override;
477 procedure SaveState (st: TStream); override;
478 procedure LoadState (st: TStream); override;
479 end;
481 PGib = ^TGib;
482 TGib = record
483 alive: Boolean;
484 ID: DWORD;
485 MaskID: DWORD;
486 RAngle: Integer;
487 Color: TRGB;
488 Obj: TObj;
490 procedure getMapBox (out x, y, w, h: Integer); inline;
491 procedure moveBy (dx, dy: Integer); inline;
493 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
494 end;
497 PShell = ^TShell;
498 TShell = record
499 SpriteID: DWORD;
500 alive: Boolean;
501 SType: Byte;
502 RAngle: Integer;
503 Timeout: Cardinal;
504 CX, CY: Integer;
505 Obj: TObj;
507 procedure getMapBox (out x, y, w, h: Integer); inline;
508 procedure moveBy (dx, dy: Integer); inline;
510 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
511 end;
513 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
514 private
515 FModelName: String;
516 FMess: Boolean;
517 FState: Byte;
518 FDamage: Byte;
519 FColor: TRGB;
520 FObj: TObj;
521 FPlayerUID: Word;
522 FAnimation: TAnimation;
523 FAnimationMask: TAnimation;
525 public
526 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
527 destructor Destroy(); override;
528 procedure Damage(Value: Word; vx, vy: Integer);
529 procedure Update();
530 procedure Draw();
531 procedure SaveState (st: TStream);
532 procedure LoadState (st: TStream);
534 procedure getMapBox (out x, y, w, h: Integer); inline;
535 procedure moveBy (dx, dy: Integer); inline;
537 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
539 function ObjPtr (): PObj; inline;
541 property Obj: TObj read FObj; // copies object
542 property State: Byte read FState;
543 property Mess: Boolean read FMess;
544 end;
546 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
547 record
548 Goals: SmallInt;
549 end;
551 var
552 gPlayers: Array of TPlayer;
553 gCorpses: Array of TCorpse;
554 gGibs: Array of TGib;
555 gShells: Array of TShell;
556 gTeamStat: TTeamStat;
557 gFly: Boolean = False;
558 gAimLine: Boolean = False;
559 gChatBubble: Integer = 0;
560 gPlayerIndicator: Integer = 1;
561 gPlayerIndicatorStyle: Integer = 0;
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_Player_ResetReady();
604 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
605 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
606 procedure g_Bot_MixNames();
607 procedure g_Bot_RemoveAll();
609 implementation
611 uses
612 {$INCLUDE ../nogl/noGLuses.inc}
613 {$IFDEF ENABLE_HOLMES}
614 g_holmes,
615 {$ENDIF}
616 e_log, g_map, g_items, g_console, g_gfx, Math,
617 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
618 wadreader, g_main, g_monsters, CONFIG, g_language,
619 g_net, g_netmsg, g_window,
620 utils, xstreams;
622 const PLR_SAVE_VERSION = 0;
624 type
625 TBotProfile = record
626 name: ShortString;
627 model: ShortString;
628 team: Byte;
629 color: TRGB;
630 diag_fire: Byte;
631 invis_fire: Byte;
632 diag_precision: Byte;
633 fly_precision: Byte;
634 cover: Byte;
635 close_jump: Byte;
636 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
637 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
638 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
639 end;
641 const
642 TIME_RESPAWN1 = 1500;
643 TIME_RESPAWN2 = 2000;
644 TIME_RESPAWN3 = 3000;
645 AIR_DEF = 360;
646 AIR_MAX = 1091;
647 JET_MAX = 540; // ~30 sec
648 PLAYER_SUIT_TIME = 30000;
649 PLAYER_INVUL_TIME = 30000;
650 PLAYER_INVIS_TIME = 35000;
651 FRAG_COMBO_TIME = 3000;
652 VEL_SW = 4;
653 VEL_FLY = 6;
654 ANGLE_RIGHTUP = 55;
655 ANGLE_RIGHTDOWN = -35;
656 ANGLE_LEFTUP = 125;
657 ANGLE_LEFTDOWN = -145;
658 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
659 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
660 BOT_MAXJUMP = 84;
661 BOT_LONGDIST = 300;
662 BOT_UNSAFEDIST = 128;
663 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
664 (R:0; G:0; B:255));
665 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
666 FlyPrecision: 32; Cover: 32; CloseJump: 32;
667 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
668 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
669 FlyPrecision: 127; Cover: 127; CloseJump: 127;
670 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
671 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
672 FlyPrecision: 255; Cover: 255; CloseJump: 255;
673 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
674 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
675 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
676 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
677 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
678 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
679 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
680 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
681 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
682 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
683 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
684 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
685 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
686 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
687 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
688 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
689 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
690 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
692 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
693 CORPSE_SIGNATURE = $50524F43; // 'CORP'
695 BOTNAMES_FILENAME = 'botnames.txt';
696 BOTLIST_FILENAME = 'botlist.txt';
698 var
699 MaxGibs: Word = 150;
700 MaxCorpses: Word = 20;
701 MaxShells: Word = 300;
702 CurrentGib: Integer = 0;
703 CurrentShell: Integer = 0;
704 BotNames: Array of String;
705 BotList: Array of TBotProfile;
708 function Lerp(X, Y, Factor: Integer): Integer;
709 begin
710 Result := X + ((Y - X) div Factor);
711 end;
713 function SameTeam(UID1, UID2: Word): Boolean;
714 begin
715 Result := False;
717 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
718 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
720 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
722 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
723 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
725 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
726 end;
728 procedure g_Gibs_SetMax(Count: Word);
729 begin
730 MaxGibs := Count;
731 SetLength(gGibs, Count);
733 if CurrentGib >= Count then
734 CurrentGib := 0;
735 end;
737 function g_Gibs_GetMax(): Word;
738 begin
739 Result := MaxGibs;
740 end;
742 procedure g_Shells_SetMax(Count: Word);
743 begin
744 MaxShells := Count;
745 SetLength(gShells, Count);
747 if CurrentShell >= Count then
748 CurrentShell := 0;
749 end;
751 function g_Shells_GetMax(): Word;
752 begin
753 Result := MaxShells;
754 end;
757 procedure g_Corpses_SetMax(Count: Word);
758 begin
759 MaxCorpses := Count;
760 SetLength(gCorpses, Count);
761 end;
763 function g_Corpses_GetMax(): Word;
764 begin
765 Result := MaxCorpses;
766 end;
768 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
769 var
770 a: Integer;
771 ok: Boolean;
772 begin
773 Result := 0;
775 ok := False;
776 a := 0;
778 // Åñòü ëè ìåñòî â gPlayers:
779 if gPlayers <> nil then
780 for a := 0 to High(gPlayers) do
781 if gPlayers[a] = nil then
782 begin
783 ok := True;
784 Break;
785 end;
787 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
788 if not ok then
789 begin
790 SetLength(gPlayers, Length(gPlayers)+1);
791 a := High(gPlayers);
792 end;
794 // Ñîçäàåì îáúåêò èãðîêà:
795 if Bot then
796 gPlayers[a] := TBot.Create()
797 else
798 gPlayers[a] := TPlayer.Create();
801 gPlayers[a].FActualModelName := ModelName;
802 gPlayers[a].SetModel(ModelName);
804 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
805 if gPlayers[a].FModel = nil then
806 begin
807 gPlayers[a].Free();
808 gPlayers[a] := nil;
809 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
810 Exit;
811 end;
813 if not (Team in [TEAM_RED, TEAM_BLUE]) then
814 if Random(2) = 0 then
815 Team := TEAM_RED
816 else
817 Team := TEAM_BLUE;
818 gPlayers[a].FPreferredTeam := Team;
820 case gGameSettings.GameMode of
821 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
822 GM_TDM,
823 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
824 GM_SINGLE,
825 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
826 end;
828 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
829 gPlayers[a].FColor := Color;
830 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
831 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
832 else
833 gPlayers[a].FModel.Color := Color;
835 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
836 gPlayers[a].FAlive := False;
838 Result := gPlayers[a].FUID;
839 end;
841 function g_Player_CreateFromState (st: TStream): Word;
842 var
843 a, i: Integer;
844 ok, Bot: Boolean;
845 b: Byte;
846 begin
847 result := 0;
848 if (st = nil) then exit; //???
850 // Ñèãíàòóðà èãðîêà
851 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
852 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
854 // Áîò èëè ÷åëîâåê:
855 Bot := utils.readBool(st);
857 ok := false;
858 a := 0;
860 // Åñòü ëè ìåñòî â gPlayers:
861 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
863 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
864 if not ok then
865 begin
866 SetLength(gPlayers, Length(gPlayers)+1);
867 a := High(gPlayers);
868 end;
870 // Ñîçäàåì îáúåêò èãðîêà
871 if Bot then
872 gPlayers[a] := TBot.Create()
873 else
874 gPlayers[a] := TPlayer.Create();
875 gPlayers[a].FIamBot := Bot;
876 gPlayers[a].FPhysics := True;
878 // UID èãðîêà
879 gPlayers[a].FUID := utils.readWord(st);
880 // Èìÿ èãðîêà
881 gPlayers[a].FName := utils.readStr(st);
882 // Êîìàíäà
883 gPlayers[a].FTeam := utils.readByte(st);
884 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
885 // Æèâ ëè
886 gPlayers[a].FAlive := utils.readBool(st);
887 // Èçðàñõîäîâàë ëè âñå æèçíè
888 gPlayers[a].FNoRespawn := utils.readBool(st);
889 // Íàïðàâëåíèå
890 b := utils.readByte(st);
891 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
892 // Çäîðîâüå
893 gPlayers[a].FHealth := utils.readLongInt(st);
894 // Ôîðà
895 gPlayers[a].FHandicap := utils.readLongInt(st);
896 // Æèçíè
897 gPlayers[a].FLives := utils.readByte(st);
898 // Áðîíÿ
899 gPlayers[a].FArmor := utils.readLongInt(st);
900 // Çàïàñ âîçäóõà
901 gPlayers[a].FAir := utils.readLongInt(st);
902 // Çàïàñ ãîðþ÷åãî
903 gPlayers[a].FJetFuel := utils.readLongInt(st);
904 // Áîëü
905 gPlayers[a].FPain := utils.readLongInt(st);
906 // Óáèë
907 gPlayers[a].FKills := utils.readLongInt(st);
908 // Óáèë ìîíñòðîâ
909 gPlayers[a].FMonsterKills := utils.readLongInt(st);
910 // Ôðàãîâ
911 gPlayers[a].FFrags := utils.readLongInt(st);
912 // Ôðàãîâ ïîäðÿä
913 gPlayers[a].FFragCombo := utils.readByte(st);
914 // Âðåìÿ ïîñëåäíåãî ôðàãà
915 gPlayers[a].FLastFrag := utils.readLongWord(st);
916 // Ñìåðòåé
917 gPlayers[a].FDeath := utils.readLongInt(st);
918 // Êàêîé ôëàã íåñåò
919 gPlayers[a].FFlag := utils.readByte(st);
920 // Íàøåë ñåêðåòîâ
921 gPlayers[a].FSecrets := utils.readLongInt(st);
922 // Òåêóùåå îðóæèå
923 gPlayers[a].FCurrWeap := utils.readByte(st);
924 // Ñëåäóþùåå æåëàåìîå îðóæèå
925 gPlayers[a].FNextWeap := utils.readWord(st);
926 // ...è ïàóçà
927 gPlayers[a].FNextWeapDelay := utils.readByte(st);
928 // Âðåìÿ çàðÿäêè BFG
929 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
930 // Áóôåð óðîíà
931 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
932 // Ïîñëåäíèé óäàðèâøèé
933 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
934 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
935 gPlayers[a].FLastHit := utils.readByte(st);
936 // Îáúåêò èãðîêà:
937 Obj_LoadState(@gPlayers[a].FObj, st);
938 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
939 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
940 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
941 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
942 // Íàëè÷èå îðóæèÿ
943 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
944 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
945 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
946 // Íàëè÷èå ðþêçàêà
947 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
948 // Íàëè÷èå êðàñíîãî êëþ÷à
949 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
950 // Íàëè÷èå çåëåíîãî êëþ÷à
951 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
952 // Íàëè÷èå ñèíåãî êëþ÷à
953 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
954 // Íàëè÷èå áåðñåðêà
955 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
956 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
957 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
958 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
959 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
961 // Íàçâàíèå ìîäåëè:
962 gPlayers[a].FActualModelName := utils.readStr(st);
963 // Öâåò ìîäåëè
964 gPlayers[a].FColor.R := utils.readByte(st);
965 gPlayers[a].FColor.G := utils.readByte(st);
966 gPlayers[a].FColor.B := utils.readByte(st);
967 // Îáíîâëÿåì ìîäåëü èãðîêà
968 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
970 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
971 if (gPlayers[a].FModel = nil) then
972 begin
973 gPlayers[a].Free();
974 gPlayers[a] := nil;
975 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
976 exit;
977 end;
979 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
980 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
981 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
982 else
983 gPlayers[a].FModel.Color := gPlayers[a].FColor;
985 result := gPlayers[a].FUID;
986 end;
989 procedure g_Player_ResetTeams();
990 var
991 a: Integer;
992 begin
993 if g_Game_IsClient then
994 Exit;
995 if gPlayers = nil then
996 Exit;
997 for a := Low(gPlayers) to High(gPlayers) do
998 if gPlayers[a] <> nil then
999 case gGameSettings.GameMode of
1000 GM_DM:
1001 gPlayers[a].ChangeTeam(TEAM_NONE);
1002 GM_TDM, GM_CTF:
1003 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1004 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1005 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1006 else
1007 if a mod 2 = 0 then
1008 gPlayers[a].ChangeTeam(TEAM_RED)
1009 else
1010 gPlayers[a].ChangeTeam(TEAM_BLUE);
1011 GM_SINGLE,
1012 GM_COOP:
1013 gPlayers[a].ChangeTeam(TEAM_COOP);
1014 end;
1015 end;
1017 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
1018 var
1019 m: SSArray;
1020 _name, _model: String;
1021 a, tr, tb: Integer;
1022 begin
1023 if not g_Game_IsServer then Exit;
1025 // Ñïèñîê íàçâàíèé ìîäåëåé:
1026 m := g_PlayerModel_GetNames();
1027 if m = nil then
1028 Exit;
1030 // Êîìàíäà:
1031 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1032 Team := TEAM_COOP // COOP
1033 else
1034 if gGameSettings.GameMode = GM_DM then
1035 Team := TEAM_NONE // DM
1036 else
1037 if Team = TEAM_NONE then // CTF / TDM
1038 begin
1039 // Àâòîáàëàíñ êîìàíä:
1040 tr := 0;
1041 tb := 0;
1043 for a := 0 to High(gPlayers) do
1044 if gPlayers[a] <> nil then
1045 begin
1046 if gPlayers[a].Team = TEAM_RED then
1047 Inc(tr)
1048 else
1049 if gPlayers[a].Team = TEAM_BLUE then
1050 Inc(tb);
1051 end;
1053 if tr > tb then
1054 Team := TEAM_BLUE
1055 else
1056 if tb > tr then
1057 Team := TEAM_RED
1058 else // tr = tb
1059 if Random(2) = 0 then
1060 Team := TEAM_RED
1061 else
1062 Team := TEAM_BLUE;
1063 end;
1065 // Âûáèðàåì áîòó èìÿ:
1066 _name := '';
1067 if BotNames <> nil then
1068 for a := 0 to High(BotNames) do
1069 if g_Player_ValidName(BotNames[a]) then
1070 begin
1071 _name := BotNames[a];
1072 Break;
1073 end;
1075 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1076 _model := m[Random(Length(m))];
1078 // Ñîçäàåì áîòà:
1079 with g_Player_Get(g_Player_Create(_model,
1080 _RGB(Min(Random(9)*32, 255),
1081 Min(Random(9)*32, 255),
1082 Min(Random(9)*32, 255)),
1083 Team, True)) as TBot do
1084 begin
1085 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1086 if _name = '' then
1087 Name := Format('DFBOT%.5d', [UID])
1088 else
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 FHandicap := Handicap;
1106 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1108 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1109 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1110 Spectate();
1111 end;
1112 end;
1114 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1115 var
1116 m: SSArray;
1117 _name, _model: String;
1118 a: Integer;
1119 begin
1120 if not g_Game_IsServer then Exit;
1122 // Ñïèñîê íàçâàíèé ìîäåëåé:
1123 m := g_PlayerModel_GetNames();
1124 if m = nil then
1125 Exit;
1127 // Êîìàíäà:
1128 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1129 Team := TEAM_COOP // COOP
1130 else
1131 if gGameSettings.GameMode = GM_DM then
1132 Team := TEAM_NONE // DM
1133 else
1134 if Team = TEAM_NONE then
1135 Team := BotList[num].team; // CTF / TDM
1137 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1138 lName := AnsiLowerCase(lName);
1139 if (num < 0) or (num > Length(BotList)-1) then
1140 num := -1;
1141 if (num = -1) and (lName <> '') and (BotList <> nil) then
1142 for a := 0 to High(BotList) do
1143 if AnsiLowerCase(BotList[a].name) = lName then
1144 begin
1145 num := a;
1146 Break;
1147 end;
1148 if num = -1 then
1149 Exit;
1151 // Èìÿ áîòà:
1152 _name := BotList[num].name;
1153 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1154 if not g_Player_ValidName(_name) then
1155 repeat
1156 _name := Format('DFBOT%.2d', [Random(100)]);
1157 until g_Player_ValidName(_name);
1159 // Ìîäåëü:
1160 _model := BotList[num].model;
1161 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1162 if not InSArray(_model, m) then
1163 _model := m[Random(Length(m))];
1165 // Ñîçäàåì áîòà:
1166 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1167 begin
1168 Name := _name;
1170 FDifficult.DiagFire := BotList[num].diag_fire;
1171 FDifficult.InvisFire := BotList[num].invis_fire;
1172 FDifficult.DiagPrecision := BotList[num].diag_precision;
1173 FDifficult.FlyPrecision := BotList[num].fly_precision;
1174 FDifficult.Cover := BotList[num].cover;
1175 FDifficult.CloseJump := BotList[num].close_jump;
1177 FHandicap := Handicap;
1179 for a := WP_FIRST to WP_LAST do
1180 begin
1181 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1182 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1183 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1184 end;
1186 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1188 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1189 end;
1190 end;
1192 procedure g_Bot_RemoveAll();
1193 var
1194 a: Integer;
1195 begin
1196 if not g_Game_IsServer then Exit;
1197 if gPlayers = nil then Exit;
1199 for a := 0 to High(gPlayers) do
1200 if gPlayers[a] <> nil then
1201 if gPlayers[a] is TBot then
1202 begin
1203 gPlayers[a].Lives := 0;
1204 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1205 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1206 g_Player_Remove(gPlayers[a].FUID);
1207 end;
1209 g_Bot_MixNames();
1210 end;
1212 procedure g_Bot_MixNames();
1213 var
1214 s: String;
1215 a, b: Integer;
1216 begin
1217 if BotNames <> nil then
1218 for a := 0 to High(BotNames) do
1219 begin
1220 b := Random(Length(BotNames));
1221 s := BotNames[a];
1222 Botnames[a] := BotNames[b];
1223 BotNames[b] := s;
1224 end;
1225 end;
1227 procedure g_Player_Remove(UID: Word);
1228 var
1229 i: Integer;
1230 begin
1231 if gPlayers = nil then Exit;
1233 if g_Game_IsServer and g_Game_IsNet then
1234 MH_SEND_PlayerDelete(UID);
1236 for i := 0 to High(gPlayers) do
1237 if gPlayers[i] <> nil then
1238 if gPlayers[i].FUID = UID then
1239 begin
1240 if gPlayers[i] is TPlayer then
1241 TPlayer(gPlayers[i]).Free()
1242 else
1243 TBot(gPlayers[i]).Free();
1244 gPlayers[i] := nil;
1245 Exit;
1246 end;
1247 end;
1249 procedure g_Player_Init();
1250 var
1251 F: TextFile;
1252 s: String;
1253 a, b: Integer;
1254 config: TConfig;
1255 sa: SSArray;
1256 path: AnsiString;
1257 begin
1258 BotNames := nil;
1260 path := BOTNAMES_FILENAME;
1261 if e_FindResource(DataDirs, path) = false then
1262 Exit;
1264 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1265 AssignFile(F, path);
1266 Reset(F);
1268 while not EOF(F) do
1269 begin
1270 ReadLn(F, s);
1272 s := Trim(s);
1273 if s = '' then
1274 Continue;
1276 SetLength(BotNames, Length(BotNames)+1);
1277 BotNames[High(BotNames)] := s;
1278 end;
1280 CloseFile(F);
1282 // Ïåðåìåøèâàåì èõ:
1283 g_Bot_MixNames();
1285 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1286 config := TConfig.CreateFile(path);
1287 BotList := nil;
1288 a := 0;
1290 while config.SectionExists(IntToStr(a)) do
1291 begin
1292 SetLength(BotList, Length(BotList)+1);
1294 with BotList[High(BotList)] do
1295 begin
1296 // Èìÿ áîòà:
1297 name := config.ReadStr(IntToStr(a), 'name', '');
1298 // Ìîäåëü:
1299 model := config.ReadStr(IntToStr(a), 'model', '');
1300 // Êîìàíäà:
1301 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1302 team := TEAM_RED
1303 else
1304 team := TEAM_BLUE;
1305 // Öâåò ìîäåëè:
1306 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1307 color.R := StrToIntDef(sa[0], 0);
1308 color.G := StrToIntDef(sa[1], 0);
1309 color.B := StrToIntDef(sa[2], 0);
1310 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1311 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1312 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1313 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1314 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1315 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1316 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1317 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1318 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1319 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1320 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1321 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1322 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1323 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1324 if Length(sa) = 10 then
1325 for b := 0 to 9 do
1326 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1327 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1328 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1329 if Length(sa) = 10 then
1330 for b := 0 to 9 do
1331 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1333 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1334 if Length(sa) = 10 then
1335 for b := 0 to 9 do
1336 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1337 end;
1339 a := a + 1;
1340 end;
1342 config.Free();
1343 end;
1345 procedure g_Player_Free();
1346 var
1347 i: Integer;
1348 begin
1349 if gPlayers <> nil then
1350 begin
1351 for i := 0 to High(gPlayers) do
1352 if gPlayers[i] <> nil then
1353 begin
1354 if gPlayers[i] is TPlayer then
1355 TPlayer(gPlayers[i]).Free()
1356 else
1357 TBot(gPlayers[i]).Free();
1358 gPlayers[i] := nil;
1359 end;
1361 gPlayers := nil;
1362 end;
1364 gPlayer1 := nil;
1365 gPlayer2 := nil;
1366 end;
1368 procedure g_Player_UpdateAll();
1369 var
1370 i: Integer;
1371 begin
1372 if gPlayers = nil then Exit;
1374 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1375 for i := 0 to High(gPlayers) do
1376 begin
1377 if gPlayers[i] <> nil then
1378 begin
1379 if gPlayers[i] is TPlayer then
1380 begin
1381 gPlayers[i].Update();
1382 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1383 end
1384 else
1385 begin
1386 // bot updates weapons in `UpdateCombat()`
1387 TBot(gPlayers[i]).Update();
1388 end;
1389 end;
1390 end;
1391 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1392 end;
1394 procedure g_Player_DrawAll();
1395 var
1396 i: Integer;
1397 begin
1398 if gPlayers = nil then Exit;
1400 for i := 0 to High(gPlayers) do
1401 if gPlayers[i] <> nil then
1402 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1403 else TBot(gPlayers[i]).Draw();
1404 end;
1406 procedure g_Player_DrawDebug(p: TPlayer);
1407 var
1408 fW, fH: Byte;
1409 begin
1410 if p = nil then Exit;
1411 if (@p.FObj) = nil then Exit;
1413 e_TextureFontGetSize(gStdFont, fW, fH);
1415 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1416 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1417 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1418 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1419 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1420 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1421 end;
1423 procedure g_Player_DrawHealth();
1424 var
1425 i: Integer;
1426 fW, fH: Byte;
1427 begin
1428 if gPlayers = nil then Exit;
1429 e_TextureFontGetSize(gStdFont, fW, fH);
1431 for i := 0 to High(gPlayers) do
1432 if gPlayers[i] <> nil then
1433 begin
1434 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1435 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1436 IntToStr(gPlayers[i].FHealth), gStdFont);
1437 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1438 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1439 IntToStr(gPlayers[i].FArmor), gStdFont);
1440 end;
1441 end;
1443 function g_Player_Get(UID: Word): TPlayer;
1444 var
1445 a: Integer;
1446 begin
1447 Result := nil;
1449 if gPlayers = nil then
1450 Exit;
1452 for a := 0 to High(gPlayers) do
1453 if gPlayers[a] <> nil then
1454 if gPlayers[a].FUID = UID then
1455 begin
1456 Result := gPlayers[a];
1457 Exit;
1458 end;
1459 end;
1461 function g_Player_GetCount(): Byte;
1462 var
1463 a: Integer;
1464 begin
1465 Result := 0;
1467 if gPlayers = nil then
1468 Exit;
1470 for a := 0 to High(gPlayers) do
1471 if gPlayers[a] <> nil then
1472 Result := Result + 1;
1473 end;
1475 function g_Player_GetStats(): TPlayerStatArray;
1476 var
1477 a: Integer;
1478 begin
1479 Result := nil;
1481 if gPlayers = nil then Exit;
1483 for a := 0 to High(gPlayers) do
1484 if gPlayers[a] <> nil then
1485 begin
1486 SetLength(Result, Length(Result)+1);
1487 with Result[High(Result)] do
1488 begin
1489 Num := a;
1490 Ping := gPlayers[a].FPing;
1491 Loss := gPlayers[a].FLoss;
1492 Name := gPlayers[a].FName;
1493 Team := gPlayers[a].FTeam;
1494 Frags := gPlayers[a].FFrags;
1495 Deaths := gPlayers[a].FDeath;
1496 Kills := gPlayers[a].FKills;
1497 Color := gPlayers[a].FModel.Color;
1498 Lives := gPlayers[a].FLives;
1499 Spectator := gPlayers[a].FSpectator;
1500 end;
1501 end;
1502 end;
1504 procedure g_Player_ResetReady();
1505 var
1506 a: Integer;
1507 begin
1508 if not g_Game_IsServer then Exit;
1509 if gPlayers = nil then Exit;
1511 for a := 0 to High(gPlayers) do
1512 if gPlayers[a] <> nil then
1513 begin
1514 gPlayers[a].FReady := False;
1515 if g_Game_IsNet then
1516 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1517 end;
1518 end;
1520 procedure g_Player_RememberAll;
1521 var
1522 i: Integer;
1523 begin
1524 for i := Low(gPlayers) to High(gPlayers) do
1525 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1526 gPlayers[i].RememberState;
1527 end;
1529 procedure g_Player_ResetAll(Force, Silent: Boolean);
1530 var
1531 i: Integer;
1532 begin
1533 gTeamStat[TEAM_RED].Goals := 0;
1534 gTeamStat[TEAM_BLUE].Goals := 0;
1536 if gPlayers <> nil then
1537 for i := 0 to High(gPlayers) do
1538 if gPlayers[i] <> nil then
1539 begin
1540 gPlayers[i].Reset(Force);
1542 if gPlayers[i] is TPlayer then
1543 begin
1544 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1545 gPlayers[i].Respawn(Silent)
1546 else
1547 gPlayers[i].Spectate();
1548 end
1549 else
1550 TBot(gPlayers[i]).Respawn(Silent);
1551 end;
1552 end;
1554 procedure g_Player_CreateCorpse(Player: TPlayer);
1555 var
1556 i: Integer;
1557 find_id: DWORD;
1558 ok: Boolean;
1559 begin
1560 if Player.alive then
1561 Exit;
1563 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1564 if gCorpses <> nil then
1565 for i := 0 to High(gCorpses) do
1566 if gCorpses[i] <> nil then
1567 if gCorpses[i].FPlayerUID = Player.FUID then
1568 gCorpses[i].FPlayerUID := 0;
1570 if Player.FObj.Y >= gMapInfo.Height+128 then
1571 Exit;
1573 with Player do
1574 begin
1575 if (FHealth >= -50) or (gGibsCount = 0) then
1576 begin
1577 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1578 Exit;
1580 ok := False;
1581 for find_id := 0 to High(gCorpses) do
1582 if gCorpses[find_id] = nil then
1583 begin
1584 ok := True;
1585 Break;
1586 end;
1588 if not ok then
1589 find_id := Random(Length(gCorpses));
1591 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1592 gCorpses[find_id].FColor := FModel.Color;
1593 gCorpses[find_id].FObj.Vel := FObj.Vel;
1594 gCorpses[find_id].FObj.Accel := FObj.Accel;
1595 gCorpses[find_id].FPlayerUID := FUID;
1596 end
1597 else
1598 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1599 FObj.Y + PLAYER_RECT_CY,
1600 FModel.Name, FModel.Color);
1601 end;
1602 end;
1604 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1605 var
1606 SID: DWORD;
1607 begin
1608 if (gShells = nil) or (Length(gShells) = 0) then
1609 Exit;
1611 with gShells[CurrentShell] do
1612 begin
1613 SpriteID := 0;
1614 g_Obj_Init(@Obj);
1615 Obj.Rect.X := 0;
1616 Obj.Rect.Y := 0;
1617 if T = SHELL_BULLET then
1618 begin
1619 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1620 SpriteID := SID;
1621 CX := 2;
1622 CY := 1;
1623 Obj.Rect.Width := 4;
1624 Obj.Rect.Height := 2;
1625 end
1626 else
1627 begin
1628 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1629 SpriteID := SID;
1630 CX := 4;
1631 CY := 2;
1632 Obj.Rect.Width := 7;
1633 Obj.Rect.Height := 3;
1634 end;
1635 SType := T;
1636 alive := True;
1637 Obj.X := fX;
1638 Obj.Y := fY;
1639 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1640 positionChanged(); // this updates spatial accelerators
1641 RAngle := Random(360);
1642 Timeout := gTime + SHELL_TIMEOUT;
1644 if CurrentShell >= High(gShells) then
1645 CurrentShell := 0
1646 else
1647 Inc(CurrentShell);
1648 end;
1649 end;
1651 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1652 var
1653 a: Integer;
1654 GibsArray: TGibsArray;
1655 Blood: TModelBlood;
1656 begin
1657 if (gGibs = nil) or (Length(gGibs) = 0) then
1658 Exit;
1659 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1660 Exit;
1661 Blood := g_PlayerModel_GetBlood(ModelName);
1663 for a := 0 to High(GibsArray) do
1664 with gGibs[CurrentGib] do
1665 begin
1666 Color := fColor;
1667 ID := GibsArray[a].ID;
1668 MaskID := GibsArray[a].MaskID;
1669 alive := True;
1670 g_Obj_Init(@Obj);
1671 Obj.Rect := GibsArray[a].Rect;
1672 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1673 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1674 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1675 positionChanged(); // this updates spatial accelerators
1676 RAngle := Random(360);
1678 if gBloodCount > 0 then
1679 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1680 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1682 if CurrentGib >= High(gGibs) then
1683 CurrentGib := 0
1684 else
1685 Inc(CurrentGib);
1686 end;
1687 end;
1689 procedure g_Player_UpdatePhysicalObjects();
1690 var
1691 i: Integer;
1692 vel: TPoint2i;
1693 mr: Word;
1695 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1696 var
1697 k: Integer;
1698 begin
1699 k := 1 + Random(2);
1700 if T = SHELL_BULLET then
1701 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1702 else
1703 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1704 end;
1706 begin
1707 // Êóñêè ìÿñà:
1708 if gGibs <> nil then
1709 for i := 0 to High(gGibs) do
1710 if gGibs[i].alive then
1711 with gGibs[i] do
1712 begin
1713 vel := Obj.Vel;
1714 mr := g_Obj_Move(@Obj, True, False, True);
1715 positionChanged(); // this updates spatial accelerators
1717 if WordBool(mr and MOVE_FALLOUT) then
1718 begin
1719 alive := False;
1720 Continue;
1721 end;
1723 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1724 if WordBool(mr and MOVE_HITWALL) then
1725 Obj.Vel.X := -(vel.X div 2);
1726 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1727 Obj.Vel.Y := -(vel.Y div 2);
1729 if (Obj.Vel.X >= 0) then
1730 begin // Clockwise
1731 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1732 if RAngle >= 360 then
1733 RAngle := RAngle mod 360;
1734 end else begin // Counter-clockwise
1735 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1736 if RAngle < 0 then
1737 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1738 end;
1740 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1741 if gTime mod (GAME_TICK*3) = 0 then
1742 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1743 end;
1745 // Òðóïû:
1746 if gCorpses <> nil then
1747 for i := 0 to High(gCorpses) do
1748 if gCorpses[i] <> nil then
1749 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1750 begin
1751 gCorpses[i].Free();
1752 gCorpses[i] := nil;
1753 end
1754 else
1755 gCorpses[i].Update();
1757 // Ãèëüçû:
1758 if gShells <> nil then
1759 for i := 0 to High(gShells) do
1760 if gShells[i].alive then
1761 with gShells[i] do
1762 begin
1763 vel := Obj.Vel;
1764 mr := g_Obj_Move(@Obj, True, False, True);
1765 positionChanged(); // this updates spatial accelerators
1767 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1768 begin
1769 alive := False;
1770 Continue;
1771 end;
1773 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1774 if WordBool(mr and MOVE_HITWALL) then
1775 begin
1776 Obj.Vel.X := -(vel.X div 2);
1777 if not WordBool(mr and MOVE_INWATER) then
1778 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1779 end;
1780 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1781 begin
1782 Obj.Vel.Y := -(vel.Y div 2);
1783 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1784 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1785 begin
1786 if RAngle mod 90 <> 0 then
1787 RAngle := (RAngle div 90) * 90;
1788 end
1789 else if not WordBool(mr and MOVE_INWATER) then
1790 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1791 end;
1793 if (Obj.Vel.X >= 0) then
1794 begin // Clockwise
1795 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1796 if RAngle >= 360 then
1797 RAngle := RAngle mod 360;
1798 end else begin // Counter-clockwise
1799 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1800 if RAngle < 0 then
1801 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1802 end;
1803 end;
1804 end;
1807 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1808 begin
1809 x := Obj.X+Obj.Rect.X;
1810 y := Obj.Y+Obj.Rect.Y;
1811 w := Obj.Rect.Width;
1812 h := Obj.Rect.Height;
1813 end;
1815 procedure TGib.moveBy (dx, dy: Integer); inline;
1816 begin
1817 if (dx <> 0) or (dy <> 0) then
1818 begin
1819 Obj.X += dx;
1820 Obj.Y += dy;
1821 positionChanged();
1822 end;
1823 end;
1826 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1827 begin
1828 x := Obj.X;
1829 y := Obj.Y;
1830 w := Obj.Rect.Width;
1831 h := Obj.Rect.Height;
1832 end;
1834 procedure TShell.moveBy (dx, dy: Integer); inline;
1835 begin
1836 if (dx <> 0) or (dy <> 0) then
1837 begin
1838 Obj.X += dx;
1839 Obj.Y += dy;
1840 positionChanged();
1841 end;
1842 end;
1845 procedure TGib.positionChanged (); inline; begin end;
1846 procedure TShell.positionChanged (); inline; begin end;
1849 procedure g_Player_DrawCorpses();
1850 var
1851 i: Integer;
1852 a: TDFPoint;
1853 begin
1854 if gGibs <> nil then
1855 for i := 0 to High(gGibs) do
1856 if gGibs[i].alive then
1857 with gGibs[i] do
1858 begin
1859 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1860 Continue;
1862 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1863 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1865 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1867 e_Colors := Color;
1868 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1869 e_Colors.R := 255;
1870 e_Colors.G := 255;
1871 e_Colors.B := 255;
1872 end;
1874 if gCorpses <> nil then
1875 for i := 0 to High(gCorpses) do
1876 if gCorpses[i] <> nil then
1877 gCorpses[i].Draw();
1878 end;
1880 procedure g_Player_DrawShells();
1881 var
1882 i: Integer;
1883 a: TDFPoint;
1884 begin
1885 if gShells <> nil then
1886 for i := 0 to High(gShells) do
1887 if gShells[i].alive then
1888 with gShells[i] do
1889 begin
1890 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1891 Continue;
1893 a.X := CX;
1894 a.Y := CY;
1896 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1897 end;
1898 end;
1900 procedure g_Player_RemoveAllCorpses();
1901 var
1902 i: Integer;
1903 begin
1904 gGibs := nil;
1905 gShells := nil;
1906 SetLength(gGibs, MaxGibs);
1907 SetLength(gShells, MaxGibs);
1908 CurrentGib := 0;
1909 CurrentShell := 0;
1911 if gCorpses <> nil then
1912 for i := 0 to High(gCorpses) do
1913 gCorpses[i].Free();
1915 gCorpses := nil;
1916 SetLength(gCorpses, MaxCorpses);
1917 end;
1919 procedure g_Player_Corpses_SaveState (st: TStream);
1920 var
1921 count, i: Integer;
1922 begin
1923 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1924 count := 0;
1925 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1927 // Êîëè÷åñòâî òðóïîâ
1928 utils.writeInt(st, LongInt(count));
1930 if (count = 0) then exit;
1932 // Ñîõðàíÿåì òðóïû
1933 for i := 0 to High(gCorpses) do
1934 begin
1935 if gCorpses[i] <> nil then
1936 begin
1937 // Íàçâàíèå ìîäåëè
1938 utils.writeStr(st, gCorpses[i].FModelName);
1939 // Òèï ñìåðòè
1940 utils.writeBool(st, gCorpses[i].Mess);
1941 // Ñîõðàíÿåì äàííûå òðóïà:
1942 gCorpses[i].SaveState(st);
1943 end;
1944 end;
1945 end;
1948 procedure g_Player_Corpses_LoadState (st: TStream);
1949 var
1950 count, i: Integer;
1951 str: String;
1952 b: Boolean;
1953 begin
1954 assert(st <> nil);
1956 g_Player_RemoveAllCorpses();
1958 // Êîëè÷åñòâî òðóïîâ:
1959 count := utils.readLongInt(st);
1960 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1962 if (count = 0) then exit;
1964 // Çàãðóæàåì òðóïû
1965 for i := 0 to count-1 do
1966 begin
1967 // Íàçâàíèå ìîäåëè:
1968 str := utils.readStr(st);
1969 // Òèï ñìåðòè
1970 b := utils.readBool(st);
1971 // Ñîçäàåì òðóï
1972 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1973 // Çàãðóæàåì äàííûå òðóïà
1974 gCorpses[i].LoadState(st);
1975 end;
1976 end;
1979 { T P l a y e r : }
1981 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1983 procedure TPlayer.BFGHit();
1984 begin
1985 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1986 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1987 if g_Game_IsServer and g_Game_IsNet then
1988 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1989 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1990 0, NET_GFX_BFGHIT);
1991 end;
1993 procedure TPlayer.ChangeModel(ModelName: string);
1994 var
1995 locModel: TPlayerModel;
1996 begin
1997 locModel := g_PlayerModel_Get(ModelName);
1998 if locModel = nil then Exit;
2000 FModel.Free();
2001 FModel := locModel;
2002 end;
2004 procedure TPlayer.SetModel(ModelName: string);
2005 var
2006 m: TPlayerModel;
2007 begin
2008 m := g_PlayerModel_Get(ModelName);
2009 if m = nil then
2010 begin
2011 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2012 m := g_PlayerModel_Get('doomer');
2013 if m = nil then
2014 begin
2015 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2016 Exit;
2017 end;
2018 end;
2020 if FModel <> nil then
2021 FModel.Free();
2023 FModel := m;
2025 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2026 FModel.Color := FColor
2027 else
2028 FModel.Color := TEAMCOLOR[FTeam];
2029 FModel.SetWeapon(FCurrWeap);
2030 FModel.SetFlag(FFlag);
2031 SetDirection(FDirection);
2032 end;
2034 procedure TPlayer.SetColor(Color: TRGB);
2035 begin
2036 FColor := Color;
2037 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2038 if FModel <> nil then FModel.Color := Color;
2039 end;
2041 function TPlayer.GetColor(): TRGB;
2042 begin
2043 result := FModel.Color;
2044 end;
2046 procedure TPlayer.SwitchTeam;
2047 begin
2048 if g_Game_IsClient then
2049 Exit;
2050 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2052 if gGameOn and FAlive then
2053 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2055 if FTeam = TEAM_RED then
2056 begin
2057 ChangeTeam(TEAM_BLUE);
2058 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2059 if g_Game_IsNet then
2060 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2061 end
2062 else
2063 begin
2064 ChangeTeam(TEAM_RED);
2065 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2066 if g_Game_IsNet then
2067 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2068 end;
2069 FPreferredTeam := FTeam;
2070 end;
2072 procedure TPlayer.ChangeTeam(Team: Byte);
2073 var
2074 OldTeam: Byte;
2075 begin
2076 OldTeam := FTeam;
2077 FTeam := Team;
2078 case Team of
2079 TEAM_RED, TEAM_BLUE:
2080 FModel.Color := TEAMCOLOR[Team];
2081 else
2082 FModel.Color := FColor;
2083 end;
2084 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2085 MH_SEND_PlayerStats(FUID);
2086 end;
2089 procedure TPlayer.CollideItem();
2090 var
2091 i: Integer;
2092 r: Boolean;
2093 begin
2094 if gItems = nil then Exit;
2095 if not FAlive then Exit;
2097 for i := 0 to High(gItems) do
2098 with gItems[i] do
2099 begin
2100 if (ItemType <> ITEM_NONE) and alive then
2101 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2102 PLAYER_RECT.Height, @Obj) then
2103 begin
2104 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2106 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2107 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2108 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2109 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2110 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2112 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2113 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2114 (gGameSettings.GameType = GT_SINGLE) and
2115 (g_Player_GetCount() > 1)) then
2116 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2117 end;
2118 end;
2119 end;
2122 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2123 begin
2124 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2125 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2126 False);
2127 end;
2129 constructor TPlayer.Create();
2130 begin
2131 viewPortX := 0;
2132 viewPortY := 0;
2133 viewPortW := 0;
2134 viewPortH := 0;
2135 mEDamageType := HIT_SOME;
2137 FIamBot := False;
2138 FDummy := False;
2139 FSpawned := False;
2141 FSawSound := TPlayableSound.Create();
2142 FSawSoundIdle := TPlayableSound.Create();
2143 FSawSoundHit := TPlayableSound.Create();
2144 FSawSoundSelect := TPlayableSound.Create();
2145 FFlameSoundOn := TPlayableSound.Create();
2146 FFlameSoundOff := TPlayableSound.Create();
2147 FFlameSoundWork := TPlayableSound.Create();
2148 FJetSoundFly := TPlayableSound.Create();
2149 FJetSoundOn := TPlayableSound.Create();
2150 FJetSoundOff := TPlayableSound.Create();
2152 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2153 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2154 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2155 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2156 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2157 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2158 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2159 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2160 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2161 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2163 FSpectatePlayer := -1;
2164 FClientID := -1;
2165 FPing := 0;
2166 FLoss := 0;
2167 FSavedState.WaitRecall := False;
2168 FShellTimer := -1;
2169 FFireTime := 0;
2170 FFirePainTime := 0;
2171 FFireAttacker := 0;
2172 FHandicap := 100;
2174 FActualModelName := 'doomer';
2176 g_Obj_Init(@FObj);
2177 FObj.Rect := PLAYER_RECT;
2179 FBFGFireCounter := -1;
2180 FJustTeleported := False;
2181 FNetTime := 0;
2183 FWaitForFirstSpawn := false;
2185 resetWeaponQueue();
2186 end;
2188 procedure TPlayer.positionChanged (); inline;
2189 begin
2190 end;
2192 procedure TPlayer.doDamage (v: Integer);
2193 begin
2194 if (v <= 0) then exit;
2195 if (v > 32767) then v := 32767;
2196 Damage(v, 0, 0, 0, mEDamageType);
2197 end;
2199 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2200 var
2201 c: Word;
2202 begin
2203 if (not g_Game_IsClient) and (not FAlive) then
2204 Exit;
2206 FLastHit := t;
2208 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2209 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2210 begin
2211 if not g_Game_IsClient then
2212 begin
2213 FArmor := 0;
2214 if t = HIT_TRAP then
2215 begin
2216 // Ëîâóøêà óáèâàåò ñðàçó:
2217 FHealth := -100;
2218 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2219 end;
2220 if t = HIT_SELF then
2221 begin
2222 // Ñàìîóáèéñòâî:
2223 FHealth := 0;
2224 Kill(K_SIMPLEKILL, SpawnerUID, t);
2225 end;
2226 end;
2227 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2228 FMegaRulez[MR_SUIT] := 0;
2229 FMegaRulez[MR_INVUL] := 0;
2230 FMegaRulez[MR_INVIS] := 0;
2231 FSpawnInvul := 0;
2232 FBerserk := 0;
2233 end;
2235 // Íî îò îñòàëüíîãî ñïàñàåò:
2236 if FMegaRulez[MR_INVUL] >= gTime then
2237 Exit;
2239 // ×èò-êîä "ÃÎÐÅÖ":
2240 if FGodMode then
2241 Exit;
2243 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2244 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2245 (SpawnerUID = FUID) or
2246 (not SameTeam(FUID, SpawnerUID)) then
2247 begin
2248 FLastSpawnerUID := SpawnerUID;
2250 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2251 if gBloodCount > 0 then
2252 begin
2253 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2254 if value div 4 <= c then
2255 c := c - (value div 4)
2256 else
2257 c := 0;
2259 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2260 MakeBloodSimple(c)
2261 else
2262 case t of
2263 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2264 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2265 end;
2267 if t = HIT_WATER then
2268 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2269 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2270 end;
2272 // Áóôåð óðîíà:
2273 if FAlive then
2274 Inc(FDamageBuffer, value);
2276 // Âñïûøêà áîëè:
2277 if gFlash <> 0 then
2278 FPain := FPain + value;
2279 end;
2281 if g_Game_IsServer and g_Game_IsNet then
2282 begin
2283 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2284 MH_SEND_PlayerStats(FUID);
2285 MH_SEND_PlayerPos(False, FUID);
2286 end;
2287 end;
2289 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2290 begin
2291 Result := False;
2292 if g_Game_IsClient then
2293 Exit;
2294 if not FAlive then
2295 Exit;
2297 if Soft and (FHealth < PLAYER_HP_SOFT) then
2298 begin
2299 IncMax(FHealth, value, PLAYER_HP_SOFT);
2300 Result := True;
2301 end;
2302 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2303 begin
2304 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2305 Result := True;
2306 end;
2308 if Result and g_Game_IsServer and g_Game_IsNet then
2309 MH_SEND_PlayerStats(FUID);
2310 end;
2312 destructor TPlayer.Destroy();
2313 begin
2314 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2315 gPlayer1 := nil;
2316 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2317 gPlayer2 := nil;
2319 FSawSound.Free();
2320 FSawSoundIdle.Free();
2321 FSawSoundHit.Free();
2322 FSawSoundSelect.Free();
2323 FFlameSoundOn.Free();
2324 FFlameSoundOff.Free();
2325 FFlameSoundWork.Free();
2326 FJetSoundFly.Free();
2327 FJetSoundOn.Free();
2328 FJetSoundOff.Free();
2329 FModel.Free();
2330 if FPunchAnim <> nil then
2331 FPunchAnim.Free();
2333 inherited;
2334 end;
2336 procedure TPlayer.DrawIndicator(Color: TRGB);
2337 var
2338 indX, indY: Integer;
2339 indW, indH: Word;
2340 indA: Single;
2341 a: TDFPoint;
2342 nW, nH: Byte;
2343 ID: DWORD;
2344 c: TRGB;
2345 begin
2346 if FAlive then
2347 case gPlayerIndicatorStyle of
2348 0:
2349 begin
2350 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2351 begin
2352 e_GetTextureSize(ID, @indW, @indH);
2353 a.X := indW div 2;
2354 a.Y := indH div 2;
2356 if (FObj.X + FObj.Rect.X) < 0 then
2357 begin
2358 indA := 90;
2359 indX := FObj.X + FObj.Rect.X + FObj.Rect.Width;
2360 indY := FObj.Y + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2361 end
2363 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2364 begin
2365 indA := 270;
2366 indX := FObj.X + FObj.Rect.X - indH;
2367 indY := FObj.Y + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2368 end
2370 else if (fObj.Y - indH) < 0 then
2371 begin
2372 indA := 180;
2373 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2374 indY := FObj.Y + FObj.Rect.Y + FObj.Rect.Height;
2375 end
2377 else
2378 begin
2379 indA := 0;
2380 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2381 indY := FObj.Y - indH;
2382 end;
2384 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2385 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2387 c := e_Colors;
2388 e_Colors := Color;
2389 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2390 e_Colors := c;
2391 end;
2392 end;
2394 1:
2395 begin
2396 e_TextureFontGetSize(gStdFont, nW, nH);
2397 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2398 indY := FObj.Y - nH;
2399 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2400 end;
2401 end;
2402 end;
2404 procedure TPlayer.DrawBubble();
2405 var
2406 bubX, bubY: Integer;
2407 ID: LongWord;
2408 Rb, Gb, Bb,
2409 Rw, Gw, Bw: SmallInt;
2410 Dot: Byte;
2411 begin
2412 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2413 bubY := FObj.Y+FObj.Rect.Y - 18;
2414 Rb := 64;
2415 Gb := 64;
2416 Bb := 64;
2417 Rw := 240;
2418 Gw := 240;
2419 Bw := 240;
2420 case gChatBubble of
2421 1: // simple textual non-bubble
2422 begin
2423 bubX := FObj.X+FObj.Rect.X - 11;
2424 bubY := FObj.Y+FObj.Rect.Y - 17;
2425 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2426 Exit;
2427 end;
2428 2: // advanced pixel-perfect bubble
2429 begin
2430 if FTeam = TEAM_RED then
2431 Rb := 255
2432 else
2433 if FTeam = TEAM_BLUE then
2434 Bb := 255;
2435 end;
2436 3: // colored bubble
2437 begin
2438 Rb := FModel.Color.R;
2439 Gb := FModel.Color.G;
2440 Bb := FModel.Color.B;
2441 Rw := Min(Rb * 2 + 64, 255);
2442 Gw := Min(Gb * 2 + 64, 255);
2443 Bw := Min(Bb * 2 + 64, 255);
2444 if (Abs(Rw - Rb) < 32)
2445 or (Abs(Gw - Gb) < 32)
2446 or (Abs(Bw - Bb) < 32) then
2447 begin
2448 Rb := Max(Rw div 2 - 16, 0);
2449 Gb := Max(Gw div 2 - 16, 0);
2450 Bb := Max(Bw div 2 - 16, 0);
2451 end;
2452 end;
2453 4: // custom textured bubble
2454 begin
2455 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2456 if FDirection = TDirection.D_RIGHT then
2457 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2458 else
2459 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2460 Exit;
2461 end;
2462 end;
2464 // Outer borders
2465 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2466 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2467 // Inner box
2468 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2470 // Tail
2471 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2472 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2473 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);
2474 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);
2475 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);
2476 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);
2478 // Dots
2479 Dot := 6;
2480 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2481 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2482 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2483 end;
2485 procedure TPlayer.Draw();
2486 var
2487 ID: DWORD;
2488 w, h: Word;
2489 dr: Boolean;
2490 Mirror: TMirrorType;
2491 begin
2492 if FAlive then
2493 begin
2494 if Direction = TDirection.D_RIGHT then
2495 Mirror := TMirrorType.None
2496 else
2497 Mirror := TMirrorType.Horizontal;
2499 if FPunchAnim <> nil then
2500 begin
2501 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2502 FObj.Y+FObj.Rect.Y-11, Mirror);
2503 if FPunchAnim.played then
2504 begin
2505 FPunchAnim.Free;
2506 FPunchAnim := nil;
2507 end;
2508 end;
2510 if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
2511 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2512 begin
2513 e_GetTextureSize(ID, @w, @h);
2514 if FDirection = TDirection.D_LEFT then
2515 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2516 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2517 else
2518 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2519 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2520 end;
2522 if FMegaRulez[MR_INVIS] > gTime then
2523 begin
2524 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2525 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2526 begin
2527 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2528 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2529 else
2530 dr := True;
2531 if dr then
2532 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2533 else
2534 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2535 end
2536 else
2537 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2538 end
2539 else
2540 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2541 end;
2543 if g_debug_Frames then
2544 begin
2545 e_DrawQuad(FObj.X+FObj.Rect.X,
2546 FObj.Y+FObj.Rect.Y,
2547 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2548 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2549 0, 255, 0);
2550 end;
2552 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2553 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2554 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2555 DrawBubble();
2556 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2557 if gAimLine and alive and
2558 ((Self = gPlayer1) or (Self = gPlayer2)) then
2559 DrawAim();
2560 end;
2563 procedure TPlayer.DrawAim();
2564 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2565 var
2566 ex, ey: Integer;
2567 begin
2569 {$IFDEF ENABLE_HOLMES}
2570 if isValidViewPort and (self = gPlayer1) then
2571 begin
2572 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2573 end;
2574 {$ENDIF}
2576 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2577 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2578 begin
2579 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2580 end
2581 else
2582 begin
2583 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2584 end;
2585 end;
2587 var
2588 wx, wy, xx, yy: Integer;
2589 angle: SmallInt;
2590 sz, len: Word;
2591 begin
2592 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2593 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2594 angle := FAngle;
2595 len := 1024;
2596 sz := 2;
2597 case FCurrWeap of
2598 0: begin // Punch
2599 len := 12;
2600 sz := 4;
2601 end;
2602 1: begin // Chainsaw
2603 len := 24;
2604 sz := 6;
2605 end;
2606 2: begin // Pistol
2607 len := 1024;
2608 sz := 2;
2609 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2610 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2611 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2612 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2613 end;
2614 3: begin // Shotgun
2615 len := 1024;
2616 sz := 3;
2617 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2618 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2619 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2620 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2621 end;
2622 4: begin // Double Shotgun
2623 len := 1024;
2624 sz := 4;
2625 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2626 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2627 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2628 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2629 end;
2630 5: begin // Chaingun
2631 len := 1024;
2632 sz := 3;
2633 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2634 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2635 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2636 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2637 end;
2638 6: begin // Rocket Launcher
2639 len := 1024;
2640 sz := 7;
2641 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2642 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2643 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2644 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2645 end;
2646 7: begin // Plasmagun
2647 len := 1024;
2648 sz := 5;
2649 if angle = ANGLE_RIGHTUP then Inc(angle);
2650 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2651 if angle = ANGLE_LEFTUP then Dec(angle);
2652 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2653 end;
2654 8: begin // BFG
2655 len := 1024;
2656 sz := 12;
2657 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2658 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2659 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2660 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2661 end;
2662 9: begin // Super Chaingun
2663 len := 1024;
2664 sz := 4;
2665 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2666 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2667 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2668 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2669 end;
2670 end;
2671 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2672 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2673 {$IF DEFINED(D2F_DEBUG)}
2674 drawCast(sz, wx, wy, xx, yy);
2675 {$ELSE}
2676 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2677 {$ENDIF}
2678 end;
2680 procedure TPlayer.DrawGUI();
2681 var
2682 ID: DWORD;
2683 X, Y, SY, a, p, m: Integer;
2684 tw, th: Word;
2685 cw, ch: Byte;
2686 s: string;
2687 stat: TPlayerStatArray;
2688 begin
2689 X := gPlayerScreenSize.X;
2690 SY := gPlayerScreenSize.Y;
2691 Y := 0;
2693 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2694 begin
2695 if gGameSettings.GameMode = GM_CTF then
2696 a := 32 + 8
2697 else
2698 a := 0;
2699 if gGameSettings.GameMode = GM_CTF then
2700 begin
2701 s := 'TEXTURE_PLAYER_REDFLAG';
2702 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2703 s := 'TEXTURE_PLAYER_REDFLAG_S';
2704 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2705 s := 'TEXTURE_PLAYER_REDFLAG_D';
2706 if g_Texture_Get(s, ID) then
2707 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2708 end;
2710 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2711 e_CharFont_GetSize(gMenuFont, s, tw, th);
2712 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2714 if gGameSettings.GameMode = GM_CTF then
2715 begin
2716 s := 'TEXTURE_PLAYER_BLUEFLAG';
2717 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2718 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2719 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2720 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2721 if g_Texture_Get(s, ID) then
2722 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2723 end;
2725 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2726 e_CharFont_GetSize(gMenuFont, s, tw, th);
2727 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2728 end;
2730 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2731 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2732 0, False, False);
2734 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2735 e_Draw(ID, X+2, Y, 0, True, False);
2737 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2738 begin
2739 if gShowStat then
2740 begin
2741 s := IntToStr(Frags);
2742 e_CharFont_GetSize(gMenuFont, s, tw, th);
2743 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2745 s := '';
2746 p := 1;
2747 m := 0;
2748 stat := g_Player_GetStats();
2749 if stat <> nil then
2750 begin
2751 p := 1;
2753 for a := 0 to High(stat) do
2754 if stat[a].Name <> Name then
2755 begin
2756 if stat[a].Frags > m then m := stat[a].Frags;
2757 if stat[a].Frags > Frags then p := p+1;
2758 end;
2759 end;
2761 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2762 if Frags >= m then s := s+'+' else s := s+'-';
2763 s := s+IntToStr(Abs(Frags-m));
2765 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2766 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2767 end;
2769 if gShowLives and (gGameSettings.MaxLives > 0) then
2770 begin
2771 s := IntToStr(Lives);
2772 e_CharFont_GetSize(gMenuFont, s, tw, th);
2773 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2774 end;
2775 end;
2777 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2778 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2780 if R_BERSERK in FRulez then
2781 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2782 else
2783 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2785 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2786 e_Draw(ID, X+36, Y+77, 0, True, False);
2788 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2789 e_CharFont_GetSize(gMenuFont, s, tw, th);
2790 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2792 s := IntToStr(FArmor);
2793 e_CharFont_GetSize(gMenuFont, s, tw, th);
2794 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2796 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2798 case FCurrWeap of
2799 WEAPON_KASTET:
2800 begin
2801 s := '--';
2802 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2803 end;
2804 WEAPON_SAW:
2805 begin
2806 s := '--';
2807 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2808 end;
2809 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2810 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2811 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2812 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2813 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2814 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2815 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2816 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2817 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2818 end;
2820 e_CharFont_GetSize(gMenuFont, s, tw, th);
2821 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2822 e_Draw(ID, X+20, Y+160, 0, True, False);
2824 if R_KEY_RED in FRulez then
2825 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2827 if R_KEY_GREEN in FRulez then
2828 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2830 if R_KEY_BLUE in FRulez then
2831 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2833 if FJetFuel > 0 then
2834 begin
2835 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2836 e_Draw(ID, X+2, Y+116, 0, True, False);
2837 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2838 e_Draw(ID, X+2, Y+126, 0, True, False);
2839 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2840 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2841 end
2842 else
2843 begin
2844 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2845 e_Draw(ID, X+2, Y+124, 0, True, False);
2846 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2847 end;
2849 if gShowPing and g_Game_IsClient then
2850 begin
2851 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2852 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2853 Y := Y + 16;
2854 end;
2856 if FSpectator then
2857 begin
2858 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2859 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2860 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2861 if FNoRespawn then
2862 begin
2863 e_TextureFontGetSize(gStdFont, cw, ch);
2864 s := _lc[I_PLAYER_SPECT4];
2865 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2866 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2867 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2868 end;
2870 end;
2871 end;
2873 procedure TPlayer.DrawRulez();
2874 var
2875 dr: Boolean;
2876 begin
2877 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2878 if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
2879 begin
2880 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2881 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2882 else
2883 dr := True;
2885 if dr then
2886 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2887 191, 191, 191, 0, TBlending.Invert);
2888 end;
2890 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2891 if FMegaRulez[MR_SUIT] >= gTime then
2892 begin
2893 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2894 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2895 else
2896 dr := True;
2898 if dr then
2899 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2900 0, 96, 0, 200, TBlending.None);
2901 end;
2903 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2904 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2905 begin
2906 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2907 255, 0, 0, 200, TBlending.None);
2908 end;
2909 end;
2911 procedure TPlayer.DrawPain();
2912 var
2913 a, h: Integer;
2914 begin
2915 if FPain = 0 then Exit;
2917 a := FPain;
2919 if a < 15 then h := 0
2920 else if a < 35 then h := 1
2921 else if a < 55 then h := 2
2922 else if a < 75 then h := 3
2923 else if a < 95 then h := 4
2924 else h := 5;
2926 //if a > 255 then a := 255;
2928 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2929 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2930 end;
2932 procedure TPlayer.DrawPickup();
2933 var
2934 a, h: Integer;
2935 begin
2936 if FPickup = 0 then Exit;
2938 a := FPickup;
2940 if a < 15 then h := 1
2941 else if a < 35 then h := 2
2942 else if a < 55 then h := 3
2943 else if a < 75 then h := 4
2944 else h := 5;
2946 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2947 end;
2949 procedure TPlayer.DoPunch();
2950 var
2951 id: DWORD;
2952 st: String;
2953 begin
2954 if FPunchAnim <> nil then begin
2955 FPunchAnim.reset();
2956 FPunchAnim.Free;
2957 FPunchAnim := nil;
2958 end;
2959 st := 'FRAMES_PUNCH';
2960 if R_BERSERK in FRulez then
2961 st := st + '_BERSERK';
2962 if FKeys[KEY_UP].Pressed then
2963 st := st + '_UP'
2964 else if FKeys[KEY_DOWN].Pressed then
2965 st := st + '_DN';
2966 g_Frames_Get(id, st);
2967 FPunchAnim := TAnimation.Create(id, False, 1);
2968 end;
2970 procedure TPlayer.Fire();
2971 var
2972 f, DidFire: Boolean;
2973 wx, wy, xd, yd: Integer;
2974 locobj: TObj;
2975 begin
2976 if g_Game_IsClient then Exit;
2977 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2978 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2980 if FSpectator then
2981 begin
2982 Respawn(False);
2983 Exit;
2984 end;
2986 if FReloading[FCurrWeap] <> 0 then Exit;
2988 DidFire := False;
2990 f := False;
2991 wx := FObj.X+WEAPONPOINT[FDirection].X;
2992 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2993 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2994 yd := wy+firediry();
2996 case FCurrWeap of
2997 WEAPON_KASTET:
2998 begin
2999 DoPunch();
3000 if R_BERSERK in FRulez then
3001 begin
3002 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3003 locobj.X := FObj.X+FObj.Rect.X;
3004 locobj.Y := FObj.Y+FObj.Rect.Y;
3005 locobj.rect.X := 0;
3006 locobj.rect.Y := 0;
3007 locobj.rect.Width := 39;
3008 locobj.rect.Height := 52;
3009 locobj.Vel.X := (xd-wx) div 2;
3010 locobj.Vel.Y := (yd-wy) div 2;
3011 locobj.Accel.X := xd-wx;
3012 locobj.Accel.y := yd-wy;
3014 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3015 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3016 else
3017 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3019 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3020 end
3021 else
3022 begin
3023 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3024 end;
3026 DidFire := True;
3027 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3028 end;
3030 WEAPON_SAW:
3031 begin
3032 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3033 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3034 begin
3035 FSawSoundSelect.Stop();
3036 FSawSound.Stop();
3037 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3038 end
3039 else if not FSawSoundHit.IsPlaying() then
3040 begin
3041 FSawSoundSelect.Stop();
3042 FSawSound.PlayAt(FObj.X, FObj.Y);
3043 end;
3045 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3046 DidFire := True;
3047 f := True;
3048 end;
3050 WEAPON_PISTOL:
3051 if FAmmo[A_BULLETS] > 0 then
3052 begin
3053 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3054 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3055 Dec(FAmmo[A_BULLETS]);
3056 FFireAngle := FAngle;
3057 f := True;
3058 DidFire := True;
3059 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3060 GameVelX, GameVelY-2, SHELL_BULLET);
3061 end;
3063 WEAPON_SHOTGUN1:
3064 if FAmmo[A_SHELLS] > 0 then
3065 begin
3066 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3067 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3068 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3069 Dec(FAmmo[A_SHELLS]);
3070 FFireAngle := FAngle;
3071 f := True;
3072 DidFire := True;
3073 FShellTimer := 10;
3074 FShellType := SHELL_SHELL;
3075 end;
3077 WEAPON_SHOTGUN2:
3078 if FAmmo[A_SHELLS] >= 2 then
3079 begin
3080 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3081 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3082 Dec(FAmmo[A_SHELLS], 2);
3083 FFireAngle := FAngle;
3084 f := True;
3085 DidFire := True;
3086 FShellTimer := 13;
3087 FShellType := SHELL_DBLSHELL;
3088 end;
3090 WEAPON_CHAINGUN:
3091 if FAmmo[A_BULLETS] > 0 then
3092 begin
3093 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3094 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3095 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3096 Dec(FAmmo[A_BULLETS]);
3097 FFireAngle := FAngle;
3098 f := True;
3099 DidFire := True;
3100 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3101 GameVelX, GameVelY-2, SHELL_BULLET);
3102 end;
3104 WEAPON_ROCKETLAUNCHER:
3105 if FAmmo[A_ROCKETS] > 0 then
3106 begin
3107 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3108 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3109 Dec(FAmmo[A_ROCKETS]);
3110 FFireAngle := FAngle;
3111 f := True;
3112 DidFire := True;
3113 end;
3115 WEAPON_PLASMA:
3116 if FAmmo[A_CELLS] > 0 then
3117 begin
3118 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3119 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3120 Dec(FAmmo[A_CELLS]);
3121 FFireAngle := FAngle;
3122 f := True;
3123 DidFire := True;
3124 end;
3126 WEAPON_BFG:
3127 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3128 begin
3129 FBFGFireCounter := 17;
3130 if not FNoReload then
3131 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3132 Dec(FAmmo[A_CELLS], 40);
3133 DidFire := True;
3134 end;
3136 WEAPON_SUPERPULEMET:
3137 if FAmmo[A_SHELLS] > 0 then
3138 begin
3139 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3140 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3141 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3142 Dec(FAmmo[A_SHELLS]);
3143 FFireAngle := FAngle;
3144 f := True;
3145 DidFire := True;
3146 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3147 GameVelX, GameVelY-2, SHELL_SHELL);
3148 end;
3150 WEAPON_FLAMETHROWER:
3151 if FAmmo[A_FUEL] > 0 then
3152 begin
3153 g_Weapon_flame(wx, wy, xd, yd, FUID);
3154 FlamerOn;
3155 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3156 Dec(FAmmo[A_FUEL]);
3157 FFireAngle := FAngle;
3158 f := True;
3159 DidFire := True;
3160 end
3161 else
3162 begin
3163 FlamerOff;
3164 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3165 end;
3166 end;
3168 if g_Game_IsNet then
3169 begin
3170 if DidFire then
3171 begin
3172 if FCurrWeap <> WEAPON_BFG then
3173 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3174 else
3175 if not FNoReload then
3176 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3177 end;
3179 MH_SEND_PlayerStats(FUID);
3180 end;
3182 if not f then Exit;
3184 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3185 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3186 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3187 end;
3189 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3190 begin
3191 case Weapon of
3192 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3193 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3194 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3195 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3196 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3197 else Result := 0;
3198 end;
3199 end;
3201 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3202 begin
3203 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3204 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3205 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3206 end;
3208 procedure TPlayer.FlamerOn;
3209 begin
3210 FFlameSoundOff.Stop();
3211 FFlameSoundOff.SetPosition(0);
3212 if FFlaming then
3213 begin
3214 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3215 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3216 end
3217 else
3218 begin
3219 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3220 FFlaming := True;
3221 end;
3222 end;
3224 procedure TPlayer.FlamerOff;
3225 begin
3226 if FFlaming then
3227 begin
3228 FFlameSoundOn.Stop();
3229 FFlameSoundOn.SetPosition(0);
3230 FFlameSoundWork.Stop();
3231 FFlameSoundWork.SetPosition(0);
3232 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3233 FFlaming := False;
3234 end;
3235 end;
3237 procedure TPlayer.JetpackOn;
3238 begin
3239 FJetSoundFly.Stop;
3240 FJetSoundOff.Stop;
3241 FJetSoundOn.SetPosition(0);
3242 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3243 FlySmoke(8);
3244 end;
3246 procedure TPlayer.JetpackOff;
3247 begin
3248 FJetSoundFly.Stop;
3249 FJetSoundOn.Stop;
3250 FJetSoundOff.SetPosition(0);
3251 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3252 end;
3254 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3255 begin
3256 if Timeout <= 0 then
3257 exit;
3258 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3259 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3260 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3261 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3262 if FFireTime <= 0 then
3263 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3264 FFireTime := Timeout;
3265 FFireAttacker := Attacker;
3266 if g_Game_IsNet and g_Game_IsServer then
3267 MH_SEND_PlayerStats(FUID);
3268 end;
3270 procedure TPlayer.Jump();
3271 begin
3272 if gFly or FJetpack then
3273 begin
3274 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3275 if FObj.Vel.Y > -VEL_FLY then
3276 FObj.Vel.Y := FObj.Vel.Y - 3;
3277 if FJetpack then
3278 begin
3279 if FJetFuel > 0 then
3280 Dec(FJetFuel);
3281 if (FJetFuel < 1) and g_Game_IsServer then
3282 begin
3283 FJetpack := False;
3284 JetpackOff;
3285 if g_Game_IsNet then
3286 MH_SEND_PlayerStats(FUID);
3287 end;
3288 end;
3289 Exit;
3290 end;
3292 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3293 if FGhost then
3294 FCanJetpack := False;
3296 // Ïðûãàåì èëè âñïëûâàåì:
3297 if (CollideLevel(0, 1) or
3298 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3299 PLAYER_RECT.Height-33, PANEL_STEP, False)
3300 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3301 begin
3302 FObj.Vel.Y := -VEL_JUMP;
3303 FCanJetpack := False;
3304 end
3305 else
3306 begin
3307 if BodyInLiquid(0, 0) then
3308 FObj.Vel.Y := -VEL_SW
3309 else if (FJetFuel > 0) and FCanJetpack and
3310 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3311 begin
3312 FJetpack := True;
3313 JetpackOn;
3314 if g_Game_IsNet then
3315 MH_SEND_PlayerStats(FUID);
3316 end;
3317 end;
3318 end;
3320 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3321 var
3322 a, i, k, ab, ar: Byte;
3323 s: String;
3324 mon: TMonster;
3325 plr: TPlayer;
3326 srv, netsrv: Boolean;
3327 DoFrags: Boolean;
3328 OldLR: Byte;
3329 KP: TPlayer;
3330 it: PItem;
3332 procedure PushItem(t: Byte);
3333 var
3334 id: DWORD;
3335 begin
3336 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3337 it := g_Items_ByIdx(id);
3338 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3339 begin
3340 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3341 (FObj.Vel.Y div 2)-Random(9));
3342 it.positionChanged(); // this updates spatial accelerators
3343 end
3344 else
3345 begin
3346 if KillType = K_HARDKILL then // -5..+5; -5..0
3347 begin
3348 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3349 (FObj.Vel.Y div 2)-Random(6));
3350 end
3351 else // -3..+3; -3..0
3352 begin
3353 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3354 (FObj.Vel.Y div 2)-Random(4));
3355 end;
3356 it.positionChanged(); // this updates spatial accelerators
3357 end;
3359 if g_Game_IsNet and g_Game_IsServer then
3360 MH_SEND_ItemSpawn(True, id);
3361 end;
3363 begin
3364 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3365 Srv := g_Game_IsServer;
3366 Netsrv := g_Game_IsServer and g_Game_IsNet;
3367 if Srv then FDeath := FDeath + 1;
3368 if FAlive then
3369 begin
3370 if FGhost then
3371 FGhost := False;
3372 if not FPhysics then
3373 FPhysics := True;
3374 FAlive := False;
3375 end;
3376 FShellTimer := -1;
3378 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3379 begin
3380 if FLives > 0 then FLives := FLives - 1;
3381 if FLives = 0 then FNoRespawn := True;
3382 end;
3384 // Íîìåð òèïà ñìåðòè:
3385 a := 1;
3386 case KillType of
3387 K_SIMPLEKILL: a := 1;
3388 K_HARDKILL: a := 2;
3389 K_EXTRAHARDKILL: a := 3;
3390 K_FALLKILL: a := 4;
3391 end;
3393 // Çâóê ñìåðòè:
3394 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3395 for i := 1 to 3 do
3396 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3397 Break;
3399 // Âðåìÿ ðåñïàóíà:
3400 if Srv then
3401 case KillType of
3402 K_SIMPLEKILL:
3403 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3404 K_HARDKILL:
3405 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3406 K_EXTRAHARDKILL, K_FALLKILL:
3407 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3408 end;
3410 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3411 case KillType of
3412 K_SIMPLEKILL:
3413 SetAction(A_DIE1);
3414 K_HARDKILL, K_EXTRAHARDKILL:
3415 SetAction(A_DIE2);
3416 end;
3418 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3419 if (KillType <> K_FALLKILL) and (Srv) then
3420 g_Monsters_killedp();
3422 if SpawnerUID = FUID then
3423 begin // Ñàìîóáèëñÿ
3424 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3425 begin
3426 Dec(FFrags);
3427 FLastFrag := 0;
3428 end;
3429 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3430 end
3431 else
3432 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3433 begin // Óáèò äðóãèì èãðîêîì
3434 KP := g_Player_Get(SpawnerUID);
3435 if (KP <> nil) and Srv then
3436 begin
3437 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3438 if SameTeam(FUID, SpawnerUID) then
3439 begin
3440 Dec(KP.FFrags);
3441 KP.FLastFrag := 0;
3442 end else
3443 begin
3444 Inc(KP.FFrags);
3445 KP.FragCombo();
3446 end;
3448 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3449 Inc(gTeamStat[KP.Team].Goals,
3450 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3452 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3453 end;
3455 plr := g_Player_Get(SpawnerUID);
3456 if plr = nil then
3457 s := '?'
3458 else
3459 s := plr.FName;
3461 case KillType of
3462 K_HARDKILL:
3463 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3464 [FName, s]),
3465 gShowKillMsg);
3466 K_EXTRAHARDKILL:
3467 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3468 [FName, s]),
3469 gShowKillMsg);
3470 else
3471 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3472 [FName, s]),
3473 gShowKillMsg);
3474 end;
3475 end
3476 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3477 begin // Óáèò ìîíñòðîì
3478 mon := g_Monsters_ByUID(SpawnerUID);
3479 if mon = nil then
3480 s := '?'
3481 else
3482 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3484 case KillType of
3485 K_HARDKILL:
3486 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3487 [FName, s]),
3488 gShowKillMsg);
3489 K_EXTRAHARDKILL:
3490 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3491 [FName, s]),
3492 gShowKillMsg);
3493 else
3494 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3495 [FName, s]),
3496 gShowKillMsg);
3497 end;
3498 end
3499 else // Îñîáûå òèïû ñìåðòè
3500 case t of
3501 HIT_DISCON: ;
3502 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3503 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3504 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3505 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3506 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3507 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3508 end;
3510 if Srv then
3511 begin
3512 // Âûáðîñ îðóæèÿ:
3513 for a := WP_FIRST to WP_LAST do
3514 if FWeapon[a] then
3515 begin
3516 case a of
3517 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3518 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3519 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3520 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3521 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3522 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3523 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3524 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3525 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3526 else i := 0;
3527 end;
3529 if i <> 0 then
3530 PushItem(i);
3531 end;
3533 // Âûáðîñ ðþêçàêà:
3534 if R_ITEM_BACKPACK in FRulez then
3535 PushItem(ITEM_AMMO_BACKPACK);
3537 // Âûáðîñ ðàêåòíîãî ðàíöà:
3538 if FJetFuel > 0 then
3539 PushItem(ITEM_JETPACK);
3541 // Âûáðîñ êëþ÷åé:
3542 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
3543 (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
3544 begin
3545 if R_KEY_RED in FRulez then
3546 PushItem(ITEM_KEY_RED);
3548 if R_KEY_GREEN in FRulez then
3549 PushItem(ITEM_KEY_GREEN);
3551 if R_KEY_BLUE in FRulez then
3552 PushItem(ITEM_KEY_BLUE);
3553 end;
3555 // Âûáðîñ ôëàãà:
3556 DropFlag(KillType = K_FALLKILL);
3557 end;
3559 g_Player_CreateCorpse(Self);
3561 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3562 (gLMSRespawn = LMS_RESPAWN_NONE) then
3563 begin
3564 a := 0;
3565 k := 0;
3566 ar := 0;
3567 ab := 0;
3568 for i := Low(gPlayers) to High(gPlayers) do
3569 begin
3570 if gPlayers[i] = nil then continue;
3571 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3572 begin
3573 Inc(a);
3574 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3575 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3576 k := i;
3577 end;
3578 end;
3580 OldLR := gLMSRespawn;
3581 if (gGameSettings.GameMode = GM_COOP) then
3582 begin
3583 if (a = 0) then
3584 begin
3585 // everyone is dead, restart the map
3586 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3587 if Netsrv then
3588 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3589 gLMSRespawn := LMS_RESPAWN_FINAL;
3590 gLMSRespawnTime := gTime + 5000;
3591 end
3592 else if (a = 1) then
3593 begin
3594 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3595 if (gPlayers[k] = gPlayer1) or
3596 (gPlayers[k] = gPlayer2) then
3597 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3598 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3599 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3600 end;
3601 end
3602 else if (gGameSettings.GameMode = GM_TDM) then
3603 begin
3604 if (ab = 0) and (ar <> 0) then
3605 begin
3606 // blu team ded
3607 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3608 if Netsrv then
3609 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3610 Inc(gTeamStat[TEAM_RED].Goals);
3611 gLMSRespawn := LMS_RESPAWN_FINAL;
3612 gLMSRespawnTime := gTime + 5000;
3613 end
3614 else if (ar = 0) and (ab <> 0) then
3615 begin
3616 // red team ded
3617 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3618 if Netsrv then
3619 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3620 Inc(gTeamStat[TEAM_BLUE].Goals);
3621 gLMSRespawn := LMS_RESPAWN_FINAL;
3622 gLMSRespawnTime := gTime + 5000;
3623 end
3624 else if (ar = 0) and (ab = 0) then
3625 begin
3626 // everyone ded
3627 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3628 if Netsrv then
3629 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3630 gLMSRespawn := LMS_RESPAWN_FINAL;
3631 gLMSRespawnTime := gTime + 5000;
3632 end;
3633 end
3634 else if (gGameSettings.GameMode = GM_DM) then
3635 begin
3636 if (a = 1) then
3637 begin
3638 if gPlayers[k] <> nil then
3639 with gPlayers[k] do
3640 begin
3641 // survivor is the winner
3642 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3643 if Netsrv then
3644 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3645 Inc(FFrags);
3646 end;
3647 gLMSRespawn := LMS_RESPAWN_FINAL;
3648 gLMSRespawnTime := gTime + 5000;
3649 end
3650 else if (a = 0) then
3651 begin
3652 // everyone is dead, restart the map
3653 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3654 if Netsrv then
3655 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3656 gLMSRespawn := LMS_RESPAWN_FINAL;
3657 gLMSRespawnTime := gTime + 5000;
3658 end;
3659 end;
3660 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3661 begin
3662 if NetMode = NET_SERVER then
3663 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3664 else
3665 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3666 end;
3667 end;
3669 if Netsrv then
3670 begin
3671 MH_SEND_PlayerStats(FUID);
3672 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3673 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3674 end;
3676 if srv and FNoRespawn then Spectate(True);
3677 FWantsInGame := True;
3678 end;
3680 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3681 begin
3682 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3683 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3684 end;
3686 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3687 begin
3688 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3689 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3690 end;
3692 procedure TPlayer.MakeBloodSimple(Count: Word);
3693 begin
3694 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3695 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3696 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3697 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3698 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3699 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3700 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3701 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3702 end;
3704 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3705 begin
3706 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3707 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3708 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3709 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3710 end;
3712 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3713 begin
3714 if g_Game_IsClient then Exit;
3715 if Weapon > High(FWeapon) then Exit;
3716 FNextWeap := FNextWeap or (1 shl Weapon);
3717 end;
3719 procedure TPlayer.resetWeaponQueue ();
3720 begin
3721 FNextWeap := 0;
3722 FNextWeapDelay := 0;
3723 end;
3725 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3726 begin
3727 result := false;
3728 case weapon of
3729 WEAPON_KASTET, WEAPON_SAW: result := true;
3730 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3731 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3732 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3733 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3734 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3735 else result := (weapon < length(FWeapon));
3736 end;
3737 end;
3739 // return 255 for "no switch"
3740 function TPlayer.getNextWeaponIndex (): Byte;
3741 var
3742 i: Word;
3743 wantThisWeapon: array[0..64] of Boolean;
3744 wwc: Integer = 0; //HACK!
3745 dir, cwi: Integer;
3746 begin
3747 result := 255; // default result: "no switch"
3748 // had weapon cycling on previous frame? remove that flag
3749 if (FNextWeap and $2000) <> 0 then
3750 begin
3751 FNextWeap := FNextWeap and $1FFF;
3752 FNextWeapDelay := 0;
3753 end;
3754 // cycling has priority
3755 if (FNextWeap and $C000) <> 0 then
3756 begin
3757 if (FNextWeap and $8000) <> 0 then
3758 dir := 1
3759 else
3760 dir := -1;
3761 FNextWeap := FNextWeap or $2000; // we need this
3762 if FNextWeapDelay > 0 then
3763 exit; // cooldown time
3764 cwi := FCurrWeap;
3765 for i := 0 to High(FWeapon) do
3766 begin
3767 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3768 if FWeapon[cwi] then
3769 begin
3770 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3771 result := Byte(cwi);
3772 FNextWeapDelay := WEAPON_DELAY;
3773 exit;
3774 end;
3775 end;
3776 resetWeaponQueue();
3777 exit;
3778 end;
3779 // no cycling
3780 for i := 0 to High(wantThisWeapon) do
3781 wantThisWeapon[i] := false;
3782 for i := 0 to High(FWeapon) do
3783 if (FNextWeap and (1 shl i)) <> 0 then
3784 begin
3785 wantThisWeapon[i] := true;
3786 Inc(wwc);
3787 end;
3788 // exclude currently selected weapon from the set
3789 wantThisWeapon[FCurrWeap] := false;
3790 // slow down alterations a little
3791 if wwc > 1 then
3792 begin
3793 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3794 // more than one weapon requested, assume "alteration" and check alteration delay
3795 if FNextWeapDelay > 0 then
3796 begin
3797 FNextWeap := 0;
3798 exit;
3799 end; // yeah
3800 end;
3801 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3802 // but clear all counters if no weapon should be switched
3803 if wwc < 1 then
3804 begin
3805 resetWeaponQueue();
3806 exit;
3807 end;
3808 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3809 // try weapons in descending order
3810 for i := High(FWeapon) downto 0 do
3811 begin
3812 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3813 begin
3814 // i found her!
3815 result := Byte(i);
3816 resetWeaponQueue();
3817 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3818 exit;
3819 end;
3820 end;
3821 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3822 resetWeaponQueue();
3823 end;
3825 procedure TPlayer.RealizeCurrentWeapon();
3826 function switchAllowed (): Boolean;
3827 var
3828 i: Byte;
3829 begin
3830 result := false;
3831 if FBFGFireCounter <> -1 then
3832 exit;
3833 if FTime[T_SWITCH] > gTime then
3834 exit;
3835 for i := WP_FIRST to WP_LAST do
3836 if FReloading[i] > 0 then
3837 exit;
3838 result := true;
3839 end;
3841 var
3842 nw: Byte;
3843 begin
3844 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3845 //FNextWeap := FNextWeap and $1FFF;
3846 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3848 if not switchAllowed then
3849 begin
3850 //HACK for weapon cycling
3851 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3852 exit;
3853 end;
3855 nw := getNextWeaponIndex();
3856 if nw = 255 then exit; // don't reset anything here
3857 if nw > High(FWeapon) then
3858 begin
3859 // don't forget to reset queue here!
3860 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3861 resetWeaponQueue();
3862 exit;
3863 end;
3865 if FWeapon[nw] then
3866 begin
3867 FCurrWeap := nw;
3868 FTime[T_SWITCH] := gTime+156;
3869 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3870 FModel.SetWeapon(FCurrWeap);
3871 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3872 end;
3873 end;
3875 procedure TPlayer.NextWeapon();
3876 begin
3877 if g_Game_IsClient then Exit;
3878 FNextWeap := $8000;
3879 end;
3881 procedure TPlayer.PrevWeapon();
3882 begin
3883 if g_Game_IsClient then Exit;
3884 FNextWeap := $4000;
3885 end;
3887 procedure TPlayer.SetWeapon(W: Byte);
3888 begin
3889 if FCurrWeap <> W then
3890 if W = WEAPON_SAW then
3891 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3893 FCurrWeap := W;
3894 FModel.SetWeapon(CurrWeap);
3895 resetWeaponQueue();
3896 end;
3898 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3900 function allowBerserkSwitching (): Boolean;
3901 begin
3902 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3903 result := true;
3904 if gBerserkAutoswitch then exit;
3905 if not conIsCheatsEnabled then exit;
3906 result := false;
3907 end;
3909 var
3910 a: Boolean;
3911 begin
3912 Result := False;
3913 if g_Game_IsClient then Exit;
3915 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3916 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3917 remove := not a;
3919 case ItemType of
3920 ITEM_MEDKIT_SMALL:
3921 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3922 begin
3923 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3924 Result := True;
3925 remove := True;
3926 FFireTime := 0;
3927 if gFlash = 2 then Inc(FPickup, 5);
3928 end;
3930 ITEM_MEDKIT_LARGE:
3931 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3932 begin
3933 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
3934 Result := True;
3935 remove := True;
3936 FFireTime := 0;
3937 if gFlash = 2 then Inc(FPickup, 5);
3938 end;
3940 ITEM_ARMOR_GREEN:
3941 if FArmor < PLAYER_AP_SOFT then
3942 begin
3943 FArmor := PLAYER_AP_SOFT;
3944 Result := True;
3945 remove := True;
3946 if gFlash = 2 then Inc(FPickup, 5);
3947 end;
3949 ITEM_ARMOR_BLUE:
3950 if FArmor < PLAYER_AP_LIMIT then
3951 begin
3952 FArmor := PLAYER_AP_LIMIT;
3953 Result := True;
3954 remove := True;
3955 if gFlash = 2 then Inc(FPickup, 5);
3956 end;
3958 ITEM_SPHERE_BLUE:
3959 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
3960 begin
3961 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3962 Result := True;
3963 remove := True;
3964 FFireTime := 0;
3965 if gFlash = 2 then Inc(FPickup, 5);
3966 end;
3968 ITEM_SPHERE_WHITE:
3969 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
3970 begin
3971 if FHealth < PLAYER_HP_LIMIT then
3972 FHealth := PLAYER_HP_LIMIT;
3973 if FArmor < PLAYER_AP_LIMIT then
3974 FArmor := PLAYER_AP_LIMIT;
3975 Result := True;
3976 remove := True;
3977 FFireTime := 0;
3978 if gFlash = 2 then Inc(FPickup, 5);
3979 end;
3981 ITEM_WEAPON_SAW:
3982 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3983 begin
3984 FWeapon[WEAPON_SAW] := True;
3985 Result := True;
3986 if gFlash = 2 then Inc(FPickup, 5);
3987 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3988 end;
3990 ITEM_WEAPON_SHOTGUN1:
3991 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3992 begin
3993 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3994 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3996 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3997 FWeapon[WEAPON_SHOTGUN1] := True;
3998 Result := True;
3999 if gFlash = 2 then Inc(FPickup, 5);
4000 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4001 end;
4003 ITEM_WEAPON_SHOTGUN2:
4004 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4005 begin
4006 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4008 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4009 FWeapon[WEAPON_SHOTGUN2] := True;
4010 Result := True;
4011 if gFlash = 2 then Inc(FPickup, 5);
4012 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4013 end;
4015 ITEM_WEAPON_CHAINGUN:
4016 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4017 begin
4018 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4020 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4021 FWeapon[WEAPON_CHAINGUN] := True;
4022 Result := True;
4023 if gFlash = 2 then Inc(FPickup, 5);
4024 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4025 end;
4027 ITEM_WEAPON_ROCKETLAUNCHER:
4028 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4029 begin
4030 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4032 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4033 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4034 Result := True;
4035 if gFlash = 2 then Inc(FPickup, 5);
4036 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4037 end;
4039 ITEM_WEAPON_PLASMA:
4040 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4041 begin
4042 if a and FWeapon[WEAPON_PLASMA] then Exit;
4044 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4045 FWeapon[WEAPON_PLASMA] := True;
4046 Result := True;
4047 if gFlash = 2 then Inc(FPickup, 5);
4048 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4049 end;
4051 ITEM_WEAPON_BFG:
4052 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4053 begin
4054 if a and FWeapon[WEAPON_BFG] then Exit;
4056 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4057 FWeapon[WEAPON_BFG] := True;
4058 Result := True;
4059 if gFlash = 2 then Inc(FPickup, 5);
4060 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4061 end;
4063 ITEM_WEAPON_SUPERPULEMET:
4064 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4065 begin
4066 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4068 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4069 FWeapon[WEAPON_SUPERPULEMET] := True;
4070 Result := True;
4071 if gFlash = 2 then Inc(FPickup, 5);
4072 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4073 end;
4075 ITEM_WEAPON_FLAMETHROWER:
4076 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4077 begin
4078 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4080 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4081 FWeapon[WEAPON_FLAMETHROWER] := True;
4082 Result := True;
4083 if gFlash = 2 then Inc(FPickup, 5);
4084 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4085 end;
4087 ITEM_AMMO_BULLETS:
4088 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4089 begin
4090 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4091 Result := True;
4092 remove := True;
4093 if gFlash = 2 then Inc(FPickup, 5);
4094 end;
4096 ITEM_AMMO_BULLETS_BOX:
4097 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4098 begin
4099 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4100 Result := True;
4101 remove := True;
4102 if gFlash = 2 then Inc(FPickup, 5);
4103 end;
4105 ITEM_AMMO_SHELLS:
4106 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4107 begin
4108 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4109 Result := True;
4110 remove := True;
4111 if gFlash = 2 then Inc(FPickup, 5);
4112 end;
4114 ITEM_AMMO_SHELLS_BOX:
4115 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4116 begin
4117 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4118 Result := True;
4119 remove := True;
4120 if gFlash = 2 then Inc(FPickup, 5);
4121 end;
4123 ITEM_AMMO_ROCKET:
4124 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4125 begin
4126 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4127 Result := True;
4128 remove := True;
4129 if gFlash = 2 then Inc(FPickup, 5);
4130 end;
4132 ITEM_AMMO_ROCKET_BOX:
4133 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4134 begin
4135 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4136 Result := True;
4137 remove := True;
4138 if gFlash = 2 then Inc(FPickup, 5);
4139 end;
4141 ITEM_AMMO_CELL:
4142 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4143 begin
4144 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4145 Result := True;
4146 remove := True;
4147 if gFlash = 2 then Inc(FPickup, 5);
4148 end;
4150 ITEM_AMMO_CELL_BIG:
4151 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4152 begin
4153 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4154 Result := True;
4155 remove := True;
4156 if gFlash = 2 then Inc(FPickup, 5);
4157 end;
4159 ITEM_AMMO_FUELCAN:
4160 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4161 begin
4162 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4163 Result := True;
4164 remove := True;
4165 if gFlash = 2 then Inc(FPickup, 5);
4166 end;
4168 ITEM_AMMO_BACKPACK:
4169 if not(R_ITEM_BACKPACK in FRulez) or
4170 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4171 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4172 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4173 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4174 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4175 begin
4176 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4177 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4178 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4179 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4180 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4182 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4183 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4184 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4185 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4186 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4187 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4188 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4189 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4190 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4191 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4193 FRulez := FRulez + [R_ITEM_BACKPACK];
4194 Result := True;
4195 remove := True;
4196 if gFlash = 2 then Inc(FPickup, 5);
4197 end;
4199 ITEM_KEY_RED:
4200 if not(R_KEY_RED in FRulez) then
4201 begin
4202 Include(FRulez, R_KEY_RED);
4203 Result := True;
4204 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4205 if gFlash = 2 then Inc(FPickup, 5);
4206 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4207 end;
4209 ITEM_KEY_GREEN:
4210 if not(R_KEY_GREEN in FRulez) then
4211 begin
4212 Include(FRulez, R_KEY_GREEN);
4213 Result := True;
4214 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4215 if gFlash = 2 then Inc(FPickup, 5);
4216 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4217 end;
4219 ITEM_KEY_BLUE:
4220 if not(R_KEY_BLUE in FRulez) then
4221 begin
4222 Include(FRulez, R_KEY_BLUE);
4223 Result := True;
4224 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4225 if gFlash = 2 then Inc(FPickup, 5);
4226 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4227 end;
4229 ITEM_SUIT:
4230 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4231 begin
4232 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4233 Result := True;
4234 remove := True;
4235 FFireTime := 0;
4236 if gFlash = 2 then Inc(FPickup, 5);
4237 end;
4239 ITEM_OXYGEN:
4240 if FAir < AIR_MAX then
4241 begin
4242 FAir := AIR_MAX;
4243 Result := True;
4244 remove := True;
4245 if gFlash = 2 then Inc(FPickup, 5);
4246 end;
4248 ITEM_MEDKIT_BLACK:
4249 begin
4250 if not (R_BERSERK in FRulez) then
4251 begin
4252 Include(FRulez, R_BERSERK);
4253 if allowBerserkSwitching then
4254 begin
4255 FCurrWeap := WEAPON_KASTET;
4256 resetWeaponQueue();
4257 FModel.SetWeapon(WEAPON_KASTET);
4258 end;
4259 if gFlash <> 0 then
4260 begin
4261 Inc(FPain, 100);
4262 if gFlash = 2 then Inc(FPickup, 5);
4263 end;
4264 FBerserk := gTime+30000;
4265 Result := True;
4266 remove := True;
4267 FFireTime := 0;
4268 end;
4269 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4270 begin
4271 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4272 FBerserk := gTime+30000;
4273 Result := True;
4274 remove := True;
4275 FFireTime := 0;
4276 end;
4277 end;
4279 ITEM_INVUL:
4280 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4281 begin
4282 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4283 FSpawnInvul := 0;
4284 Result := True;
4285 remove := True;
4286 if gFlash = 2 then Inc(FPickup, 5);
4287 end;
4289 ITEM_BOTTLE:
4290 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4291 begin
4292 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4293 Result := True;
4294 remove := True;
4295 FFireTime := 0;
4296 if gFlash = 2 then Inc(FPickup, 5);
4297 end;
4299 ITEM_HELMET:
4300 if FArmor < PLAYER_AP_LIMIT then
4301 begin
4302 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4303 Result := True;
4304 remove := True;
4305 if gFlash = 2 then Inc(FPickup, 5);
4306 end;
4308 ITEM_JETPACK:
4309 if FJetFuel < JET_MAX then
4310 begin
4311 FJetFuel := JET_MAX;
4312 Result := True;
4313 remove := True;
4314 if gFlash = 2 then Inc(FPickup, 5);
4315 end;
4317 ITEM_INVIS:
4318 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4319 begin
4320 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4321 Result := True;
4322 remove := True;
4323 if gFlash = 2 then Inc(FPickup, 5);
4324 end;
4325 end;
4326 end;
4328 procedure TPlayer.Touch();
4329 begin
4330 if not FAlive then
4331 Exit;
4332 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4333 if FIamBot then
4334 begin
4335 // Áðîñèòü ôëàã òîâàðèùó:
4336 if gGameSettings.GameMode = GM_CTF then
4337 DropFlag();
4338 end;
4339 end;
4341 procedure TPlayer.Push(vx, vy: Integer);
4342 begin
4343 if (not FPhysics) and FGhost then
4344 Exit;
4345 FObj.Accel.X := FObj.Accel.X + vx;
4346 FObj.Accel.Y := FObj.Accel.Y + vy;
4347 if g_Game_IsNet and g_Game_IsServer then
4348 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4349 end;
4351 procedure TPlayer.Reset(Force: Boolean);
4352 begin
4353 if Force then
4354 FAlive := False;
4356 FSpawned := False;
4357 FTime[T_RESPAWN] := 0;
4358 FTime[T_FLAGCAP] := 0;
4359 FGodMode := False;
4360 FNoTarget := False;
4361 FNoReload := False;
4362 FFrags := 0;
4363 FLastFrag := 0;
4364 FComboEvnt := -1;
4365 FKills := 0;
4366 FMonsterKills := 0;
4367 FDeath := 0;
4368 FSecrets := 0;
4369 FSpawnInvul := 0;
4370 FReady := False;
4371 if FNoRespawn then
4372 begin
4373 FSpectator := False;
4374 FGhost := False;
4375 FPhysics := True;
4376 FSpectatePlayer := -1;
4377 FNoRespawn := False;
4378 end;
4379 FLives := gGameSettings.MaxLives;
4381 SetFlag(FLAG_NONE);
4382 end;
4384 procedure TPlayer.SoftReset();
4385 begin
4386 ReleaseKeys();
4388 FDamageBuffer := 0;
4389 FIncCam := 0;
4390 FBFGFireCounter := -1;
4391 FShellTimer := -1;
4392 FPain := 0;
4393 FLastHit := 0;
4394 FLastFrag := 0;
4395 FComboEvnt := -1;
4397 SetFlag(FLAG_NONE);
4398 SetAction(A_STAND, True);
4399 end;
4401 function TPlayer.GetRespawnPoint(): Byte;
4402 var
4403 c: Byte;
4404 begin
4405 Result := 255;
4406 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4408 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4409 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4410 begin
4411 if (Self = gPlayer1) or (Self = gPlayer2) then
4412 begin
4413 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4414 if Self = gPlayer1 then
4415 c := RESPAWNPOINT_PLAYER1
4416 else
4417 c := RESPAWNPOINT_PLAYER2;
4418 if g_Map_GetPointCount(c) > 0 then
4419 begin
4420 Result := c;
4421 Exit;
4422 end;
4424 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4425 if Self = gPlayer1 then
4426 c := RESPAWNPOINT_PLAYER2
4427 else
4428 c := RESPAWNPOINT_PLAYER1;
4429 if g_Map_GetPointCount(c) > 0 then
4430 begin
4431 Result := c;
4432 Exit;
4433 end;
4434 end else
4435 begin
4436 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4437 if Random(2) = 0 then
4438 c := RESPAWNPOINT_PLAYER1
4439 else
4440 c := RESPAWNPOINT_PLAYER2;
4441 if g_Map_GetPointCount(c) > 0 then
4442 begin
4443 Result := c;
4444 Exit;
4445 end;
4446 end;
4448 // Òî÷êà ëþáîé èç êîìàíä
4449 if Random(2) = 0 then
4450 c := RESPAWNPOINT_RED
4451 else
4452 c := RESPAWNPOINT_BLUE;
4453 if g_Map_GetPointCount(c) > 0 then
4454 begin
4455 Result := c;
4456 Exit;
4457 end;
4459 // Òî÷êà DM
4460 c := RESPAWNPOINT_DM;
4461 if g_Map_GetPointCount(c) > 0 then
4462 begin
4463 Result := c;
4464 Exit;
4465 end;
4466 end;
4468 // Ìÿñîïîâàë
4469 if gGameSettings.GameMode = GM_DM then
4470 begin
4471 // Òî÷êà DM
4472 c := RESPAWNPOINT_DM;
4473 if g_Map_GetPointCount(c) > 0 then
4474 begin
4475 Result := c;
4476 Exit;
4477 end;
4479 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
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;
4490 // Òî÷êà ëþáîé èç êîìàíä
4491 if Random(2) = 0 then
4492 c := RESPAWNPOINT_RED
4493 else
4494 c := RESPAWNPOINT_BLUE;
4495 if g_Map_GetPointCount(c) > 0 then
4496 begin
4497 Result := c;
4498 Exit;
4499 end;
4500 end;
4502 // Êîìàíäíûå
4503 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4504 begin
4505 // Òî÷êà ñâîåé êîìàíäû
4506 c := RESPAWNPOINT_DM;
4507 if FTeam = TEAM_RED then
4508 c := RESPAWNPOINT_RED;
4509 if FTeam = TEAM_BLUE then
4510 c := RESPAWNPOINT_BLUE;
4511 if g_Map_GetPointCount(c) > 0 then
4512 begin
4513 Result := c;
4514 Exit;
4515 end;
4517 // Òî÷êà DM
4518 c := RESPAWNPOINT_DM;
4519 if g_Map_GetPointCount(c) > 0 then
4520 begin
4521 Result := c;
4522 Exit;
4523 end;
4525 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4526 if Random(2) = 0 then
4527 c := RESPAWNPOINT_PLAYER1
4528 else
4529 c := RESPAWNPOINT_PLAYER2;
4530 if g_Map_GetPointCount(c) > 0 then
4531 begin
4532 Result := c;
4533 Exit;
4534 end;
4536 // Òî÷êà äðóãîé êîìàíäû
4537 c := RESPAWNPOINT_DM;
4538 if FTeam = TEAM_RED then
4539 c := RESPAWNPOINT_BLUE;
4540 if FTeam = TEAM_BLUE then
4541 c := RESPAWNPOINT_RED;
4542 if g_Map_GetPointCount(c) > 0 then
4543 begin
4544 Result := c;
4545 Exit;
4546 end;
4547 end;
4548 end;
4550 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4551 var
4552 RespawnPoint: TRespawnPoint;
4553 a, b, c: Byte;
4554 Anim: TAnimation;
4555 ID: DWORD;
4556 begin
4557 FIncCam := 0;
4558 FBFGFireCounter := -1;
4559 FShellTimer := -1;
4560 FPain := 0;
4561 FLastHit := 0;
4562 FSpawnInvul := 0;
4564 if not g_Game_IsServer then
4565 Exit;
4566 if FDummy then
4567 Exit;
4568 FWantsInGame := True;
4569 FJustTeleported := True;
4570 if Force then
4571 begin
4572 FTime[T_RESPAWN] := 0;
4573 FAlive := False;
4574 end;
4575 FNetTime := 0;
4576 // if server changes MaxLives we gotta be ready
4577 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4579 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4580 if FTime[T_RESPAWN] > gTime then
4581 Exit;
4583 // Ïðîñðàë âñå æèçíè:
4584 if FNoRespawn then
4585 begin
4586 if not FSpectator then Spectate(True);
4587 FWantsInGame := True;
4588 Exit;
4589 end;
4591 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4592 begin // "Ñâîÿ èãðà"
4593 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4594 FRulez := FRulez-[R_BERSERK];
4595 end
4596 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4597 begin
4598 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4599 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4600 end;
4602 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4603 c := GetRespawnPoint();
4605 ReleaseKeys();
4606 SetFlag(FLAG_NONE);
4608 // Âîñêðåøåíèå áåç îðóæèÿ:
4609 if not FAlive then
4610 begin
4611 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4612 FArmor := 0;
4613 FAlive := True;
4614 FAir := AIR_DEF;
4615 FJetFuel := 0;
4617 for a := WP_FIRST to WP_LAST do
4618 begin
4619 FWeapon[a] := False;
4620 FReloading[a] := 0;
4621 end;
4623 FWeapon[WEAPON_PISTOL] := True;
4624 FWeapon[WEAPON_KASTET] := True;
4625 FCurrWeap := WEAPON_PISTOL;
4626 resetWeaponQueue();
4628 FModel.SetWeapon(FCurrWeap);
4630 for b := A_BULLETS to A_HIGH do
4631 FAmmo[b] := 0;
4633 FAmmo[A_BULLETS] := 50;
4635 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4636 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4637 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4638 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4639 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4641 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
4642 LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
4643 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4644 else
4645 FRulez := [];
4646 end;
4648 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4649 if not g_Map_GetPoint(c, RespawnPoint) then
4650 begin
4651 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4652 Exit;
4653 end;
4655 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4656 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4657 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4658 FObj.Vel.X := 0;
4659 FObj.Vel.Y := 0;
4660 FObj.Accel.X := 0;
4661 FObj.Accel.Y := 0;
4663 FDirection := RespawnPoint.Direction;
4664 if FDirection = TDirection.D_LEFT then
4665 FAngle := 180
4666 else
4667 FAngle := 0;
4669 SetAction(A_STAND, True);
4670 FModel.Direction := FDirection;
4672 for a := Low(FTime) to High(FTime) do
4673 FTime[a] := 0;
4675 for a := Low(FMegaRulez) to High(FMegaRulez) do
4676 FMegaRulez[a] := 0;
4678 // Respawn invulnerability
4679 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4680 begin
4681 FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4682 FSpawnInvul := FMegaRulez[MR_INVUL];
4683 end;
4685 FDamageBuffer := 0;
4686 FJetpack := False;
4687 FCanJetpack := False;
4688 FFlaming := False;
4689 FFireTime := 0;
4690 FFirePainTime := 0;
4691 FFireAttacker := 0;
4693 // Àíèìàöèÿ âîçðîæäåíèÿ:
4694 if (not gLoadGameMode) and (not Silent) then
4695 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4696 begin
4697 Anim := TAnimation.Create(ID, False, 3);
4698 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4699 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4700 Anim.Free();
4701 end;
4703 FSpectator := False;
4704 FGhost := False;
4705 FPhysics := True;
4706 FSpectatePlayer := -1;
4707 FSpawned := True;
4709 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4710 gPlayer1 := self;
4711 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4712 gPlayer2 := self;
4714 if g_Game_IsNet then
4715 begin
4716 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4717 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4718 if not Silent then
4719 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4720 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4721 0, NET_GFX_TELE);
4722 end;
4723 end;
4725 procedure TPlayer.Spectate(NoMove: Boolean = False);
4726 begin
4727 if FAlive then
4728 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4729 else if (not NoMove) then
4730 begin
4731 GameX := gMapInfo.Width div 2;
4732 GameY := gMapInfo.Height div 2;
4733 end;
4734 FXTo := GameX;
4735 FYTo := GameY;
4737 FAlive := False;
4738 FSpectator := True;
4739 FGhost := True;
4740 FPhysics := False;
4741 FWantsInGame := False;
4742 FSpawned := False;
4744 if FNoRespawn then
4745 begin
4746 if Self = gPlayer1 then
4747 begin
4748 gLMSPID1 := FUID;
4749 gPlayer1 := nil;
4750 end;
4751 if Self = gPlayer2 then
4752 begin
4753 gLMSPID2 := FUID;
4754 gPlayer2 := nil;
4755 end;
4756 end;
4758 if g_Game_IsNet then
4759 MH_SEND_PlayerStats(FUID);
4760 end;
4762 procedure TPlayer.SwitchNoClip;
4763 begin
4764 if not FAlive then
4765 Exit;
4766 FGhost := not FGhost;
4767 FPhysics := not FGhost;
4768 if FGhost then
4769 begin
4770 FXTo := FObj.X;
4771 FYTo := FObj.Y;
4772 end else
4773 begin
4774 FObj.Accel.X := 0;
4775 FObj.Accel.Y := 0;
4776 end;
4777 end;
4779 procedure TPlayer.Run(Direction: TDirection);
4780 var
4781 a, b: Integer;
4782 begin
4783 if MAX_RUNVEL > 8 then
4784 FlySmoke();
4786 // Áåæèì:
4787 if Direction = TDirection.D_LEFT then
4788 begin
4789 if FObj.Vel.X > -MAX_RUNVEL then
4790 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4791 end
4792 else
4793 if FObj.Vel.X < MAX_RUNVEL then
4794 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4796 // Âîçìîæíî, ïèíàåì êóñêè:
4797 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4798 begin
4799 b := Abs(FObj.Vel.X);
4800 if b > 1 then b := b * (Random(8 div b) + 1);
4801 for a := 0 to High(gGibs) do
4802 begin
4803 if gGibs[a].alive and
4804 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4805 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4806 begin
4807 // Ïèíàåì êóñêè
4808 if FObj.Vel.X < 0 then
4809 begin
4810 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4811 end
4812 else
4813 begin
4814 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4815 end;
4816 gGibs[a].positionChanged(); // this updates spatial accelerators
4817 end;
4818 end;
4819 end;
4821 SetAction(A_WALK);
4822 end;
4824 procedure TPlayer.SeeDown();
4825 begin
4826 SetAction(A_SEEDOWN);
4828 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4830 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4831 end;
4833 procedure TPlayer.SeeUp();
4834 begin
4835 SetAction(A_SEEUP);
4837 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4839 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4840 end;
4842 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4843 var
4844 Prior: Byte;
4845 begin
4846 case Action of
4847 A_WALK: Prior := 3;
4848 A_DIE1: Prior := 5;
4849 A_DIE2: Prior := 5;
4850 A_ATTACK: Prior := 2;
4851 A_SEEUP: Prior := 1;
4852 A_SEEDOWN: Prior := 1;
4853 A_ATTACKUP: Prior := 2;
4854 A_ATTACKDOWN: Prior := 2;
4855 A_PAIN: Prior := 4;
4856 else Prior := 0;
4857 end;
4859 if (Prior > FActionPrior) or Force then
4860 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4861 begin
4862 FActionPrior := Prior;
4863 FActionAnim := Action;
4864 FActionForce := Force;
4865 FActionChanged := True;
4866 end;
4868 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4869 end;
4871 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4872 begin
4873 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4874 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4875 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4876 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4877 end;
4879 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4880 var
4881 Anim: TAnimation;
4882 ID: DWORD;
4883 begin
4884 Result := False;
4886 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4887 begin
4888 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4889 if g_Game_IsServer and g_Game_IsNet then
4890 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4891 Exit;
4892 end;
4894 FJustTeleported := True;
4896 Anim := nil;
4897 if not silent then
4898 begin
4899 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4900 begin
4901 Anim := TAnimation.Create(ID, False, 3);
4902 end;
4904 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4905 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4906 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4907 if g_Game_IsServer and g_Game_IsNet then
4908 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4909 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4910 NET_GFX_TELE);
4911 end;
4913 FObj.X := X-PLAYER_RECT.X;
4914 FObj.Y := Y-PLAYER_RECT.Y;
4915 if FAlive and FGhost then
4916 begin
4917 FXTo := FObj.X;
4918 FYTo := FObj.Y;
4919 end;
4921 if not g_Game_IsNet then
4922 begin
4923 if dir = 1 then
4924 begin
4925 SetDirection(TDirection.D_LEFT);
4926 FAngle := 180;
4927 end
4928 else
4929 if dir = 2 then
4930 begin
4931 SetDirection(TDirection.D_RIGHT);
4932 FAngle := 0;
4933 end
4934 else
4935 if dir = 3 then
4936 begin // îáðàòíîå
4937 if FDirection = TDirection.D_RIGHT then
4938 begin
4939 SetDirection(TDirection.D_LEFT);
4940 FAngle := 180;
4941 end
4942 else
4943 begin
4944 SetDirection(TDirection.D_RIGHT);
4945 FAngle := 0;
4946 end;
4947 end;
4948 end;
4950 if not silent and (Anim <> nil) then
4951 begin
4952 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4953 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4954 Anim.Free();
4956 if g_Game_IsServer and g_Game_IsNet then
4957 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4958 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4959 NET_GFX_TELE);
4960 end;
4962 Result := True;
4963 end;
4965 function nonz(a: Single): Single;
4966 begin
4967 if a <> 0 then
4968 Result := a
4969 else
4970 Result := 1;
4971 end;
4973 function TPlayer.followCorpse(): Boolean;
4974 var
4975 i: Integer;
4976 begin
4977 Result := False;
4978 if FAlive or FSpectator then
4979 Exit;
4980 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4981 Exit;
4982 for i := 0 to High(gCorpses) do
4983 if gCorpses[i] <> nil then
4984 if gCorpses[i].FPlayerUID = FUID then
4985 begin
4986 Result := True;
4987 FObj.X := gCorpses[i].FObj.X;
4988 FObj.Y := gCorpses[i].FObj.Y;
4989 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4990 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4991 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4992 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4993 break;
4994 end;
4995 end;
4997 procedure TPlayer.Update();
4998 var
4999 b: Byte;
5000 i, ii, wx, wy, xd, yd, k: Integer;
5001 blockmon, headwater, dospawn: Boolean;
5002 NetServer: Boolean;
5003 AnyServer: Boolean;
5004 SetSpect: Boolean;
5005 begin
5006 NetServer := g_Game_IsNet and g_Game_IsServer;
5007 AnyServer := g_Game_IsServer;
5009 if g_Game_IsClient and (NetInterpLevel > 0) then
5010 DoLerp(NetInterpLevel + 1)
5011 else
5012 if FGhost then
5013 DoLerp(4);
5015 if NetServer then
5016 if FClientID >= 0 then
5017 begin
5018 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5019 if NetClients[FClientID].Peer^.packetsSent > 0 then
5020 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5021 else
5022 FLoss := 0;
5023 end else
5024 begin
5025 FPing := 0;
5026 FLoss := 0;
5027 end;
5029 if FAlive and (FPunchAnim <> nil) then
5030 FPunchAnim.Update();
5032 if FAlive and (gFly or FJetpack) then
5033 FlySmoke();
5035 if FDirection = TDirection.D_LEFT then
5036 FAngle := 180
5037 else
5038 FAngle := 0;
5040 if FAlive and (not FGhost) then
5041 begin
5042 if FKeys[KEY_UP].Pressed then
5043 SeeUp();
5044 if FKeys[KEY_DOWN].Pressed then
5045 SeeDown();
5046 end;
5048 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5049 (FIncCam <> 0) then
5050 begin
5051 i := g_basic.Sign(FIncCam);
5052 FIncCam := Abs(FIncCam);
5053 DecMin(FIncCam, 5, 0);
5054 FIncCam := FIncCam*i;
5055 end;
5057 // no need to do that each second frame, weapon queue will take care of it
5058 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5059 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5061 if gTime mod (GAME_TICK*2) <> 0 then
5062 begin
5063 if (FObj.Vel.X = 0) and FAlive then
5064 begin
5065 if FKeys[KEY_LEFT].Pressed then
5066 Run(TDirection.D_LEFT);
5067 if FKeys[KEY_RIGHT].Pressed then
5068 Run(TDirection.D_RIGHT);
5069 end;
5071 if FPhysics then
5072 begin
5073 if not followCorpse() then
5074 g_Obj_Move(@FObj, True, True, True);
5075 positionChanged(); // this updates spatial accelerators
5076 end;
5078 Exit;
5079 end;
5081 FActionChanged := False;
5083 if FAlive then
5084 begin
5085 // Let alive player do some actions
5086 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5087 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5088 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5089 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5090 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5091 else
5092 begin
5093 if AnyServer then
5094 begin
5095 FlamerOff;
5096 if NetServer then MH_SEND_PlayerStats(FUID);
5097 end;
5098 end;
5099 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5100 if FKeys[KEY_JUMP].Pressed then Jump()
5101 else
5102 begin
5103 if AnyServer and FJetpack then
5104 begin
5105 FJetpack := False;
5106 JetpackOff;
5107 if NetServer then MH_SEND_PlayerStats(FUID);
5108 end;
5109 FCanJetpack := True;
5110 end;
5111 end
5112 else // Dead
5113 begin
5114 dospawn := False;
5115 if not FGhost then
5116 for k := Low(FKeys) to KEY_CHAT-1 do
5117 begin
5118 if FKeys[k].Pressed then
5119 begin
5120 dospawn := True;
5121 break;
5122 end;
5123 end;
5124 if dospawn then
5125 begin
5126 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5127 Respawn(False)
5128 else // Single
5129 if (FTime[T_RESPAWN] <= gTime) and
5130 gGameOn and (not FAlive) then
5131 begin
5132 if (g_Player_GetCount() > 1) then
5133 Respawn(False)
5134 else
5135 begin
5136 gExit := EXIT_RESTART;
5137 Exit;
5138 end;
5139 end;
5140 end;
5141 // Dead spectator actions
5142 if FGhost then
5143 begin
5144 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5145 if FKeys[KEY_FIRE].Pressed and AnyServer then
5146 begin
5147 if FSpectator then
5148 begin
5149 if (FSpectatePlayer >= High(gPlayers)) then
5150 FSpectatePlayer := -1
5151 else
5152 begin
5153 SetSpect := False;
5154 for I := FSpectatePlayer + 1 to High(gPlayers) do
5155 if gPlayers[I] <> nil then
5156 if gPlayers[I].alive then
5157 if gPlayers[I].UID <> FUID then
5158 begin
5159 FSpectatePlayer := I;
5160 SetSpect := True;
5161 break;
5162 end;
5164 if not SetSpect then FSpectatePlayer := -1;
5165 end;
5167 ReleaseKeys;
5168 end;
5169 end;
5170 end;
5171 end;
5172 // No clipping
5173 if FGhost then
5174 begin
5175 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5176 begin
5177 FYTo := FObj.Y - 32;
5178 FSpectatePlayer := -1;
5179 end;
5180 if FKeys[KEY_DOWN].Pressed then
5181 begin
5182 FYTo := FObj.Y + 32;
5183 FSpectatePlayer := -1;
5184 end;
5185 if FKeys[KEY_LEFT].Pressed then
5186 begin
5187 FXTo := FObj.X - 32;
5188 FSpectatePlayer := -1;
5189 end;
5190 if FKeys[KEY_RIGHT].Pressed then
5191 begin
5192 FXTo := FObj.X + 32;
5193 FSpectatePlayer := -1;
5194 end;
5196 if (FXTo < -64) then
5197 FXTo := -64
5198 else if (FXTo > gMapInfo.Width + 32) then
5199 FXTo := gMapInfo.Width + 32;
5200 if (FYTo < -72) then
5201 FYTo := -72
5202 else if (FYTo > gMapInfo.Height + 32) then
5203 FYTo := gMapInfo.Height + 32;
5204 end;
5206 if FPhysics then
5207 begin
5208 if not followCorpse() then
5209 g_Obj_Move(@FObj, True, True, True);
5210 positionChanged(); // this updates spatial accelerators
5211 end
5212 else
5213 begin
5214 FObj.Vel.X := 0;
5215 FObj.Vel.Y := 0;
5216 if FSpectator then
5217 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5218 if gPlayers[FSpectatePlayer] <> nil then
5219 if gPlayers[FSpectatePlayer].alive then
5220 begin
5221 FXTo := gPlayers[FSpectatePlayer].GameX;
5222 FYTo := gPlayers[FSpectatePlayer].GameY;
5223 end;
5224 end;
5226 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5227 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5228 PANEL_BLOCKMON, True);
5229 headwater := HeadInLiquid(0, 0);
5231 // Ñîïðîòèâëåíèå âîçäóõà:
5232 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5233 if FObj.Vel.X <> 0 then
5234 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5236 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5237 DecMin(FPain, 5, 0);
5238 DecMin(FPickup, 1, 0);
5240 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5241 begin
5242 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5243 FMegaRulez[MR_SUIT] := 0;
5244 FMegaRulez[MR_INVUL] := 0;
5245 FMegaRulez[MR_INVIS] := 0;
5246 Kill(K_FALLKILL, 0, HIT_FALL);
5247 end;
5249 i := 9;
5251 if FAlive then
5252 begin
5253 if FCurrWeap = WEAPON_SAW then
5254 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5255 FSawSoundSelect.IsPlaying()) then
5256 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5258 if FJetpack then
5259 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5260 (not FJetSoundOff.IsPlaying()) then
5261 begin
5262 FJetSoundFly.SetPosition(0);
5263 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5264 end;
5266 for b := WP_FIRST to WP_LAST do
5267 if FReloading[b] > 0 then
5268 if FNoReload then
5269 FReloading[b] := 0
5270 else
5271 Dec(FReloading[b]);
5273 if FShellTimer > -1 then
5274 if FShellTimer = 0 then
5275 begin
5276 if FShellType = SHELL_SHELL then
5277 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5278 GameVelX, GameVelY-2, SHELL_SHELL)
5279 else if FShellType = SHELL_DBLSHELL then
5280 begin
5281 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5282 GameVelX+1, GameVelY-2, SHELL_SHELL);
5283 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5284 GameVelX-1, GameVelY-2, SHELL_SHELL);
5285 end;
5286 FShellTimer := -1;
5287 end else Dec(FShellTimer);
5289 if (FBFGFireCounter > -1) then
5290 if FBFGFireCounter = 0 then
5291 begin
5292 if AnyServer then
5293 begin
5294 wx := FObj.X+WEAPONPOINT[FDirection].X;
5295 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5296 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5297 yd := wy+firediry();
5298 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5299 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5300 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5301 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5302 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5303 end;
5305 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5306 FBFGFireCounter := -1;
5307 end else
5308 if FNoReload then
5309 FBFGFireCounter := 0
5310 else
5311 Dec(FBFGFireCounter);
5313 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5314 begin
5315 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5317 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5318 end;
5320 if (headwater or blockmon) then
5321 begin
5322 Dec(FAir);
5324 if FAir < -9 then
5325 begin
5326 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5327 FAir := 0;
5328 end
5329 else if (FAir mod 31 = 0) and not blockmon then
5330 begin
5331 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5332 if Random(2) = 0 then
5333 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5334 else
5335 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5336 end;
5337 end else if FAir < AIR_DEF then
5338 FAir := AIR_DEF;
5340 if FFireTime > 0 then
5341 begin
5342 if BodyInLiquid(0, 0) then
5343 begin
5344 FFireTime := 0;
5345 FFirePainTime := 0;
5346 end
5347 else if FMegaRulez[MR_SUIT] >= gTime then
5348 begin
5349 if FMegaRulez[MR_SUIT] = gTime then
5350 FFireTime := 1;
5351 FFirePainTime := 0;
5352 end
5353 else
5354 begin
5355 OnFireFlame(1);
5356 if FFirePainTime <= 0 then
5357 begin
5358 if g_Game_IsServer then
5359 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5360 FFirePainTime := 12 - FFireTime div 12;
5361 end;
5362 FFirePainTime := FFirePainTime - 1;
5363 FFireTime := FFireTime - 1;
5364 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5365 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5366 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5367 MH_SEND_PlayerStats(FUID);
5368 end;
5369 end;
5371 if FDamageBuffer > 0 then
5372 begin
5373 if FDamageBuffer >= 9 then
5374 begin
5375 SetAction(A_PAIN);
5377 if FDamageBuffer < 30 then i := 9
5378 else if FDamageBuffer < 100 then i := 18
5379 else i := 27;
5380 end;
5382 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5383 FArmor := FArmor-(FDamageBuffer-ii);
5384 FHealth := FHealth-ii;
5385 if FArmor < 0 then
5386 begin
5387 FHealth := FHealth+FArmor;
5388 FArmor := 0;
5389 end;
5391 if AnyServer then
5392 if FHealth <= 0 then
5393 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5394 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5395 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5397 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5398 begin
5399 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5400 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5401 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5402 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5403 end;
5405 FDamageBuffer := 0;
5406 end;
5408 {CollideItem();}
5409 end; // if FAlive then ...
5411 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5412 begin
5413 FModel.ChangeAnimation(FActionAnim, FActionForce);
5414 FModel.GetCurrentAnimation.MinLength := i;
5415 FModel.GetCurrentAnimationMask.MinLength := i;
5416 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5418 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5419 then SetAction(A_STAND, True);
5421 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5423 for b := Low(FKeys) to High(FKeys) do
5424 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5425 end;
5428 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5429 begin
5430 x := FObj.X+PLAYER_RECT.X;
5431 y := FObj.Y+PLAYER_RECT.Y;
5432 w := PLAYER_RECT.Width;
5433 h := PLAYER_RECT.Height;
5434 end;
5437 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5438 begin
5439 if (dx <> 0) or (dy <> 0) then
5440 begin
5441 FObj.X += dx;
5442 FObj.Y += dy;
5443 positionChanged();
5444 end;
5445 end;
5448 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5449 begin
5450 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5451 FObj.Y+PLAYER_RECT.Y,
5452 PLAYER_RECT.Width,
5453 PLAYER_RECT.Height,
5454 X, Y,
5455 Width, Height);
5456 end;
5458 function TPlayer.Collide(Panel: TPanel): Boolean;
5459 begin
5460 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5461 FObj.Y+PLAYER_RECT.Y,
5462 PLAYER_RECT.Width,
5463 PLAYER_RECT.Height,
5464 Panel.X, Panel.Y,
5465 Panel.Width, Panel.Height);
5466 end;
5468 function TPlayer.Collide(X, Y: Integer): Boolean;
5469 begin
5470 X := X-FObj.X-PLAYER_RECT.X;
5471 Y := Y-FObj.Y-PLAYER_RECT.Y;
5472 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5473 (y >= 0) and (y <= PLAYER_RECT.Height);
5474 end;
5476 function g_Player_ValidName(Name: string): Boolean;
5477 var
5478 a: Integer;
5479 begin
5480 Result := True;
5482 if gPlayers = nil then Exit;
5484 for a := 0 to High(gPlayers) do
5485 if gPlayers[a] <> nil then
5486 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5487 begin
5488 Result := False;
5489 Exit;
5490 end;
5491 end;
5493 procedure TPlayer.SetDirection(Direction: TDirection);
5494 var
5495 d: TDirection;
5496 begin
5497 d := FModel.Direction;
5499 FModel.Direction := Direction;
5500 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5502 FDirection := Direction;
5503 end;
5505 function TPlayer.GetKeys(): Byte;
5506 begin
5507 Result := 0;
5509 if R_KEY_RED in FRulez then Result := KEY_RED;
5510 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5511 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5513 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5514 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5515 end;
5517 procedure TPlayer.Use();
5518 var
5519 a: Integer;
5520 begin
5521 if FTime[T_USE] > gTime then Exit;
5523 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5524 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5526 for a := 0 to High(gPlayers) do
5527 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5528 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5529 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5530 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5531 begin
5532 gPlayers[a].Touch();
5533 if g_Game_IsNet and g_Game_IsServer then
5534 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5535 end;
5537 FTime[T_USE] := gTime+120;
5538 end;
5540 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5541 var
5542 locObj: TObj;
5543 F: Boolean;
5544 WX, WY, XD, YD: Integer;
5545 begin
5546 F := False;
5547 WX := X;
5548 WY := Y;
5549 XD := AX;
5550 YD := AY;
5552 case FCurrWeap of
5553 WEAPON_KASTET:
5554 begin
5555 DoPunch();
5556 if R_BERSERK in FRulez then
5557 begin
5558 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5559 locobj.X := FObj.X+FObj.Rect.X;
5560 locobj.Y := FObj.Y+FObj.Rect.Y;
5561 locobj.rect.X := 0;
5562 locobj.rect.Y := 0;
5563 locobj.rect.Width := 39;
5564 locobj.rect.Height := 52;
5565 locobj.Vel.X := (xd-wx) div 2;
5566 locobj.Vel.Y := (yd-wy) div 2;
5567 locobj.Accel.X := xd-wx;
5568 locobj.Accel.y := yd-wy;
5570 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5571 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5572 else
5573 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5575 if gFlash = 1 then
5576 if FPain < 50 then
5577 FPain := min(FPain + 25, 50);
5578 end else
5579 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5580 end;
5582 WEAPON_SAW:
5583 begin
5584 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5585 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5586 begin
5587 FSawSoundSelect.Stop();
5588 FSawSound.Stop();
5589 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5590 end
5591 else if not FSawSoundHit.IsPlaying() then
5592 begin
5593 FSawSoundSelect.Stop();
5594 FSawSound.PlayAt(FObj.X, FObj.Y);
5595 end;
5596 f := True;
5597 end;
5599 WEAPON_PISTOL:
5600 begin
5601 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5602 FFireAngle := FAngle;
5603 f := True;
5604 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5605 GameVelX, GameVelY-2, SHELL_BULLET);
5606 end;
5608 WEAPON_SHOTGUN1:
5609 begin
5610 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5611 FFireAngle := FAngle;
5612 f := True;
5613 FShellTimer := 10;
5614 FShellType := SHELL_SHELL;
5615 end;
5617 WEAPON_SHOTGUN2:
5618 begin
5619 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5620 FFireAngle := FAngle;
5621 f := True;
5622 FShellTimer := 13;
5623 FShellType := SHELL_DBLSHELL;
5624 end;
5626 WEAPON_CHAINGUN:
5627 begin
5628 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5629 FFireAngle := FAngle;
5630 f := True;
5631 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5632 GameVelX, GameVelY-2, SHELL_BULLET);
5633 end;
5635 WEAPON_ROCKETLAUNCHER:
5636 begin
5637 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5638 FFireAngle := FAngle;
5639 f := True;
5640 end;
5642 WEAPON_PLASMA:
5643 begin
5644 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5645 FFireAngle := FAngle;
5646 f := True;
5647 end;
5649 WEAPON_BFG:
5650 begin
5651 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5652 FFireAngle := FAngle;
5653 f := True;
5654 end;
5656 WEAPON_SUPERPULEMET:
5657 begin
5658 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5659 FFireAngle := FAngle;
5660 f := True;
5661 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5662 GameVelX, GameVelY-2, SHELL_SHELL);
5663 end;
5665 WEAPON_FLAMETHROWER:
5666 begin
5667 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5668 FlamerOn;
5669 FFireAngle := FAngle;
5670 f := True;
5671 end;
5672 end;
5674 if not f then Exit;
5676 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5677 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5678 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5679 end;
5681 procedure TPlayer.DoLerp(Level: Integer = 2);
5682 begin
5683 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5684 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5685 end;
5687 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5688 var
5689 AX, AY: Integer;
5690 begin
5691 if NetInterpLevel < 1 then
5692 begin
5693 FObj.X := XTo;
5694 FObj.Y := YTo;
5695 end
5696 else
5697 begin
5698 FXTo := XTo;
5699 FYTo := YTo;
5701 AX := Abs(FXTo - FObj.X);
5702 AY := Abs(FYTo - FObj.Y);
5703 if (AX > 32) or (AX <= NetInterpLevel) then
5704 FObj.X := FXTo;
5705 if (AY > 32) or (AY <= NetInterpLevel) then
5706 FObj.Y := FYTo;
5707 end;
5708 end;
5710 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5711 begin
5712 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5713 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5714 PANEL_LIFTUP, False) then Result := -1
5715 else
5716 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5717 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5718 PANEL_LIFTDOWN, False) then Result := 1
5719 else Result := 0;
5720 end;
5722 function TPlayer.GetFlag(Flag: Byte): Boolean;
5723 var
5724 s, ts: String;
5725 evtype, a: Byte;
5726 begin
5727 Result := False;
5729 if Flag = FLAG_NONE then
5730 Exit;
5732 if not g_Game_IsServer then Exit;
5734 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5735 if (Flag = FTeam) and
5736 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5737 (FFlag <> FLAG_NONE) then
5738 begin
5739 if FFlag = FLAG_RED then
5740 s := _lc[I_PLAYER_FLAG_RED]
5741 else
5742 s := _lc[I_PLAYER_FLAG_BLUE];
5744 evtype := FLAG_STATE_SCORED;
5746 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5747 Insert('.', ts, Length(ts) + 1 - 3);
5748 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5750 g_Map_ResetFlag(FFlag);
5751 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5753 if ((Self = gPlayer1) or (Self = gPlayer2)
5754 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5755 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5756 a := 0
5757 else
5758 a := 1;
5760 if not sound_cap_flag[a].IsPlaying() then
5761 sound_cap_flag[a].Play();
5763 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5765 Result := True;
5766 if g_Game_IsNet then
5767 begin
5768 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5769 MH_SEND_GameStats;
5770 end;
5772 gFlags[FFlag].CaptureTime := 0;
5773 SetFlag(FLAG_NONE);
5774 Exit;
5775 end;
5777 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5778 if (Flag = FTeam) and
5779 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5780 begin
5781 if Flag = FLAG_RED then
5782 s := _lc[I_PLAYER_FLAG_RED]
5783 else
5784 s := _lc[I_PLAYER_FLAG_BLUE];
5786 evtype := FLAG_STATE_RETURNED;
5787 gFlags[Flag].CaptureTime := 0;
5789 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5791 g_Map_ResetFlag(Flag);
5792 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5794 if ((Self = gPlayer1) or (Self = gPlayer2)
5795 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5796 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5797 a := 0
5798 else
5799 a := 1;
5801 if not sound_ret_flag[a].IsPlaying() then
5802 sound_ret_flag[a].Play();
5804 Result := True;
5805 if g_Game_IsNet then
5806 begin
5807 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5808 MH_SEND_GameStats;
5809 end;
5810 Exit;
5811 end;
5813 // Ïîäîáðàë ÷óæîé ôëàã:
5814 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5815 begin
5816 SetFlag(Flag);
5818 if Flag = FLAG_RED then
5819 s := _lc[I_PLAYER_FLAG_RED]
5820 else
5821 s := _lc[I_PLAYER_FLAG_BLUE];
5823 evtype := FLAG_STATE_CAPTURED;
5825 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5827 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5829 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5831 if ((Self = gPlayer1) or (Self = gPlayer2)
5832 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5833 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5834 a := 0
5835 else
5836 a := 1;
5838 if not sound_get_flag[a].IsPlaying() then
5839 sound_get_flag[a].Play();
5841 Result := True;
5842 if g_Game_IsNet then
5843 begin
5844 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5845 MH_SEND_GameStats;
5846 end;
5847 end;
5848 end;
5850 procedure TPlayer.SetFlag(Flag: Byte);
5851 begin
5852 FFlag := Flag;
5853 if FModel <> nil then
5854 FModel.SetFlag(FFlag);
5855 end;
5857 function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
5858 var
5859 s: String;
5860 a: Byte;
5861 begin
5862 Result := False;
5863 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5864 Exit;
5865 FTime[T_FLAGCAP] := gTime + 2000;
5866 with gFlags[FFlag] do
5867 begin
5868 Obj.X := FObj.X;
5869 Obj.Y := FObj.Y;
5870 Direction := FDirection;
5871 State := FLAG_STATE_DROPPED;
5872 Count := FLAG_TIME;
5873 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5874 (FObj.Vel.Y div 2)-2+Random(5));
5875 positionChanged(); // this updates spatial accelerators
5877 if FFlag = FLAG_RED then
5878 s := _lc[I_PLAYER_FLAG_RED]
5879 else
5880 s := _lc[I_PLAYER_FLAG_BLUE];
5882 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5883 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5885 if ((Self = gPlayer1) or (Self = gPlayer2)
5886 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5887 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5888 a := 0
5889 else
5890 a := 1;
5892 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5893 sound_lost_flag[a].Play();
5895 if g_Game_IsNet then
5896 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5897 end;
5898 SetFlag(FLAG_NONE);
5899 Result := True;
5900 end;
5902 procedure TPlayer.GetSecret();
5903 begin
5904 if (self = gPlayer1) or (self = gPlayer2) then
5905 begin
5906 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5907 g_Sound_PlayEx('SOUND_GAME_SECRET');
5908 end;
5909 Inc(FSecrets);
5910 end;
5912 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5913 begin
5914 Assert(Key <= High(FKeys));
5916 FKeys[Key].Pressed := True;
5917 FKeys[Key].Time := Time;
5918 end;
5920 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5921 begin
5922 Result := FKeys[K].Pressed;
5923 end;
5925 procedure TPlayer.ReleaseKeys();
5926 var
5927 a: Integer;
5928 begin
5929 for a := Low(FKeys) to High(FKeys) do
5930 begin
5931 FKeys[a].Pressed := False;
5932 FKeys[a].Time := 0;
5933 end;
5934 end;
5936 procedure TPlayer.OnDamage(Angle: SmallInt);
5937 begin
5938 end;
5940 function TPlayer.firediry(): Integer;
5941 begin
5942 if FKeys[KEY_UP].Pressed then Result := -42
5943 else if FKeys[KEY_DOWN].Pressed then Result := 19
5944 else Result := 0;
5945 end;
5947 procedure TPlayer.RememberState();
5948 var
5949 i: Integer;
5950 begin
5951 FSavedState.Health := FHealth;
5952 FSavedState.Armor := FArmor;
5953 FSavedState.Air := FAir;
5954 FSavedState.JetFuel := FJetFuel;
5955 FSavedState.CurrWeap := FCurrWeap;
5956 FSavedState.NextWeap := FNextWeap;
5957 FSavedState.NextWeapDelay := FNextWeapDelay;
5959 for i := 0 to 3 do
5960 FSavedState.Ammo[i] := FAmmo[i];
5961 for i := 0 to 3 do
5962 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5964 FSavedState.Rulez := FRulez;
5965 FSavedState.WaitRecall := True;
5966 end;
5968 procedure TPlayer.RecallState();
5969 var
5970 i: Integer;
5971 begin
5972 if not FSavedState.WaitRecall then Exit;
5974 FHealth := FSavedState.Health;
5975 FArmor := FSavedState.Armor;
5976 FAir := FSavedState.Air;
5977 FJetFuel := FSavedState.JetFuel;
5978 FCurrWeap := FSavedState.CurrWeap;
5979 FNextWeap := FSavedState.NextWeap;
5980 FNextWeapDelay := FSavedState.NextWeapDelay;
5982 for i := 0 to 3 do
5983 FAmmo[i] := FSavedState.Ammo[i];
5984 for i := 0 to 3 do
5985 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5987 FRulez := FSavedState.Rulez;
5988 FSavedState.WaitRecall := False;
5990 if gGameSettings.GameType = GT_SERVER then
5991 MH_SEND_PlayerStats(FUID);
5992 end;
5994 procedure TPlayer.SaveState (st: TStream);
5995 var
5996 i: Integer;
5997 b: Byte;
5998 begin
5999 // Ñèãíàòóðà èãðîêà
6000 utils.writeSign(st, 'PLYR');
6001 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6002 // Áîò èëè ÷åëîâåê
6003 utils.writeBool(st, FIamBot);
6004 // UID èãðîêà
6005 utils.writeInt(st, Word(FUID));
6006 // Èìÿ èãðîêà
6007 utils.writeStr(st, FName);
6008 // Êîìàíäà
6009 utils.writeInt(st, Byte(FTeam));
6010 // Æèâ ëè
6011 utils.writeBool(st, FAlive);
6012 // Èçðàñõîäîâàë ëè âñå æèçíè
6013 utils.writeBool(st, FNoRespawn);
6014 // Íàïðàâëåíèå
6015 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6016 utils.writeInt(st, Byte(b));
6017 // Çäîðîâüå
6018 utils.writeInt(st, LongInt(FHealth));
6019 // Êîýôôèöèåíò èíâàëèäíîñòè
6020 utils.writeInt(st, LongInt(FHandicap));
6021 // Æèçíè
6022 utils.writeInt(st, Byte(FLives));
6023 // Áðîíÿ
6024 utils.writeInt(st, LongInt(FArmor));
6025 // Çàïàñ âîçäóõà
6026 utils.writeInt(st, LongInt(FAir));
6027 // Çàïàñ ãîðþ÷åãî
6028 utils.writeInt(st, LongInt(FJetFuel));
6029 // Áîëü
6030 utils.writeInt(st, LongInt(FPain));
6031 // Óáèë
6032 utils.writeInt(st, LongInt(FKills));
6033 // Óáèë ìîíñòðîâ
6034 utils.writeInt(st, LongInt(FMonsterKills));
6035 // Ôðàãîâ
6036 utils.writeInt(st, LongInt(FFrags));
6037 // Ôðàãîâ ïîäðÿä
6038 utils.writeInt(st, Byte(FFragCombo));
6039 // Âðåìÿ ïîñëåäíåãî ôðàãà
6040 utils.writeInt(st, LongWord(FLastFrag));
6041 // Ñìåðòåé
6042 utils.writeInt(st, LongInt(FDeath));
6043 // Êàêîé ôëàã íåñåò
6044 utils.writeInt(st, Byte(FFlag));
6045 // Íàøåë ñåêðåòîâ
6046 utils.writeInt(st, LongInt(FSecrets));
6047 // Òåêóùåå îðóæèå
6048 utils.writeInt(st, Byte(FCurrWeap));
6049 // Æåëàåìîå îðóæèå
6050 utils.writeInt(st, Word(FNextWeap));
6051 // ...è ïàóçà
6052 utils.writeInt(st, Byte(FNextWeapDelay));
6053 // Âðåìÿ çàðÿäêè BFG
6054 utils.writeInt(st, SmallInt(FBFGFireCounter));
6055 // Áóôåð óðîíà
6056 utils.writeInt(st, LongInt(FDamageBuffer));
6057 // Ïîñëåäíèé óäàðèâøèé
6058 utils.writeInt(st, Word(FLastSpawnerUID));
6059 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6060 utils.writeInt(st, Byte(FLastHit));
6061 // Îáúåêò èãðîêà
6062 Obj_SaveState(st, @FObj);
6063 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6064 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6065 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6066 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6067 // Íàëè÷èå îðóæèÿ
6068 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6069 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6070 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6071 // Íàëè÷èå ðþêçàêà
6072 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6073 // Íàëè÷èå êðàñíîãî êëþ÷à
6074 utils.writeBool(st, (R_KEY_RED in FRulez));
6075 // Íàëè÷èå çåëåíîãî êëþ÷à
6076 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6077 // Íàëè÷èå ñèíåãî êëþ÷à
6078 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6079 // Íàëè÷èå áåðñåðêà
6080 utils.writeBool(st, (R_BERSERK in FRulez));
6081 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6082 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6083 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6084 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6085 // Íàçâàíèå ìîäåëè
6086 utils.writeStr(st, FModel.Name);
6087 // Öâåò ìîäåëè
6088 utils.writeInt(st, Byte(FColor.R));
6089 utils.writeInt(st, Byte(FColor.G));
6090 utils.writeInt(st, Byte(FColor.B));
6091 end;
6094 procedure TPlayer.LoadState (st: TStream);
6095 var
6096 i: Integer;
6097 str: String;
6098 b: Byte;
6099 begin
6100 assert(st <> nil);
6102 // Ñèãíàòóðà èãðîêà
6103 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6104 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6105 // Áîò èëè ÷åëîâåê:
6106 FIamBot := utils.readBool(st);
6107 // UID èãðîêà
6108 FUID := utils.readWord(st);
6109 // Èìÿ èãðîêà
6110 str := utils.readStr(st);
6111 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6112 // Êîìàíäà
6113 FTeam := utils.readByte(st);
6114 // Æèâ ëè
6115 FAlive := utils.readBool(st);
6116 // Èçðàñõîäîâàë ëè âñå æèçíè
6117 FNoRespawn := utils.readBool(st);
6118 // Íàïðàâëåíèå
6119 b := utils.readByte(st);
6120 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6121 // Çäîðîâüå
6122 FHealth := utils.readLongInt(st);
6123 // Êîýôôèöèåíò èíâàëèäíîñòè
6124 FHandicap := utils.readLongInt(st);
6125 // Æèçíè
6126 FLives := utils.readByte(st);
6127 // Áðîíÿ
6128 FArmor := utils.readLongInt(st);
6129 // Çàïàñ âîçäóõà
6130 FAir := utils.readLongInt(st);
6131 // Çàïàñ ãîðþ÷åãî
6132 FJetFuel := utils.readLongInt(st);
6133 // Áîëü
6134 FPain := utils.readLongInt(st);
6135 // Óáèë
6136 FKills := utils.readLongInt(st);
6137 // Óáèë ìîíñòðîâ
6138 FMonsterKills := utils.readLongInt(st);
6139 // Ôðàãîâ
6140 FFrags := utils.readLongInt(st);
6141 // Ôðàãîâ ïîäðÿä
6142 FFragCombo := utils.readByte(st);
6143 // Âðåìÿ ïîñëåäíåãî ôðàãà
6144 FLastFrag := utils.readLongWord(st);
6145 // Ñìåðòåé
6146 FDeath := utils.readLongInt(st);
6147 // Êàêîé ôëàã íåñåò
6148 FFlag := utils.readByte(st);
6149 // Íàøåë ñåêðåòîâ
6150 FSecrets := utils.readLongInt(st);
6151 // Òåêóùåå îðóæèå
6152 FCurrWeap := utils.readByte(st);
6153 // Æåëàåìîå îðóæèå
6154 FNextWeap := utils.readWord(st);
6155 // ...è ïàóçà
6156 FNextWeapDelay := utils.readByte(st);
6157 // Âðåìÿ çàðÿäêè BFG
6158 FBFGFireCounter := utils.readSmallInt(st);
6159 // Áóôåð óðîíà
6160 FDamageBuffer := utils.readLongInt(st);
6161 // Ïîñëåäíèé óäàðèâøèé
6162 FLastSpawnerUID := utils.readWord(st);
6163 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6164 FLastHit := utils.readByte(st);
6165 // Îáúåêò èãðîêà
6166 Obj_LoadState(@FObj, st);
6167 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6168 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6169 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6170 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6171 // Íàëè÷èå îðóæèÿ
6172 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6173 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6174 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6175 // Íàëè÷èå ðþêçàêà
6176 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6177 // Íàëè÷èå êðàñíîãî êëþ÷à
6178 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6179 // Íàëè÷èå çåëåíîãî êëþ÷à
6180 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6181 // Íàëè÷èå ñèíåãî êëþ÷à
6182 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6183 // Íàëè÷èå áåðñåðêà
6184 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6185 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6186 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6187 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6188 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6189 // Íàçâàíèå ìîäåëè
6190 str := utils.readStr(st);
6191 // Öâåò ìîäåëè
6192 FColor.R := utils.readByte(st);
6193 FColor.G := utils.readByte(st);
6194 FColor.B := utils.readByte(st);
6195 if (self = gPlayer1) then
6196 begin
6197 str := gPlayer1Settings.Model;
6198 FColor := gPlayer1Settings.Color;
6199 end
6200 else if (self = gPlayer2) then
6201 begin
6202 str := gPlayer2Settings.Model;
6203 FColor := gPlayer2Settings.Color;
6204 end;
6205 // Îáíîâëÿåì ìîäåëü èãðîêà
6206 SetModel(str);
6207 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6208 FModel.Color := TEAMCOLOR[FTeam]
6209 else
6210 FModel.Color := FColor;
6211 end;
6214 procedure TPlayer.AllRulez(Health: Boolean);
6215 var
6216 a: Integer;
6217 begin
6218 if Health then
6219 begin
6220 FHealth := PLAYER_HP_LIMIT;
6221 FArmor := PLAYER_AP_LIMIT;
6222 Exit;
6223 end;
6225 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6226 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6227 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6228 end;
6230 procedure TPlayer.RestoreHealthArmor();
6231 begin
6232 FHealth := PLAYER_HP_LIMIT;
6233 FArmor := PLAYER_AP_LIMIT;
6234 end;
6236 procedure TPlayer.FragCombo();
6237 var
6238 Param: Integer;
6239 begin
6240 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6241 Exit;
6242 if gTime - FLastFrag < FRAG_COMBO_TIME then
6243 begin
6244 if FFragCombo < 5 then
6245 Inc(FFragCombo);
6246 Param := FUID or (FFragCombo shl 16);
6247 if (FComboEvnt >= Low(gDelayedEvents)) and
6248 (FComboEvnt <= High(gDelayedEvents)) and
6249 gDelayedEvents[FComboEvnt].Pending and
6250 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6251 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6252 begin
6253 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6254 gDelayedEvents[FComboEvnt].DENum := Param;
6255 end
6256 else
6257 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6258 end
6259 else
6260 FFragCombo := 1;
6262 FLastFrag := gTime;
6263 end;
6265 procedure TPlayer.GiveItem(ItemType: Byte);
6266 begin
6267 case ItemType of
6268 ITEM_SUIT:
6269 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6270 begin
6271 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6272 end;
6274 ITEM_OXYGEN:
6275 if FAir < AIR_MAX then
6276 begin
6277 FAir := AIR_MAX;
6278 end;
6280 ITEM_MEDKIT_BLACK:
6281 begin
6282 if not (R_BERSERK in FRulez) then
6283 begin
6284 Include(FRulez, R_BERSERK);
6285 if FBFGFireCounter < 1 then
6286 begin
6287 FCurrWeap := WEAPON_KASTET;
6288 resetWeaponQueue();
6289 FModel.SetWeapon(WEAPON_KASTET);
6290 end;
6291 if gFlash <> 0 then
6292 Inc(FPain, 100);
6293 FBerserk := gTime+30000;
6294 end;
6295 if FHealth < PLAYER_HP_SOFT then
6296 begin
6297 FHealth := PLAYER_HP_SOFT;
6298 FBerserk := gTime+30000;
6299 end;
6300 end;
6302 ITEM_INVUL:
6303 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6304 begin
6305 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6306 FSpawnInvul := 0;
6307 end;
6309 ITEM_INVIS:
6310 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6311 begin
6312 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6313 end;
6315 ITEM_JETPACK:
6316 if FJetFuel < JET_MAX then
6317 begin
6318 FJetFuel := JET_MAX;
6319 end;
6321 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6322 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6324 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6325 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6327 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6328 ITEM_SPHERE_WHITE:
6329 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6330 begin
6331 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6332 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6333 end;
6335 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6336 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6337 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6338 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6339 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6340 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6341 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6342 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6343 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6345 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6346 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6347 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6348 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6349 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6350 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6351 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6352 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6353 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6355 ITEM_AMMO_BACKPACK:
6356 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6357 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6358 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6359 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6360 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6361 begin
6362 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6363 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6364 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6365 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6366 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6368 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6369 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6370 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6371 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6373 FRulez := FRulez + [R_ITEM_BACKPACK];
6374 end;
6376 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6377 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6378 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6380 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6381 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6383 else
6384 Exit;
6385 end;
6386 if g_Game_IsNet and g_Game_IsServer then
6387 MH_SEND_PlayerStats(FUID);
6388 end;
6390 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6391 var
6392 id, i: DWORD;
6393 Anim: TAnimation;
6394 begin
6395 if (Random(5) = 1) and (Times = 1) then
6396 Exit;
6398 if BodyInLiquid(0, 0) then
6399 begin
6400 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6401 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6402 if Random(2) = 0 then
6403 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6404 else
6405 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6406 Exit;
6407 end;
6409 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6410 begin
6411 for i := 1 to Times do
6412 begin
6413 Anim := TAnimation.Create(id, False, 3);
6414 Anim.Alpha := 150;
6415 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6416 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6417 Anim.Free();
6418 end;
6419 end;
6420 end;
6422 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6423 var
6424 id, i: DWORD;
6425 Anim: TAnimation;
6426 begin
6427 if (Random(10) = 1) and (Times = 1) then
6428 Exit;
6430 if g_Frames_Get(id, 'FRAMES_FLAME') then
6431 begin
6432 for i := 1 to Times do
6433 begin
6434 Anim := TAnimation.Create(id, False, 3);
6435 Anim.Alpha := 0;
6436 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6437 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6438 Anim.Free();
6439 end;
6440 end;
6441 end;
6443 procedure TPlayer.PauseSounds(Enable: Boolean);
6444 begin
6445 FSawSound.Pause(Enable);
6446 FSawSoundIdle.Pause(Enable);
6447 FSawSoundHit.Pause(Enable);
6448 FSawSoundSelect.Pause(Enable);
6449 FFlameSoundOn.Pause(Enable);
6450 FFlameSoundOff.Pause(Enable);
6451 FFlameSoundWork.Pause(Enable);
6452 FJetSoundFly.Pause(Enable);
6453 FJetSoundOn.Pause(Enable);
6454 FJetSoundOff.Pause(Enable);
6455 end;
6457 { T C o r p s e : }
6459 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6460 begin
6461 g_Obj_Init(@FObj);
6462 FObj.X := X;
6463 FObj.Y := Y;
6464 FObj.Rect := PLAYER_CORPSERECT;
6465 FModelName := ModelName;
6466 FMess := aMess;
6468 if FMess then
6469 begin
6470 FState := CORPSE_STATE_MESS;
6471 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6472 end
6473 else
6474 begin
6475 FState := CORPSE_STATE_NORMAL;
6476 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6477 end;
6478 end;
6480 destructor TCorpse.Destroy();
6481 begin
6482 FAnimation.Free();
6484 inherited;
6485 end;
6487 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6489 procedure TCorpse.positionChanged (); inline; begin end;
6491 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6492 begin
6493 if (dx <> 0) or (dy <> 0) then
6494 begin
6495 FObj.X += dx;
6496 FObj.Y += dy;
6497 positionChanged();
6498 end;
6499 end;
6502 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6503 begin
6504 x := FObj.X+PLAYER_CORPSERECT.X;
6505 y := FObj.Y+PLAYER_CORPSERECT.Y;
6506 w := PLAYER_CORPSERECT.Width;
6507 h := PLAYER_CORPSERECT.Height;
6508 end;
6511 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6512 var
6513 pm: TPlayerModel;
6514 Blood: TModelBlood;
6515 begin
6516 if FState = CORPSE_STATE_REMOVEME then
6517 Exit;
6519 FDamage := FDamage + Value;
6521 if FDamage > 150 then
6522 begin
6523 if FAnimation <> nil then
6524 begin
6525 FAnimation.Free();
6526 FAnimation := nil;
6528 FState := CORPSE_STATE_REMOVEME;
6530 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6531 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6532 FModelName, FColor);
6533 // Çâóê ìÿñà îò òðóïà:
6534 pm := g_PlayerModel_Get(FModelName);
6535 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6536 pm.Free;
6538 // Çëîâåùèé ñìåõ:
6539 if (gBodyKillEvent <> -1)
6540 and gDelayedEvents[gBodyKillEvent].Pending then
6541 gDelayedEvents[gBodyKillEvent].Pending := False;
6542 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6543 end;
6544 end
6545 else
6546 begin
6547 Blood := g_PlayerModel_GetBlood(FModelName);
6548 FObj.Vel.X := FObj.Vel.X + vx;
6549 FObj.Vel.Y := FObj.Vel.Y + vy;
6550 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6551 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6552 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6553 Blood.R, Blood.G, Blood.B, Blood.Kind);
6554 end;
6555 end;
6557 procedure TCorpse.Draw();
6558 begin
6559 if FState = CORPSE_STATE_REMOVEME then
6560 Exit;
6562 if FAnimation <> nil then
6563 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6565 if FAnimationMask <> nil then
6566 begin
6567 e_Colors := FColor;
6568 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6569 e_Colors.R := 255;
6570 e_Colors.G := 255;
6571 e_Colors.B := 255;
6572 end;
6573 end;
6575 procedure TCorpse.Update();
6576 var
6577 st: Word;
6578 begin
6579 if FState = CORPSE_STATE_REMOVEME then
6580 Exit;
6582 if gTime mod (GAME_TICK*2) <> 0 then
6583 begin
6584 g_Obj_Move(@FObj, True, True, True);
6585 positionChanged(); // this updates spatial accelerators
6586 Exit;
6587 end;
6589 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6590 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6592 st := g_Obj_Move(@FObj, True, True, True);
6593 positionChanged(); // this updates spatial accelerators
6595 if WordBool(st and MOVE_FALLOUT) then
6596 begin
6597 FState := CORPSE_STATE_REMOVEME;
6598 Exit;
6599 end;
6601 if FAnimation <> nil then
6602 FAnimation.Update();
6603 if FAnimationMask <> nil then
6604 FAnimationMask.Update();
6605 end;
6608 procedure TCorpse.SaveState (st: TStream);
6609 var
6610 anim: Boolean;
6611 begin
6612 assert(st <> nil);
6614 // Ñèãíàòóðà òðóïà
6615 utils.writeSign(st, 'CORP');
6616 utils.writeInt(st, Byte(0));
6617 // Ñîñòîÿíèå
6618 utils.writeInt(st, Byte(FState));
6619 // Íàêîïëåííûé óðîí
6620 utils.writeInt(st, Byte(FDamage));
6621 // Öâåò
6622 utils.writeInt(st, Byte(FColor.R));
6623 utils.writeInt(st, Byte(FColor.G));
6624 utils.writeInt(st, Byte(FColor.B));
6625 // Îáúåêò òðóïà
6626 Obj_SaveState(st, @FObj);
6627 utils.writeInt(st, Word(FPlayerUID));
6628 // Åñòü ëè àíèìàöèÿ
6629 anim := (FAnimation <> nil);
6630 utils.writeBool(st, anim);
6631 // Åñëè åñòü - ñîõðàíÿåì
6632 if anim then FAnimation.SaveState(st);
6633 // Åñòü ëè ìàñêà àíèìàöèè
6634 anim := (FAnimationMask <> nil);
6635 utils.writeBool(st, anim);
6636 // Åñëè åñòü - ñîõðàíÿåì
6637 if anim then FAnimationMask.SaveState(st);
6638 end;
6641 procedure TCorpse.LoadState (st: TStream);
6642 var
6643 anim: Boolean;
6644 begin
6645 assert(st <> nil);
6647 // Ñèãíàòóðà òðóïà
6648 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6649 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6650 // Ñîñòîÿíèå
6651 FState := utils.readByte(st);
6652 // Íàêîïëåííûé óðîí
6653 FDamage := utils.readByte(st);
6654 // Öâåò
6655 FColor.R := utils.readByte(st);
6656 FColor.G := utils.readByte(st);
6657 FColor.B := utils.readByte(st);
6658 // Îáúåêò òðóïà
6659 Obj_LoadState(@FObj, st);
6660 FPlayerUID := utils.readWord(st);
6661 // Åñòü ëè àíèìàöèÿ
6662 anim := utils.readBool(st);
6663 // Åñëè åñòü - çàãðóæàåì
6664 if anim then
6665 begin
6666 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6667 FAnimation.LoadState(st);
6668 end;
6669 // Åñòü ëè ìàñêà àíèìàöèè
6670 anim := utils.readBool(st);
6671 // Åñëè åñòü - çàãðóæàåì
6672 if anim then
6673 begin
6674 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6675 FAnimationMask.LoadState(st);
6676 end;
6677 end;
6679 { T B o t : }
6681 constructor TBot.Create();
6682 var
6683 a: Integer;
6684 begin
6685 inherited Create();
6687 FPhysics := True;
6688 FSpectator := False;
6689 FGhost := False;
6691 FIamBot := True;
6693 Inc(gNumBots);
6695 for a := WP_FIRST to WP_LAST do
6696 begin
6697 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6698 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6699 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6700 end;
6701 end;
6703 destructor TBot.Destroy();
6704 begin
6705 Dec(gNumBots);
6706 inherited Destroy();
6707 end;
6709 procedure TBot.Draw();
6710 begin
6711 inherited Draw();
6713 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6714 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6715 end;
6717 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6718 begin
6719 inherited Respawn(Silent, Force);
6721 FAIFlags := nil;
6722 FSelectedWeapon := FCurrWeap;
6723 resetWeaponQueue();
6724 FTargetUID := 0;
6725 end;
6727 procedure TBot.UpdateCombat();
6728 type
6729 TTarget = record
6730 UID: Word;
6731 X, Y: Integer;
6732 Rect: TRectWH;
6733 cX, cY: Integer;
6734 Dist: Word;
6735 Line: Boolean;
6736 Visible: Boolean;
6737 IsPlayer: Boolean;
6738 end;
6740 TTargetRecord = array of TTarget;
6742 function Compare(a, b: TTarget): Integer;
6743 begin
6744 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6745 Result := -1
6746 else
6747 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6748 Result := 1
6749 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6750 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6751 begin
6752 if a.Dist > b.Dist then // B áëèæå
6753 Result := 1
6754 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6755 Result := -1;
6756 end
6757 else // Ñòðàííî -> A
6758 Result := -1;
6759 end;
6761 var
6762 a, x1, y1, x2, y2: Integer;
6763 targets: TTargetRecord;
6764 ammo: Word;
6765 Target, BestTarget: TTarget;
6766 firew, fireh: Integer;
6767 angle: SmallInt;
6768 mon: TMonster;
6769 pla, tpla: TPlayer;
6770 vsPlayer, vsMonster, ok: Boolean;
6773 function monsUpdate (mon: TMonster): Boolean;
6774 begin
6775 result := false; // don't stop
6776 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6777 begin
6778 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6780 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6781 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6783 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6784 if g_TraceVector(x1, y1, x2, y2) then
6785 begin
6786 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6787 SetLength(targets, Length(targets)+1);
6788 with targets[High(targets)] do
6789 begin
6790 UID := mon.UID;
6791 X := mon.Obj.X;
6792 Y := mon.Obj.Y;
6793 cX := x2;
6794 cY := y2;
6795 Rect := mon.Obj.Rect;
6796 Dist := g_PatchLength(x1, y1, x2, y2);
6797 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6798 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6799 Visible := True;
6800 IsPlayer := False;
6801 end;
6802 end;
6803 end;
6804 end;
6806 begin
6807 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6808 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6810 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6811 if FCurrWeap <> FSelectedWeapon then
6812 NextWeapon();
6814 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6815 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6816 begin
6817 RemoveAIFlag('NEEDFIRE');
6819 case FCurrWeap of
6820 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6821 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6822 else PressKey(KEY_FIRE);
6823 end;
6824 end;
6826 // Êîîðäèíàòû ñòâîëà:
6827 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6828 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6830 Target.UID := FTargetUID;
6832 ok := False;
6833 if Target.UID <> 0 then
6834 begin // Öåëü åñòü - íàñòðàèâàåì
6835 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6836 vsPlayer then
6837 begin // Èãðîê
6838 tpla := g_Player_Get(Target.UID);
6839 if tpla <> nil then
6840 with tpla do
6841 begin
6842 if (@FObj) <> nil then
6843 begin
6844 Target.X := FObj.X;
6845 Target.Y := FObj.Y;
6846 end;
6847 end;
6849 Target.cX := Target.X + PLAYER_RECT_CX;
6850 Target.cY := Target.Y + PLAYER_RECT_CY;
6851 Target.Rect := PLAYER_RECT;
6852 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6853 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6854 (y1-4 > Target.Y+PLAYER_RECT.Y);
6855 Target.IsPlayer := True;
6856 ok := True;
6857 end
6858 else
6859 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6860 vsMonster then
6861 begin // Ìîíñòð
6862 mon := g_Monsters_ByUID(Target.UID);
6863 if mon <> nil then
6864 begin
6865 Target.X := mon.Obj.X;
6866 Target.Y := mon.Obj.Y;
6868 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6869 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6870 Target.Rect := mon.Obj.Rect;
6871 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6872 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6873 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6874 Target.IsPlayer := False;
6875 ok := True;
6876 end;
6877 end;
6878 end;
6880 if not ok then
6881 begin // Öåëè íåò - îáíóëÿåì
6882 Target.X := 0;
6883 Target.Y := 0;
6884 Target.cX := 0;
6885 Target.cY := 0;
6886 Target.Visible := False;
6887 Target.Line := False;
6888 Target.IsPlayer := False;
6889 end;
6891 targets := nil;
6893 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6894 if (not Target.Line) or (not Target.Visible) then
6895 begin
6896 // Èãðîêè:
6897 if vsPlayer then
6898 for a := 0 to High(gPlayers) do
6899 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6900 (gPlayers[a].FUID <> FUID) and
6901 (not SameTeam(FUID, gPlayers[a].FUID)) and
6902 (not gPlayers[a].NoTarget) and
6903 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6904 begin
6905 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6906 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6907 Continue;
6909 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6910 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6912 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6913 if g_TraceVector(x1, y1, x2, y2) then
6914 begin
6915 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6916 SetLength(targets, Length(targets)+1);
6917 with targets[High(targets)] do
6918 begin
6919 UID := gPlayers[a].FUID;
6920 X := gPlayers[a].FObj.X;
6921 Y := gPlayers[a].FObj.Y;
6922 cX := x2;
6923 cY := y2;
6924 Rect := PLAYER_RECT;
6925 Dist := g_PatchLength(x1, y1, x2, y2);
6926 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6927 (y1-4 > Target.Y+PLAYER_RECT.Y);
6928 Visible := True;
6929 IsPlayer := True;
6930 end;
6931 end;
6932 end;
6934 // Ìîíñòðû:
6935 if vsMonster then g_Mons_ForEach(monsUpdate);
6936 end;
6938 // Åñëè åñòü âîçìîæíûå öåëè:
6939 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6940 if targets <> nil then
6941 begin
6942 // Âûáèðàåì íàèëó÷øóþ öåëü:
6943 BestTarget := targets[0];
6944 if Length(targets) > 1 then
6945 for a := 1 to High(targets) do
6946 if Compare(BestTarget, targets[a]) = 1 then
6947 BestTarget := targets[a];
6949 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6950 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6951 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6952 begin
6953 Target := BestTarget;
6955 if (Healthy() = 3) or ((Healthy() = 2)) then
6956 begin // Åñëè çäîðîâû - äîãîíÿåì
6957 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6958 SetAIFlag('GORIGHT', '1');
6959 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6960 SetAIFlag('GOLEFT', '1');
6961 end
6962 else
6963 begin // Åñëè ïîáèòû - óáåãàåì
6964 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6965 SetAIFlag('GORIGHT', '1');
6966 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6967 SetAIFlag('GOLEFT', '1');
6968 end;
6970 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6971 SelectWeapon(Abs(x1-Target.cX));
6972 end;
6973 end;
6975 // Åñëè åñòü öåëü:
6976 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6977 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6978 if Target.UID <> 0 then
6979 begin
6980 if not TargetOnScreen(Target.X + Target.Rect.X,
6981 Target.Y + Target.Rect.Y) then
6982 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6983 if (Healthy() = 3) or ((Healthy() = 2)) then
6984 begin // Åñëè çäîðîâû - äîãîíÿåì
6985 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6986 SetAIFlag('GORIGHT', '1');
6987 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6988 SetAIFlag('GOLEFT', '1');
6989 end
6990 else
6991 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6992 Target.UID := 0;
6993 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6994 SetAIFlag('GORIGHT', '1');
6995 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6996 SetAIFlag('GOLEFT', '1');
6997 end;
6998 end
6999 else
7000 begin // Öåëü ïîêà íà "ýêðàíå"
7001 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7002 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
7003 FLastVisible := gTime;
7004 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7005 if (Abs(FObj.Y-Target.Y) <= 128) then
7006 begin
7007 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7008 SetAIFlag('GORIGHT', '1');
7009 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7010 SetAIFlag('GOLEFT', '1');
7011 end;
7012 end;
7014 // Âûáèðàåì óãîë ââåðõ:
7015 if FDirection = TDirection.D_LEFT then
7016 angle := ANGLE_LEFTUP
7017 else
7018 angle := ANGLE_RIGHTUP;
7020 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7021 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7023 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7024 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7025 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7026 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7027 Target.Rect.Width, Target.Rect.Height) and
7028 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7029 begin // òî íóæíî ñòðåëÿòü ââåðõ
7030 SetAIFlag('NEEDFIRE', '1');
7031 SetAIFlag('NEEDSEEUP', '1');
7032 end;
7034 // Âûáèðàåì óãîë âíèç:
7035 if FDirection = TDirection.D_LEFT then
7036 angle := ANGLE_LEFTDOWN
7037 else
7038 angle := ANGLE_RIGHTDOWN;
7040 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7041 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7043 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7044 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7045 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7046 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7047 Target.Rect.Width, Target.Rect.Height) and
7048 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7049 begin // òî íóæíî ñòðåëÿòü âíèç
7050 SetAIFlag('NEEDFIRE', '1');
7051 SetAIFlag('NEEDSEEDOWN', '1');
7052 end;
7054 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7055 if Target.Visible and
7056 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7057 (y1-4 > Target.Y+Target.Rect.Y) then
7058 begin
7059 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7060 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7061 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7062 begin // òî íóæíî ñòðåëÿòü âïåðåä
7063 SetAIFlag('NEEDFIRE', '1');
7064 SetAIFlag('NEEDSEEDOWN', '');
7065 SetAIFlag('NEEDSEEUP', '');
7066 end;
7067 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7068 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7069 if GetRnd(FDifficult.CloseJump) then
7070 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7071 if Abs(FObj.X-Target.X) < 128 then
7072 a := 4
7073 else
7074 a := 30;
7075 if Random(a) = 0 then
7076 SetAIFlag('NEEDJUMP', '1');
7077 end;
7078 end;
7080 // Åñëè öåëü âñå åùå åñòü:
7081 if Target.UID <> 0 then
7082 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7083 Target.UID := 0 // òî çàáûòü öåëü
7084 else // Åñëè âèäåëè íåäàâíî
7085 begin // íî öåëü óáèëè
7086 if Target.IsPlayer then
7087 begin // Öåëü - èãðîê
7088 pla := g_Player_Get(Target.UID);
7089 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7090 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7091 Target.UID := 0; // òî çàáûòü öåëü
7092 end
7093 else
7094 begin // Öåëü - ìîíñòð
7095 mon := g_Monsters_ByUID(Target.UID);
7096 if (mon = nil) or (not mon.alive) then
7097 Target.UID := 0; // òî çàáûòü öåëü
7098 end;
7099 end;
7100 end; // if Target.UID <> 0
7102 FTargetUID := Target.UID;
7104 // Åñëè âîçìîæíûõ öåëåé íåò:
7105 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7106 if targets = nil then
7107 if GetAIFlag('ATTACKLEFT') <> '' then
7108 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7109 RemoveAIFlag('ATTACKLEFT');
7111 SetAIFlag('NEEDJUMP', '1');
7113 if RunDirection() = TDirection.D_RIGHT then
7114 begin // Èäåì íå â òó ñòîðîíó
7115 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7116 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7117 SetAIFlag('NEEDFIRE', '1');
7118 SetAIFlag('GOLEFT', '1');
7119 end;
7120 end
7121 else
7122 begin // Èäåì â íóæíóþ ñòîðîíó
7123 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7124 SetAIFlag('NEEDFIRE', '1');
7125 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7126 SetAIFlag('GORIGHT', '1');
7127 end;
7128 end
7129 else
7130 if GetAIFlag('ATTACKRIGHT') <> '' then
7131 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7132 RemoveAIFlag('ATTACKRIGHT');
7134 SetAIFlag('NEEDJUMP', '1');
7136 if RunDirection() = TDirection.D_LEFT then
7137 begin // Èäåì íå â òó ñòîðîíó
7138 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7139 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7140 SetAIFlag('NEEDFIRE', '1');
7141 SetAIFlag('GORIGHT', '1');
7142 end;
7143 end
7144 else
7145 begin
7146 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7147 SetAIFlag('NEEDFIRE', '1');
7148 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7149 SetAIFlag('GOLEFT', '1');
7150 end;
7151 end;
7153 //HACK! (does it belongs there?)
7154 RealizeCurrentWeapon();
7156 // Åñëè åñòü âîçìîæíûå öåëè:
7157 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7158 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7159 for a := 0 to High(targets) do
7160 begin
7161 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7162 if GetRnd(FDifficult.DiagFire) then
7163 begin
7164 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7165 if FDirection = TDirection.D_LEFT then
7166 angle := ANGLE_LEFTUP
7167 else
7168 angle := ANGLE_RIGHTUP;
7170 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7171 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7173 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7174 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7175 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7176 targets[a].Rect.Width, targets[a].Rect.Height) and
7177 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7178 begin
7179 SetAIFlag('NEEDFIRE', '1');
7180 SetAIFlag('NEEDSEEUP', '1');
7181 end;
7183 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7184 if FDirection = TDirection.D_LEFT then
7185 angle := ANGLE_LEFTDOWN
7186 else
7187 angle := ANGLE_RIGHTDOWN;
7189 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7190 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7192 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7193 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7194 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7195 targets[a].Rect.Width, targets[a].Rect.Height) and
7196 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7197 begin
7198 SetAIFlag('NEEDFIRE', '1');
7199 SetAIFlag('NEEDSEEDOWN', '1');
7200 end;
7201 end;
7203 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7204 if targets[a].Line and targets[a].Visible and
7205 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7206 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7207 begin
7208 SetAIFlag('NEEDFIRE', '1');
7209 Break;
7210 end;
7211 end;
7213 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7214 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7215 PLAYER_RECT.Width, PLAYER_RECT.Height,
7216 40+GetInterval(FDifficult.Cover, 40)) then
7217 SetAIFlag('NEEDJUMP', '1');
7219 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7220 ammo := GetAmmoByWeapon(FCurrWeap);
7221 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7222 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7223 (ammo = 0) then
7224 SetAIFlag('SELECTWEAPON', '1');
7226 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7227 if GetAIFlag('SELECTWEAPON') = '1' then
7228 begin
7229 SelectWeapon(-1);
7230 RemoveAIFlag('SELECTWEAPON');
7231 end;
7232 end;
7234 procedure TBot.Update();
7235 var
7236 EnableAI: Boolean;
7237 begin
7238 if not FAlive then
7239 begin // Respawn
7240 ReleaseKeys();
7241 PressKey(KEY_UP);
7242 end
7243 else
7244 begin
7245 EnableAI := True;
7247 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7248 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7249 EnableAI := False;
7250 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7251 EnableAI := False;
7252 if g_debug_BotAIOff = 3 then
7253 EnableAI := False;
7255 if EnableAI then
7256 begin
7257 UpdateMove();
7258 UpdateCombat();
7259 end
7260 else
7261 begin
7262 RealizeCurrentWeapon();
7263 end;
7264 end;
7266 inherited Update();
7267 end;
7269 procedure TBot.ReleaseKey(Key: Byte);
7270 begin
7271 with FKeys[Key] do
7272 begin
7273 Pressed := False;
7274 Time := 0;
7275 end;
7276 end;
7278 function TBot.KeyPressed(Key: Word): Boolean;
7279 begin
7280 Result := FKeys[Key].Pressed;
7281 end;
7283 function TBot.GetAIFlag(aName: String20): String20;
7284 var
7285 a: Integer;
7286 begin
7287 Result := '';
7289 aName := LowerCase(aName);
7291 if FAIFlags <> nil then
7292 for a := 0 to High(FAIFlags) do
7293 if LowerCase(FAIFlags[a].Name) = aName then
7294 begin
7295 Result := FAIFlags[a].Value;
7296 Break;
7297 end;
7298 end;
7300 procedure TBot.RemoveAIFlag(aName: String20);
7301 var
7302 a, b: Integer;
7303 begin
7304 if FAIFlags = nil then Exit;
7306 aName := LowerCase(aName);
7308 for a := 0 to High(FAIFlags) do
7309 if LowerCase(FAIFlags[a].Name) = aName then
7310 begin
7311 if a <> High(FAIFlags) then
7312 for b := a to High(FAIFlags)-1 do
7313 FAIFlags[b] := FAIFlags[b+1];
7315 SetLength(FAIFlags, Length(FAIFlags)-1);
7316 Break;
7317 end;
7318 end;
7320 procedure TBot.SetAIFlag(aName, fValue: String20);
7321 var
7322 a: Integer;
7323 ok: Boolean;
7324 begin
7325 a := 0;
7326 ok := False;
7328 aName := LowerCase(aName);
7330 if FAIFlags <> nil then
7331 for a := 0 to High(FAIFlags) do
7332 if LowerCase(FAIFlags[a].Name) = aName then
7333 begin
7334 ok := True;
7335 Break;
7336 end;
7338 if ok then FAIFlags[a].Value := fValue
7339 else
7340 begin
7341 SetLength(FAIFlags, Length(FAIFlags)+1);
7342 with FAIFlags[High(FAIFlags)] do
7343 begin
7344 Name := aName;
7345 Value := fValue;
7346 end;
7347 end;
7348 end;
7350 procedure TBot.UpdateMove;
7352 procedure GoLeft(Time: Word = 1);
7353 begin
7354 ReleaseKey(KEY_LEFT);
7355 ReleaseKey(KEY_RIGHT);
7356 PressKey(KEY_LEFT, Time);
7357 SetDirection(TDirection.D_LEFT);
7358 end;
7360 procedure GoRight(Time: Word = 1);
7361 begin
7362 ReleaseKey(KEY_LEFT);
7363 ReleaseKey(KEY_RIGHT);
7364 PressKey(KEY_RIGHT, Time);
7365 SetDirection(TDirection.D_RIGHT);
7366 end;
7368 function Rnd(a: Word): Boolean;
7369 begin
7370 Result := Random(a) = 0;
7371 end;
7373 procedure Turn(Time: Word = 1200);
7374 begin
7375 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7376 end;
7378 procedure Stop();
7379 begin
7380 ReleaseKey(KEY_LEFT);
7381 ReleaseKey(KEY_RIGHT);
7382 end;
7384 function CanRunLeft(): Boolean;
7385 begin
7386 Result := not CollideLevel(-1, 0);
7387 end;
7389 function CanRunRight(): Boolean;
7390 begin
7391 Result := not CollideLevel(1, 0);
7392 end;
7394 function CanRun(): Boolean;
7395 begin
7396 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7397 end;
7399 procedure Jump(Time: Word = 30);
7400 begin
7401 PressKey(KEY_JUMP, Time);
7402 end;
7404 function NearHole(): Boolean;
7405 var
7406 x, sx: Integer;
7407 begin
7408 { TODO 5 : Ëåñòíèöû }
7409 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7410 for x := 1 to PLAYER_RECT.Width do
7411 if (not StayOnStep(x*sx, 0)) and
7412 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7413 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7414 begin
7415 Result := True;
7416 Exit;
7417 end;
7419 Result := False;
7420 end;
7422 function BorderHole(): Boolean;
7423 var
7424 x, sx, xx: Integer;
7425 begin
7426 { TODO 5 : Ëåñòíèöû }
7427 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7428 for x := 1 to PLAYER_RECT.Width do
7429 if (not StayOnStep(x*sx, 0)) and
7430 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7431 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7432 begin
7433 for xx := x to x+32 do
7434 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7435 begin
7436 Result := True;
7437 Exit;
7438 end;
7439 end;
7441 Result := False;
7442 end;
7444 function NearDeepHole(): Boolean;
7445 var
7446 x, sx, y: Integer;
7447 begin
7448 Result := False;
7450 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7451 y := 3;
7453 for x := 1 to PLAYER_RECT.Width do
7454 if (not StayOnStep(x*sx, 0)) and
7455 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7456 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7457 begin
7458 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7459 begin
7460 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7461 y := y+1;
7462 end;
7464 Result := True;
7465 end else Result := False;
7466 end;
7468 function OverDeepHole(): Boolean;
7469 var
7470 y: Integer;
7471 begin
7472 Result := False;
7474 y := 1;
7475 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7476 begin
7477 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7478 y := y+1;
7479 end;
7481 Result := True;
7482 end;
7484 function OnGround(): Boolean;
7485 begin
7486 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7487 end;
7489 function OnLadder(): Boolean;
7490 begin
7491 Result := FullInStep(0, 0);
7492 end;
7494 function BelowLadder(): Boolean;
7495 begin
7496 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7497 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7498 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7499 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7500 end;
7502 function BelowLiftUp(): Boolean;
7503 begin
7504 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7505 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7506 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7507 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7508 end;
7510 function OnTopLift(): Boolean;
7511 begin
7512 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7513 end;
7515 function CanJumpOver(): Boolean;
7516 var
7517 sx, y: Integer;
7518 begin
7519 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7521 Result := False;
7523 if not CollideLevel(sx, 0) then Exit;
7525 for y := 1 to BOT_MAXJUMP do
7526 if CollideLevel(0, -y) then Exit else
7527 if not CollideLevel(sx, -y) then
7528 begin
7529 Result := True;
7530 Exit;
7531 end;
7532 end;
7534 function CanJumpUp(Dist: ShortInt): Boolean;
7535 var
7536 y, yy: Integer;
7537 c: Boolean;
7538 begin
7539 Result := False;
7541 if CollideLevel(Dist, 0) then Exit;
7543 c := False;
7544 for y := 0 to BOT_MAXJUMP do
7545 if CollideLevel(Dist, -y) then
7546 begin
7547 c := True;
7548 Break;
7549 end;
7551 if not c then Exit;
7553 c := False;
7554 for yy := y+1 to BOT_MAXJUMP do
7555 if not CollideLevel(Dist, -yy) then
7556 begin
7557 c := True;
7558 Break;
7559 end;
7561 if not c then Exit;
7563 c := False;
7564 for y := 0 to BOT_MAXJUMP do
7565 if CollideLevel(0, -y) then
7566 begin
7567 c := True;
7568 Break;
7569 end;
7571 if c then Exit;
7573 if y < yy then Exit;
7575 Result := True;
7576 end;
7578 function IsSafeTrigger(): Boolean;
7579 var
7580 a: Integer;
7581 begin
7582 Result := True;
7583 if gTriggers = nil then
7584 Exit;
7585 for a := 0 to High(gTriggers) do
7586 if Collide(gTriggers[a].X,
7587 gTriggers[a].Y,
7588 gTriggers[a].Width,
7589 gTriggers[a].Height) and
7590 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7591 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7592 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7593 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7594 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7595 Result := False;
7596 end;
7598 begin
7599 // Âîçìîæíî, íàæèìàåì êíîïêó:
7600 if Rnd(16) and IsSafeTrigger() then
7601 PressKey(KEY_OPEN);
7603 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7604 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7605 begin
7606 ReleaseKey(KEY_LEFT);
7607 ReleaseKey(KEY_RIGHT);
7608 Jump();
7609 end;
7611 // Èäåì âëåâî, åñëè íàäî áûëî:
7612 if GetAIFlag('GOLEFT') <> '' then
7613 begin
7614 RemoveAIFlag('GOLEFT');
7615 if CanRunLeft() then
7616 GoLeft(360);
7617 end;
7619 // Èäåì âïðàâî, åñëè íàäî áûëî:
7620 if GetAIFlag('GORIGHT') <> '' then
7621 begin
7622 RemoveAIFlag('GORIGHT');
7623 if CanRunRight() then
7624 GoRight(360);
7625 end;
7627 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7628 if FObj.X < -32 then
7629 GoRight(360)
7630 else
7631 if FObj.X+32 > gMapInfo.Width then
7632 GoLeft(360);
7634 // Ïðûãàåì, åñëè íàäî áûëî:
7635 if GetAIFlag('NEEDJUMP') <> '' then
7636 begin
7637 Jump(0);
7638 RemoveAIFlag('NEEDJUMP');
7639 end;
7641 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7642 if GetAIFlag('NEEDSEEUP') <> '' then
7643 begin
7644 ReleaseKey(KEY_UP);
7645 ReleaseKey(KEY_DOWN);
7646 PressKey(KEY_UP, 20);
7647 RemoveAIFlag('NEEDSEEUP');
7648 end;
7650 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7651 if GetAIFlag('NEEDSEEDOWN') <> '' then
7652 begin
7653 ReleaseKey(KEY_UP);
7654 ReleaseKey(KEY_DOWN);
7655 PressKey(KEY_DOWN, 20);
7656 RemoveAIFlag('NEEDSEEDOWN');
7657 end;
7659 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7660 if GetAIFlag('GOINHOLE') <> '' then
7661 if not OnGround() then
7662 begin
7663 ReleaseKey(KEY_LEFT);
7664 ReleaseKey(KEY_RIGHT);
7665 RemoveAIFlag('GOINHOLE');
7666 SetAIFlag('FALLINHOLE', '1');
7667 end;
7669 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7670 if GetAIFlag('FALLINHOLE') <> '' then
7671 if OnGround() then
7672 RemoveAIFlag('FALLINHOLE');
7674 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7675 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7676 if GetAIFlag('FALLINHOLE') = '' then
7677 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7678 if Rnd(2) then
7679 GoLeft(360)
7680 else
7681 GoRight(360);
7683 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7684 if OnGround() and
7685 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7686 Rnd(8) then
7687 Jump();
7689 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7690 if OnGround() and NearHole() then
7691 if NearDeepHole() then // Åñëè ýòî áåçäíà
7692 case Random(6) of
7693 0..3: Turn(); // Áåæèì îáðàòíî
7694 4: Jump(); // Ïðûãàåì
7695 5: begin // Ïðûãàåì îáðàòíî
7696 Turn();
7697 Jump();
7698 end;
7699 end
7700 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7701 if GetAIFlag('GOINHOLE') = '' then
7702 case Random(6) of
7703 0: Turn(); // Íå íóæíî òóäà
7704 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7705 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7706 if BorderHole() then
7707 SetAIFlag('GOINHOLE', '1');
7708 end;
7710 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7711 if (not CanRun()) and OnGround() then
7712 begin
7713 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7714 if CanJumpOver() or OnLadder() then
7715 Jump()
7716 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7717 if Random(2) = 0 then
7718 begin
7719 if IsSafeTrigger() then
7720 PressKey(KEY_OPEN);
7721 end else
7722 Turn();
7723 end;
7725 // Îñòàëîñü ìàëî âîçäóõà:
7726 if FAir < 36 * 2 then
7727 Jump(20);
7729 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7730 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7731 if BodyInAcid(0, 0) then
7732 Jump();
7733 end;
7735 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7736 begin
7737 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7738 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7739 end;
7741 {function TBot.NeedItem(Item: Byte): Byte;
7742 begin
7743 Result := 4;
7744 end;}
7746 procedure TBot.SelectWeapon(Dist: Integer);
7747 var
7748 a: Integer;
7750 function HaveAmmo(weapon: Byte): Boolean;
7751 begin
7752 case weapon of
7753 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7754 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7755 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7756 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7757 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7758 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7759 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7760 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7761 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7762 else Result := True;
7763 end;
7764 end;
7766 begin
7767 if Dist = -1 then Dist := BOT_LONGDIST;
7769 if Dist > BOT_LONGDIST then
7770 begin // Äàëüíèé áîé
7771 for a := 0 to 9 do
7772 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7773 begin
7774 FSelectedWeapon := FDifficult.WeaponPrior[a];
7775 Break;
7776 end;
7777 end
7778 else //if Dist > BOT_UNSAFEDIST then
7779 begin // Áëèæíèé áîé
7780 for a := 0 to 9 do
7781 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7782 begin
7783 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7784 Break;
7785 end;
7786 end;
7787 { else
7788 begin
7789 for a := 0 to 9 do
7790 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7791 begin
7792 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7793 Break;
7794 end;
7795 end;}
7796 end;
7798 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7799 begin
7800 Result := inherited PickItem(ItemType, force, remove);
7802 if Result then SetAIFlag('SELECTWEAPON', '1');
7803 end;
7805 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7806 begin
7807 Result := inherited Heal(value, Soft);
7808 end;
7810 function TBot.Healthy(): Byte;
7811 begin
7812 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7813 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7814 else if (FHealth > 50) then Result := 2
7815 else if (FHealth > 20) then Result := 1
7816 else Result := 0;
7817 end;
7819 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7820 begin
7821 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7822 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7823 end;
7825 procedure TBot.OnDamage(Angle: SmallInt);
7826 var
7827 pla: TPlayer;
7828 mon: TMonster;
7829 ok: Boolean;
7830 begin
7831 inherited;
7833 if (Angle = 0) or (Angle = 180) then
7834 begin
7835 ok := False;
7836 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7837 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7838 begin // Èãðîê
7839 pla := g_Player_Get(FLastSpawnerUID);
7840 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7841 pla.FObj.Y + PLAYER_RECT.Y);
7842 end
7843 else
7844 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7845 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7846 begin // Ìîíñòð
7847 mon := g_Monsters_ByUID(FLastSpawnerUID);
7848 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7849 mon.Obj.Y + mon.Obj.Rect.Y);
7850 end;
7852 if ok then
7853 if Angle = 0 then
7854 SetAIFlag('ATTACKLEFT', '1')
7855 else
7856 SetAIFlag('ATTACKRIGHT', '1');
7857 end;
7858 end;
7860 function TBot.RunDirection(): TDirection;
7861 begin
7862 if Abs(Vel.X) >= 1 then
7863 begin
7864 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7865 end else
7866 Result := FDirection;
7867 end;
7869 function TBot.GetRnd(a: Byte): Boolean;
7870 begin
7871 if a = 0 then Result := False
7872 else if a = 255 then Result := True
7873 else Result := Random(256) > 255-a;
7874 end;
7876 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7877 begin
7878 Result := Round((255-a)/255*radius*(Random(2)-1));
7879 end;
7882 procedure TDifficult.save (st: TStream);
7883 begin
7884 utils.writeInt(st, Byte(DiagFire));
7885 utils.writeInt(st, Byte(InvisFire));
7886 utils.writeInt(st, Byte(DiagPrecision));
7887 utils.writeInt(st, Byte(FlyPrecision));
7888 utils.writeInt(st, Byte(Cover));
7889 utils.writeInt(st, Byte(CloseJump));
7890 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7891 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7892 end;
7894 procedure TDifficult.load (st: TStream);
7895 begin
7896 DiagFire := utils.readByte(st);
7897 InvisFire := utils.readByte(st);
7898 DiagPrecision := utils.readByte(st);
7899 FlyPrecision := utils.readByte(st);
7900 Cover := utils.readByte(st);
7901 CloseJump := utils.readByte(st);
7902 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7903 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7904 end;
7907 procedure TBot.SaveState (st: TStream);
7908 var
7909 i: Integer;
7910 dw: Integer;
7911 begin
7912 inherited SaveState(st);
7913 utils.writeSign(st, 'BOT0');
7914 // Âûáðàííîå îðóæèå
7915 utils.writeInt(st, Byte(FSelectedWeapon));
7916 // UID öåëè
7917 utils.writeInt(st, Word(FTargetUID));
7918 // Âðåìÿ ïîòåðè öåëè
7919 utils.writeInt(st, LongWord(FLastVisible));
7920 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7921 dw := Length(FAIFlags);
7922 utils.writeInt(st, LongInt(dw));
7923 // Ôëàãè ÈÈ
7924 for i := 0 to dw-1 do
7925 begin
7926 utils.writeStr(st, FAIFlags[i].Name, 20);
7927 utils.writeStr(st, FAIFlags[i].Value, 20);
7928 end;
7929 // Íàñòðîéêè ñëîæíîñòè
7930 FDifficult.save(st);
7931 end;
7934 procedure TBot.LoadState (st: TStream);
7935 var
7936 i: Integer;
7937 dw: Integer;
7938 begin
7939 inherited LoadState(st);
7940 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7941 // Âûáðàííîå îðóæèå
7942 FSelectedWeapon := utils.readByte(st);
7943 // UID öåëè
7944 FTargetUID := utils.readWord(st);
7945 // Âðåìÿ ïîòåðè öåëè
7946 FLastVisible := utils.readLongWord(st);
7947 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7948 dw := utils.readLongInt(st);
7949 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7950 SetLength(FAIFlags, dw);
7951 // Ôëàãè ÈÈ
7952 for i := 0 to dw-1 do
7953 begin
7954 FAIFlags[i].Name := utils.readStr(st, 20);
7955 FAIFlags[i].Value := utils.readStr(st, 20);
7956 end;
7957 // Íàñòðîéêè ñëîæíîñòè
7958 FDifficult.load(st);
7959 end;
7962 begin
7963 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7964 conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
7965 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
7966 end.