DEADSOFTWARE

980842c7d843ef862f0c2a85bd23541ceb38266b
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
204 function CollideLevel(XInc, YInc: Integer): Boolean;
205 function StayOnStep(XInc, YInc: Integer): Boolean;
206 function HeadInLiquid(XInc, YInc: Integer): Boolean;
207 function BodyInLiquid(XInc, YInc: Integer): Boolean;
208 function BodyInAcid(XInc, YInc: Integer): Boolean;
209 function FullInLift(XInc, YInc: Integer): Integer;
210 {procedure CollideItem();}
211 procedure FlySmoke(Times: DWORD = 1);
212 procedure OnFireFlame(Times: DWORD = 1);
213 function GetAmmoByWeapon(Weapon: Byte): Word;
214 procedure SetAction(Action: Byte; Force: Boolean = False);
215 procedure OnDamage(Angle: SmallInt); virtual;
216 function firediry(): Integer;
217 procedure DoPunch();
219 procedure Run(Direction: TDirection);
220 procedure NextWeapon();
221 procedure PrevWeapon();
222 procedure SeeUp();
223 procedure SeeDown();
224 procedure Fire();
225 procedure Jump();
226 procedure Use();
228 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
229 procedure resetWeaponQueue ();
230 function hasAmmoForWeapon (weapon: Byte): Boolean;
232 procedure doDamage (v: Integer);
234 function followCorpse(): Boolean;
236 public
237 FDamageBuffer: Integer;
239 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
240 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
241 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
242 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
243 FBerserk: Integer;
244 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
245 FReloading: Array [WP_FIRST..WP_LAST] of Word;
246 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
247 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
248 FColor: TRGB;
249 FPreferredTeam: Byte;
250 FSpectator: Boolean;
251 FNoRespawn: Boolean;
252 FWantsInGame: Boolean;
253 FGhost: Boolean;
254 FPhysics: Boolean;
255 FJetpack: Boolean;
256 FActualModelName: string;
257 FClientID: SmallInt;
258 FPing: Word;
259 FLoss: Byte;
260 FDummy: Boolean;
261 FFireTime: Integer;
263 // debug: viewport offset
264 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
266 function isValidViewPort (): Boolean; inline;
268 constructor Create(); virtual;
269 destructor Destroy(); override;
270 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
271 function GetRespawnPoint(): Byte;
272 procedure PressKey(Key: Byte; Time: Word = 1);
273 procedure ReleaseKeys();
274 procedure SetModel(ModelName: String);
275 procedure SetColor(Color: TRGB);
276 procedure SetWeapon(W: Byte);
277 function IsKeyPressed(K: Byte): Boolean;
278 function GetKeys(): Byte;
279 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
280 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
281 function Collide(Panel: TPanel): Boolean; overload;
282 function Collide(X, Y: Integer): Boolean; overload;
283 procedure SetDirection(Direction: TDirection);
284 procedure GetSecret();
285 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
286 procedure Touch();
287 procedure Push(vx, vy: Integer);
288 procedure ChangeModel(ModelName: String);
289 procedure SwitchTeam;
290 procedure ChangeTeam(Team: Byte);
291 procedure BFGHit();
292 function GetFlag(Flag: Byte): Boolean;
293 procedure SetFlag(Flag: Byte);
294 function DropFlag(): Boolean;
295 procedure AllRulez(Health: Boolean);
296 procedure RestoreHealthArmor();
297 procedure FragCombo();
298 procedure GiveItem(ItemType: Byte);
299 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
300 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
301 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
302 procedure MakeBloodSimple(Count: Word);
303 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
304 procedure Reset(Force: Boolean);
305 procedure Spectate(NoMove: Boolean = False);
306 procedure SwitchNoClip;
307 procedure SoftReset();
308 procedure Draw(); virtual;
309 procedure DrawPain();
310 procedure DrawPickup();
311 procedure DrawRulez();
312 procedure DrawAim();
313 procedure DrawIndicator();
314 procedure DrawBubble();
315 procedure DrawGUI();
316 procedure Update(); virtual;
317 procedure RememberState();
318 procedure RecallState();
319 procedure SaveState (st: TStream); virtual;
320 procedure LoadState (st: TStream); virtual;
321 procedure PauseSounds(Enable: Boolean);
322 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
323 procedure DoLerp(Level: Integer = 2);
324 procedure SetLerp(XTo, YTo: Integer);
325 procedure QueueWeaponSwitch(Weapon: Byte);
326 procedure RealizeCurrentWeapon();
327 procedure JetpackOn;
328 procedure JetpackOff;
329 procedure CatchFire(Attacker: Word);
331 //WARNING! this does nothing for now, but still call it!
332 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
334 procedure getMapBox (out x, y, w, h: Integer); inline;
335 procedure moveBy (dx, dy: Integer); inline;
337 public
338 property Vel: TPoint2i read FObj.Vel;
339 property Obj: TObj read FObj;
341 property Name: String read FName write FName;
342 property Model: TPlayerModel read FModel;
343 property Health: Integer read FHealth write FHealth;
344 property Lives: Byte read FLives write FLives;
345 property Armor: Integer read FArmor write FArmor;
346 property Air: Integer read FAir write FAir;
347 property JetFuel: Integer read FJetFuel write FJetFuel;
348 property Frags: Integer read FFrags write FFrags;
349 property Death: Integer read FDeath write FDeath;
350 property Kills: Integer read FKills write FKills;
351 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
352 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
353 property Secrets: Integer read FSecrets;
354 property GodMode: Boolean read FGodMode write FGodMode;
355 property NoTarget: Boolean read FNoTarget write FNoTarget;
356 property NoReload: Boolean read FNoReload write FNoReload;
357 property alive: Boolean read FAlive write FAlive;
358 property Flag: Byte read FFlag;
359 property Team: Byte read FTeam write FTeam;
360 property Direction: TDirection read FDirection;
361 property GameX: Integer read FObj.X write FObj.X;
362 property GameY: Integer read FObj.Y write FObj.Y;
363 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
364 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
365 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
366 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
367 property IncCam: Integer read FIncCam write FIncCam;
368 property UID: Word read FUID write FUID;
369 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
370 property NetTime: LongWord read FNetTime write FNetTime;
372 published
373 property eName: String read FName write FName;
374 property eHealth: Integer read FHealth write FHealth;
375 property eLives: Byte read FLives write FLives;
376 property eArmor: Integer read FArmor write FArmor;
377 property eAir: Integer read FAir write FAir;
378 property eJetFuel: Integer read FJetFuel write FJetFuel;
379 property eFrags: Integer read FFrags write FFrags;
380 property eDeath: Integer read FDeath write FDeath;
381 property eKills: Integer read FKills write FKills;
382 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
383 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
384 property eSecrets: Integer read FSecrets write FSecrets;
385 property eGodMode: Boolean read FGodMode write FGodMode;
386 property eNoTarget: Boolean read FNoTarget write FNoTarget;
387 property eNoReload: Boolean read FNoReload write FNoReload;
388 property eAlive: Boolean read FAlive write FAlive;
389 property eFlag: Byte read FFlag;
390 property eTeam: Byte read FTeam write FTeam;
391 property eDirection: TDirection read FDirection;
392 property eGameX: Integer read FObj.X write FObj.X;
393 property eGameY: Integer read FObj.Y write FObj.Y;
394 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
395 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
396 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
397 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
398 property eIncCam: Integer read FIncCam write FIncCam;
399 property eUID: Word read FUID;
400 property eJustTeleported: Boolean read FJustTeleported;
401 property eNetTime: LongWord read FNetTime;
403 // set this before assigning something to `eDamage`
404 property eDamageType: Integer read mEDamageType write mEDamageType;
405 property eDamage: Integer write doDamage;
406 end;
408 TDifficult = record
409 public
410 DiagFire: Byte;
411 InvisFire: Byte;
412 DiagPrecision: Byte;
413 FlyPrecision: Byte;
414 Cover: Byte;
415 CloseJump: Byte;
416 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
417 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
418 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
420 public
421 procedure save (st: TStream);
422 procedure load (st: TStream);
423 end;
425 TAIFlag = record
426 Name: String;
427 Value: String;
428 end;
430 TBot = class(TPlayer)
431 private
432 FSelectedWeapon: Byte;
433 FTargetUID: Word;
434 FLastVisible: DWORD;
435 FAIFlags: Array of TAIFlag;
436 FDifficult: TDifficult;
438 function GetRnd(a: Byte): Boolean;
439 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
440 function RunDirection(): TDirection;
441 function FullInStep(XInc, YInc: Integer): Boolean;
442 //function NeedItem(Item: Byte): Byte;
443 procedure SelectWeapon(Dist: Integer);
444 procedure SetAIFlag(aName, fValue: String20);
445 function GetAIFlag(aName: String20): String20;
446 procedure RemoveAIFlag(aName: String20);
447 function Healthy(): Byte;
448 procedure UpdateMove();
449 procedure UpdateCombat();
450 function KeyPressed(Key: Word): Boolean;
451 procedure ReleaseKey(Key: Byte);
452 function TargetOnScreen(TX, TY: Integer): Boolean;
453 procedure OnDamage(Angle: SmallInt); override;
455 public
456 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
457 constructor Create(); override;
458 destructor Destroy(); override;
459 procedure Draw(); override;
460 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
461 function Heal(value: Word; Soft: Boolean): Boolean; override;
462 procedure Update(); override;
463 procedure SaveState (st: TStream); override;
464 procedure LoadState (st: TStream); override;
465 end;
467 PGib = ^TGib;
468 TGib = record
469 alive: Boolean;
470 ID: DWORD;
471 MaskID: DWORD;
472 RAngle: Integer;
473 Color: TRGB;
474 Obj: TObj;
476 procedure getMapBox (out x, y, w, h: Integer); inline;
477 procedure moveBy (dx, dy: Integer); inline;
479 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
480 end;
483 PShell = ^TShell;
484 TShell = record
485 SpriteID: DWORD;
486 alive: Boolean;
487 SType: Byte;
488 RAngle: Integer;
489 Timeout: Cardinal;
490 CX, CY: Integer;
491 Obj: TObj;
493 procedure getMapBox (out x, y, w, h: Integer); inline;
494 procedure moveBy (dx, dy: Integer); inline;
496 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
497 end;
499 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
500 private
501 FModelName: String;
502 FMess: Boolean;
503 FState: Byte;
504 FDamage: Byte;
505 FColor: TRGB;
506 FObj: TObj;
507 FPlayerUID: Word;
508 FAnimation: TAnimation;
509 FAnimationMask: TAnimation;
511 public
512 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
513 destructor Destroy(); override;
514 procedure Damage(Value: Word; vx, vy: Integer);
515 procedure Update();
516 procedure Draw();
517 procedure SaveState (st: TStream);
518 procedure LoadState (st: TStream);
520 procedure getMapBox (out x, y, w, h: Integer); inline;
521 procedure moveBy (dx, dy: Integer); inline;
523 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
525 function ObjPtr (): PObj; inline;
527 property Obj: TObj read FObj; // copies object
528 property State: Byte read FState;
529 property Mess: Boolean read FMess;
530 end;
532 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
533 record
534 Goals: SmallInt;
535 end;
537 var
538 gPlayers: Array of TPlayer;
539 gCorpses: Array of TCorpse;
540 gGibs: Array of TGib;
541 gShells: Array of TShell;
542 gTeamStat: TTeamStat;
543 gFly: Boolean = False;
544 gAimLine: Boolean = False;
545 gChatBubble: Byte = 0;
546 gPlayerIndicator: Boolean = True;
547 gNumBots: Word = 0;
548 gLMSPID1: Word = 0;
549 gLMSPID2: Word = 0;
550 MAX_RUNVEL: Integer = 8;
551 VEL_JUMP: Integer = 10;
552 SHELL_TIMEOUT: Cardinal = 60000;
554 function Lerp(X, Y, Factor: Integer): Integer;
556 procedure g_Gibs_SetMax(Count: Word);
557 function g_Gibs_GetMax(): Word;
558 procedure g_Corpses_SetMax(Count: Word);
559 function g_Corpses_GetMax(): Word;
560 procedure g_Shells_SetMax(Count: Word);
561 function g_Shells_GetMax(): Word;
563 procedure g_Player_Init();
564 procedure g_Player_Free();
565 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
566 function g_Player_CreateFromState (st: TStream): Word;
567 procedure g_Player_Remove(UID: Word);
568 procedure g_Player_ResetTeams();
569 procedure g_Player_UpdateAll();
570 procedure g_Player_DrawAll();
571 procedure g_Player_DrawDebug(p: TPlayer);
572 procedure g_Player_DrawHealth();
573 procedure g_Player_RememberAll();
574 procedure g_Player_ResetAll(Force, Silent: Boolean);
575 function g_Player_Get(UID: Word): TPlayer;
576 function g_Player_GetCount(): Byte;
577 function g_Player_GetStats(): TPlayerStatArray;
578 function g_Player_ValidName(Name: String): Boolean;
579 procedure g_Player_CreateCorpse(Player: TPlayer);
580 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
581 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
582 procedure g_Player_UpdatePhysicalObjects();
583 procedure g_Player_DrawCorpses();
584 procedure g_Player_DrawShells();
585 procedure g_Player_RemoveAllCorpses();
586 procedure g_Player_Corpses_SaveState (st: TStream);
587 procedure g_Player_Corpses_LoadState (st: TStream);
588 procedure g_Bot_Add(Team, Difficult: Byte);
589 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
590 procedure g_Bot_MixNames();
591 procedure g_Bot_RemoveAll();
593 implementation
595 uses
596 {$INCLUDE ../nogl/noGLuses.inc}
597 {$IFDEF ENABLE_HOLMES}
598 g_holmes,
599 {$ENDIF}
600 e_log, g_map, g_items, g_console, g_gfx, Math,
601 g_options, g_triggers, g_menu, g_game, g_grid,
602 wadreader, g_main, g_monsters, CONFIG, g_language,
603 g_net, g_netmsg, g_window,
604 utils, xstreams;
606 const PLR_SAVE_VERSION = 0;
608 type
609 TBotProfile = record
610 name: ShortString;
611 model: ShortString;
612 team: Byte;
613 color: TRGB;
614 diag_fire: Byte;
615 invis_fire: Byte;
616 diag_precision: Byte;
617 fly_precision: Byte;
618 cover: Byte;
619 close_jump: Byte;
620 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
621 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
622 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
623 end;
625 const
626 TIME_RESPAWN1 = 1500;
627 TIME_RESPAWN2 = 2000;
628 TIME_RESPAWN3 = 3000;
629 AIR_DEF = 360;
630 AIR_MAX = 1091;
631 JET_MAX = 540; // ~30 sec
632 PLAYER_SUIT_TIME = 30000;
633 PLAYER_INVUL_TIME = 30000;
634 PLAYER_INVIS_TIME = 35000;
635 FRAG_COMBO_TIME = 3000;
636 VEL_SW = 4;
637 VEL_FLY = 6;
638 ANGLE_RIGHTUP = 55;
639 ANGLE_RIGHTDOWN = -35;
640 ANGLE_LEFTUP = 125;
641 ANGLE_LEFTDOWN = -145;
642 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
643 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
644 BOT_MAXJUMP = 84;
645 BOT_LONGDIST = 300;
646 BOT_UNSAFEDIST = 128;
647 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
648 (R:0; G:0; B:255));
649 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
650 FlyPrecision: 32; Cover: 32; CloseJump: 32;
651 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
652 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
653 FlyPrecision: 127; Cover: 127; CloseJump: 127;
654 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
655 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
656 FlyPrecision: 255; Cover: 255; CloseJump: 255;
657 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
658 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
659 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
660 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
661 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
662 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
663 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
664 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
665 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
666 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
667 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
668 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
669 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
670 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
671 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
672 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
673 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
674 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
676 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
677 CORPSE_SIGNATURE = $50524F43; // 'CORP'
679 BOTNAMES_FILENAME = 'botnames.txt';
680 BOTLIST_FILENAME = 'botlist.txt';
682 var
683 MaxGibs: Word = 150;
684 MaxCorpses: Word = 20;
685 MaxShells: Word = 300;
686 CurrentGib: Integer = 0;
687 CurrentShell: Integer = 0;
688 BotNames: Array of String;
689 BotList: Array of TBotProfile;
692 function Lerp(X, Y, Factor: Integer): Integer;
693 begin
694 Result := X + ((Y - X) div Factor);
695 end;
697 function SameTeam(UID1, UID2: Word): Boolean;
698 begin
699 Result := False;
701 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
702 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
704 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
706 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
707 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
709 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
710 end;
712 procedure g_Gibs_SetMax(Count: Word);
713 begin
714 MaxGibs := Count;
715 SetLength(gGibs, Count);
717 if CurrentGib >= Count then
718 CurrentGib := 0;
719 end;
721 function g_Gibs_GetMax(): Word;
722 begin
723 Result := MaxGibs;
724 end;
726 procedure g_Shells_SetMax(Count: Word);
727 begin
728 MaxShells := Count;
729 SetLength(gShells, Count);
731 if CurrentShell >= Count then
732 CurrentShell := 0;
733 end;
735 function g_Shells_GetMax(): Word;
736 begin
737 Result := MaxShells;
738 end;
741 procedure g_Corpses_SetMax(Count: Word);
742 begin
743 MaxCorpses := Count;
744 SetLength(gCorpses, Count);
745 end;
747 function g_Corpses_GetMax(): Word;
748 begin
749 Result := MaxCorpses;
750 end;
752 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
753 var
754 a: Integer;
755 ok: Boolean;
756 begin
757 Result := 0;
759 ok := False;
760 a := 0;
762 // Åñòü ëè ìåñòî â gPlayers:
763 if gPlayers <> nil then
764 for a := 0 to High(gPlayers) do
765 if gPlayers[a] = nil then
766 begin
767 ok := True;
768 Break;
769 end;
771 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
772 if not ok then
773 begin
774 SetLength(gPlayers, Length(gPlayers)+1);
775 a := High(gPlayers);
776 end;
778 // Ñîçäàåì îáúåêò èãðîêà:
779 if Bot then
780 gPlayers[a] := TBot.Create()
781 else
782 gPlayers[a] := TPlayer.Create();
785 gPlayers[a].FActualModelName := ModelName;
786 gPlayers[a].SetModel(ModelName);
788 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
789 if gPlayers[a].FModel = nil then
790 begin
791 gPlayers[a].Free();
792 gPlayers[a] := nil;
793 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
794 Exit;
795 end;
797 if not (Team in [TEAM_RED, TEAM_BLUE]) then
798 if Random(2) = 0 then
799 Team := TEAM_RED
800 else
801 Team := TEAM_BLUE;
802 gPlayers[a].FPreferredTeam := Team;
804 case gGameSettings.GameMode of
805 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
806 GM_TDM,
807 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
808 GM_SINGLE,
809 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
810 end;
812 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
813 gPlayers[a].FColor := Color;
814 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
815 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
816 else
817 gPlayers[a].FModel.Color := Color;
819 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
820 gPlayers[a].FAlive := False;
822 Result := gPlayers[a].FUID;
823 end;
825 function g_Player_CreateFromState (st: TStream): Word;
826 var
827 a, i: Integer;
828 ok, Bot: Boolean;
829 b: Byte;
830 begin
831 result := 0;
832 if (st = nil) then exit; //???
834 // Ñèãíàòóðà èãðîêà
835 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
836 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
838 // Áîò èëè ÷åëîâåê:
839 Bot := utils.readBool(st);
841 ok := false;
842 a := 0;
844 // Åñòü ëè ìåñòî â gPlayers:
845 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
847 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
848 if not ok then
849 begin
850 SetLength(gPlayers, Length(gPlayers)+1);
851 a := High(gPlayers);
852 end;
854 // Ñîçäàåì îáúåêò èãðîêà
855 if Bot then
856 gPlayers[a] := TBot.Create()
857 else
858 gPlayers[a] := TPlayer.Create();
859 gPlayers[a].FIamBot := Bot;
860 gPlayers[a].FPhysics := True;
862 // UID èãðîêà
863 gPlayers[a].FUID := utils.readWord(st);
864 // Èìÿ èãðîêà
865 gPlayers[a].FName := utils.readStr(st);
866 // Êîìàíäà
867 gPlayers[a].FTeam := utils.readByte(st);
868 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
869 // Æèâ ëè
870 gPlayers[a].FAlive := utils.readBool(st);
871 // Èçðàñõîäîâàë ëè âñå æèçíè
872 gPlayers[a].FNoRespawn := utils.readBool(st);
873 // Íàïðàâëåíèå
874 b := utils.readByte(st);
875 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
876 // Çäîðîâüå
877 gPlayers[a].FHealth := utils.readLongInt(st);
878 // Æèçíè
879 gPlayers[a].FLives := utils.readByte(st);
880 // Áðîíÿ
881 gPlayers[a].FArmor := utils.readLongInt(st);
882 // Çàïàñ âîçäóõà
883 gPlayers[a].FAir := utils.readLongInt(st);
884 // Çàïàñ ãîðþ÷åãî
885 gPlayers[a].FJetFuel := utils.readLongInt(st);
886 // Áîëü
887 gPlayers[a].FPain := utils.readLongInt(st);
888 // Óáèë
889 gPlayers[a].FKills := utils.readLongInt(st);
890 // Óáèë ìîíñòðîâ
891 gPlayers[a].FMonsterKills := utils.readLongInt(st);
892 // Ôðàãîâ
893 gPlayers[a].FFrags := utils.readLongInt(st);
894 // Ôðàãîâ ïîäðÿä
895 gPlayers[a].FFragCombo := utils.readByte(st);
896 // Âðåìÿ ïîñëåäíåãî ôðàãà
897 gPlayers[a].FLastFrag := utils.readLongWord(st);
898 // Ñìåðòåé
899 gPlayers[a].FDeath := utils.readLongInt(st);
900 // Êàêîé ôëàã íåñåò
901 gPlayers[a].FFlag := utils.readByte(st);
902 // Íàøåë ñåêðåòîâ
903 gPlayers[a].FSecrets := utils.readLongInt(st);
904 // Òåêóùåå îðóæèå
905 gPlayers[a].FCurrWeap := utils.readByte(st);
906 // Ñëåäóþùåå æåëàåìîå îðóæèå
907 gPlayers[a].FNextWeap := utils.readWord(st);
908 // ...è ïàóçà
909 gPlayers[a].FNextWeapDelay := utils.readByte(st);
910 // Âðåìÿ çàðÿäêè BFG
911 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
912 // Áóôåð óðîíà
913 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
914 // Ïîñëåäíèé óäàðèâøèé
915 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
916 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
917 gPlayers[a].FLastHit := utils.readByte(st);
918 // Îáúåêò èãðîêà:
919 Obj_LoadState(@gPlayers[a].FObj, st);
920 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
921 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
922 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
923 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
924 // Íàëè÷èå îðóæèÿ
925 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
926 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
927 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
928 // Íàëè÷èå ðþêçàêà
929 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
930 // Íàëè÷èå êðàñíîãî êëþ÷à
931 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
932 // Íàëè÷èå çåëåíîãî êëþ÷à
933 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
934 // Íàëè÷èå ñèíåãî êëþ÷à
935 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
936 // Íàëè÷èå áåðñåðêà
937 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
938 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
939 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
940 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
941 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
943 // Íàçâàíèå ìîäåëè:
944 gPlayers[a].FActualModelName := utils.readStr(st);
945 // Öâåò ìîäåëè
946 gPlayers[a].FColor.R := utils.readByte(st);
947 gPlayers[a].FColor.G := utils.readByte(st);
948 gPlayers[a].FColor.B := utils.readByte(st);
949 // Îáíîâëÿåì ìîäåëü èãðîêà
950 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
952 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
953 if (gPlayers[a].FModel = nil) then
954 begin
955 gPlayers[a].Free();
956 gPlayers[a] := nil;
957 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
958 exit;
959 end;
961 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
962 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
963 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
964 else
965 gPlayers[a].FModel.Color := gPlayers[a].FColor;
967 result := gPlayers[a].FUID;
968 end;
971 procedure g_Player_ResetTeams();
972 var
973 a: Integer;
974 begin
975 if g_Game_IsClient then
976 Exit;
977 if gPlayers = nil then
978 Exit;
979 for a := Low(gPlayers) to High(gPlayers) do
980 if gPlayers[a] <> nil then
981 case gGameSettings.GameMode of
982 GM_DM:
983 gPlayers[a].ChangeTeam(TEAM_NONE);
984 GM_TDM, GM_CTF:
985 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
986 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
987 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
988 else
989 if a mod 2 = 0 then
990 gPlayers[a].ChangeTeam(TEAM_RED)
991 else
992 gPlayers[a].ChangeTeam(TEAM_BLUE);
993 GM_SINGLE,
994 GM_COOP:
995 gPlayers[a].ChangeTeam(TEAM_COOP);
996 end;
997 end;
999 procedure g_Bot_Add(Team, Difficult: Byte);
1000 var
1001 m: SSArray;
1002 _name, _model: String;
1003 a, tr, tb: Integer;
1004 begin
1005 if not g_Game_IsServer then Exit;
1007 // Ñïèñîê íàçâàíèé ìîäåëåé:
1008 m := g_PlayerModel_GetNames();
1009 if m = nil then
1010 Exit;
1012 // Êîìàíäà:
1013 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1014 Team := TEAM_COOP // COOP
1015 else
1016 if gGameSettings.GameMode = GM_DM then
1017 Team := TEAM_NONE // DM
1018 else
1019 if Team = TEAM_NONE then // CTF / TDM
1020 begin
1021 // Àâòîáàëàíñ êîìàíä:
1022 tr := 0;
1023 tb := 0;
1025 for a := 0 to High(gPlayers) do
1026 if gPlayers[a] <> nil then
1027 begin
1028 if gPlayers[a].Team = TEAM_RED then
1029 Inc(tr)
1030 else
1031 if gPlayers[a].Team = TEAM_BLUE then
1032 Inc(tb);
1033 end;
1035 if tr > tb then
1036 Team := TEAM_BLUE
1037 else
1038 if tb > tr then
1039 Team := TEAM_RED
1040 else // tr = tb
1041 if Random(2) = 0 then
1042 Team := TEAM_RED
1043 else
1044 Team := TEAM_BLUE;
1045 end;
1047 // Âûáèðàåì áîòó èìÿ:
1048 _name := '';
1049 if BotNames <> nil then
1050 for a := 0 to High(BotNames) do
1051 if g_Player_ValidName(BotNames[a]) then
1052 begin
1053 _name := BotNames[a];
1054 Break;
1055 end;
1057 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1058 if _name = '' then
1059 repeat
1060 _name := Format('DFBOT%.2d', [Random(100)]);
1061 until g_Player_ValidName(_name);
1063 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1064 _model := m[Random(Length(m))];
1066 // Ñîçäàåì áîòà:
1067 with g_Player_Get(g_Player_Create(_model,
1068 _RGB(Min(Random(9)*32, 255),
1069 Min(Random(9)*32, 255),
1070 Min(Random(9)*32, 255)),
1071 Team, True)) as TBot do
1072 begin
1073 Name := _name;
1075 case Difficult of
1076 1: FDifficult := DIFFICULT_EASY;
1077 2: FDifficult := DIFFICULT_MEDIUM;
1078 else FDifficult := DIFFICULT_HARD;
1079 end;
1081 for a := WP_FIRST to WP_LAST do
1082 begin
1083 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1084 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1085 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1086 end;
1088 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1090 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1091 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1092 Spectate();
1093 end;
1094 end;
1096 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1097 var
1098 m: SSArray;
1099 _name, _model: String;
1100 a: Integer;
1101 begin
1102 if not g_Game_IsServer then Exit;
1104 // Ñïèñîê íàçâàíèé ìîäåëåé:
1105 m := g_PlayerModel_GetNames();
1106 if m = nil then
1107 Exit;
1109 // Êîìàíäà:
1110 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1111 Team := TEAM_COOP // COOP
1112 else
1113 if gGameSettings.GameMode = GM_DM then
1114 Team := TEAM_NONE // DM
1115 else
1116 if Team = TEAM_NONE then
1117 Team := BotList[num].team; // CTF / TDM
1119 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1120 lName := AnsiLowerCase(lName);
1121 if (num < 0) or (num > Length(BotList)-1) then
1122 num := -1;
1123 if (num = -1) and (lName <> '') and (BotList <> nil) then
1124 for a := 0 to High(BotList) do
1125 if AnsiLowerCase(BotList[a].name) = lName then
1126 begin
1127 num := a;
1128 Break;
1129 end;
1130 if num = -1 then
1131 Exit;
1133 // Èìÿ áîòà:
1134 _name := BotList[num].name;
1135 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1136 if not g_Player_ValidName(_name) then
1137 repeat
1138 _name := Format('DFBOT%.2d', [Random(100)]);
1139 until g_Player_ValidName(_name);
1141 // Ìîäåëü:
1142 _model := BotList[num].model;
1143 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1144 if not InSArray(_model, m) then
1145 _model := m[Random(Length(m))];
1147 // Ñîçäàåì áîòà:
1148 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1149 begin
1150 Name := _name;
1152 FDifficult.DiagFire := BotList[num].diag_fire;
1153 FDifficult.InvisFire := BotList[num].invis_fire;
1154 FDifficult.DiagPrecision := BotList[num].diag_precision;
1155 FDifficult.FlyPrecision := BotList[num].fly_precision;
1156 FDifficult.Cover := BotList[num].cover;
1157 FDifficult.CloseJump := BotList[num].close_jump;
1159 for a := WP_FIRST to WP_LAST do
1160 begin
1161 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1162 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1163 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1164 end;
1166 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1168 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1169 end;
1170 end;
1172 procedure g_Bot_RemoveAll();
1173 var
1174 a: Integer;
1175 begin
1176 if not g_Game_IsServer then Exit;
1177 if gPlayers = nil then Exit;
1179 for a := 0 to High(gPlayers) do
1180 if gPlayers[a] <> nil then
1181 if gPlayers[a] is TBot then
1182 begin
1183 gPlayers[a].Lives := 0;
1184 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1185 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1186 g_Player_Remove(gPlayers[a].FUID);
1187 end;
1189 g_Bot_MixNames();
1190 end;
1192 procedure g_Bot_MixNames();
1193 var
1194 s: String;
1195 a, b: Integer;
1196 begin
1197 if BotNames <> nil then
1198 for a := 0 to High(BotNames) do
1199 begin
1200 b := Random(Length(BotNames));
1201 s := BotNames[a];
1202 Botnames[a] := BotNames[b];
1203 BotNames[b] := s;
1204 end;
1205 end;
1207 procedure g_Player_Remove(UID: Word);
1208 var
1209 i: Integer;
1210 begin
1211 if gPlayers = nil then Exit;
1213 if g_Game_IsServer and g_Game_IsNet then
1214 MH_SEND_PlayerDelete(UID);
1216 for i := 0 to High(gPlayers) do
1217 if gPlayers[i] <> nil then
1218 if gPlayers[i].FUID = UID then
1219 begin
1220 if gPlayers[i] is TPlayer then
1221 TPlayer(gPlayers[i]).Free()
1222 else
1223 TBot(gPlayers[i]).Free();
1224 gPlayers[i] := nil;
1225 Exit;
1226 end;
1227 end;
1229 procedure g_Player_Init();
1230 var
1231 F: TextFile;
1232 s: String;
1233 a, b: Integer;
1234 config: TConfig;
1235 sa: SSArray;
1236 begin
1237 BotNames := nil;
1239 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1240 Exit;
1242 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1243 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1244 Reset(F);
1246 while not EOF(F) do
1247 begin
1248 ReadLn(F, s);
1250 s := Trim(s);
1251 if s = '' then
1252 Continue;
1254 SetLength(BotNames, Length(BotNames)+1);
1255 BotNames[High(BotNames)] := s;
1256 end;
1258 CloseFile(F);
1260 // Ïåðåìåøèâàåì èõ:
1261 g_Bot_MixNames();
1263 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1264 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1265 BotList := nil;
1266 a := 0;
1268 while config.SectionExists(IntToStr(a)) do
1269 begin
1270 SetLength(BotList, Length(BotList)+1);
1272 with BotList[High(BotList)] do
1273 begin
1274 // Èìÿ áîòà:
1275 name := config.ReadStr(IntToStr(a), 'name', '');
1276 // Ìîäåëü:
1277 model := config.ReadStr(IntToStr(a), 'model', '');
1278 // Êîìàíäà:
1279 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1280 team := TEAM_RED
1281 else
1282 team := TEAM_BLUE;
1283 // Öâåò ìîäåëè:
1284 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1285 color.R := StrToIntDef(sa[0], 0);
1286 color.G := StrToIntDef(sa[1], 0);
1287 color.B := StrToIntDef(sa[2], 0);
1288 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1289 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1290 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1291 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1292 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1293 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1294 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1295 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1296 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1297 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1298 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1299 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1300 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1301 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1302 if Length(sa) = 10 then
1303 for b := 0 to 9 do
1304 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1305 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1306 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1307 if Length(sa) = 10 then
1308 for b := 0 to 9 do
1309 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1311 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1312 if Length(sa) = 10 then
1313 for b := 0 to 9 do
1314 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1315 end;
1317 a := a + 1;
1318 end;
1320 config.Free();
1321 end;
1323 procedure g_Player_Free();
1324 var
1325 i: Integer;
1326 begin
1327 if gPlayers <> nil then
1328 begin
1329 for i := 0 to High(gPlayers) do
1330 if gPlayers[i] <> nil then
1331 begin
1332 if gPlayers[i] is TPlayer then
1333 TPlayer(gPlayers[i]).Free()
1334 else
1335 TBot(gPlayers[i]).Free();
1336 gPlayers[i] := nil;
1337 end;
1339 gPlayers := nil;
1340 end;
1342 gPlayer1 := nil;
1343 gPlayer2 := nil;
1344 end;
1346 procedure g_Player_UpdateAll();
1347 var
1348 i: Integer;
1349 begin
1350 if gPlayers = nil then Exit;
1352 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1353 for i := 0 to High(gPlayers) do
1354 begin
1355 if gPlayers[i] <> nil then
1356 begin
1357 if gPlayers[i] is TPlayer then
1358 begin
1359 gPlayers[i].Update();
1360 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1361 end
1362 else
1363 begin
1364 // bot updates weapons in `UpdateCombat()`
1365 TBot(gPlayers[i]).Update();
1366 end;
1367 end;
1368 end;
1369 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1370 end;
1372 procedure g_Player_DrawAll();
1373 var
1374 i: Integer;
1375 begin
1376 if gPlayers = nil then Exit;
1378 for i := 0 to High(gPlayers) do
1379 if gPlayers[i] <> nil then
1380 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1381 else TBot(gPlayers[i]).Draw();
1382 end;
1384 procedure g_Player_DrawDebug(p: TPlayer);
1385 var
1386 fW, fH: Byte;
1387 begin
1388 if p = nil then Exit;
1389 if (@p.FObj) = nil then Exit;
1391 e_TextureFontGetSize(gStdFont, fW, fH);
1393 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1394 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1395 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1396 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1397 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1398 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1399 end;
1401 procedure g_Player_DrawHealth();
1402 var
1403 i: Integer;
1404 fW, fH: Byte;
1405 begin
1406 if gPlayers = nil then Exit;
1407 e_TextureFontGetSize(gStdFont, fW, fH);
1409 for i := 0 to High(gPlayers) do
1410 if gPlayers[i] <> nil then
1411 begin
1412 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1413 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1414 IntToStr(gPlayers[i].FHealth), gStdFont);
1415 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1416 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1417 IntToStr(gPlayers[i].FArmor), gStdFont);
1418 end;
1419 end;
1421 function g_Player_Get(UID: Word): TPlayer;
1422 var
1423 a: Integer;
1424 begin
1425 Result := nil;
1427 if gPlayers = nil then
1428 Exit;
1430 for a := 0 to High(gPlayers) do
1431 if gPlayers[a] <> nil then
1432 if gPlayers[a].FUID = UID then
1433 begin
1434 Result := gPlayers[a];
1435 Exit;
1436 end;
1437 end;
1439 function g_Player_GetCount(): Byte;
1440 var
1441 a: Integer;
1442 begin
1443 Result := 0;
1445 if gPlayers = nil then
1446 Exit;
1448 for a := 0 to High(gPlayers) do
1449 if gPlayers[a] <> nil then
1450 Result := Result + 1;
1451 end;
1453 function g_Player_GetStats(): TPlayerStatArray;
1454 var
1455 a: Integer;
1456 begin
1457 Result := nil;
1459 if gPlayers = nil then Exit;
1461 for a := 0 to High(gPlayers) do
1462 if gPlayers[a] <> nil then
1463 begin
1464 SetLength(Result, Length(Result)+1);
1465 with Result[High(Result)] do
1466 begin
1467 Ping := gPlayers[a].FPing;
1468 Loss := gPlayers[a].FLoss;
1469 Name := gPlayers[a].FName;
1470 Team := gPlayers[a].FTeam;
1471 Frags := gPlayers[a].FFrags;
1472 Deaths := gPlayers[a].FDeath;
1473 Kills := gPlayers[a].FKills;
1474 Color := gPlayers[a].FModel.Color;
1475 Lives := gPlayers[a].FLives;
1476 Spectator := gPlayers[a].FSpectator;
1477 end;
1478 end;
1479 end;
1481 procedure g_Player_RememberAll;
1482 var
1483 i: Integer;
1484 begin
1485 for i := Low(gPlayers) to High(gPlayers) do
1486 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1487 gPlayers[i].RememberState;
1488 end;
1490 procedure g_Player_ResetAll(Force, Silent: Boolean);
1491 var
1492 i: Integer;
1493 begin
1494 gTeamStat[TEAM_RED].Goals := 0;
1495 gTeamStat[TEAM_BLUE].Goals := 0;
1497 if gPlayers <> nil then
1498 for i := 0 to High(gPlayers) do
1499 if gPlayers[i] <> nil then
1500 begin
1501 gPlayers[i].Reset(Force);
1503 if gPlayers[i] is TPlayer then
1504 begin
1505 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1506 gPlayers[i].Respawn(Silent)
1507 else
1508 gPlayers[i].Spectate();
1509 end
1510 else
1511 TBot(gPlayers[i]).Respawn(Silent);
1512 end;
1513 end;
1515 procedure g_Player_CreateCorpse(Player: TPlayer);
1516 var
1517 i: Integer;
1518 find_id: DWORD;
1519 ok: Boolean;
1520 begin
1521 if Player.alive then
1522 Exit;
1524 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1525 if gCorpses <> nil then
1526 for i := 0 to High(gCorpses) do
1527 if gCorpses[i] <> nil then
1528 if gCorpses[i].FPlayerUID = Player.FUID then
1529 gCorpses[i].FPlayerUID := 0;
1531 if Player.FObj.Y >= gMapInfo.Height+128 then
1532 Exit;
1534 with Player do
1535 begin
1536 if (FHealth >= -50) or (gGibsCount = 0) then
1537 begin
1538 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1539 Exit;
1541 ok := False;
1542 for find_id := 0 to High(gCorpses) do
1543 if gCorpses[find_id] = nil then
1544 begin
1545 ok := True;
1546 Break;
1547 end;
1549 if not ok then
1550 find_id := Random(Length(gCorpses));
1552 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1553 gCorpses[find_id].FColor := FModel.Color;
1554 gCorpses[find_id].FObj.Vel := FObj.Vel;
1555 gCorpses[find_id].FObj.Accel := FObj.Accel;
1556 gCorpses[find_id].FPlayerUID := FUID;
1557 end
1558 else
1559 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1560 FObj.Y + PLAYER_RECT_CY,
1561 FModel.Name, FModel.Color);
1562 end;
1563 end;
1565 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1566 var
1567 SID: DWORD;
1568 begin
1569 if (gShells = nil) or (Length(gShells) = 0) then
1570 Exit;
1572 with gShells[CurrentShell] do
1573 begin
1574 SpriteID := 0;
1575 g_Obj_Init(@Obj);
1576 Obj.Rect.X := 0;
1577 Obj.Rect.Y := 0;
1578 if T = SHELL_BULLET then
1579 begin
1580 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1581 SpriteID := SID;
1582 CX := 2;
1583 CY := 1;
1584 Obj.Rect.Width := 4;
1585 Obj.Rect.Height := 2;
1586 end
1587 else
1588 begin
1589 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1590 SpriteID := SID;
1591 CX := 4;
1592 CY := 2;
1593 Obj.Rect.Width := 7;
1594 Obj.Rect.Height := 3;
1595 end;
1596 SType := T;
1597 alive := True;
1598 Obj.X := fX;
1599 Obj.Y := fY;
1600 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1601 positionChanged(); // this updates spatial accelerators
1602 RAngle := Random(360);
1603 Timeout := gTime + SHELL_TIMEOUT;
1605 if CurrentShell >= High(gShells) then
1606 CurrentShell := 0
1607 else
1608 Inc(CurrentShell);
1609 end;
1610 end;
1612 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1613 var
1614 a: Integer;
1615 GibsArray: TGibsArray;
1616 Blood: TModelBlood;
1617 begin
1618 if (gGibs = nil) or (Length(gGibs) = 0) then
1619 Exit;
1620 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1621 Exit;
1622 Blood := g_PlayerModel_GetBlood(ModelName);
1624 for a := 0 to High(GibsArray) do
1625 with gGibs[CurrentGib] do
1626 begin
1627 Color := fColor;
1628 ID := GibsArray[a].ID;
1629 MaskID := GibsArray[a].MaskID;
1630 alive := True;
1631 g_Obj_Init(@Obj);
1632 Obj.Rect := GibsArray[a].Rect;
1633 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1634 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1635 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1636 positionChanged(); // this updates spatial accelerators
1637 RAngle := Random(360);
1639 if gBloodCount > 0 then
1640 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1641 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1643 if CurrentGib >= High(gGibs) then
1644 CurrentGib := 0
1645 else
1646 Inc(CurrentGib);
1647 end;
1648 end;
1650 procedure g_Player_UpdatePhysicalObjects();
1651 var
1652 i: Integer;
1653 vel: TPoint2i;
1654 mr: Word;
1656 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1657 var
1658 k: Integer;
1659 begin
1660 k := 1 + Random(2);
1661 if T = SHELL_BULLET then
1662 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1663 else
1664 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1665 end;
1667 begin
1668 // Êóñêè ìÿñà:
1669 if gGibs <> nil then
1670 for i := 0 to High(gGibs) do
1671 if gGibs[i].alive then
1672 with gGibs[i] do
1673 begin
1674 vel := Obj.Vel;
1675 mr := g_Obj_Move(@Obj, True, False, True);
1676 positionChanged(); // this updates spatial accelerators
1678 if WordBool(mr and MOVE_FALLOUT) then
1679 begin
1680 alive := False;
1681 Continue;
1682 end;
1684 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1685 if WordBool(mr and MOVE_HITWALL) then
1686 Obj.Vel.X := -(vel.X div 2);
1687 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1688 Obj.Vel.Y := -(vel.Y div 2);
1690 if (Obj.Vel.X >= 0) then
1691 begin // Clockwise
1692 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1693 if RAngle >= 360 then
1694 RAngle := RAngle mod 360;
1695 end else begin // Counter-clockwise
1696 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1697 if RAngle < 0 then
1698 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1699 end;
1701 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1702 if gTime mod (GAME_TICK*3) = 0 then
1703 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1704 end;
1706 // Òðóïû:
1707 if gCorpses <> nil then
1708 for i := 0 to High(gCorpses) do
1709 if gCorpses[i] <> nil then
1710 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1711 begin
1712 gCorpses[i].Free();
1713 gCorpses[i] := nil;
1714 end
1715 else
1716 gCorpses[i].Update();
1718 // Ãèëüçû:
1719 if gShells <> nil then
1720 for i := 0 to High(gShells) do
1721 if gShells[i].alive then
1722 with gShells[i] do
1723 begin
1724 vel := Obj.Vel;
1725 mr := g_Obj_Move(@Obj, True, False, True);
1726 positionChanged(); // this updates spatial accelerators
1728 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1729 begin
1730 alive := False;
1731 Continue;
1732 end;
1734 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1735 if WordBool(mr and MOVE_HITWALL) then
1736 begin
1737 Obj.Vel.X := -(vel.X div 2);
1738 if not WordBool(mr and MOVE_INWATER) then
1739 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1740 end;
1741 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1742 begin
1743 Obj.Vel.Y := -(vel.Y div 2);
1744 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1745 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1746 begin
1747 if RAngle mod 90 <> 0 then
1748 RAngle := (RAngle div 90) * 90;
1749 end
1750 else if not WordBool(mr and MOVE_INWATER) then
1751 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1752 end;
1754 if (Obj.Vel.X >= 0) then
1755 begin // Clockwise
1756 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1757 if RAngle >= 360 then
1758 RAngle := RAngle mod 360;
1759 end else begin // Counter-clockwise
1760 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1761 if RAngle < 0 then
1762 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1763 end;
1764 end;
1765 end;
1768 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1769 begin
1770 x := Obj.X+Obj.Rect.X;
1771 y := Obj.Y+Obj.Rect.Y;
1772 w := Obj.Rect.Width;
1773 h := Obj.Rect.Height;
1774 end;
1776 procedure TGib.moveBy (dx, dy: Integer); inline;
1777 begin
1778 if (dx <> 0) or (dy <> 0) then
1779 begin
1780 Obj.X += dx;
1781 Obj.Y += dy;
1782 positionChanged();
1783 end;
1784 end;
1787 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1788 begin
1789 x := Obj.X;
1790 y := Obj.Y;
1791 w := Obj.Rect.Width;
1792 h := Obj.Rect.Height;
1793 end;
1795 procedure TShell.moveBy (dx, dy: Integer); inline;
1796 begin
1797 if (dx <> 0) or (dy <> 0) then
1798 begin
1799 Obj.X += dx;
1800 Obj.Y += dy;
1801 positionChanged();
1802 end;
1803 end;
1806 procedure TGib.positionChanged (); inline; begin end;
1807 procedure TShell.positionChanged (); inline; begin end;
1810 procedure g_Player_DrawCorpses();
1811 var
1812 i: Integer;
1813 a: TDFPoint;
1814 begin
1815 if gGibs <> nil then
1816 for i := 0 to High(gGibs) do
1817 if gGibs[i].alive then
1818 with gGibs[i] do
1819 begin
1820 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1821 Continue;
1823 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1824 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1826 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1828 e_Colors := Color;
1829 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1830 e_Colors.R := 255;
1831 e_Colors.G := 255;
1832 e_Colors.B := 255;
1833 end;
1835 if gCorpses <> nil then
1836 for i := 0 to High(gCorpses) do
1837 if gCorpses[i] <> nil then
1838 gCorpses[i].Draw();
1839 end;
1841 procedure g_Player_DrawShells();
1842 var
1843 i: Integer;
1844 a: TDFPoint;
1845 begin
1846 if gShells <> nil then
1847 for i := 0 to High(gShells) do
1848 if gShells[i].alive then
1849 with gShells[i] do
1850 begin
1851 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1852 Continue;
1854 a.X := CX;
1855 a.Y := CY;
1857 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1858 end;
1859 end;
1861 procedure g_Player_RemoveAllCorpses();
1862 var
1863 i: Integer;
1864 begin
1865 gGibs := nil;
1866 gShells := nil;
1867 SetLength(gGibs, MaxGibs);
1868 SetLength(gShells, MaxGibs);
1869 CurrentGib := 0;
1870 CurrentShell := 0;
1872 if gCorpses <> nil then
1873 for i := 0 to High(gCorpses) do
1874 gCorpses[i].Free();
1876 gCorpses := nil;
1877 SetLength(gCorpses, MaxCorpses);
1878 end;
1880 procedure g_Player_Corpses_SaveState (st: TStream);
1881 var
1882 count, i: Integer;
1883 begin
1884 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1885 count := 0;
1886 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1888 // Êîëè÷åñòâî òðóïîâ
1889 utils.writeInt(st, LongInt(count));
1891 if (count = 0) then exit;
1893 // Ñîõðàíÿåì òðóïû
1894 for i := 0 to High(gCorpses) do
1895 begin
1896 if gCorpses[i] <> nil then
1897 begin
1898 // Íàçâàíèå ìîäåëè
1899 utils.writeStr(st, gCorpses[i].FModelName);
1900 // Òèï ñìåðòè
1901 utils.writeBool(st, gCorpses[i].Mess);
1902 // Ñîõðàíÿåì äàííûå òðóïà:
1903 gCorpses[i].SaveState(st);
1904 end;
1905 end;
1906 end;
1909 procedure g_Player_Corpses_LoadState (st: TStream);
1910 var
1911 count, i: Integer;
1912 str: String;
1913 b: Boolean;
1914 begin
1915 assert(st <> nil);
1917 g_Player_RemoveAllCorpses();
1919 // Êîëè÷åñòâî òðóïîâ:
1920 count := utils.readLongInt(st);
1921 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1923 if (count = 0) then exit;
1925 // Çàãðóæàåì òðóïû
1926 for i := 0 to count-1 do
1927 begin
1928 // Íàçâàíèå ìîäåëè:
1929 str := utils.readStr(st);
1930 // Òèï ñìåðòè
1931 b := utils.readBool(st);
1932 // Ñîçäàåì òðóï
1933 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1934 // Çàãðóæàåì äàííûå òðóïà
1935 gCorpses[i].LoadState(st);
1936 end;
1937 end;
1940 { T P l a y e r : }
1942 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1944 procedure TPlayer.BFGHit();
1945 begin
1946 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1947 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1948 if g_Game_IsServer and g_Game_IsNet then
1949 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1950 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1951 0, NET_GFX_BFGHIT);
1952 end;
1954 procedure TPlayer.ChangeModel(ModelName: string);
1955 var
1956 locModel: TPlayerModel;
1957 begin
1958 locModel := g_PlayerModel_Get(ModelName);
1959 if locModel = nil then Exit;
1961 FModel.Free();
1962 FModel := locModel;
1963 end;
1965 procedure TPlayer.SetModel(ModelName: string);
1966 var
1967 m: TPlayerModel;
1968 begin
1969 m := g_PlayerModel_Get(ModelName);
1970 if m = nil then
1971 begin
1972 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1973 m := g_PlayerModel_Get('doomer');
1974 if m = nil then
1975 begin
1976 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1977 Exit;
1978 end;
1979 end;
1981 if FModel <> nil then
1982 FModel.Free();
1984 FModel := m;
1986 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1987 FModel.Color := FColor
1988 else
1989 FModel.Color := TEAMCOLOR[FTeam];
1990 FModel.SetWeapon(FCurrWeap);
1991 FModel.SetFlag(FFlag);
1992 SetDirection(FDirection);
1993 end;
1995 procedure TPlayer.SetColor(Color: TRGB);
1996 begin
1997 FColor := Color;
1998 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1999 if FModel <> nil then FModel.Color := Color;
2000 end;
2002 procedure TPlayer.SwitchTeam;
2003 begin
2004 if g_Game_IsClient then
2005 Exit;
2006 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2008 if gGameOn and FAlive then
2009 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2011 if FTeam = TEAM_RED then
2012 begin
2013 ChangeTeam(TEAM_BLUE);
2014 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2015 if g_Game_IsNet then
2016 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2017 end
2018 else
2019 begin
2020 ChangeTeam(TEAM_RED);
2021 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2022 if g_Game_IsNet then
2023 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2024 end;
2025 FPreferredTeam := FTeam;
2026 end;
2028 procedure TPlayer.ChangeTeam(Team: Byte);
2029 var
2030 OldTeam: Byte;
2031 begin
2032 OldTeam := FTeam;
2033 FTeam := Team;
2034 case Team of
2035 TEAM_RED, TEAM_BLUE:
2036 FModel.Color := TEAMCOLOR[Team];
2037 else
2038 FModel.Color := FColor;
2039 end;
2040 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2041 MH_SEND_PlayerStats(FUID);
2042 end;
2045 procedure TPlayer.CollideItem();
2046 var
2047 i: Integer;
2048 r: Boolean;
2049 begin
2050 if gItems = nil then Exit;
2051 if not FAlive then Exit;
2053 for i := 0 to High(gItems) do
2054 with gItems[i] do
2055 begin
2056 if (ItemType <> ITEM_NONE) and alive then
2057 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2058 PLAYER_RECT.Height, @Obj) then
2059 begin
2060 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2062 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2063 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2064 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2065 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2066 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2068 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2069 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2070 (gGameSettings.GameType = GT_SINGLE) and
2071 (g_Player_GetCount() > 1)) then
2072 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2073 end;
2074 end;
2075 end;
2078 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2079 begin
2080 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2081 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2082 False);
2083 end;
2085 constructor TPlayer.Create();
2086 begin
2087 viewPortX := 0;
2088 viewPortY := 0;
2089 viewPortW := 0;
2090 viewPortH := 0;
2091 mEDamageType := HIT_SOME;
2093 FIamBot := False;
2094 FDummy := False;
2095 FSpawned := False;
2097 FSawSound := TPlayableSound.Create();
2098 FSawSoundIdle := TPlayableSound.Create();
2099 FSawSoundHit := TPlayableSound.Create();
2100 FSawSoundSelect := TPlayableSound.Create();
2101 FJetSoundFly := TPlayableSound.Create();
2102 FJetSoundOn := TPlayableSound.Create();
2103 FJetSoundOff := TPlayableSound.Create();
2105 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2106 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2107 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2108 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2109 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2110 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2111 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2113 FSpectatePlayer := -1;
2114 FClientID := -1;
2115 FPing := 0;
2116 FLoss := 0;
2117 FSavedState.WaitRecall := False;
2118 FShellTimer := -1;
2119 FFireTime := 0;
2120 FFirePainTime := 0;
2121 FFireAttacker := 0;
2123 FActualModelName := 'doomer';
2125 g_Obj_Init(@FObj);
2126 FObj.Rect := PLAYER_RECT;
2128 FBFGFireCounter := -1;
2129 FJustTeleported := False;
2130 FNetTime := 0;
2132 resetWeaponQueue();
2133 end;
2135 procedure TPlayer.positionChanged (); inline;
2136 begin
2137 end;
2139 procedure TPlayer.doDamage (v: Integer);
2140 begin
2141 if (v <= 0) then exit;
2142 if (v > 32767) then v := 32767;
2143 Damage(v, 0, 0, 0, mEDamageType);
2144 end;
2146 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2147 var
2148 c: Word;
2149 begin
2150 if (not g_Game_IsClient) and (not FAlive) then
2151 Exit;
2153 FLastHit := t;
2155 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2156 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2157 begin
2158 if not g_Game_IsClient then
2159 begin
2160 FArmor := 0;
2161 if t = HIT_TRAP then
2162 begin
2163 // Ëîâóøêà óáèâàåò ñðàçó:
2164 FHealth := -100;
2165 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2166 end;
2167 if t = HIT_SELF then
2168 begin
2169 // Ñàìîóáèéñòâî:
2170 FHealth := 0;
2171 Kill(K_SIMPLEKILL, SpawnerUID, t);
2172 end;
2173 end;
2174 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2175 FMegaRulez[MR_SUIT] := 0;
2176 FMegaRulez[MR_INVUL] := 0;
2177 FMegaRulez[MR_INVIS] := 0;
2178 FBerserk := 0;
2179 end;
2181 // Íî îò îñòàëüíîãî ñïàñàåò:
2182 if FMegaRulez[MR_INVUL] >= gTime then
2183 Exit;
2185 // ×èò-êîä "ÃÎÐÅÖ":
2186 if FGodMode then
2187 Exit;
2189 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2190 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2191 (SpawnerUID = FUID) or
2192 (not SameTeam(FUID, SpawnerUID)) then
2193 begin
2194 FLastSpawnerUID := SpawnerUID;
2196 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2197 if gBloodCount > 0 then
2198 begin
2199 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2200 if value div 4 <= c then
2201 c := c - (value div 4)
2202 else
2203 c := 0;
2205 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2206 MakeBloodSimple(c)
2207 else
2208 case t of
2209 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2210 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2211 end;
2213 if t = HIT_WATER then
2214 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2215 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2216 end;
2218 // Áóôåð óðîíà:
2219 if FAlive then
2220 Inc(FDamageBuffer, value);
2222 // Âñïûøêà áîëè:
2223 if gFlash <> 0 then
2224 FPain := FPain + value;
2225 end;
2227 if g_Game_IsServer and g_Game_IsNet then
2228 begin
2229 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2230 MH_SEND_PlayerStats(FUID);
2231 MH_SEND_PlayerPos(False, FUID);
2232 end;
2233 end;
2235 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2236 begin
2237 Result := False;
2238 if g_Game_IsClient then
2239 Exit;
2240 if not FAlive then
2241 Exit;
2243 if Soft and (FHealth < PLAYER_HP_SOFT) then
2244 begin
2245 IncMax(FHealth, value, PLAYER_HP_SOFT);
2246 Result := True;
2247 end;
2248 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2249 begin
2250 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2251 Result := True;
2252 end;
2254 if Result and g_Game_IsServer and g_Game_IsNet then
2255 MH_SEND_PlayerStats(FUID);
2256 end;
2258 destructor TPlayer.Destroy();
2259 begin
2260 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2261 gPlayer1 := nil;
2262 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2263 gPlayer2 := nil;
2265 FSawSound.Free();
2266 FSawSoundIdle.Free();
2267 FSawSoundHit.Free();
2268 FJetSoundFly.Free();
2269 FJetSoundOn.Free();
2270 FJetSoundOff.Free();
2271 FModel.Free();
2272 if FPunchAnim <> nil then
2273 FPunchAnim.Free();
2275 inherited;
2276 end;
2278 procedure TPlayer.DrawIndicator();
2279 var
2280 indX, indY: Integer;
2281 indW, indH: Word;
2282 ID: DWORD;
2283 begin
2284 if FAlive then
2285 begin
2286 indX := FObj.X+FObj.Rect.X;
2287 indY := FObj.Y - 12;
2288 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2289 begin
2290 e_GetTextureSize(ID, @indW, @indH);
2291 e_Draw(ID, indX + indW div 2, indY, 0, True, False);
2292 end;
2293 end;
2294 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2295 end;
2297 procedure TPlayer.DrawBubble();
2298 var
2299 bubX, bubY: Integer;
2300 ID: LongWord;
2301 Rb, Gb, Bb,
2302 Rw, Gw, Bw: SmallInt;
2303 Dot: Byte;
2304 begin
2305 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2306 bubY := FObj.Y+FObj.Rect.Y - 18;
2307 Rb := 64;
2308 Gb := 64;
2309 Bb := 64;
2310 Rw := 240;
2311 Gw := 240;
2312 Bw := 240;
2313 case gChatBubble of
2314 1: // simple textual non-bubble
2315 begin
2316 bubX := FObj.X+FObj.Rect.X - 11;
2317 bubY := FObj.Y+FObj.Rect.Y - 17;
2318 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2319 Exit;
2320 end;
2321 2: // advanced pixel-perfect bubble
2322 begin
2323 if FTeam = TEAM_RED then
2324 Rb := 255
2325 else
2326 if FTeam = TEAM_BLUE then
2327 Bb := 255;
2328 end;
2329 3: // colored bubble
2330 begin
2331 Rb := FModel.Color.R;
2332 Gb := FModel.Color.G;
2333 Bb := FModel.Color.B;
2334 Rw := Min(Rb * 2 + 64, 255);
2335 Gw := Min(Gb * 2 + 64, 255);
2336 Bw := Min(Bb * 2 + 64, 255);
2337 if (Abs(Rw - Rb) < 32)
2338 or (Abs(Gw - Gb) < 32)
2339 or (Abs(Bw - Bb) < 32) then
2340 begin
2341 Rb := Max(Rw div 2 - 16, 0);
2342 Gb := Max(Gw div 2 - 16, 0);
2343 Bb := Max(Bw div 2 - 16, 0);
2344 end;
2345 end;
2346 4: // custom textured bubble
2347 begin
2348 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2349 if FDirection = TDirection.D_RIGHT then
2350 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2351 else
2352 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2353 Exit;
2354 end;
2355 end;
2357 // Outer borders
2358 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2359 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2360 // Inner box
2361 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2363 // Tail
2364 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2365 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2366 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);
2367 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);
2368 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);
2369 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);
2371 // Dots
2372 Dot := 6;
2373 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2374 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2375 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2376 end;
2378 procedure TPlayer.Draw();
2379 var
2380 ID: DWORD;
2381 w, h: Word;
2382 dr: Boolean;
2383 Mirror: TMirrorType;
2384 begin
2385 if FAlive then
2386 begin
2387 if Direction = TDirection.D_RIGHT then
2388 Mirror := TMirrorType.None
2389 else
2390 Mirror := TMirrorType.Horizontal;
2392 if FPunchAnim <> nil then
2393 begin
2394 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2395 FObj.Y+FObj.Rect.Y-11, Mirror);
2396 if FPunchAnim.played then
2397 begin
2398 FPunchAnim.Free;
2399 FPunchAnim := nil;
2400 end;
2401 end;
2403 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2404 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2405 begin
2406 e_GetTextureSize(ID, @w, @h);
2407 if FDirection = TDirection.D_LEFT then
2408 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2409 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2410 else
2411 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2412 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2413 end;
2415 if FMegaRulez[MR_INVIS] > gTime then
2416 begin
2417 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2418 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2419 begin
2420 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2421 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2422 else
2423 dr := True;
2424 if dr then
2425 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2426 else
2427 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2428 end
2429 else
2430 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2431 end
2432 else
2433 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2434 end;
2436 if g_debug_Frames then
2437 begin
2438 e_DrawQuad(FObj.X+FObj.Rect.X,
2439 FObj.Y+FObj.Rect.Y,
2440 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2441 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2442 0, 255, 0);
2443 end;
2445 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2446 DrawBubble();
2447 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2448 if gAimLine and alive and
2449 ((Self = gPlayer1) or (Self = gPlayer2)) then
2450 DrawAim();
2451 end;
2454 procedure TPlayer.DrawAim();
2455 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2456 var
2457 ex, ey: Integer;
2458 begin
2460 {$IFDEF ENABLE_HOLMES}
2461 if isValidViewPort and (self = gPlayer1) then
2462 begin
2463 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2464 end;
2465 {$ENDIF}
2467 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2468 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2469 begin
2470 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2471 end
2472 else
2473 begin
2474 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2475 end;
2476 end;
2478 var
2479 wx, wy, xx, yy: Integer;
2480 angle: SmallInt;
2481 sz, len: Word;
2482 begin
2483 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2484 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2485 angle := FAngle;
2486 len := 1024;
2487 sz := 2;
2488 case FCurrWeap of
2489 0: begin // Punch
2490 len := 12;
2491 sz := 4;
2492 end;
2493 1: begin // Chainsaw
2494 len := 24;
2495 sz := 6;
2496 end;
2497 2: begin // Pistol
2498 len := 1024;
2499 sz := 2;
2500 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2501 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2502 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2503 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2504 end;
2505 3: begin // Shotgun
2506 len := 1024;
2507 sz := 3;
2508 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2509 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2510 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2511 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2512 end;
2513 4: begin // Double Shotgun
2514 len := 1024;
2515 sz := 4;
2516 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2517 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2518 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2519 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2520 end;
2521 5: begin // Chaingun
2522 len := 1024;
2523 sz := 3;
2524 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2525 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2526 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2527 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2528 end;
2529 6: begin // Rocket Launcher
2530 len := 1024;
2531 sz := 7;
2532 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2533 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2534 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2535 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2536 end;
2537 7: begin // Plasmagun
2538 len := 1024;
2539 sz := 5;
2540 if angle = ANGLE_RIGHTUP then Inc(angle);
2541 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2542 if angle = ANGLE_LEFTUP then Dec(angle);
2543 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2544 end;
2545 8: begin // BFG
2546 len := 1024;
2547 sz := 12;
2548 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2549 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2550 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2551 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2552 end;
2553 9: begin // Super Chaingun
2554 len := 1024;
2555 sz := 4;
2556 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2557 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2558 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2559 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2560 end;
2561 end;
2562 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2563 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2564 {$IF DEFINED(D2F_DEBUG)}
2565 drawCast(sz, wx, wy, xx, yy);
2566 {$ELSE}
2567 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2568 {$ENDIF}
2569 end;
2571 procedure TPlayer.DrawGUI();
2572 var
2573 ID: DWORD;
2574 X, Y, SY, a, p, m: Integer;
2575 tw, th: Word;
2576 cw, ch: Byte;
2577 s: string;
2578 stat: TPlayerStatArray;
2579 begin
2580 X := gPlayerScreenSize.X;
2581 SY := gPlayerScreenSize.Y;
2582 Y := 0;
2584 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2585 begin
2586 if gGameSettings.GameMode = GM_CTF then
2587 a := 32 + 8
2588 else
2589 a := 0;
2590 if gGameSettings.GameMode = GM_CTF then
2591 begin
2592 s := 'TEXTURE_PLAYER_REDFLAG';
2593 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2594 s := 'TEXTURE_PLAYER_REDFLAG_S';
2595 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2596 s := 'TEXTURE_PLAYER_REDFLAG_D';
2597 if g_Texture_Get(s, ID) then
2598 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2599 end;
2601 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2602 e_CharFont_GetSize(gMenuFont, s, tw, th);
2603 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2605 if gGameSettings.GameMode = GM_CTF then
2606 begin
2607 s := 'TEXTURE_PLAYER_BLUEFLAG';
2608 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2609 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2610 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2611 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2612 if g_Texture_Get(s, ID) then
2613 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2614 end;
2616 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2617 e_CharFont_GetSize(gMenuFont, s, tw, th);
2618 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2619 end;
2621 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2622 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2623 0, False, False);
2625 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2626 e_Draw(ID, X+2, Y, 0, True, False);
2628 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2629 begin
2630 if gShowStat then
2631 begin
2632 s := IntToStr(Frags);
2633 e_CharFont_GetSize(gMenuFont, s, tw, th);
2634 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2636 s := '';
2637 p := 1;
2638 m := 0;
2639 stat := g_Player_GetStats();
2640 if stat <> nil then
2641 begin
2642 p := 1;
2644 for a := 0 to High(stat) do
2645 if stat[a].Name <> Name then
2646 begin
2647 if stat[a].Frags > m then m := stat[a].Frags;
2648 if stat[a].Frags > Frags then p := p+1;
2649 end;
2650 end;
2652 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2653 if Frags >= m then s := s+'+' else s := s+'-';
2654 s := s+IntToStr(Abs(Frags-m));
2656 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2657 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2658 end;
2660 if gShowLives and (gGameSettings.MaxLives > 0) then
2661 begin
2662 s := IntToStr(Lives);
2663 e_CharFont_GetSize(gMenuFont, s, tw, th);
2664 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2665 end;
2666 end;
2668 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2669 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2671 if R_BERSERK in FRulez then
2672 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2673 else
2674 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2676 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2677 e_Draw(ID, X+36, Y+77, 0, True, False);
2679 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2680 e_CharFont_GetSize(gMenuFont, s, tw, th);
2681 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2683 s := IntToStr(FArmor);
2684 e_CharFont_GetSize(gMenuFont, s, tw, th);
2685 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2687 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2689 case FCurrWeap of
2690 WEAPON_KASTET:
2691 begin
2692 s := '--';
2693 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2694 end;
2695 WEAPON_SAW:
2696 begin
2697 s := '--';
2698 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2699 end;
2700 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2701 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2702 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2703 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2704 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2705 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2706 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2707 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2708 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2709 end;
2711 e_CharFont_GetSize(gMenuFont, s, tw, th);
2712 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2713 e_Draw(ID, X+20, Y+160, 0, True, False);
2715 if R_KEY_RED in FRulez then
2716 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2718 if R_KEY_GREEN in FRulez then
2719 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2721 if R_KEY_BLUE in FRulez then
2722 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2724 if FJetFuel > 0 then
2725 begin
2726 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2727 e_Draw(ID, X+2, Y+116, 0, True, False);
2728 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2729 e_Draw(ID, X+2, Y+126, 0, True, False);
2730 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2731 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2732 end
2733 else
2734 begin
2735 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2736 e_Draw(ID, X+2, Y+124, 0, True, False);
2737 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2738 end;
2740 if gShowPing and g_Game_IsClient then
2741 begin
2742 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2743 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2744 Y := Y + 16;
2745 end;
2747 if FSpectator then
2748 begin
2749 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2750 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2751 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2752 if FNoRespawn then
2753 begin
2754 e_TextureFontGetSize(gStdFont, cw, ch);
2755 s := _lc[I_PLAYER_SPECT4];
2756 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2757 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2758 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2759 end;
2761 end;
2762 end;
2764 procedure TPlayer.DrawRulez();
2765 var
2766 dr: Boolean;
2767 begin
2768 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2769 if FMegaRulez[MR_INVUL] >= gTime then
2770 begin
2771 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2772 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2773 else
2774 dr := True;
2776 if dr then
2777 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2778 191, 191, 191, 0, TBlending.Invert);
2779 end;
2781 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2782 if FMegaRulez[MR_SUIT] >= gTime then
2783 begin
2784 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2785 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2786 else
2787 dr := True;
2789 if dr then
2790 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2791 0, 96, 0, 200, TBlending.None);
2792 end;
2794 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2795 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2796 begin
2797 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2798 255, 0, 0, 200, TBlending.None);
2799 end;
2800 end;
2802 procedure TPlayer.DrawPain();
2803 var
2804 a, h: Integer;
2805 begin
2806 if FPain = 0 then Exit;
2808 a := FPain;
2810 if a < 15 then h := 0
2811 else if a < 35 then h := 1
2812 else if a < 55 then h := 2
2813 else if a < 75 then h := 3
2814 else if a < 95 then h := 4
2815 else h := 5;
2817 //if a > 255 then a := 255;
2819 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2820 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2821 end;
2823 procedure TPlayer.DrawPickup();
2824 var
2825 a, h: Integer;
2826 begin
2827 if FPickup = 0 then Exit;
2829 a := FPickup;
2831 if a < 15 then h := 1
2832 else if a < 35 then h := 2
2833 else if a < 55 then h := 3
2834 else if a < 75 then h := 4
2835 else h := 5;
2837 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2838 end;
2840 procedure TPlayer.DoPunch();
2841 var
2842 id: DWORD;
2843 st: String;
2844 begin
2845 if FPunchAnim <> nil then begin
2846 FPunchAnim.reset();
2847 FPunchAnim.Free;
2848 FPunchAnim := nil;
2849 end;
2850 st := 'FRAMES_PUNCH';
2851 if R_BERSERK in FRulez then
2852 st := st + '_BERSERK';
2853 if FKeys[KEY_UP].Pressed then
2854 st := st + '_UP'
2855 else if FKeys[KEY_DOWN].Pressed then
2856 st := st + '_DN';
2857 g_Frames_Get(id, st);
2858 FPunchAnim := TAnimation.Create(id, False, 1);
2859 end;
2861 procedure TPlayer.Fire();
2862 var
2863 f, DidFire: Boolean;
2864 wx, wy, xd, yd: Integer;
2865 locobj: TObj;
2866 begin
2867 if g_Game_IsClient then Exit;
2868 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2869 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2871 if FSpectator then
2872 begin
2873 Respawn(False);
2874 Exit;
2875 end;
2877 if FReloading[FCurrWeap] <> 0 then Exit;
2879 DidFire := False;
2881 f := False;
2882 wx := FObj.X+WEAPONPOINT[FDirection].X;
2883 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2884 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2885 yd := wy+firediry();
2887 case FCurrWeap of
2888 WEAPON_KASTET:
2889 begin
2890 DoPunch();
2891 if R_BERSERK in FRulez then
2892 begin
2893 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2894 locobj.X := FObj.X+FObj.Rect.X;
2895 locobj.Y := FObj.Y+FObj.Rect.Y;
2896 locobj.rect.X := 0;
2897 locobj.rect.Y := 0;
2898 locobj.rect.Width := 39;
2899 locobj.rect.Height := 52;
2900 locobj.Vel.X := (xd-wx) div 2;
2901 locobj.Vel.Y := (yd-wy) div 2;
2902 locobj.Accel.X := xd-wx;
2903 locobj.Accel.y := yd-wy;
2905 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2906 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2907 else
2908 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2910 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2911 end
2912 else
2913 begin
2914 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2915 end;
2917 DidFire := True;
2918 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2919 end;
2921 WEAPON_SAW:
2922 begin
2923 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2924 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2925 begin
2926 FSawSoundSelect.Stop();
2927 FSawSound.Stop();
2928 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2929 end
2930 else if not FSawSoundHit.IsPlaying() then
2931 begin
2932 FSawSoundSelect.Stop();
2933 FSawSound.PlayAt(FObj.X, FObj.Y);
2934 end;
2936 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2937 DidFire := True;
2938 f := True;
2939 end;
2941 WEAPON_PISTOL:
2942 if FAmmo[A_BULLETS] > 0 then
2943 begin
2944 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2945 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2946 Dec(FAmmo[A_BULLETS]);
2947 FFireAngle := FAngle;
2948 f := True;
2949 DidFire := True;
2950 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2951 GameVelX, GameVelY-2, SHELL_BULLET);
2952 end;
2954 WEAPON_SHOTGUN1:
2955 if FAmmo[A_SHELLS] > 0 then
2956 begin
2957 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2958 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2959 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2960 Dec(FAmmo[A_SHELLS]);
2961 FFireAngle := FAngle;
2962 f := True;
2963 DidFire := True;
2964 FShellTimer := 10;
2965 FShellType := SHELL_SHELL;
2966 end;
2968 WEAPON_SHOTGUN2:
2969 if FAmmo[A_SHELLS] >= 2 then
2970 begin
2971 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2972 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2973 Dec(FAmmo[A_SHELLS], 2);
2974 FFireAngle := FAngle;
2975 f := True;
2976 DidFire := True;
2977 FShellTimer := 13;
2978 FShellType := SHELL_DBLSHELL;
2979 end;
2981 WEAPON_CHAINGUN:
2982 if FAmmo[A_BULLETS] > 0 then
2983 begin
2984 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2985 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2986 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2987 Dec(FAmmo[A_BULLETS]);
2988 FFireAngle := FAngle;
2989 f := True;
2990 DidFire := True;
2991 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2992 GameVelX, GameVelY-2, SHELL_BULLET);
2993 end;
2995 WEAPON_ROCKETLAUNCHER:
2996 if FAmmo[A_ROCKETS] > 0 then
2997 begin
2998 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2999 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3000 Dec(FAmmo[A_ROCKETS]);
3001 FFireAngle := FAngle;
3002 f := True;
3003 DidFire := True;
3004 end;
3006 WEAPON_PLASMA:
3007 if FAmmo[A_CELLS] > 0 then
3008 begin
3009 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3010 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3011 Dec(FAmmo[A_CELLS]);
3012 FFireAngle := FAngle;
3013 f := True;
3014 DidFire := True;
3015 end;
3017 WEAPON_BFG:
3018 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3019 begin
3020 FBFGFireCounter := 17;
3021 if not FNoReload then
3022 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3023 Dec(FAmmo[A_CELLS], 40);
3024 DidFire := True;
3025 end;
3027 WEAPON_SUPERPULEMET:
3028 if FAmmo[A_SHELLS] > 0 then
3029 begin
3030 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3031 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3032 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3033 Dec(FAmmo[A_SHELLS]);
3034 FFireAngle := FAngle;
3035 f := True;
3036 DidFire := True;
3037 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3038 GameVelX, GameVelY-2, SHELL_SHELL);
3039 end;
3041 WEAPON_FLAMETHROWER:
3042 if FAmmo[A_FUEL] > 0 then
3043 begin
3044 g_Weapon_flame(wx, wy, xd, yd, FUID);
3045 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3046 Dec(FAmmo[A_FUEL]);
3047 FFireAngle := FAngle;
3048 f := True;
3049 DidFire := True;
3050 end;
3051 end;
3053 if g_Game_IsNet then
3054 begin
3055 if DidFire then
3056 begin
3057 if FCurrWeap <> WEAPON_BFG then
3058 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3059 else
3060 if not FNoReload then
3061 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3062 end;
3064 MH_SEND_PlayerStats(FUID);
3065 end;
3067 if not f then Exit;
3069 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3070 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3071 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3072 end;
3074 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3075 begin
3076 case Weapon of
3077 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3078 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3079 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3080 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3081 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3082 else Result := 0;
3083 end;
3084 end;
3086 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3087 begin
3088 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3089 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3090 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3091 end;
3093 procedure TPlayer.JetpackOn;
3094 begin
3095 FJetSoundFly.Stop;
3096 FJetSoundOff.Stop;
3097 FJetSoundOn.SetPosition(0);
3098 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3099 FlySmoke(8);
3100 end;
3102 procedure TPlayer.JetpackOff;
3103 begin
3104 FJetSoundFly.Stop;
3105 FJetSoundOn.Stop;
3106 FJetSoundOff.SetPosition(0);
3107 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3108 end;
3110 procedure TPlayer.CatchFire(Attacker: Word);
3111 begin
3112 FFireTime := 100;
3113 FFireAttacker := Attacker;
3114 if g_Game_IsNet and g_Game_IsServer then
3115 MH_SEND_PlayerStats(FUID);
3116 end;
3118 procedure TPlayer.Jump();
3119 begin
3120 if gFly or FJetpack then
3121 begin
3122 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3123 if FObj.Vel.Y > -VEL_FLY then
3124 FObj.Vel.Y := FObj.Vel.Y - 3;
3125 if FJetpack then
3126 begin
3127 if FJetFuel > 0 then
3128 Dec(FJetFuel);
3129 if (FJetFuel < 1) and g_Game_IsServer then
3130 begin
3131 FJetpack := False;
3132 JetpackOff;
3133 if g_Game_IsNet then
3134 MH_SEND_PlayerStats(FUID);
3135 end;
3136 end;
3137 Exit;
3138 end;
3140 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3141 if FGhost then
3142 FCanJetpack := False;
3144 // Ïðûãàåì èëè âñïëûâàåì:
3145 if (CollideLevel(0, 1) or
3146 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3147 PLAYER_RECT.Height-33, PANEL_STEP, False)
3148 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3149 begin
3150 FObj.Vel.Y := -VEL_JUMP;
3151 FCanJetpack := False;
3152 end
3153 else
3154 begin
3155 if BodyInLiquid(0, 0) then
3156 FObj.Vel.Y := -VEL_SW
3157 else if (FJetFuel > 0) and FCanJetpack and
3158 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3159 begin
3160 FJetpack := True;
3161 JetpackOn;
3162 if g_Game_IsNet then
3163 MH_SEND_PlayerStats(FUID);
3164 end;
3165 end;
3166 end;
3168 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3169 var
3170 a, i, k, ab, ar: Byte;
3171 s: String;
3172 mon: TMonster;
3173 plr: TPlayer;
3174 srv, netsrv: Boolean;
3175 DoFrags: Boolean;
3176 OldLR: Byte;
3177 KP: TPlayer;
3178 it: PItem;
3180 procedure PushItem(t: Byte);
3181 var
3182 id: DWORD;
3183 begin
3184 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3185 it := g_Items_ByIdx(id);
3186 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3187 begin
3188 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3189 (FObj.Vel.Y div 2)-Random(9));
3190 it.positionChanged(); // this updates spatial accelerators
3191 end
3192 else
3193 begin
3194 if KillType = K_HARDKILL then // -5..+5; -5..0
3195 begin
3196 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3197 (FObj.Vel.Y div 2)-Random(6));
3198 end
3199 else // -3..+3; -3..0
3200 begin
3201 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3202 (FObj.Vel.Y div 2)-Random(4));
3203 end;
3204 it.positionChanged(); // this updates spatial accelerators
3205 end;
3207 if g_Game_IsNet and g_Game_IsServer then
3208 MH_SEND_ItemSpawn(True, id);
3209 end;
3211 begin
3212 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3213 Srv := g_Game_IsServer;
3214 Netsrv := g_Game_IsServer and g_Game_IsNet;
3215 if Srv then FDeath := FDeath + 1;
3216 if FAlive then
3217 begin
3218 if FGhost then
3219 FGhost := False;
3220 if not FPhysics then
3221 FPhysics := True;
3222 FAlive := False;
3223 end;
3224 FShellTimer := -1;
3226 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3227 begin
3228 if FLives > 0 then FLives := FLives - 1;
3229 if FLives = 0 then FNoRespawn := True;
3230 end;
3232 // Íîìåð òèïà ñìåðòè:
3233 a := 1;
3234 case KillType of
3235 K_SIMPLEKILL: a := 1;
3236 K_HARDKILL: a := 2;
3237 K_EXTRAHARDKILL: a := 3;
3238 K_FALLKILL: a := 4;
3239 end;
3241 // Çâóê ñìåðòè:
3242 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3243 for i := 1 to 3 do
3244 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3245 Break;
3247 // Âðåìÿ ðåñïàóíà:
3248 if Srv then
3249 case KillType of
3250 K_SIMPLEKILL:
3251 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3252 K_HARDKILL:
3253 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3254 K_EXTRAHARDKILL, K_FALLKILL:
3255 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3256 end;
3258 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3259 case KillType of
3260 K_SIMPLEKILL:
3261 SetAction(A_DIE1);
3262 K_HARDKILL, K_EXTRAHARDKILL:
3263 SetAction(A_DIE2);
3264 end;
3266 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3267 if (KillType <> K_FALLKILL) and (Srv) then
3268 g_Monsters_killedp();
3270 if SpawnerUID = FUID then
3271 begin // Ñàìîóáèëñÿ
3272 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3273 begin
3274 Dec(FFrags);
3275 FLastFrag := 0;
3276 end;
3277 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3278 end
3279 else
3280 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3281 begin // Óáèò äðóãèì èãðîêîì
3282 KP := g_Player_Get(SpawnerUID);
3283 if (KP <> nil) and Srv then
3284 begin
3285 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3286 if SameTeam(FUID, SpawnerUID) then
3287 begin
3288 Dec(KP.FFrags);
3289 KP.FLastFrag := 0;
3290 end else
3291 begin
3292 Inc(KP.FFrags);
3293 KP.FragCombo();
3294 end;
3296 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3297 Inc(gTeamStat[KP.Team].Goals,
3298 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3300 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3301 end;
3303 plr := g_Player_Get(SpawnerUID);
3304 if plr = nil then
3305 s := '?'
3306 else
3307 s := plr.FName;
3309 case KillType of
3310 K_HARDKILL:
3311 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3312 [FName, s]),
3313 gShowKillMsg);
3314 K_EXTRAHARDKILL:
3315 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3316 [FName, s]),
3317 gShowKillMsg);
3318 else
3319 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3320 [FName, s]),
3321 gShowKillMsg);
3322 end;
3323 end
3324 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3325 begin // Óáèò ìîíñòðîì
3326 mon := g_Monsters_ByUID(SpawnerUID);
3327 if mon = nil then
3328 s := '?'
3329 else
3330 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3332 case KillType of
3333 K_HARDKILL:
3334 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3335 [FName, s]),
3336 gShowKillMsg);
3337 K_EXTRAHARDKILL:
3338 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3339 [FName, s]),
3340 gShowKillMsg);
3341 else
3342 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3343 [FName, s]),
3344 gShowKillMsg);
3345 end;
3346 end
3347 else // Îñîáûå òèïû ñìåðòè
3348 case t of
3349 HIT_DISCON: ;
3350 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3351 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3352 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3353 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3354 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3355 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3356 end;
3358 if Srv then
3359 begin
3360 // Âûáðîñ îðóæèÿ:
3361 for a := WP_FIRST to WP_LAST do
3362 if FWeapon[a] then
3363 begin
3364 case a of
3365 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3366 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3367 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3368 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3369 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3370 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3371 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3372 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3373 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3374 else i := 0;
3375 end;
3377 if i <> 0 then
3378 PushItem(i);
3379 end;
3381 // Âûáðîñ ðþêçàêà:
3382 if R_ITEM_BACKPACK in FRulez then
3383 PushItem(ITEM_AMMO_BACKPACK);
3385 // Âûáðîñ ðàêåòíîãî ðàíöà:
3386 if FJetFuel > 0 then
3387 PushItem(ITEM_JETPACK);
3389 // Âûáðîñ êëþ÷åé:
3390 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3391 begin
3392 if R_KEY_RED in FRulez then
3393 PushItem(ITEM_KEY_RED);
3395 if R_KEY_GREEN in FRulez then
3396 PushItem(ITEM_KEY_GREEN);
3398 if R_KEY_BLUE in FRulez then
3399 PushItem(ITEM_KEY_BLUE);
3400 end;
3402 // Âûáðîñ ôëàãà:
3403 DropFlag();
3404 end;
3406 g_Player_CreateCorpse(Self);
3408 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3409 (gLMSRespawn = LMS_RESPAWN_NONE) then
3410 begin
3411 a := 0;
3412 k := 0;
3413 ar := 0;
3414 ab := 0;
3415 for i := Low(gPlayers) to High(gPlayers) do
3416 begin
3417 if gPlayers[i] = nil then continue;
3418 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3419 begin
3420 Inc(a);
3421 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3422 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3423 k := i;
3424 end;
3425 end;
3427 OldLR := gLMSRespawn;
3428 if (gGameSettings.GameMode = GM_COOP) then
3429 begin
3430 if (a = 0) then
3431 begin
3432 // everyone is dead, restart the map
3433 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3434 if Netsrv then
3435 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3436 gLMSRespawn := LMS_RESPAWN_FINAL;
3437 gLMSRespawnTime := gTime + 5000;
3438 end
3439 else if (a = 1) then
3440 begin
3441 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3442 if (gPlayers[k] = gPlayer1) or
3443 (gPlayers[k] = gPlayer2) then
3444 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3445 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3446 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3447 end;
3448 end
3449 else if (gGameSettings.GameMode = GM_TDM) then
3450 begin
3451 if (ab = 0) and (ar <> 0) then
3452 begin
3453 // blu team ded
3454 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3455 if Netsrv then
3456 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3457 Inc(gTeamStat[TEAM_RED].Goals);
3458 gLMSRespawn := LMS_RESPAWN_FINAL;
3459 gLMSRespawnTime := gTime + 5000;
3460 end
3461 else if (ar = 0) and (ab <> 0) then
3462 begin
3463 // red team ded
3464 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3465 if Netsrv then
3466 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3467 Inc(gTeamStat[TEAM_BLUE].Goals);
3468 gLMSRespawn := LMS_RESPAWN_FINAL;
3469 gLMSRespawnTime := gTime + 5000;
3470 end
3471 else if (ar = 0) and (ab = 0) then
3472 begin
3473 // everyone ded
3474 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3475 if Netsrv then
3476 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3477 gLMSRespawn := LMS_RESPAWN_FINAL;
3478 gLMSRespawnTime := gTime + 5000;
3479 end;
3480 end
3481 else if (gGameSettings.GameMode = GM_DM) then
3482 begin
3483 if (a = 1) then
3484 begin
3485 if gPlayers[k] <> nil then
3486 with gPlayers[k] do
3487 begin
3488 // survivor is the winner
3489 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3490 if Netsrv then
3491 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3492 Inc(FFrags);
3493 end;
3494 gLMSRespawn := LMS_RESPAWN_FINAL;
3495 gLMSRespawnTime := gTime + 5000;
3496 end
3497 else if (a = 0) then
3498 begin
3499 // everyone is dead, restart the map
3500 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3501 if Netsrv then
3502 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3503 gLMSRespawn := LMS_RESPAWN_FINAL;
3504 gLMSRespawnTime := gTime + 5000;
3505 end;
3506 end;
3507 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3508 begin
3509 if NetMode = NET_SERVER then
3510 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3511 else
3512 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3513 end;
3514 end;
3516 if Netsrv then
3517 begin
3518 MH_SEND_PlayerStats(FUID);
3519 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3520 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3521 end;
3523 if srv and FNoRespawn then Spectate(True);
3524 FWantsInGame := True;
3525 end;
3527 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3528 begin
3529 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3530 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3531 end;
3533 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3534 begin
3535 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3536 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3537 end;
3539 procedure TPlayer.MakeBloodSimple(Count: Word);
3540 begin
3541 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3542 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3543 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3544 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3545 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3546 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3547 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3548 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3549 end;
3551 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3552 begin
3553 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3554 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3555 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3556 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3557 end;
3559 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3560 begin
3561 if g_Game_IsClient then Exit;
3562 if Weapon > High(FWeapon) then Exit;
3563 FNextWeap := FNextWeap or (1 shl Weapon);
3564 end;
3566 procedure TPlayer.resetWeaponQueue ();
3567 begin
3568 FNextWeap := 0;
3569 FNextWeapDelay := 0;
3570 end;
3572 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3573 begin
3574 result := false;
3575 case weapon of
3576 WEAPON_KASTET, WEAPON_SAW: result := true;
3577 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3578 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3579 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3580 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3581 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3582 else result := (weapon < length(FWeapon));
3583 end;
3584 end;
3586 // return 255 for "no switch"
3587 function TPlayer.getNextWeaponIndex (): Byte;
3588 var
3589 i: Word;
3590 wantThisWeapon: array[0..64] of Boolean;
3591 weaponOrder: array[0..64] of Integer; // value: index in `FWeapon`
3592 wwc: Integer = 0; //HACK!
3593 dir, cwi, rwidx, curlidx: Integer;
3595 function real2log (ridx: Integer): Integer;
3596 var
3597 f: Integer;
3598 begin
3599 if (ridx >= 0) then
3600 begin
3601 for f := 0 to 10 do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3602 end;
3603 result := -1;
3604 end;
3606 begin
3607 result := 255; // default result: "no switch"
3609 // had weapon cycling on previous frame? remove that flag
3610 if (FNextWeap and $2000) <> 0 then
3611 begin
3612 FNextWeap := FNextWeap and $1FFF;
3613 FNextWeapDelay := 0;
3614 end;
3616 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3617 // priorities:
3618 // bfg, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3619 weaponOrder[0] := WEAPON_BFG;
3620 weaponOrder[1] := WEAPON_PLASMA;
3621 weaponOrder[2] := WEAPON_FLAMETHROWER;
3622 weaponOrder[3] := WEAPON_SHOTGUN2;
3623 weaponOrder[4] := WEAPON_CHAINGUN;
3624 weaponOrder[5] := WEAPON_SHOTGUN1;
3625 weaponOrder[6] := WEAPON_PISTOL;
3626 weaponOrder[7] := WEAPON_KASTET;
3627 weaponOrder[8] := WEAPON_SAW;
3628 weaponOrder[9] := WEAPON_KASTET;
3629 weaponOrder[10] := WEAPON_SUPERPULEMET;
3631 if (R_BERSERK in FRulez) then weaponOrder[9] := -1 else weaponOrder[7] := -1;
3633 (*
3634 WEAPON_KASTET = 0;
3635 WEAPON_SAW = 1;
3636 WEAPON_PISTOL = 2;
3637 WEAPON_SHOTGUN1 = 3;
3638 WEAPON_SHOTGUN2 = 4;
3639 WEAPON_CHAINGUN = 5;
3640 WEAPON_ROCKETLAUNCHER = 6;
3641 WEAPON_PLASMA = 7;
3642 WEAPON_BFG = 8;
3643 WEAPON_SUPERPULEMET = 9;
3644 WEAPON_FLAMETHROWER = 10;
3645 *)
3647 // cycling has priority
3648 if (FNextWeap and $C000) <> 0 then
3649 begin
3650 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3651 FNextWeap := FNextWeap or $2000; // we need this
3652 if FNextWeapDelay > 0 then exit; // cooldown time
3653 //cwi := real2log(FCurrWeap);
3654 //if (cwi < 0) then cwi := 0;
3655 cwi := FCurrWeap;
3656 for i := 0 to High(FWeapon) do
3657 begin
3658 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3659 //rwidx := weaponOrder[cwi];
3660 rwidx := cwi; // sorry
3661 if (rwidx < 0) then continue;
3662 if FWeapon[rwidx] then
3663 begin
3664 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3665 result := Byte(rwidx);
3666 FNextWeapDelay := 10;
3667 exit;
3668 end;
3669 end;
3670 resetWeaponQueue();
3671 exit;
3672 end;
3674 // no cycling
3675 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3676 for i := 0 to High(FWeapon) do
3677 begin
3678 if (FNextWeap and (1 shl i)) <> 0 then
3679 begin
3680 cwi := real2log(i);
3681 if (cwi >= 0) then wantThisWeapon[cwi] := true;
3682 Inc(wwc);
3683 end;
3684 end;
3686 // slow down alterations a little
3687 if (wwc > 1) then
3688 begin
3689 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3690 // more than one weapon requested, assume "alteration", and check alteration delay
3691 if FNextWeapDelay > 0 then
3692 begin
3693 FNextWeap := 0;
3694 exit;
3695 end; // yeah
3696 end;
3698 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3699 // but clear all counters if no weapon should be switched
3700 if (wwc < 1) then
3701 begin
3702 resetWeaponQueue();
3703 exit;
3704 end;
3705 //e_WriteLog(Format('wwc=%d', [wwc]), TMsgType.Warning);
3707 // exclude currently selected weapon from the set
3708 curlidx := real2log(FCurrWeap);
3709 //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
3710 //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
3711 //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
3713 // find next weapon to switch onto
3714 cwi := curlidx;
3715 for i := 0 to High(FWeapon) do
3716 begin
3717 cwi := (cwi+length(FWeapon)+1) mod length(FWeapon);
3718 if (cwi = curlidx) then continue; // skip current weapon
3719 if not wantThisWeapon[cwi] then continue;
3720 rwidx := weaponOrder[cwi];
3721 if (rwidx < 0) then continue;
3722 //e_WriteLog(Format(' trying logical %d (real %d)', [cwi, rwidx]), TMsgType.Warning);
3723 if FWeapon[cwi] and ((wwc = 1) or hasAmmoForWeapon(cwi)) then
3724 begin
3725 // i found her!
3726 result := Byte(rwidx);
3727 resetWeaponQueue();
3728 FNextWeapDelay := 10; // anyway, 'cause why not
3729 exit;
3730 end;
3731 end;
3733 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3734 resetWeaponQueue();
3735 end;
3737 procedure TPlayer.RealizeCurrentWeapon();
3738 function switchAllowed (): Boolean;
3739 var
3740 i: Byte;
3741 begin
3742 result := false;
3743 if FBFGFireCounter <> -1 then
3744 exit;
3745 if FTime[T_SWITCH] > gTime then
3746 exit;
3747 for i := WP_FIRST to WP_LAST do
3748 if FReloading[i] > 0 then
3749 exit;
3750 result := true;
3751 end;
3753 var
3754 nw: Byte;
3755 begin
3756 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3757 //FNextWeap := FNextWeap and $1FFF;
3758 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3760 if not switchAllowed then
3761 begin
3762 //HACK for weapon cycling
3763 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3764 exit;
3765 end;
3767 nw := getNextWeaponIndex();
3768 if nw = 255 then exit; // don't reset anything here
3769 if nw > High(FWeapon) then
3770 begin
3771 // don't forget to reset queue here!
3772 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3773 resetWeaponQueue();
3774 exit;
3775 end;
3777 if FWeapon[nw] then
3778 begin
3779 FCurrWeap := nw;
3780 FTime[T_SWITCH] := gTime+156;
3781 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3782 FModel.SetWeapon(FCurrWeap);
3783 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3784 end;
3785 end;
3787 procedure TPlayer.NextWeapon();
3788 begin
3789 if g_Game_IsClient then Exit;
3790 FNextWeap := $8000;
3791 end;
3793 procedure TPlayer.PrevWeapon();
3794 begin
3795 if g_Game_IsClient then Exit;
3796 FNextWeap := $4000;
3797 end;
3799 procedure TPlayer.SetWeapon(W: Byte);
3800 begin
3801 if FCurrWeap <> W then
3802 if W = WEAPON_SAW then
3803 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3805 FCurrWeap := W;
3806 FModel.SetWeapon(CurrWeap);
3807 resetWeaponQueue();
3808 end;
3810 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3812 function allowBerserkSwitching (): Boolean;
3813 begin
3814 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3815 result := true;
3816 if gBerserkAutoswitch then exit;
3817 if not conIsCheatsEnabled then exit;
3818 result := false;
3819 end;
3821 var
3822 a: Boolean;
3823 begin
3824 Result := False;
3825 if g_Game_IsClient then Exit;
3827 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3828 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3829 remove := not a;
3831 case ItemType of
3832 ITEM_MEDKIT_SMALL:
3833 if FHealth < PLAYER_HP_SOFT then
3834 begin
3835 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3836 Result := True;
3837 remove := True;
3838 FFireTime := 0;
3839 if gFlash = 2 then Inc(FPickup, 5);
3840 end;
3842 ITEM_MEDKIT_LARGE:
3843 if FHealth < PLAYER_HP_SOFT then
3844 begin
3845 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3846 Result := True;
3847 remove := True;
3848 FFireTime := 0;
3849 if gFlash = 2 then Inc(FPickup, 5);
3850 end;
3852 ITEM_ARMOR_GREEN:
3853 if FArmor < PLAYER_AP_SOFT then
3854 begin
3855 FArmor := PLAYER_AP_SOFT;
3856 Result := True;
3857 remove := True;
3858 if gFlash = 2 then Inc(FPickup, 5);
3859 end;
3861 ITEM_ARMOR_BLUE:
3862 if FArmor < PLAYER_AP_LIMIT then
3863 begin
3864 FArmor := PLAYER_AP_LIMIT;
3865 Result := True;
3866 remove := True;
3867 if gFlash = 2 then Inc(FPickup, 5);
3868 end;
3870 ITEM_SPHERE_BLUE:
3871 if FHealth < PLAYER_HP_LIMIT then
3872 begin
3873 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3874 Result := True;
3875 remove := True;
3876 FFireTime := 0;
3877 if gFlash = 2 then Inc(FPickup, 5);
3878 end;
3880 ITEM_SPHERE_WHITE:
3881 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3882 begin
3883 if FHealth < PLAYER_HP_LIMIT then
3884 FHealth := PLAYER_HP_LIMIT;
3885 if FArmor < PLAYER_AP_LIMIT then
3886 FArmor := PLAYER_AP_LIMIT;
3887 Result := True;
3888 remove := True;
3889 FFireTime := 0;
3890 if gFlash = 2 then Inc(FPickup, 5);
3891 end;
3893 ITEM_WEAPON_SAW:
3894 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3895 begin
3896 FWeapon[WEAPON_SAW] := True;
3897 Result := True;
3898 if gFlash = 2 then Inc(FPickup, 5);
3899 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3900 end;
3902 ITEM_WEAPON_SHOTGUN1:
3903 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3904 begin
3905 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3906 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3908 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3909 FWeapon[WEAPON_SHOTGUN1] := True;
3910 Result := True;
3911 if gFlash = 2 then Inc(FPickup, 5);
3912 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3913 end;
3915 ITEM_WEAPON_SHOTGUN2:
3916 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3917 begin
3918 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3920 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3921 FWeapon[WEAPON_SHOTGUN2] := True;
3922 Result := True;
3923 if gFlash = 2 then Inc(FPickup, 5);
3924 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3925 end;
3927 ITEM_WEAPON_CHAINGUN:
3928 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3929 begin
3930 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3932 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3933 FWeapon[WEAPON_CHAINGUN] := True;
3934 Result := True;
3935 if gFlash = 2 then Inc(FPickup, 5);
3936 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3937 end;
3939 ITEM_WEAPON_ROCKETLAUNCHER:
3940 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3941 begin
3942 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3944 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3945 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3946 Result := True;
3947 if gFlash = 2 then Inc(FPickup, 5);
3948 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3949 end;
3951 ITEM_WEAPON_PLASMA:
3952 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3953 begin
3954 if a and FWeapon[WEAPON_PLASMA] then Exit;
3956 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3957 FWeapon[WEAPON_PLASMA] := True;
3958 Result := True;
3959 if gFlash = 2 then Inc(FPickup, 5);
3960 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3961 end;
3963 ITEM_WEAPON_BFG:
3964 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3965 begin
3966 if a and FWeapon[WEAPON_BFG] then Exit;
3968 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3969 FWeapon[WEAPON_BFG] := True;
3970 Result := True;
3971 if gFlash = 2 then Inc(FPickup, 5);
3972 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3973 end;
3975 ITEM_WEAPON_SUPERPULEMET:
3976 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3977 begin
3978 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3980 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3981 FWeapon[WEAPON_SUPERPULEMET] := True;
3982 Result := True;
3983 if gFlash = 2 then Inc(FPickup, 5);
3984 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3985 end;
3987 ITEM_WEAPON_FLAMETHROWER:
3988 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3989 begin
3990 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3992 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3993 FWeapon[WEAPON_FLAMETHROWER] := True;
3994 Result := True;
3995 if gFlash = 2 then Inc(FPickup, 5);
3996 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3997 end;
3999 ITEM_AMMO_BULLETS:
4000 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4001 begin
4002 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4003 Result := True;
4004 remove := True;
4005 if gFlash = 2 then Inc(FPickup, 5);
4006 end;
4008 ITEM_AMMO_BULLETS_BOX:
4009 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4010 begin
4011 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4012 Result := True;
4013 remove := True;
4014 if gFlash = 2 then Inc(FPickup, 5);
4015 end;
4017 ITEM_AMMO_SHELLS:
4018 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4019 begin
4020 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4021 Result := True;
4022 remove := True;
4023 if gFlash = 2 then Inc(FPickup, 5);
4024 end;
4026 ITEM_AMMO_SHELLS_BOX:
4027 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4028 begin
4029 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4030 Result := True;
4031 remove := True;
4032 if gFlash = 2 then Inc(FPickup, 5);
4033 end;
4035 ITEM_AMMO_ROCKET:
4036 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4037 begin
4038 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4039 Result := True;
4040 remove := True;
4041 if gFlash = 2 then Inc(FPickup, 5);
4042 end;
4044 ITEM_AMMO_ROCKET_BOX:
4045 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4046 begin
4047 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4048 Result := True;
4049 remove := True;
4050 if gFlash = 2 then Inc(FPickup, 5);
4051 end;
4053 ITEM_AMMO_CELL:
4054 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4055 begin
4056 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4057 Result := True;
4058 remove := True;
4059 if gFlash = 2 then Inc(FPickup, 5);
4060 end;
4062 ITEM_AMMO_CELL_BIG:
4063 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4064 begin
4065 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4066 Result := True;
4067 remove := True;
4068 if gFlash = 2 then Inc(FPickup, 5);
4069 end;
4071 ITEM_AMMO_FUELCAN:
4072 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4073 begin
4074 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4075 Result := True;
4076 remove := True;
4077 if gFlash = 2 then Inc(FPickup, 5);
4078 end;
4080 ITEM_AMMO_BACKPACK:
4081 if not(R_ITEM_BACKPACK in FRulez) or
4082 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4083 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4084 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4085 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4086 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4087 begin
4088 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4089 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4090 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4091 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4092 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4094 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4095 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4096 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4097 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4098 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4099 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4100 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4101 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4103 FRulez := FRulez + [R_ITEM_BACKPACK];
4104 Result := True;
4105 remove := True;
4106 if gFlash = 2 then Inc(FPickup, 5);
4107 end;
4109 ITEM_KEY_RED:
4110 if not(R_KEY_RED in FRulez) then
4111 begin
4112 Include(FRulez, R_KEY_RED);
4113 Result := True;
4114 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4115 if gFlash = 2 then Inc(FPickup, 5);
4116 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4117 end;
4119 ITEM_KEY_GREEN:
4120 if not(R_KEY_GREEN in FRulez) then
4121 begin
4122 Include(FRulez, R_KEY_GREEN);
4123 Result := True;
4124 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4125 if gFlash = 2 then Inc(FPickup, 5);
4126 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4127 end;
4129 ITEM_KEY_BLUE:
4130 if not(R_KEY_BLUE in FRulez) then
4131 begin
4132 Include(FRulez, R_KEY_BLUE);
4133 Result := True;
4134 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4135 if gFlash = 2 then Inc(FPickup, 5);
4136 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4137 end;
4139 ITEM_SUIT:
4140 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4141 begin
4142 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4143 Result := True;
4144 remove := True;
4145 FFireTime := 0;
4146 if gFlash = 2 then Inc(FPickup, 5);
4147 end;
4149 ITEM_OXYGEN:
4150 if FAir < AIR_MAX then
4151 begin
4152 FAir := AIR_MAX;
4153 Result := True;
4154 remove := True;
4155 if gFlash = 2 then Inc(FPickup, 5);
4156 end;
4158 ITEM_MEDKIT_BLACK:
4159 begin
4160 if not (R_BERSERK in FRulez) then
4161 begin
4162 Include(FRulez, R_BERSERK);
4163 if allowBerserkSwitching then
4164 begin
4165 FCurrWeap := WEAPON_KASTET;
4166 resetWeaponQueue();
4167 FModel.SetWeapon(WEAPON_KASTET);
4168 end;
4169 if gFlash <> 0 then
4170 begin
4171 Inc(FPain, 100);
4172 if gFlash = 2 then Inc(FPickup, 5);
4173 end;
4174 FBerserk := gTime+30000;
4175 Result := True;
4176 remove := True;
4177 FFireTime := 0;
4178 end;
4179 if FHealth < PLAYER_HP_SOFT then
4180 begin
4181 FHealth := PLAYER_HP_SOFT;
4182 FBerserk := gTime+30000;
4183 Result := True;
4184 remove := True;
4185 FFireTime := 0;
4186 end;
4187 end;
4189 ITEM_INVUL:
4190 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4191 begin
4192 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4193 Result := True;
4194 remove := True;
4195 if gFlash = 2 then Inc(FPickup, 5);
4196 end;
4198 ITEM_BOTTLE:
4199 if FHealth < PLAYER_HP_LIMIT then
4200 begin
4201 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4202 Result := True;
4203 remove := True;
4204 FFireTime := 0;
4205 if gFlash = 2 then Inc(FPickup, 5);
4206 end;
4208 ITEM_HELMET:
4209 if FArmor < PLAYER_AP_LIMIT then
4210 begin
4211 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4212 Result := True;
4213 remove := True;
4214 if gFlash = 2 then Inc(FPickup, 5);
4215 end;
4217 ITEM_JETPACK:
4218 if FJetFuel < JET_MAX then
4219 begin
4220 FJetFuel := JET_MAX;
4221 Result := True;
4222 remove := True;
4223 if gFlash = 2 then Inc(FPickup, 5);
4224 end;
4226 ITEM_INVIS:
4227 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4228 begin
4229 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4230 Result := True;
4231 remove := True;
4232 if gFlash = 2 then Inc(FPickup, 5);
4233 end;
4234 end;
4235 end;
4237 procedure TPlayer.Touch();
4238 begin
4239 if not FAlive then
4240 Exit;
4241 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4242 if FIamBot then
4243 begin
4244 // Áðîñèòü ôëàã òîâàðèùó:
4245 if gGameSettings.GameMode = GM_CTF then
4246 DropFlag();
4247 end;
4248 end;
4250 procedure TPlayer.Push(vx, vy: Integer);
4251 begin
4252 if (not FPhysics) and FGhost then
4253 Exit;
4254 FObj.Accel.X := FObj.Accel.X + vx;
4255 FObj.Accel.Y := FObj.Accel.Y + vy;
4256 if g_Game_IsNet and g_Game_IsServer then
4257 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4258 end;
4260 procedure TPlayer.Reset(Force: Boolean);
4261 begin
4262 if Force then
4263 FAlive := False;
4265 FSpawned := False;
4266 FTime[T_RESPAWN] := 0;
4267 FTime[T_FLAGCAP] := 0;
4268 FGodMode := False;
4269 FNoTarget := False;
4270 FNoReload := False;
4271 FFrags := 0;
4272 FLastFrag := 0;
4273 FComboEvnt := -1;
4274 FKills := 0;
4275 FMonsterKills := 0;
4276 FDeath := 0;
4277 FSecrets := 0;
4278 if FNoRespawn then
4279 begin
4280 FSpectator := False;
4281 FGhost := False;
4282 FPhysics := True;
4283 FSpectatePlayer := -1;
4284 FNoRespawn := False;
4285 end;
4286 FLives := gGameSettings.MaxLives;
4288 SetFlag(FLAG_NONE);
4289 end;
4291 procedure TPlayer.SoftReset();
4292 begin
4293 ReleaseKeys();
4295 FDamageBuffer := 0;
4296 FIncCam := 0;
4297 FBFGFireCounter := -1;
4298 FShellTimer := -1;
4299 FPain := 0;
4300 FLastHit := 0;
4301 FLastFrag := 0;
4302 FComboEvnt := -1;
4304 SetFlag(FLAG_NONE);
4305 SetAction(A_STAND, True);
4306 end;
4308 function TPlayer.GetRespawnPoint(): Byte;
4309 var
4310 c: Byte;
4311 begin
4312 Result := 255;
4313 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4315 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4316 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4317 begin
4318 if (Self = gPlayer1) or (Self = gPlayer2) then
4319 begin
4320 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4321 if Self = gPlayer1 then
4322 c := RESPAWNPOINT_PLAYER1
4323 else
4324 c := RESPAWNPOINT_PLAYER2;
4325 if g_Map_GetPointCount(c) > 0 then
4326 begin
4327 Result := c;
4328 Exit;
4329 end;
4331 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4332 if Self = gPlayer1 then
4333 c := RESPAWNPOINT_PLAYER2
4334 else
4335 c := RESPAWNPOINT_PLAYER1;
4336 if g_Map_GetPointCount(c) > 0 then
4337 begin
4338 Result := c;
4339 Exit;
4340 end;
4341 end else
4342 begin
4343 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4344 if Random(2) = 0 then
4345 c := RESPAWNPOINT_PLAYER1
4346 else
4347 c := RESPAWNPOINT_PLAYER2;
4348 if g_Map_GetPointCount(c) > 0 then
4349 begin
4350 Result := c;
4351 Exit;
4352 end;
4353 end;
4355 // Òî÷êà ëþáîé èç êîìàíä
4356 if Random(2) = 0 then
4357 c := RESPAWNPOINT_RED
4358 else
4359 c := RESPAWNPOINT_BLUE;
4360 if g_Map_GetPointCount(c) > 0 then
4361 begin
4362 Result := c;
4363 Exit;
4364 end;
4366 // Òî÷êà DM
4367 c := RESPAWNPOINT_DM;
4368 if g_Map_GetPointCount(c) > 0 then
4369 begin
4370 Result := c;
4371 Exit;
4372 end;
4373 end;
4375 // Ìÿñîïîâàë
4376 if gGameSettings.GameMode = GM_DM then
4377 begin
4378 // Òî÷êà DM
4379 c := RESPAWNPOINT_DM;
4380 if g_Map_GetPointCount(c) > 0 then
4381 begin
4382 Result := c;
4383 Exit;
4384 end;
4386 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4387 if Random(2) = 0 then
4388 c := RESPAWNPOINT_PLAYER1
4389 else
4390 c := RESPAWNPOINT_PLAYER2;
4391 if g_Map_GetPointCount(c) > 0 then
4392 begin
4393 Result := c;
4394 Exit;
4395 end;
4397 // Òî÷êà ëþáîé èç êîìàíä
4398 if Random(2) = 0 then
4399 c := RESPAWNPOINT_RED
4400 else
4401 c := RESPAWNPOINT_BLUE;
4402 if g_Map_GetPointCount(c) > 0 then
4403 begin
4404 Result := c;
4405 Exit;
4406 end;
4407 end;
4409 // Êîìàíäíûå
4410 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4411 begin
4412 // Òî÷êà ñâîåé êîìàíäû
4413 c := RESPAWNPOINT_DM;
4414 if FTeam = TEAM_RED then
4415 c := RESPAWNPOINT_RED;
4416 if FTeam = TEAM_BLUE then
4417 c := RESPAWNPOINT_BLUE;
4418 if g_Map_GetPointCount(c) > 0 then
4419 begin
4420 Result := c;
4421 Exit;
4422 end;
4424 // Òî÷êà DM
4425 c := RESPAWNPOINT_DM;
4426 if g_Map_GetPointCount(c) > 0 then
4427 begin
4428 Result := c;
4429 Exit;
4430 end;
4432 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4433 if Random(2) = 0 then
4434 c := RESPAWNPOINT_PLAYER1
4435 else
4436 c := RESPAWNPOINT_PLAYER2;
4437 if g_Map_GetPointCount(c) > 0 then
4438 begin
4439 Result := c;
4440 Exit;
4441 end;
4443 // Òî÷êà äðóãîé êîìàíäû
4444 c := RESPAWNPOINT_DM;
4445 if FTeam = TEAM_RED then
4446 c := RESPAWNPOINT_BLUE;
4447 if FTeam = TEAM_BLUE then
4448 c := RESPAWNPOINT_RED;
4449 if g_Map_GetPointCount(c) > 0 then
4450 begin
4451 Result := c;
4452 Exit;
4453 end;
4454 end;
4455 end;
4457 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4458 var
4459 RespawnPoint: TRespawnPoint;
4460 a, b, c: Byte;
4461 Anim: TAnimation;
4462 ID: DWORD;
4463 begin
4464 FIncCam := 0;
4465 FBFGFireCounter := -1;
4466 FShellTimer := -1;
4467 FPain := 0;
4468 FLastHit := 0;
4470 if not g_Game_IsServer then
4471 Exit;
4472 if FDummy then
4473 Exit;
4474 FWantsInGame := True;
4475 FJustTeleported := True;
4476 if Force then
4477 begin
4478 FTime[T_RESPAWN] := 0;
4479 FAlive := False;
4480 end;
4481 FNetTime := 0;
4482 // if server changes MaxLives we gotta be ready
4483 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4485 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4486 if FTime[T_RESPAWN] > gTime then
4487 Exit;
4489 // Ïðîñðàë âñå æèçíè:
4490 if FNoRespawn then
4491 begin
4492 if not FSpectator then Spectate(True);
4493 FWantsInGame := True;
4494 Exit;
4495 end;
4497 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4498 begin // "Ñâîÿ èãðà"
4499 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4500 FRulez := FRulez-[R_BERSERK];
4501 end
4502 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4503 begin
4504 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4505 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4506 end;
4508 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4509 c := GetRespawnPoint();
4511 ReleaseKeys();
4512 SetFlag(FLAG_NONE);
4514 // Âîñêðåøåíèå áåç îðóæèÿ:
4515 if not FAlive then
4516 begin
4517 FHealth := PLAYER_HP_SOFT;
4518 FArmor := 0;
4519 FAlive := True;
4520 FAir := AIR_DEF;
4521 FJetFuel := 0;
4523 for a := WP_FIRST to WP_LAST do
4524 begin
4525 FWeapon[a] := False;
4526 FReloading[a] := 0;
4527 end;
4529 FWeapon[WEAPON_PISTOL] := True;
4530 FWeapon[WEAPON_KASTET] := True;
4531 FCurrWeap := WEAPON_PISTOL;
4532 resetWeaponQueue();
4534 FModel.SetWeapon(FCurrWeap);
4536 for b := A_BULLETS to A_HIGH do
4537 FAmmo[b] := 0;
4539 FAmmo[A_BULLETS] := 50;
4541 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4542 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4543 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4544 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4545 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4547 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4548 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4549 else
4550 FRulez := [];
4551 end;
4553 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4554 if not g_Map_GetPoint(c, RespawnPoint) then
4555 begin
4556 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4557 Exit;
4558 end;
4560 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4561 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4562 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4563 FObj.Vel.X := 0;
4564 FObj.Vel.Y := 0;
4565 FObj.Accel.X := 0;
4566 FObj.Accel.Y := 0;
4568 FDirection := RespawnPoint.Direction;
4569 if FDirection = TDirection.D_LEFT then
4570 FAngle := 180
4571 else
4572 FAngle := 0;
4574 SetAction(A_STAND, True);
4575 FModel.Direction := FDirection;
4577 for a := Low(FTime) to High(FTime) do
4578 FTime[a] := 0;
4580 for a := Low(FMegaRulez) to High(FMegaRulez) do
4581 FMegaRulez[a] := 0;
4583 FDamageBuffer := 0;
4584 FJetpack := False;
4585 FCanJetpack := False;
4586 FFireTime := 0;
4587 FFirePainTime := 0;
4588 FFireAttacker := 0;
4590 // Àíèìàöèÿ âîçðîæäåíèÿ:
4591 if (not gLoadGameMode) and (not Silent) then
4592 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4593 begin
4594 Anim := TAnimation.Create(ID, False, 3);
4595 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4596 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4597 Anim.Free();
4598 end;
4600 FSpectator := False;
4601 FGhost := False;
4602 FPhysics := True;
4603 FSpectatePlayer := -1;
4604 FSpawned := True;
4606 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4607 gPlayer1 := self;
4608 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4609 gPlayer2 := self;
4611 if g_Game_IsNet then
4612 begin
4613 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4614 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4615 if not Silent then
4616 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4617 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4618 0, NET_GFX_TELE);
4619 end;
4620 end;
4622 procedure TPlayer.Spectate(NoMove: Boolean = False);
4623 begin
4624 if FAlive then
4625 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4626 else if (not NoMove) then
4627 begin
4628 GameX := gMapInfo.Width div 2;
4629 GameY := gMapInfo.Height div 2;
4630 end;
4631 FXTo := GameX;
4632 FYTo := GameY;
4634 FAlive := False;
4635 FSpectator := True;
4636 FGhost := True;
4637 FPhysics := False;
4638 FWantsInGame := False;
4639 FSpawned := False;
4641 if FNoRespawn then
4642 begin
4643 if Self = gPlayer1 then
4644 begin
4645 gLMSPID1 := FUID;
4646 gPlayer1 := nil;
4647 end;
4648 if Self = gPlayer2 then
4649 begin
4650 gLMSPID2 := FUID;
4651 gPlayer2 := nil;
4652 end;
4653 end;
4655 if g_Game_IsNet then
4656 MH_SEND_PlayerStats(FUID);
4657 end;
4659 procedure TPlayer.SwitchNoClip;
4660 begin
4661 if not FAlive then
4662 Exit;
4663 FGhost := not FGhost;
4664 FPhysics := not FGhost;
4665 if FGhost then
4666 begin
4667 FXTo := FObj.X;
4668 FYTo := FObj.Y;
4669 end else
4670 begin
4671 FObj.Accel.X := 0;
4672 FObj.Accel.Y := 0;
4673 end;
4674 end;
4676 procedure TPlayer.Run(Direction: TDirection);
4677 var
4678 a, b: Integer;
4679 begin
4680 if MAX_RUNVEL > 8 then
4681 FlySmoke();
4683 // Áåæèì:
4684 if Direction = TDirection.D_LEFT then
4685 begin
4686 if FObj.Vel.X > -MAX_RUNVEL then
4687 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4688 end
4689 else
4690 if FObj.Vel.X < MAX_RUNVEL then
4691 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4693 // Âîçìîæíî, ïèíàåì êóñêè:
4694 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4695 begin
4696 b := Abs(FObj.Vel.X);
4697 if b > 1 then b := b * (Random(8 div b) + 1);
4698 for a := 0 to High(gGibs) do
4699 begin
4700 if gGibs[a].alive and
4701 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4702 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4703 begin
4704 // Ïèíàåì êóñêè
4705 if FObj.Vel.X < 0 then
4706 begin
4707 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4708 end
4709 else
4710 begin
4711 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4712 end;
4713 gGibs[a].positionChanged(); // this updates spatial accelerators
4714 end;
4715 end;
4716 end;
4718 SetAction(A_WALK);
4719 end;
4721 procedure TPlayer.SeeDown();
4722 begin
4723 SetAction(A_SEEDOWN);
4725 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4727 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4728 end;
4730 procedure TPlayer.SeeUp();
4731 begin
4732 SetAction(A_SEEUP);
4734 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4736 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4737 end;
4739 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4740 var
4741 Prior: Byte;
4742 begin
4743 case Action of
4744 A_WALK: Prior := 3;
4745 A_DIE1: Prior := 5;
4746 A_DIE2: Prior := 5;
4747 A_ATTACK: Prior := 2;
4748 A_SEEUP: Prior := 1;
4749 A_SEEDOWN: Prior := 1;
4750 A_ATTACKUP: Prior := 2;
4751 A_ATTACKDOWN: Prior := 2;
4752 A_PAIN: Prior := 4;
4753 else Prior := 0;
4754 end;
4756 if (Prior > FActionPrior) or Force then
4757 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4758 begin
4759 FActionPrior := Prior;
4760 FActionAnim := Action;
4761 FActionForce := Force;
4762 FActionChanged := True;
4763 end;
4765 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4766 end;
4768 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4769 begin
4770 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4771 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4772 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4773 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4774 end;
4776 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4777 var
4778 Anim: TAnimation;
4779 ID: DWORD;
4780 begin
4781 Result := False;
4783 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4784 begin
4785 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4786 if g_Game_IsServer and g_Game_IsNet then
4787 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4788 Exit;
4789 end;
4791 FJustTeleported := True;
4793 Anim := nil;
4794 if not silent then
4795 begin
4796 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4797 begin
4798 Anim := TAnimation.Create(ID, False, 3);
4799 end;
4801 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4802 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4803 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4804 if g_Game_IsServer and g_Game_IsNet then
4805 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4806 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4807 NET_GFX_TELE);
4808 end;
4810 FObj.X := X-PLAYER_RECT.X;
4811 FObj.Y := Y-PLAYER_RECT.Y;
4812 if FAlive and FGhost then
4813 begin
4814 FXTo := FObj.X;
4815 FYTo := FObj.Y;
4816 end;
4818 if not g_Game_IsNet then
4819 begin
4820 if dir = 1 then
4821 begin
4822 SetDirection(TDirection.D_LEFT);
4823 FAngle := 180;
4824 end
4825 else
4826 if dir = 2 then
4827 begin
4828 SetDirection(TDirection.D_RIGHT);
4829 FAngle := 0;
4830 end
4831 else
4832 if dir = 3 then
4833 begin // îáðàòíîå
4834 if FDirection = TDirection.D_RIGHT then
4835 begin
4836 SetDirection(TDirection.D_LEFT);
4837 FAngle := 180;
4838 end
4839 else
4840 begin
4841 SetDirection(TDirection.D_RIGHT);
4842 FAngle := 0;
4843 end;
4844 end;
4845 end;
4847 if not silent and (Anim <> nil) then
4848 begin
4849 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4850 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4851 Anim.Free();
4853 if g_Game_IsServer and g_Game_IsNet then
4854 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4855 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4856 NET_GFX_TELE);
4857 end;
4859 Result := True;
4860 end;
4862 function nonz(a: Single): Single;
4863 begin
4864 if a <> 0 then
4865 Result := a
4866 else
4867 Result := 1;
4868 end;
4870 function TPlayer.followCorpse(): Boolean;
4871 var
4872 i: Integer;
4873 begin
4874 Result := False;
4875 if FAlive or FSpectator then
4876 Exit;
4877 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4878 Exit;
4879 for i := 0 to High(gCorpses) do
4880 if gCorpses[i] <> nil then
4881 if gCorpses[i].FPlayerUID = FUID then
4882 begin
4883 Result := True;
4884 FObj.X := gCorpses[i].FObj.X;
4885 FObj.Y := gCorpses[i].FObj.Y;
4886 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4887 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4888 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4889 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4890 break;
4891 end;
4892 end;
4894 procedure TPlayer.Update();
4895 var
4896 b: Byte;
4897 i, ii, wx, wy, xd, yd, k: Integer;
4898 blockmon, headwater, dospawn: Boolean;
4899 NetServer: Boolean;
4900 AnyServer: Boolean;
4901 SetSpect: Boolean;
4902 begin
4903 NetServer := g_Game_IsNet and g_Game_IsServer;
4904 AnyServer := g_Game_IsServer;
4906 if g_Game_IsClient and (NetInterpLevel > 0) then
4907 DoLerp(NetInterpLevel + 1)
4908 else
4909 if FGhost then
4910 DoLerp(4);
4912 if NetServer then
4913 if FClientID >= 0 then
4914 begin
4915 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4916 if NetClients[FClientID].Peer^.packetsSent > 0 then
4917 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4918 else
4919 FLoss := 0;
4920 end else
4921 begin
4922 FPing := 0;
4923 FLoss := 0;
4924 end;
4926 if FAlive and (FPunchAnim <> nil) then
4927 FPunchAnim.Update();
4929 if FAlive and (gFly or FJetpack) then
4930 FlySmoke();
4932 if FDirection = TDirection.D_LEFT then
4933 FAngle := 180
4934 else
4935 FAngle := 0;
4937 if FAlive and (not FGhost) then
4938 begin
4939 if FKeys[KEY_UP].Pressed then
4940 SeeUp();
4941 if FKeys[KEY_DOWN].Pressed then
4942 SeeDown();
4943 end;
4945 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4946 (FIncCam <> 0) then
4947 begin
4948 i := g_basic.Sign(FIncCam);
4949 FIncCam := Abs(FIncCam);
4950 DecMin(FIncCam, 5, 0);
4951 FIncCam := FIncCam*i;
4952 end;
4954 // no need to do that each second frame, weapon queue will take care of it
4955 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4956 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4958 if gTime mod (GAME_TICK*2) <> 0 then
4959 begin
4960 if (FObj.Vel.X = 0) and FAlive then
4961 begin
4962 if FKeys[KEY_LEFT].Pressed then
4963 Run(TDirection.D_LEFT);
4964 if FKeys[KEY_RIGHT].Pressed then
4965 Run(TDirection.D_RIGHT);
4966 end;
4968 if FPhysics then
4969 begin
4970 if not followCorpse() then
4971 g_Obj_Move(@FObj, True, True, True);
4972 positionChanged(); // this updates spatial accelerators
4973 end;
4975 Exit;
4976 end;
4978 FActionChanged := False;
4980 if FAlive then
4981 begin
4982 // Let alive player do some actions
4983 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
4984 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
4985 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4986 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4987 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4988 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4989 if FKeys[KEY_JUMP].Pressed then Jump()
4990 else
4991 begin
4992 if AnyServer and FJetpack then
4993 begin
4994 FJetpack := False;
4995 JetpackOff;
4996 if NetServer then MH_SEND_PlayerStats(FUID);
4997 end;
4998 FCanJetpack := True;
4999 end;
5000 end
5001 else // Dead
5002 begin
5003 dospawn := False;
5004 if not FGhost then
5005 for k := Low(FKeys) to KEY_CHAT-1 do
5006 begin
5007 if FKeys[k].Pressed then
5008 begin
5009 dospawn := True;
5010 break;
5011 end;
5012 end;
5013 if dospawn then
5014 begin
5015 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5016 Respawn(False)
5017 else // Single
5018 if (FTime[T_RESPAWN] <= gTime) and
5019 gGameOn and (not FAlive) then
5020 begin
5021 if (g_Player_GetCount() > 1) then
5022 Respawn(False)
5023 else
5024 begin
5025 gExit := EXIT_RESTART;
5026 Exit;
5027 end;
5028 end;
5029 end;
5030 // Dead spectator actions
5031 if FGhost then
5032 begin
5033 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5034 if FKeys[KEY_FIRE].Pressed and AnyServer then
5035 begin
5036 if FSpectator then
5037 begin
5038 if (FSpectatePlayer >= High(gPlayers)) then
5039 FSpectatePlayer := -1
5040 else
5041 begin
5042 SetSpect := False;
5043 for I := FSpectatePlayer + 1 to High(gPlayers) do
5044 if gPlayers[I] <> nil then
5045 if gPlayers[I].alive then
5046 if gPlayers[I].UID <> FUID then
5047 begin
5048 FSpectatePlayer := I;
5049 SetSpect := True;
5050 break;
5051 end;
5053 if not SetSpect then FSpectatePlayer := -1;
5054 end;
5056 ReleaseKeys;
5057 end;
5058 end;
5059 end;
5060 end;
5061 // No clipping
5062 if FGhost then
5063 begin
5064 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5065 begin
5066 FYTo := FObj.Y - 32;
5067 FSpectatePlayer := -1;
5068 end;
5069 if FKeys[KEY_DOWN].Pressed then
5070 begin
5071 FYTo := FObj.Y + 32;
5072 FSpectatePlayer := -1;
5073 end;
5074 if FKeys[KEY_LEFT].Pressed then
5075 begin
5076 FXTo := FObj.X - 32;
5077 FSpectatePlayer := -1;
5078 end;
5079 if FKeys[KEY_RIGHT].Pressed then
5080 begin
5081 FXTo := FObj.X + 32;
5082 FSpectatePlayer := -1;
5083 end;
5085 if (FXTo < -64) then
5086 FXTo := -64
5087 else if (FXTo > gMapInfo.Width + 32) then
5088 FXTo := gMapInfo.Width + 32;
5089 if (FYTo < -72) then
5090 FYTo := -72
5091 else if (FYTo > gMapInfo.Height + 32) then
5092 FYTo := gMapInfo.Height + 32;
5093 end;
5095 if FPhysics then
5096 begin
5097 if not followCorpse() then
5098 g_Obj_Move(@FObj, True, True, True);
5099 positionChanged(); // this updates spatial accelerators
5100 end
5101 else
5102 begin
5103 FObj.Vel.X := 0;
5104 FObj.Vel.Y := 0;
5105 if FSpectator then
5106 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5107 if gPlayers[FSpectatePlayer] <> nil then
5108 if gPlayers[FSpectatePlayer].alive then
5109 begin
5110 FXTo := gPlayers[FSpectatePlayer].GameX;
5111 FYTo := gPlayers[FSpectatePlayer].GameY;
5112 end;
5113 end;
5115 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5116 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5117 PANEL_BLOCKMON, True);
5118 headwater := HeadInLiquid(0, 0);
5120 // Ñîïðîòèâëåíèå âîçäóõà:
5121 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5122 if FObj.Vel.X <> 0 then
5123 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5125 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5126 DecMin(FPain, 5, 0);
5127 DecMin(FPickup, 1, 0);
5129 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5130 begin
5131 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5132 FMegaRulez[MR_SUIT] := 0;
5133 FMegaRulez[MR_INVUL] := 0;
5134 FMegaRulez[MR_INVIS] := 0;
5135 Kill(K_FALLKILL, 0, HIT_FALL);
5136 end;
5138 i := 9;
5140 if FAlive then
5141 begin
5142 if FCurrWeap = WEAPON_SAW then
5143 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5144 FSawSoundSelect.IsPlaying()) then
5145 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5147 if FJetpack then
5148 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5149 (not FJetSoundOff.IsPlaying()) then
5150 begin
5151 FJetSoundFly.SetPosition(0);
5152 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5153 end;
5155 for b := WP_FIRST to WP_LAST do
5156 if FReloading[b] > 0 then
5157 if FNoReload then
5158 FReloading[b] := 0
5159 else
5160 Dec(FReloading[b]);
5162 if FShellTimer > -1 then
5163 if FShellTimer = 0 then
5164 begin
5165 if FShellType = SHELL_SHELL then
5166 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5167 GameVelX, GameVelY-2, SHELL_SHELL)
5168 else if FShellType = SHELL_DBLSHELL then
5169 begin
5170 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5171 GameVelX+1, GameVelY-2, SHELL_SHELL);
5172 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5173 GameVelX-1, GameVelY-2, SHELL_SHELL);
5174 end;
5175 FShellTimer := -1;
5176 end else Dec(FShellTimer);
5178 if (FBFGFireCounter > -1) then
5179 if FBFGFireCounter = 0 then
5180 begin
5181 if AnyServer then
5182 begin
5183 wx := FObj.X+WEAPONPOINT[FDirection].X;
5184 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5185 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5186 yd := wy+firediry();
5187 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5188 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5189 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5190 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5191 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5192 end;
5194 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5195 FBFGFireCounter := -1;
5196 end else
5197 if FNoReload then
5198 FBFGFireCounter := 0
5199 else
5200 Dec(FBFGFireCounter);
5202 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5203 begin
5204 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5206 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5207 end;
5209 if (headwater or blockmon) then
5210 begin
5211 Dec(FAir);
5213 if FAir < -9 then
5214 begin
5215 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5216 FAir := 0;
5217 end
5218 else if (FAir mod 31 = 0) and not blockmon then
5219 begin
5220 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5221 if Random(2) = 0 then
5222 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5223 else
5224 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5225 end;
5226 end else if FAir < AIR_DEF then
5227 FAir := AIR_DEF;
5229 if FFireTime > 0 then
5230 begin
5231 if BodyInLiquid(0, 0) then
5232 begin
5233 FFireTime := 0;
5234 FFirePainTime := 0;
5235 end
5236 else if FMegaRulez[MR_SUIT] >= gTime then
5237 begin
5238 if FMegaRulez[MR_SUIT] = gTime then
5239 FFireTime := 1;
5240 FFirePainTime := 0;
5241 end
5242 else
5243 begin
5244 OnFireFlame(1);
5245 if FFirePainTime <= 0 then
5246 begin
5247 if g_Game_IsServer then
5248 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5249 FFirePainTime := 18;
5250 end;
5251 FFirePainTime := FFirePainTime - 1;
5252 FFireTime := FFireTime - 1;
5253 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5254 MH_SEND_PlayerStats(FUID);
5255 end;
5256 end;
5258 if FDamageBuffer > 0 then
5259 begin
5260 if FDamageBuffer >= 9 then
5261 begin
5262 SetAction(A_PAIN);
5264 if FDamageBuffer < 30 then i := 9
5265 else if FDamageBuffer < 100 then i := 18
5266 else i := 27;
5267 end;
5269 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5270 FArmor := FArmor-(FDamageBuffer-ii);
5271 FHealth := FHealth-ii;
5272 if FArmor < 0 then
5273 begin
5274 FHealth := FHealth+FArmor;
5275 FArmor := 0;
5276 end;
5278 if AnyServer then
5279 if FHealth <= 0 then
5280 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5281 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5282 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5284 if FAlive then
5285 begin
5286 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5287 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5288 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5289 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5290 end;
5292 FDamageBuffer := 0;
5293 end;
5295 {CollideItem();}
5296 end; // if FAlive then ...
5298 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5299 begin
5300 FModel.ChangeAnimation(FActionAnim, FActionForce);
5301 FModel.GetCurrentAnimation.MinLength := i;
5302 FModel.GetCurrentAnimationMask.MinLength := i;
5303 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5305 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5306 then SetAction(A_STAND, True);
5308 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5310 for b := Low(FKeys) to High(FKeys) do
5311 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5312 end;
5315 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5316 begin
5317 x := FObj.X+PLAYER_RECT.X;
5318 y := FObj.Y+PLAYER_RECT.Y;
5319 w := PLAYER_RECT.Width;
5320 h := PLAYER_RECT.Height;
5321 end;
5324 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5325 begin
5326 if (dx <> 0) or (dy <> 0) then
5327 begin
5328 FObj.X += dx;
5329 FObj.Y += dy;
5330 positionChanged();
5331 end;
5332 end;
5335 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5336 begin
5337 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5338 FObj.Y+PLAYER_RECT.Y,
5339 PLAYER_RECT.Width,
5340 PLAYER_RECT.Height,
5341 X, Y,
5342 Width, Height);
5343 end;
5345 function TPlayer.Collide(Panel: TPanel): Boolean;
5346 begin
5347 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5348 FObj.Y+PLAYER_RECT.Y,
5349 PLAYER_RECT.Width,
5350 PLAYER_RECT.Height,
5351 Panel.X, Panel.Y,
5352 Panel.Width, Panel.Height);
5353 end;
5355 function TPlayer.Collide(X, Y: Integer): Boolean;
5356 begin
5357 X := X-FObj.X-PLAYER_RECT.X;
5358 Y := Y-FObj.Y-PLAYER_RECT.Y;
5359 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5360 (y >= 0) and (y <= PLAYER_RECT.Height);
5361 end;
5363 function g_Player_ValidName(Name: string): Boolean;
5364 var
5365 a: Integer;
5366 begin
5367 Result := True;
5369 if gPlayers = nil then Exit;
5371 for a := 0 to High(gPlayers) do
5372 if gPlayers[a] <> nil then
5373 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5374 begin
5375 Result := False;
5376 Exit;
5377 end;
5378 end;
5380 procedure TPlayer.SetDirection(Direction: TDirection);
5381 var
5382 d: TDirection;
5383 begin
5384 d := FModel.Direction;
5386 FModel.Direction := Direction;
5387 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5389 FDirection := Direction;
5390 end;
5392 function TPlayer.GetKeys(): Byte;
5393 begin
5394 Result := 0;
5396 if R_KEY_RED in FRulez then Result := KEY_RED;
5397 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5398 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5400 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5401 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5402 end;
5404 procedure TPlayer.Use();
5405 var
5406 a: Integer;
5407 begin
5408 if FTime[T_USE] > gTime then Exit;
5410 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5411 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5413 for a := 0 to High(gPlayers) do
5414 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5415 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5416 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5417 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5418 begin
5419 gPlayers[a].Touch();
5420 if g_Game_IsNet and g_Game_IsServer then
5421 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5422 end;
5424 FTime[T_USE] := gTime+120;
5425 end;
5427 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5428 var
5429 locObj: TObj;
5430 F: Boolean;
5431 WX, WY, XD, YD: Integer;
5432 begin
5433 F := False;
5434 WX := X;
5435 WY := Y;
5436 XD := AX;
5437 YD := AY;
5439 case FCurrWeap of
5440 WEAPON_KASTET:
5441 begin
5442 DoPunch();
5443 if R_BERSERK in FRulez then
5444 begin
5445 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5446 locobj.X := FObj.X+FObj.Rect.X;
5447 locobj.Y := FObj.Y+FObj.Rect.Y;
5448 locobj.rect.X := 0;
5449 locobj.rect.Y := 0;
5450 locobj.rect.Width := 39;
5451 locobj.rect.Height := 52;
5452 locobj.Vel.X := (xd-wx) div 2;
5453 locobj.Vel.Y := (yd-wy) div 2;
5454 locobj.Accel.X := xd-wx;
5455 locobj.Accel.y := yd-wy;
5457 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5458 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5459 else
5460 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5462 if gFlash = 1 then
5463 if FPain < 50 then
5464 FPain := min(FPain + 25, 50);
5465 end else
5466 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5467 end;
5469 WEAPON_SAW:
5470 begin
5471 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5472 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5473 begin
5474 FSawSoundSelect.Stop();
5475 FSawSound.Stop();
5476 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5477 end
5478 else if not FSawSoundHit.IsPlaying() then
5479 begin
5480 FSawSoundSelect.Stop();
5481 FSawSound.PlayAt(FObj.X, FObj.Y);
5482 end;
5483 f := True;
5484 end;
5486 WEAPON_PISTOL:
5487 begin
5488 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5489 FFireAngle := FAngle;
5490 f := True;
5491 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5492 GameVelX, GameVelY-2, SHELL_BULLET);
5493 end;
5495 WEAPON_SHOTGUN1:
5496 begin
5497 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5498 FFireAngle := FAngle;
5499 f := True;
5500 FShellTimer := 10;
5501 FShellType := SHELL_SHELL;
5502 end;
5504 WEAPON_SHOTGUN2:
5505 begin
5506 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5507 FFireAngle := FAngle;
5508 f := True;
5509 FShellTimer := 13;
5510 FShellType := SHELL_DBLSHELL;
5511 end;
5513 WEAPON_CHAINGUN:
5514 begin
5515 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5516 FFireAngle := FAngle;
5517 f := True;
5518 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5519 GameVelX, GameVelY-2, SHELL_BULLET);
5520 end;
5522 WEAPON_ROCKETLAUNCHER:
5523 begin
5524 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5525 FFireAngle := FAngle;
5526 f := True;
5527 end;
5529 WEAPON_PLASMA:
5530 begin
5531 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5532 FFireAngle := FAngle;
5533 f := True;
5534 end;
5536 WEAPON_BFG:
5537 begin
5538 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5539 FFireAngle := FAngle;
5540 f := True;
5541 end;
5543 WEAPON_SUPERPULEMET:
5544 begin
5545 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5546 FFireAngle := FAngle;
5547 f := True;
5548 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5549 GameVelX, GameVelY-2, SHELL_SHELL);
5550 end;
5552 WEAPON_FLAMETHROWER:
5553 begin
5554 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5555 FFireAngle := FAngle;
5556 f := True;
5557 end;
5558 end;
5560 if not f then Exit;
5562 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5563 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5564 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5565 end;
5567 procedure TPlayer.DoLerp(Level: Integer = 2);
5568 begin
5569 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5570 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5571 end;
5573 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5574 var
5575 AX, AY: Integer;
5576 begin
5577 if NetInterpLevel < 1 then
5578 begin
5579 FObj.X := XTo;
5580 FObj.Y := YTo;
5581 end
5582 else
5583 begin
5584 FXTo := XTo;
5585 FYTo := YTo;
5587 AX := Abs(FXTo - FObj.X);
5588 AY := Abs(FYTo - FObj.Y);
5589 if (AX > 32) or (AX <= NetInterpLevel) then
5590 FObj.X := FXTo;
5591 if (AY > 32) or (AY <= NetInterpLevel) then
5592 FObj.Y := FYTo;
5593 end;
5594 end;
5596 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5597 begin
5598 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5599 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5600 PANEL_LIFTUP, False) then Result := -1
5601 else
5602 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5603 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5604 PANEL_LIFTDOWN, False) then Result := 1
5605 else Result := 0;
5606 end;
5608 function TPlayer.GetFlag(Flag: Byte): Boolean;
5609 var
5610 s, ts: String;
5611 evtype: Byte;
5612 begin
5613 Result := False;
5615 if Flag = FLAG_NONE then
5616 Exit;
5618 if not g_Game_IsServer then Exit;
5620 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5621 if (Flag = FTeam) and
5622 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5623 (FFlag <> FLAG_NONE) then
5624 begin
5625 if FFlag = FLAG_RED then
5626 s := _lc[I_PLAYER_FLAG_RED]
5627 else
5628 s := _lc[I_PLAYER_FLAG_BLUE];
5630 evtype := FLAG_STATE_SCORED;
5632 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5633 Insert('.', ts, Length(ts) + 1 - 3);
5634 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5636 g_Map_ResetFlag(FFlag);
5637 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5639 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5641 Result := True;
5642 if g_Game_IsNet then
5643 begin
5644 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5645 MH_SEND_GameStats;
5646 end;
5648 gFlags[FFlag].CaptureTime := 0;
5649 SetFlag(FLAG_NONE);
5650 Exit;
5651 end;
5653 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5654 if (Flag = FTeam) and
5655 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5656 begin
5657 if Flag = FLAG_RED then
5658 s := _lc[I_PLAYER_FLAG_RED]
5659 else
5660 s := _lc[I_PLAYER_FLAG_BLUE];
5662 evtype := FLAG_STATE_RETURNED;
5663 gFlags[Flag].CaptureTime := 0;
5665 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5667 g_Map_ResetFlag(Flag);
5668 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5670 Result := True;
5671 if g_Game_IsNet then
5672 begin
5673 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5674 MH_SEND_GameStats;
5675 end;
5676 Exit;
5677 end;
5679 // Ïîäîáðàë ÷óæîé ôëàã:
5680 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5681 begin
5682 SetFlag(Flag);
5684 if Flag = FLAG_RED then
5685 s := _lc[I_PLAYER_FLAG_RED]
5686 else
5687 s := _lc[I_PLAYER_FLAG_BLUE];
5689 evtype := FLAG_STATE_CAPTURED;
5691 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5693 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5695 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5697 Result := True;
5698 if g_Game_IsNet then
5699 begin
5700 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5701 MH_SEND_GameStats;
5702 end;
5703 end;
5704 end;
5706 procedure TPlayer.SetFlag(Flag: Byte);
5707 begin
5708 FFlag := Flag;
5709 if FModel <> nil then
5710 FModel.SetFlag(FFlag);
5711 end;
5713 function TPlayer.DropFlag(): Boolean;
5714 var
5715 s: String;
5716 begin
5717 Result := False;
5718 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5719 Exit;
5720 FTime[T_FLAGCAP] := gTime + 2000;
5721 with gFlags[FFlag] do
5722 begin
5723 Obj.X := FObj.X;
5724 Obj.Y := FObj.Y;
5725 Direction := FDirection;
5726 State := FLAG_STATE_DROPPED;
5727 Count := FLAG_TIME;
5728 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5729 (FObj.Vel.Y div 2)-2+Random(5));
5730 positionChanged(); // this updates spatial accelerators
5732 if FFlag = FLAG_RED then
5733 s := _lc[I_PLAYER_FLAG_RED]
5734 else
5735 s := _lc[I_PLAYER_FLAG_BLUE];
5737 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5738 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5740 if g_Game_IsNet then
5741 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5742 end;
5743 SetFlag(FLAG_NONE);
5744 Result := True;
5745 end;
5747 procedure TPlayer.GetSecret();
5748 begin
5749 Inc(FSecrets);
5750 end;
5752 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5753 begin
5754 Assert(Key <= High(FKeys));
5756 FKeys[Key].Pressed := True;
5757 FKeys[Key].Time := Time;
5758 end;
5760 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5761 begin
5762 Result := FKeys[K].Pressed;
5763 end;
5765 procedure TPlayer.ReleaseKeys();
5766 var
5767 a: Integer;
5768 begin
5769 for a := Low(FKeys) to High(FKeys) do
5770 begin
5771 FKeys[a].Pressed := False;
5772 FKeys[a].Time := 0;
5773 end;
5774 end;
5776 procedure TPlayer.OnDamage(Angle: SmallInt);
5777 begin
5778 end;
5780 function TPlayer.firediry(): Integer;
5781 begin
5782 if FKeys[KEY_UP].Pressed then Result := -42
5783 else if FKeys[KEY_DOWN].Pressed then Result := 19
5784 else Result := 0;
5785 end;
5787 procedure TPlayer.RememberState();
5788 var
5789 i: Integer;
5790 begin
5791 FSavedState.Health := FHealth;
5792 FSavedState.Armor := FArmor;
5793 FSavedState.Air := FAir;
5794 FSavedState.JetFuel := FJetFuel;
5795 FSavedState.CurrWeap := FCurrWeap;
5796 FSavedState.NextWeap := FNextWeap;
5797 FSavedState.NextWeapDelay := FNextWeapDelay;
5799 for i := 0 to 3 do
5800 FSavedState.Ammo[i] := FAmmo[i];
5801 for i := 0 to 3 do
5802 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5804 FSavedState.Rulez := FRulez;
5805 FSavedState.WaitRecall := True;
5806 end;
5808 procedure TPlayer.RecallState();
5809 var
5810 i: Integer;
5811 begin
5812 if not FSavedState.WaitRecall then Exit;
5814 FHealth := FSavedState.Health;
5815 FArmor := FSavedState.Armor;
5816 FAir := FSavedState.Air;
5817 FJetFuel := FSavedState.JetFuel;
5818 FCurrWeap := FSavedState.CurrWeap;
5819 FNextWeap := FSavedState.NextWeap;
5820 FNextWeapDelay := FSavedState.NextWeapDelay;
5822 for i := 0 to 3 do
5823 FAmmo[i] := FSavedState.Ammo[i];
5824 for i := 0 to 3 do
5825 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5827 FRulez := FSavedState.Rulez;
5828 FSavedState.WaitRecall := False;
5830 if gGameSettings.GameType = GT_SERVER then
5831 MH_SEND_PlayerStats(FUID);
5832 end;
5834 procedure TPlayer.SaveState (st: TStream);
5835 var
5836 i: Integer;
5837 b: Byte;
5838 begin
5839 // Ñèãíàòóðà èãðîêà
5840 utils.writeSign(st, 'PLYR');
5841 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5842 // Áîò èëè ÷åëîâåê
5843 utils.writeBool(st, FIamBot);
5844 // UID èãðîêà
5845 utils.writeInt(st, Word(FUID));
5846 // Èìÿ èãðîêà
5847 utils.writeStr(st, FName);
5848 // Êîìàíäà
5849 utils.writeInt(st, Byte(FTeam));
5850 // Æèâ ëè
5851 utils.writeBool(st, FAlive);
5852 // Èçðàñõîäîâàë ëè âñå æèçíè
5853 utils.writeBool(st, FNoRespawn);
5854 // Íàïðàâëåíèå
5855 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5856 utils.writeInt(st, Byte(b));
5857 // Çäîðîâüå
5858 utils.writeInt(st, LongInt(FHealth));
5859 // Æèçíè
5860 utils.writeInt(st, Byte(FLives));
5861 // Áðîíÿ
5862 utils.writeInt(st, LongInt(FArmor));
5863 // Çàïàñ âîçäóõà
5864 utils.writeInt(st, LongInt(FAir));
5865 // Çàïàñ ãîðþ÷åãî
5866 utils.writeInt(st, LongInt(FJetFuel));
5867 // Áîëü
5868 utils.writeInt(st, LongInt(FPain));
5869 // Óáèë
5870 utils.writeInt(st, LongInt(FKills));
5871 // Óáèë ìîíñòðîâ
5872 utils.writeInt(st, LongInt(FMonsterKills));
5873 // Ôðàãîâ
5874 utils.writeInt(st, LongInt(FFrags));
5875 // Ôðàãîâ ïîäðÿä
5876 utils.writeInt(st, Byte(FFragCombo));
5877 // Âðåìÿ ïîñëåäíåãî ôðàãà
5878 utils.writeInt(st, LongWord(FLastFrag));
5879 // Ñìåðòåé
5880 utils.writeInt(st, LongInt(FDeath));
5881 // Êàêîé ôëàã íåñåò
5882 utils.writeInt(st, Byte(FFlag));
5883 // Íàøåë ñåêðåòîâ
5884 utils.writeInt(st, LongInt(FSecrets));
5885 // Òåêóùåå îðóæèå
5886 utils.writeInt(st, Byte(FCurrWeap));
5887 // Æåëàåìîå îðóæèå
5888 utils.writeInt(st, Word(FNextWeap));
5889 // ...è ïàóçà
5890 utils.writeInt(st, Byte(FNextWeapDelay));
5891 // Âðåìÿ çàðÿäêè BFG
5892 utils.writeInt(st, SmallInt(FBFGFireCounter));
5893 // Áóôåð óðîíà
5894 utils.writeInt(st, LongInt(FDamageBuffer));
5895 // Ïîñëåäíèé óäàðèâøèé
5896 utils.writeInt(st, Word(FLastSpawnerUID));
5897 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5898 utils.writeInt(st, Byte(FLastHit));
5899 // Îáúåêò èãðîêà
5900 Obj_SaveState(st, @FObj);
5901 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5902 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5903 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5904 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5905 // Íàëè÷èå îðóæèÿ
5906 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5907 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5908 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5909 // Íàëè÷èå ðþêçàêà
5910 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5911 // Íàëè÷èå êðàñíîãî êëþ÷à
5912 utils.writeBool(st, (R_KEY_RED in FRulez));
5913 // Íàëè÷èå çåëåíîãî êëþ÷à
5914 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5915 // Íàëè÷èå ñèíåãî êëþ÷à
5916 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5917 // Íàëè÷èå áåðñåðêà
5918 utils.writeBool(st, (R_BERSERK in FRulez));
5919 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5920 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5921 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5922 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5923 // Íàçâàíèå ìîäåëè
5924 utils.writeStr(st, FModel.Name);
5925 // Öâåò ìîäåëè
5926 utils.writeInt(st, Byte(FColor.R));
5927 utils.writeInt(st, Byte(FColor.G));
5928 utils.writeInt(st, Byte(FColor.B));
5929 end;
5932 procedure TPlayer.LoadState (st: TStream);
5933 var
5934 i: Integer;
5935 str: String;
5936 b: Byte;
5937 begin
5938 assert(st <> nil);
5940 // Ñèãíàòóðà èãðîêà
5941 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5942 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5943 // Áîò èëè ÷åëîâåê:
5944 FIamBot := utils.readBool(st);
5945 // UID èãðîêà
5946 FUID := utils.readWord(st);
5947 // Èìÿ èãðîêà
5948 str := utils.readStr(st);
5949 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5950 // Êîìàíäà
5951 FTeam := utils.readByte(st);
5952 // Æèâ ëè
5953 FAlive := utils.readBool(st);
5954 // Èçðàñõîäîâàë ëè âñå æèçíè
5955 FNoRespawn := utils.readBool(st);
5956 // Íàïðàâëåíèå
5957 b := utils.readByte(st);
5958 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5959 // Çäîðîâüå
5960 FHealth := utils.readLongInt(st);
5961 // Æèçíè
5962 FLives := utils.readByte(st);
5963 // Áðîíÿ
5964 FArmor := utils.readLongInt(st);
5965 // Çàïàñ âîçäóõà
5966 FAir := utils.readLongInt(st);
5967 // Çàïàñ ãîðþ÷åãî
5968 FJetFuel := utils.readLongInt(st);
5969 // Áîëü
5970 FPain := utils.readLongInt(st);
5971 // Óáèë
5972 FKills := utils.readLongInt(st);
5973 // Óáèë ìîíñòðîâ
5974 FMonsterKills := utils.readLongInt(st);
5975 // Ôðàãîâ
5976 FFrags := utils.readLongInt(st);
5977 // Ôðàãîâ ïîäðÿä
5978 FFragCombo := utils.readByte(st);
5979 // Âðåìÿ ïîñëåäíåãî ôðàãà
5980 FLastFrag := utils.readLongWord(st);
5981 // Ñìåðòåé
5982 FDeath := utils.readLongInt(st);
5983 // Êàêîé ôëàã íåñåò
5984 FFlag := utils.readByte(st);
5985 // Íàøåë ñåêðåòîâ
5986 FSecrets := utils.readLongInt(st);
5987 // Òåêóùåå îðóæèå
5988 FCurrWeap := utils.readByte(st);
5989 // Æåëàåìîå îðóæèå
5990 FNextWeap := utils.readWord(st);
5991 // ...è ïàóçà
5992 FNextWeapDelay := utils.readByte(st);
5993 // Âðåìÿ çàðÿäêè BFG
5994 FBFGFireCounter := utils.readSmallInt(st);
5995 // Áóôåð óðîíà
5996 FDamageBuffer := utils.readLongInt(st);
5997 // Ïîñëåäíèé óäàðèâøèé
5998 FLastSpawnerUID := utils.readWord(st);
5999 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6000 FLastHit := utils.readByte(st);
6001 // Îáúåêò èãðîêà
6002 Obj_LoadState(@FObj, st);
6003 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6004 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6005 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6006 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6007 // Íàëè÷èå îðóæèÿ
6008 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6009 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6010 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6011 // Íàëè÷èå ðþêçàêà
6012 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6013 // Íàëè÷èå êðàñíîãî êëþ÷à
6014 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6015 // Íàëè÷èå çåëåíîãî êëþ÷à
6016 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6017 // Íàëè÷èå ñèíåãî êëþ÷à
6018 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6019 // Íàëè÷èå áåðñåðêà
6020 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6021 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6022 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6023 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6024 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6025 // Íàçâàíèå ìîäåëè
6026 str := utils.readStr(st);
6027 // Öâåò ìîäåëè
6028 FColor.R := utils.readByte(st);
6029 FColor.G := utils.readByte(st);
6030 FColor.B := utils.readByte(st);
6031 if (self = gPlayer1) then
6032 begin
6033 str := gPlayer1Settings.Model;
6034 FColor := gPlayer1Settings.Color;
6035 end
6036 else if (self = gPlayer2) then
6037 begin
6038 str := gPlayer2Settings.Model;
6039 FColor := gPlayer2Settings.Color;
6040 end;
6041 // Îáíîâëÿåì ìîäåëü èãðîêà
6042 SetModel(str);
6043 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6044 FModel.Color := TEAMCOLOR[FTeam]
6045 else
6046 FModel.Color := FColor;
6047 end;
6050 procedure TPlayer.AllRulez(Health: Boolean);
6051 var
6052 a: Integer;
6053 begin
6054 if Health then
6055 begin
6056 FHealth := PLAYER_HP_LIMIT;
6057 FArmor := PLAYER_AP_LIMIT;
6058 Exit;
6059 end;
6061 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6062 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6063 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6064 end;
6066 procedure TPlayer.RestoreHealthArmor();
6067 begin
6068 FHealth := PLAYER_HP_LIMIT;
6069 FArmor := PLAYER_AP_LIMIT;
6070 end;
6072 procedure TPlayer.FragCombo();
6073 var
6074 Param: Integer;
6075 begin
6076 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6077 Exit;
6078 if gTime - FLastFrag < FRAG_COMBO_TIME then
6079 begin
6080 if FFragCombo < 5 then
6081 Inc(FFragCombo);
6082 Param := FUID or (FFragCombo shl 16);
6083 if (FComboEvnt >= Low(gDelayedEvents)) and
6084 (FComboEvnt <= High(gDelayedEvents)) and
6085 gDelayedEvents[FComboEvnt].Pending and
6086 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6087 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6088 begin
6089 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6090 gDelayedEvents[FComboEvnt].DENum := Param;
6091 end
6092 else
6093 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6094 end
6095 else
6096 FFragCombo := 1;
6098 FLastFrag := gTime;
6099 end;
6101 procedure TPlayer.GiveItem(ItemType: Byte);
6102 begin
6103 case ItemType of
6104 ITEM_SUIT:
6105 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6106 begin
6107 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6108 end;
6110 ITEM_OXYGEN:
6111 if FAir < AIR_MAX then
6112 begin
6113 FAir := AIR_MAX;
6114 end;
6116 ITEM_MEDKIT_BLACK:
6117 begin
6118 if not (R_BERSERK in FRulez) then
6119 begin
6120 Include(FRulez, R_BERSERK);
6121 if FBFGFireCounter < 1 then
6122 begin
6123 FCurrWeap := WEAPON_KASTET;
6124 resetWeaponQueue();
6125 FModel.SetWeapon(WEAPON_KASTET);
6126 end;
6127 if gFlash <> 0 then
6128 Inc(FPain, 100);
6129 FBerserk := gTime+30000;
6130 end;
6131 if FHealth < PLAYER_HP_SOFT then
6132 begin
6133 FHealth := PLAYER_HP_SOFT;
6134 FBerserk := gTime+30000;
6135 end;
6136 end;
6138 ITEM_INVUL:
6139 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6140 begin
6141 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6142 end;
6144 ITEM_INVIS:
6145 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6146 begin
6147 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6148 end;
6150 ITEM_JETPACK:
6151 if FJetFuel < JET_MAX then
6152 begin
6153 FJetFuel := JET_MAX;
6154 end;
6156 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6157 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6159 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6160 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6162 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6163 ITEM_SPHERE_WHITE:
6164 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6165 begin
6166 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6167 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6168 end;
6170 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6171 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6172 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6173 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6174 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6175 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6176 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6177 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6178 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6180 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6181 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6182 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6183 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6184 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6185 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6186 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6187 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6188 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6190 ITEM_AMMO_BACKPACK:
6191 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6192 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6193 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6194 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6195 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6196 begin
6197 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6198 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6199 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6200 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6201 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6203 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6204 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6205 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6206 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6208 FRulez := FRulez + [R_ITEM_BACKPACK];
6209 end;
6211 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6212 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6213 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6215 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6216 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6218 else
6219 Exit;
6220 end;
6221 if g_Game_IsNet and g_Game_IsServer then
6222 MH_SEND_PlayerStats(FUID);
6223 end;
6225 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6226 var
6227 id, i: DWORD;
6228 Anim: TAnimation;
6229 begin
6230 if (Random(5) = 1) and (Times = 1) then
6231 Exit;
6233 if BodyInLiquid(0, 0) then
6234 begin
6235 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6236 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6237 if Random(2) = 0 then
6238 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6239 else
6240 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6241 Exit;
6242 end;
6244 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6245 begin
6246 for i := 1 to Times do
6247 begin
6248 Anim := TAnimation.Create(id, False, 3);
6249 Anim.Alpha := 150;
6250 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6251 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6252 Anim.Free();
6253 end;
6254 end;
6255 end;
6257 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6258 var
6259 id, i: DWORD;
6260 Anim: TAnimation;
6261 begin
6262 if (Random(10) = 1) and (Times = 1) then
6263 Exit;
6265 if g_Frames_Get(id, 'FRAMES_FLAME') then
6266 begin
6267 for i := 1 to Times do
6268 begin
6269 Anim := TAnimation.Create(id, False, 3);
6270 Anim.Alpha := 0;
6271 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6272 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6273 Anim.Free();
6274 end;
6275 end;
6276 end;
6278 procedure TPlayer.PauseSounds(Enable: Boolean);
6279 begin
6280 FSawSound.Pause(Enable);
6281 FSawSoundIdle.Pause(Enable);
6282 FSawSoundHit.Pause(Enable);
6283 FSawSoundSelect.Pause(Enable);
6284 end;
6286 { T C o r p s e : }
6288 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6289 begin
6290 g_Obj_Init(@FObj);
6291 FObj.X := X;
6292 FObj.Y := Y;
6293 FObj.Rect := PLAYER_CORPSERECT;
6294 FModelName := ModelName;
6295 FMess := aMess;
6297 if FMess then
6298 begin
6299 FState := CORPSE_STATE_MESS;
6300 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6301 end
6302 else
6303 begin
6304 FState := CORPSE_STATE_NORMAL;
6305 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6306 end;
6307 end;
6309 destructor TCorpse.Destroy();
6310 begin
6311 FAnimation.Free();
6313 inherited;
6314 end;
6316 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6318 procedure TCorpse.positionChanged (); inline; begin end;
6320 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6321 begin
6322 if (dx <> 0) or (dy <> 0) then
6323 begin
6324 FObj.X += dx;
6325 FObj.Y += dy;
6326 positionChanged();
6327 end;
6328 end;
6331 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6332 begin
6333 x := FObj.X+PLAYER_CORPSERECT.X;
6334 y := FObj.Y+PLAYER_CORPSERECT.Y;
6335 w := PLAYER_CORPSERECT.Width;
6336 h := PLAYER_CORPSERECT.Height;
6337 end;
6340 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6341 var
6342 pm: TPlayerModel;
6343 Blood: TModelBlood;
6344 begin
6345 if FState = CORPSE_STATE_REMOVEME then
6346 Exit;
6348 FDamage := FDamage + Value;
6350 if FDamage > 150 then
6351 begin
6352 if FAnimation <> nil then
6353 begin
6354 FAnimation.Free();
6355 FAnimation := nil;
6357 FState := CORPSE_STATE_REMOVEME;
6359 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6360 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6361 FModelName, FColor);
6362 // Çâóê ìÿñà îò òðóïà:
6363 pm := g_PlayerModel_Get(FModelName);
6364 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6365 pm.Free;
6367 // Çëîâåùèé ñìåõ:
6368 if (gBodyKillEvent <> -1)
6369 and gDelayedEvents[gBodyKillEvent].Pending then
6370 gDelayedEvents[gBodyKillEvent].Pending := False;
6371 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6372 end;
6373 end
6374 else
6375 begin
6376 Blood := g_PlayerModel_GetBlood(FModelName);
6377 FObj.Vel.X := FObj.Vel.X + vx;
6378 FObj.Vel.Y := FObj.Vel.Y + vy;
6379 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6380 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6381 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6382 Blood.R, Blood.G, Blood.B, Blood.Kind);
6383 end;
6384 end;
6386 procedure TCorpse.Draw();
6387 begin
6388 if FState = CORPSE_STATE_REMOVEME then
6389 Exit;
6391 if FAnimation <> nil then
6392 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6394 if FAnimationMask <> nil then
6395 begin
6396 e_Colors := FColor;
6397 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6398 e_Colors.R := 255;
6399 e_Colors.G := 255;
6400 e_Colors.B := 255;
6401 end;
6402 end;
6404 procedure TCorpse.Update();
6405 var
6406 st: Word;
6407 begin
6408 if FState = CORPSE_STATE_REMOVEME then
6409 Exit;
6411 if gTime mod (GAME_TICK*2) <> 0 then
6412 begin
6413 g_Obj_Move(@FObj, True, True, True);
6414 positionChanged(); // this updates spatial accelerators
6415 Exit;
6416 end;
6418 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6419 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6421 st := g_Obj_Move(@FObj, True, True, True);
6422 positionChanged(); // this updates spatial accelerators
6424 if WordBool(st and MOVE_FALLOUT) then
6425 begin
6426 FState := CORPSE_STATE_REMOVEME;
6427 Exit;
6428 end;
6430 if FAnimation <> nil then
6431 FAnimation.Update();
6432 if FAnimationMask <> nil then
6433 FAnimationMask.Update();
6434 end;
6437 procedure TCorpse.SaveState (st: TStream);
6438 var
6439 anim: Boolean;
6440 begin
6441 assert(st <> nil);
6443 // Ñèãíàòóðà òðóïà
6444 utils.writeSign(st, 'CORP');
6445 utils.writeInt(st, Byte(0));
6446 // Ñîñòîÿíèå
6447 utils.writeInt(st, Byte(FState));
6448 // Íàêîïëåííûé óðîí
6449 utils.writeInt(st, Byte(FDamage));
6450 // Öâåò
6451 utils.writeInt(st, Byte(FColor.R));
6452 utils.writeInt(st, Byte(FColor.G));
6453 utils.writeInt(st, Byte(FColor.B));
6454 // Îáúåêò òðóïà
6455 Obj_SaveState(st, @FObj);
6456 utils.writeInt(st, Word(FPlayerUID));
6457 // Åñòü ëè àíèìàöèÿ
6458 anim := (FAnimation <> nil);
6459 utils.writeBool(st, anim);
6460 // Åñëè åñòü - ñîõðàíÿåì
6461 if anim then FAnimation.SaveState(st);
6462 // Åñòü ëè ìàñêà àíèìàöèè
6463 anim := (FAnimationMask <> nil);
6464 utils.writeBool(st, anim);
6465 // Åñëè åñòü - ñîõðàíÿåì
6466 if anim then FAnimationMask.SaveState(st);
6467 end;
6470 procedure TCorpse.LoadState (st: TStream);
6471 var
6472 anim: Boolean;
6473 begin
6474 assert(st <> nil);
6476 // Ñèãíàòóðà òðóïà
6477 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6478 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6479 // Ñîñòîÿíèå
6480 FState := utils.readByte(st);
6481 // Íàêîïëåííûé óðîí
6482 FDamage := utils.readByte(st);
6483 // Öâåò
6484 FColor.R := utils.readByte(st);
6485 FColor.G := utils.readByte(st);
6486 FColor.B := utils.readByte(st);
6487 // Îáúåêò òðóïà
6488 Obj_LoadState(@FObj, st);
6489 FPlayerUID := utils.readWord(st);
6490 // Åñòü ëè àíèìàöèÿ
6491 anim := utils.readBool(st);
6492 // Åñëè åñòü - çàãðóæàåì
6493 if anim then
6494 begin
6495 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6496 FAnimation.LoadState(st);
6497 end;
6498 // Åñòü ëè ìàñêà àíèìàöèè
6499 anim := utils.readBool(st);
6500 // Åñëè åñòü - çàãðóæàåì
6501 if anim then
6502 begin
6503 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6504 FAnimationMask.LoadState(st);
6505 end;
6506 end;
6508 { T B o t : }
6510 constructor TBot.Create();
6511 var
6512 a: Integer;
6513 begin
6514 inherited Create();
6516 FPhysics := True;
6517 FSpectator := False;
6518 FGhost := False;
6520 FIamBot := True;
6522 Inc(gNumBots);
6524 for a := WP_FIRST to WP_LAST do
6525 begin
6526 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6527 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6528 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6529 end;
6530 end;
6532 destructor TBot.Destroy();
6533 begin
6534 Dec(gNumBots);
6535 inherited Destroy();
6536 end;
6538 procedure TBot.Draw();
6539 begin
6540 inherited Draw();
6542 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6543 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6544 end;
6546 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6547 begin
6548 inherited Respawn(Silent, Force);
6550 FAIFlags := nil;
6551 FSelectedWeapon := FCurrWeap;
6552 resetWeaponQueue();
6553 FTargetUID := 0;
6554 end;
6556 procedure TBot.UpdateCombat();
6557 type
6558 TTarget = record
6559 UID: Word;
6560 X, Y: Integer;
6561 Rect: TRectWH;
6562 cX, cY: Integer;
6563 Dist: Word;
6564 Line: Boolean;
6565 Visible: Boolean;
6566 IsPlayer: Boolean;
6567 end;
6569 TTargetRecord = array of TTarget;
6571 function Compare(a, b: TTarget): Integer;
6572 begin
6573 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6574 Result := -1
6575 else
6576 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6577 Result := 1
6578 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6579 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6580 begin
6581 if a.Dist > b.Dist then // B áëèæå
6582 Result := 1
6583 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6584 Result := -1;
6585 end
6586 else // Ñòðàííî -> A
6587 Result := -1;
6588 end;
6590 var
6591 a, x1, y1, x2, y2: Integer;
6592 targets: TTargetRecord;
6593 ammo: Word;
6594 Target, BestTarget: TTarget;
6595 firew, fireh: Integer;
6596 angle: SmallInt;
6597 mon: TMonster;
6598 pla, tpla: TPlayer;
6599 vsPlayer, vsMonster, ok: Boolean;
6602 function monsUpdate (mon: TMonster): Boolean;
6603 begin
6604 result := false; // don't stop
6605 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6606 begin
6607 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6609 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6610 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6612 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6613 if g_TraceVector(x1, y1, x2, y2) then
6614 begin
6615 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6616 SetLength(targets, Length(targets)+1);
6617 with targets[High(targets)] do
6618 begin
6619 UID := mon.UID;
6620 X := mon.Obj.X;
6621 Y := mon.Obj.Y;
6622 cX := x2;
6623 cY := y2;
6624 Rect := mon.Obj.Rect;
6625 Dist := g_PatchLength(x1, y1, x2, y2);
6626 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6627 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6628 Visible := True;
6629 IsPlayer := False;
6630 end;
6631 end;
6632 end;
6633 end;
6635 begin
6636 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6637 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6639 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6640 if FCurrWeap <> FSelectedWeapon then
6641 NextWeapon();
6643 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6644 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6645 begin
6646 RemoveAIFlag('NEEDFIRE');
6648 case FCurrWeap of
6649 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6650 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6651 else PressKey(KEY_FIRE);
6652 end;
6653 end;
6655 // Êîîðäèíàòû ñòâîëà:
6656 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6657 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6659 Target.UID := FTargetUID;
6661 ok := False;
6662 if Target.UID <> 0 then
6663 begin // Öåëü åñòü - íàñòðàèâàåì
6664 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6665 vsPlayer then
6666 begin // Èãðîê
6667 tpla := g_Player_Get(Target.UID);
6668 if tpla <> nil then
6669 with tpla do
6670 begin
6671 if (@FObj) <> nil then
6672 begin
6673 Target.X := FObj.X;
6674 Target.Y := FObj.Y;
6675 end;
6676 end;
6678 Target.cX := Target.X + PLAYER_RECT_CX;
6679 Target.cY := Target.Y + PLAYER_RECT_CY;
6680 Target.Rect := PLAYER_RECT;
6681 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6682 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6683 (y1-4 > Target.Y+PLAYER_RECT.Y);
6684 Target.IsPlayer := True;
6685 ok := True;
6686 end
6687 else
6688 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6689 vsMonster then
6690 begin // Ìîíñòð
6691 mon := g_Monsters_ByUID(Target.UID);
6692 if mon <> nil then
6693 begin
6694 Target.X := mon.Obj.X;
6695 Target.Y := mon.Obj.Y;
6697 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6698 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6699 Target.Rect := mon.Obj.Rect;
6700 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6701 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6702 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6703 Target.IsPlayer := False;
6704 ok := True;
6705 end;
6706 end;
6707 end;
6709 if not ok then
6710 begin // Öåëè íåò - îáíóëÿåì
6711 Target.X := 0;
6712 Target.Y := 0;
6713 Target.cX := 0;
6714 Target.cY := 0;
6715 Target.Visible := False;
6716 Target.Line := False;
6717 Target.IsPlayer := False;
6718 end;
6720 targets := nil;
6722 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6723 if (not Target.Line) or (not Target.Visible) then
6724 begin
6725 // Èãðîêè:
6726 if vsPlayer then
6727 for a := 0 to High(gPlayers) do
6728 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6729 (gPlayers[a].FUID <> FUID) and
6730 (not SameTeam(FUID, gPlayers[a].FUID)) and
6731 (not gPlayers[a].NoTarget) and
6732 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6733 begin
6734 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6735 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6736 Continue;
6738 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6739 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6741 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6742 if g_TraceVector(x1, y1, x2, y2) then
6743 begin
6744 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6745 SetLength(targets, Length(targets)+1);
6746 with targets[High(targets)] do
6747 begin
6748 UID := gPlayers[a].FUID;
6749 X := gPlayers[a].FObj.X;
6750 Y := gPlayers[a].FObj.Y;
6751 cX := x2;
6752 cY := y2;
6753 Rect := PLAYER_RECT;
6754 Dist := g_PatchLength(x1, y1, x2, y2);
6755 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6756 (y1-4 > Target.Y+PLAYER_RECT.Y);
6757 Visible := True;
6758 IsPlayer := True;
6759 end;
6760 end;
6761 end;
6763 // Ìîíñòðû:
6764 if vsMonster then g_Mons_ForEach(monsUpdate);
6765 end;
6767 // Åñëè åñòü âîçìîæíûå öåëè:
6768 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6769 if targets <> nil then
6770 begin
6771 // Âûáèðàåì íàèëó÷øóþ öåëü:
6772 BestTarget := targets[0];
6773 if Length(targets) > 1 then
6774 for a := 1 to High(targets) do
6775 if Compare(BestTarget, targets[a]) = 1 then
6776 BestTarget := targets[a];
6778 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6779 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6780 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6781 begin
6782 Target := BestTarget;
6784 if (Healthy() = 3) or ((Healthy() = 2)) then
6785 begin // Åñëè çäîðîâû - äîãîíÿåì
6786 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6787 SetAIFlag('GORIGHT', '1');
6788 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6789 SetAIFlag('GOLEFT', '1');
6790 end
6791 else
6792 begin // Åñëè ïîáèòû - óáåãàåì
6793 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6794 SetAIFlag('GORIGHT', '1');
6795 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6796 SetAIFlag('GOLEFT', '1');
6797 end;
6799 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6800 SelectWeapon(Abs(x1-Target.cX));
6801 end;
6802 end;
6804 // Åñëè åñòü öåëü:
6805 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6806 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6807 if Target.UID <> 0 then
6808 begin
6809 if not TargetOnScreen(Target.X + Target.Rect.X,
6810 Target.Y + Target.Rect.Y) then
6811 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6812 if (Healthy() = 3) or ((Healthy() = 2)) then
6813 begin // Åñëè çäîðîâû - äîãîíÿåì
6814 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6815 SetAIFlag('GORIGHT', '1');
6816 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6817 SetAIFlag('GOLEFT', '1');
6818 end
6819 else
6820 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6821 Target.UID := 0;
6822 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6823 SetAIFlag('GORIGHT', '1');
6824 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6825 SetAIFlag('GOLEFT', '1');
6826 end;
6827 end
6828 else
6829 begin // Öåëü ïîêà íà "ýêðàíå"
6830 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6831 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6832 FLastVisible := gTime;
6833 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6834 if (Abs(FObj.Y-Target.Y) <= 128) then
6835 begin
6836 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6837 SetAIFlag('GORIGHT', '1');
6838 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6839 SetAIFlag('GOLEFT', '1');
6840 end;
6841 end;
6843 // Âûáèðàåì óãîë ââåðõ:
6844 if FDirection = TDirection.D_LEFT then
6845 angle := ANGLE_LEFTUP
6846 else
6847 angle := ANGLE_RIGHTUP;
6849 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6850 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6852 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6853 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6854 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6855 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6856 Target.Rect.Width, Target.Rect.Height) and
6857 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6858 begin // òî íóæíî ñòðåëÿòü ââåðõ
6859 SetAIFlag('NEEDFIRE', '1');
6860 SetAIFlag('NEEDSEEUP', '1');
6861 end;
6863 // Âûáèðàåì óãîë âíèç:
6864 if FDirection = TDirection.D_LEFT then
6865 angle := ANGLE_LEFTDOWN
6866 else
6867 angle := ANGLE_RIGHTDOWN;
6869 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6870 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6872 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6873 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6874 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6875 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6876 Target.Rect.Width, Target.Rect.Height) and
6877 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6878 begin // òî íóæíî ñòðåëÿòü âíèç
6879 SetAIFlag('NEEDFIRE', '1');
6880 SetAIFlag('NEEDSEEDOWN', '1');
6881 end;
6883 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6884 if Target.Visible and
6885 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6886 (y1-4 > Target.Y+Target.Rect.Y) then
6887 begin
6888 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6889 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6890 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6891 begin // òî íóæíî ñòðåëÿòü âïåðåä
6892 SetAIFlag('NEEDFIRE', '1');
6893 SetAIFlag('NEEDSEEDOWN', '');
6894 SetAIFlag('NEEDSEEUP', '');
6895 end;
6896 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6897 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6898 if GetRnd(FDifficult.CloseJump) then
6899 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6900 if Abs(FObj.X-Target.X) < 128 then
6901 a := 4
6902 else
6903 a := 30;
6904 if Random(a) = 0 then
6905 SetAIFlag('NEEDJUMP', '1');
6906 end;
6907 end;
6909 // Åñëè öåëü âñå åùå åñòü:
6910 if Target.UID <> 0 then
6911 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6912 Target.UID := 0 // òî çàáûòü öåëü
6913 else // Åñëè âèäåëè íåäàâíî
6914 begin // íî öåëü óáèëè
6915 if Target.IsPlayer then
6916 begin // Öåëü - èãðîê
6917 pla := g_Player_Get(Target.UID);
6918 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6919 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6920 Target.UID := 0; // òî çàáûòü öåëü
6921 end
6922 else
6923 begin // Öåëü - ìîíñòð
6924 mon := g_Monsters_ByUID(Target.UID);
6925 if (mon = nil) or (not mon.alive) then
6926 Target.UID := 0; // òî çàáûòü öåëü
6927 end;
6928 end;
6929 end; // if Target.UID <> 0
6931 FTargetUID := Target.UID;
6933 // Åñëè âîçìîæíûõ öåëåé íåò:
6934 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6935 if targets = nil then
6936 if GetAIFlag('ATTACKLEFT') <> '' then
6937 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6938 RemoveAIFlag('ATTACKLEFT');
6940 SetAIFlag('NEEDJUMP', '1');
6942 if RunDirection() = TDirection.D_RIGHT then
6943 begin // Èäåì íå â òó ñòîðîíó
6944 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6945 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6946 SetAIFlag('NEEDFIRE', '1');
6947 SetAIFlag('GOLEFT', '1');
6948 end;
6949 end
6950 else
6951 begin // Èäåì â íóæíóþ ñòîðîíó
6952 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6953 SetAIFlag('NEEDFIRE', '1');
6954 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6955 SetAIFlag('GORIGHT', '1');
6956 end;
6957 end
6958 else
6959 if GetAIFlag('ATTACKRIGHT') <> '' then
6960 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6961 RemoveAIFlag('ATTACKRIGHT');
6963 SetAIFlag('NEEDJUMP', '1');
6965 if RunDirection() = TDirection.D_LEFT then
6966 begin // Èäåì íå â òó ñòîðîíó
6967 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6968 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6969 SetAIFlag('NEEDFIRE', '1');
6970 SetAIFlag('GORIGHT', '1');
6971 end;
6972 end
6973 else
6974 begin
6975 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6976 SetAIFlag('NEEDFIRE', '1');
6977 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6978 SetAIFlag('GOLEFT', '1');
6979 end;
6980 end;
6982 //HACK! (does it belongs there?)
6983 RealizeCurrentWeapon();
6985 // Åñëè åñòü âîçìîæíûå öåëè:
6986 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6987 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6988 for a := 0 to High(targets) do
6989 begin
6990 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6991 if GetRnd(FDifficult.DiagFire) then
6992 begin
6993 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6994 if FDirection = TDirection.D_LEFT then
6995 angle := ANGLE_LEFTUP
6996 else
6997 angle := ANGLE_RIGHTUP;
6999 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7000 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7002 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7003 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7004 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7005 targets[a].Rect.Width, targets[a].Rect.Height) and
7006 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7007 begin
7008 SetAIFlag('NEEDFIRE', '1');
7009 SetAIFlag('NEEDSEEUP', '1');
7010 end;
7012 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7013 if FDirection = TDirection.D_LEFT then
7014 angle := ANGLE_LEFTDOWN
7015 else
7016 angle := ANGLE_RIGHTDOWN;
7018 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7019 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7021 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7022 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7023 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7024 targets[a].Rect.Width, targets[a].Rect.Height) and
7025 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7026 begin
7027 SetAIFlag('NEEDFIRE', '1');
7028 SetAIFlag('NEEDSEEDOWN', '1');
7029 end;
7030 end;
7032 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7033 if targets[a].Line and targets[a].Visible and
7034 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7035 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7036 begin
7037 SetAIFlag('NEEDFIRE', '1');
7038 Break;
7039 end;
7040 end;
7042 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7043 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7044 PLAYER_RECT.Width, PLAYER_RECT.Height,
7045 40+GetInterval(FDifficult.Cover, 40)) then
7046 SetAIFlag('NEEDJUMP', '1');
7048 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7049 ammo := GetAmmoByWeapon(FCurrWeap);
7050 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7051 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7052 (ammo = 0) then
7053 SetAIFlag('SELECTWEAPON', '1');
7055 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7056 if GetAIFlag('SELECTWEAPON') = '1' then
7057 begin
7058 SelectWeapon(-1);
7059 RemoveAIFlag('SELECTWEAPON');
7060 end;
7061 end;
7063 procedure TBot.Update();
7064 var
7065 EnableAI: Boolean;
7066 begin
7067 if not FAlive then
7068 begin // Respawn
7069 ReleaseKeys();
7070 PressKey(KEY_UP);
7071 end
7072 else
7073 begin
7074 EnableAI := True;
7076 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7077 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7078 EnableAI := False;
7079 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7080 EnableAI := False;
7081 if g_debug_BotAIOff = 3 then
7082 EnableAI := False;
7084 if EnableAI then
7085 begin
7086 UpdateMove();
7087 UpdateCombat();
7088 end
7089 else
7090 begin
7091 RealizeCurrentWeapon();
7092 end;
7093 end;
7095 inherited Update();
7096 end;
7098 procedure TBot.ReleaseKey(Key: Byte);
7099 begin
7100 with FKeys[Key] do
7101 begin
7102 Pressed := False;
7103 Time := 0;
7104 end;
7105 end;
7107 function TBot.KeyPressed(Key: Word): Boolean;
7108 begin
7109 Result := FKeys[Key].Pressed;
7110 end;
7112 function TBot.GetAIFlag(aName: String20): String20;
7113 var
7114 a: Integer;
7115 begin
7116 Result := '';
7118 aName := LowerCase(aName);
7120 if FAIFlags <> nil then
7121 for a := 0 to High(FAIFlags) do
7122 if LowerCase(FAIFlags[a].Name) = aName then
7123 begin
7124 Result := FAIFlags[a].Value;
7125 Break;
7126 end;
7127 end;
7129 procedure TBot.RemoveAIFlag(aName: String20);
7130 var
7131 a, b: Integer;
7132 begin
7133 if FAIFlags = nil then Exit;
7135 aName := LowerCase(aName);
7137 for a := 0 to High(FAIFlags) do
7138 if LowerCase(FAIFlags[a].Name) = aName then
7139 begin
7140 if a <> High(FAIFlags) then
7141 for b := a to High(FAIFlags)-1 do
7142 FAIFlags[b] := FAIFlags[b+1];
7144 SetLength(FAIFlags, Length(FAIFlags)-1);
7145 Break;
7146 end;
7147 end;
7149 procedure TBot.SetAIFlag(aName, fValue: String20);
7150 var
7151 a: Integer;
7152 ok: Boolean;
7153 begin
7154 a := 0;
7155 ok := False;
7157 aName := LowerCase(aName);
7159 if FAIFlags <> nil then
7160 for a := 0 to High(FAIFlags) do
7161 if LowerCase(FAIFlags[a].Name) = aName then
7162 begin
7163 ok := True;
7164 Break;
7165 end;
7167 if ok then FAIFlags[a].Value := fValue
7168 else
7169 begin
7170 SetLength(FAIFlags, Length(FAIFlags)+1);
7171 with FAIFlags[High(FAIFlags)] do
7172 begin
7173 Name := aName;
7174 Value := fValue;
7175 end;
7176 end;
7177 end;
7179 procedure TBot.UpdateMove;
7181 procedure GoLeft(Time: Word = 1);
7182 begin
7183 ReleaseKey(KEY_LEFT);
7184 ReleaseKey(KEY_RIGHT);
7185 PressKey(KEY_LEFT, Time);
7186 SetDirection(TDirection.D_LEFT);
7187 end;
7189 procedure GoRight(Time: Word = 1);
7190 begin
7191 ReleaseKey(KEY_LEFT);
7192 ReleaseKey(KEY_RIGHT);
7193 PressKey(KEY_RIGHT, Time);
7194 SetDirection(TDirection.D_RIGHT);
7195 end;
7197 function Rnd(a: Word): Boolean;
7198 begin
7199 Result := Random(a) = 0;
7200 end;
7202 procedure Turn(Time: Word = 1200);
7203 begin
7204 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7205 end;
7207 procedure Stop();
7208 begin
7209 ReleaseKey(KEY_LEFT);
7210 ReleaseKey(KEY_RIGHT);
7211 end;
7213 function CanRunLeft(): Boolean;
7214 begin
7215 Result := not CollideLevel(-1, 0);
7216 end;
7218 function CanRunRight(): Boolean;
7219 begin
7220 Result := not CollideLevel(1, 0);
7221 end;
7223 function CanRun(): Boolean;
7224 begin
7225 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7226 end;
7228 procedure Jump(Time: Word = 30);
7229 begin
7230 PressKey(KEY_JUMP, Time);
7231 end;
7233 function NearHole(): Boolean;
7234 var
7235 x, sx: Integer;
7236 begin
7237 { TODO 5 : Ëåñòíèöû }
7238 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7239 for x := 1 to PLAYER_RECT.Width do
7240 if (not StayOnStep(x*sx, 0)) and
7241 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7242 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7243 begin
7244 Result := True;
7245 Exit;
7246 end;
7248 Result := False;
7249 end;
7251 function BorderHole(): Boolean;
7252 var
7253 x, sx, xx: Integer;
7254 begin
7255 { TODO 5 : Ëåñòíèöû }
7256 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7257 for x := 1 to PLAYER_RECT.Width do
7258 if (not StayOnStep(x*sx, 0)) and
7259 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7260 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7261 begin
7262 for xx := x to x+32 do
7263 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7264 begin
7265 Result := True;
7266 Exit;
7267 end;
7268 end;
7270 Result := False;
7271 end;
7273 function NearDeepHole(): Boolean;
7274 var
7275 x, sx, y: Integer;
7276 begin
7277 Result := False;
7279 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7280 y := 3;
7282 for x := 1 to PLAYER_RECT.Width do
7283 if (not StayOnStep(x*sx, 0)) and
7284 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7285 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7286 begin
7287 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7288 begin
7289 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7290 y := y+1;
7291 end;
7293 Result := True;
7294 end else Result := False;
7295 end;
7297 function OverDeepHole(): Boolean;
7298 var
7299 y: Integer;
7300 begin
7301 Result := False;
7303 y := 1;
7304 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7305 begin
7306 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7307 y := y+1;
7308 end;
7310 Result := True;
7311 end;
7313 function OnGround(): Boolean;
7314 begin
7315 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7316 end;
7318 function OnLadder(): Boolean;
7319 begin
7320 Result := FullInStep(0, 0);
7321 end;
7323 function BelowLadder(): Boolean;
7324 begin
7325 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7326 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7327 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7328 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7329 end;
7331 function BelowLiftUp(): Boolean;
7332 begin
7333 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7334 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7335 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7336 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7337 end;
7339 function OnTopLift(): Boolean;
7340 begin
7341 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7342 end;
7344 function CanJumpOver(): Boolean;
7345 var
7346 sx, y: Integer;
7347 begin
7348 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7350 Result := False;
7352 if not CollideLevel(sx, 0) then Exit;
7354 for y := 1 to BOT_MAXJUMP do
7355 if CollideLevel(0, -y) then Exit else
7356 if not CollideLevel(sx, -y) then
7357 begin
7358 Result := True;
7359 Exit;
7360 end;
7361 end;
7363 function CanJumpUp(Dist: ShortInt): Boolean;
7364 var
7365 y, yy: Integer;
7366 c: Boolean;
7367 begin
7368 Result := False;
7370 if CollideLevel(Dist, 0) then Exit;
7372 c := False;
7373 for y := 0 to BOT_MAXJUMP do
7374 if CollideLevel(Dist, -y) then
7375 begin
7376 c := True;
7377 Break;
7378 end;
7380 if not c then Exit;
7382 c := False;
7383 for yy := y+1 to BOT_MAXJUMP do
7384 if not CollideLevel(Dist, -yy) then
7385 begin
7386 c := True;
7387 Break;
7388 end;
7390 if not c then Exit;
7392 c := False;
7393 for y := 0 to BOT_MAXJUMP do
7394 if CollideLevel(0, -y) then
7395 begin
7396 c := True;
7397 Break;
7398 end;
7400 if c then Exit;
7402 if y < yy then Exit;
7404 Result := True;
7405 end;
7407 function IsSafeTrigger(): Boolean;
7408 var
7409 a: Integer;
7410 begin
7411 Result := True;
7412 if gTriggers = nil then
7413 Exit;
7414 for a := 0 to High(gTriggers) do
7415 if Collide(gTriggers[a].X,
7416 gTriggers[a].Y,
7417 gTriggers[a].Width,
7418 gTriggers[a].Height) and
7419 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7420 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7421 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7422 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7423 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7424 Result := False;
7425 end;
7427 begin
7428 // Âîçìîæíî, íàæèìàåì êíîïêó:
7429 if Rnd(16) and IsSafeTrigger() then
7430 PressKey(KEY_OPEN);
7432 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7433 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7434 begin
7435 ReleaseKey(KEY_LEFT);
7436 ReleaseKey(KEY_RIGHT);
7437 Jump();
7438 end;
7440 // Èäåì âëåâî, åñëè íàäî áûëî:
7441 if GetAIFlag('GOLEFT') <> '' then
7442 begin
7443 RemoveAIFlag('GOLEFT');
7444 if CanRunLeft() then
7445 GoLeft(360);
7446 end;
7448 // Èäåì âïðàâî, åñëè íàäî áûëî:
7449 if GetAIFlag('GORIGHT') <> '' then
7450 begin
7451 RemoveAIFlag('GORIGHT');
7452 if CanRunRight() then
7453 GoRight(360);
7454 end;
7456 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7457 if FObj.X < -32 then
7458 GoRight(360)
7459 else
7460 if FObj.X+32 > gMapInfo.Width then
7461 GoLeft(360);
7463 // Ïðûãàåì, åñëè íàäî áûëî:
7464 if GetAIFlag('NEEDJUMP') <> '' then
7465 begin
7466 Jump(0);
7467 RemoveAIFlag('NEEDJUMP');
7468 end;
7470 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7471 if GetAIFlag('NEEDSEEUP') <> '' then
7472 begin
7473 ReleaseKey(KEY_UP);
7474 ReleaseKey(KEY_DOWN);
7475 PressKey(KEY_UP, 20);
7476 RemoveAIFlag('NEEDSEEUP');
7477 end;
7479 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7480 if GetAIFlag('NEEDSEEDOWN') <> '' then
7481 begin
7482 ReleaseKey(KEY_UP);
7483 ReleaseKey(KEY_DOWN);
7484 PressKey(KEY_DOWN, 20);
7485 RemoveAIFlag('NEEDSEEDOWN');
7486 end;
7488 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7489 if GetAIFlag('GOINHOLE') <> '' then
7490 if not OnGround() then
7491 begin
7492 ReleaseKey(KEY_LEFT);
7493 ReleaseKey(KEY_RIGHT);
7494 RemoveAIFlag('GOINHOLE');
7495 SetAIFlag('FALLINHOLE', '1');
7496 end;
7498 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7499 if GetAIFlag('FALLINHOLE') <> '' then
7500 if OnGround() then
7501 RemoveAIFlag('FALLINHOLE');
7503 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7504 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7505 if GetAIFlag('FALLINHOLE') = '' then
7506 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7507 if Rnd(2) then
7508 GoLeft(360)
7509 else
7510 GoRight(360);
7512 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7513 if OnGround() and
7514 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7515 Rnd(8) then
7516 Jump();
7518 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7519 if OnGround() and NearHole() then
7520 if NearDeepHole() then // Åñëè ýòî áåçäíà
7521 case Random(6) of
7522 0..3: Turn(); // Áåæèì îáðàòíî
7523 4: Jump(); // Ïðûãàåì
7524 5: begin // Ïðûãàåì îáðàòíî
7525 Turn();
7526 Jump();
7527 end;
7528 end
7529 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7530 if GetAIFlag('GOINHOLE') = '' then
7531 case Random(6) of
7532 0: Turn(); // Íå íóæíî òóäà
7533 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7534 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7535 if BorderHole() then
7536 SetAIFlag('GOINHOLE', '1');
7537 end;
7539 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7540 if (not CanRun()) and OnGround() then
7541 begin
7542 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7543 if CanJumpOver() or OnLadder() then
7544 Jump()
7545 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7546 if Random(2) = 0 then
7547 begin
7548 if IsSafeTrigger() then
7549 PressKey(KEY_OPEN);
7550 end else
7551 Turn();
7552 end;
7554 // Îñòàëîñü ìàëî âîçäóõà:
7555 if FAir < 36 * 2 then
7556 Jump(20);
7558 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7559 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7560 if BodyInAcid(0, 0) then
7561 Jump();
7562 end;
7564 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7565 begin
7566 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7567 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7568 end;
7570 {function TBot.NeedItem(Item: Byte): Byte;
7571 begin
7572 Result := 4;
7573 end;}
7575 procedure TBot.SelectWeapon(Dist: Integer);
7576 var
7577 a: Integer;
7579 function HaveAmmo(weapon: Byte): Boolean;
7580 begin
7581 case weapon of
7582 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7583 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7584 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7585 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7586 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7587 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7588 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7589 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7590 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7591 else Result := True;
7592 end;
7593 end;
7595 begin
7596 if Dist = -1 then Dist := BOT_LONGDIST;
7598 if Dist > BOT_LONGDIST then
7599 begin // Äàëüíèé áîé
7600 for a := 0 to 9 do
7601 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7602 begin
7603 FSelectedWeapon := FDifficult.WeaponPrior[a];
7604 Break;
7605 end;
7606 end
7607 else //if Dist > BOT_UNSAFEDIST then
7608 begin // Áëèæíèé áîé
7609 for a := 0 to 9 do
7610 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7611 begin
7612 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7613 Break;
7614 end;
7615 end;
7616 { else
7617 begin
7618 for a := 0 to 9 do
7619 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7620 begin
7621 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7622 Break;
7623 end;
7624 end;}
7625 end;
7627 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7628 begin
7629 Result := inherited PickItem(ItemType, force, remove);
7631 if Result then SetAIFlag('SELECTWEAPON', '1');
7632 end;
7634 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7635 begin
7636 Result := inherited Heal(value, Soft);
7637 end;
7639 function TBot.Healthy(): Byte;
7640 begin
7641 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7642 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7643 else if (FHealth > 50) then Result := 2
7644 else if (FHealth > 20) then Result := 1
7645 else Result := 0;
7646 end;
7648 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7649 begin
7650 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7651 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7652 end;
7654 procedure TBot.OnDamage(Angle: SmallInt);
7655 var
7656 pla: TPlayer;
7657 mon: TMonster;
7658 ok: Boolean;
7659 begin
7660 inherited;
7662 if (Angle = 0) or (Angle = 180) then
7663 begin
7664 ok := False;
7665 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7666 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7667 begin // Èãðîê
7668 pla := g_Player_Get(FLastSpawnerUID);
7669 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7670 pla.FObj.Y + PLAYER_RECT.Y);
7671 end
7672 else
7673 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7674 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7675 begin // Ìîíñòð
7676 mon := g_Monsters_ByUID(FLastSpawnerUID);
7677 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7678 mon.Obj.Y + mon.Obj.Rect.Y);
7679 end;
7681 if ok then
7682 if Angle = 0 then
7683 SetAIFlag('ATTACKLEFT', '1')
7684 else
7685 SetAIFlag('ATTACKRIGHT', '1');
7686 end;
7687 end;
7689 function TBot.RunDirection(): TDirection;
7690 begin
7691 if Abs(Vel.X) >= 1 then
7692 begin
7693 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7694 end else
7695 Result := FDirection;
7696 end;
7698 function TBot.GetRnd(a: Byte): Boolean;
7699 begin
7700 if a = 0 then Result := False
7701 else if a = 255 then Result := True
7702 else Result := Random(256) > 255-a;
7703 end;
7705 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7706 begin
7707 Result := Round((255-a)/255*radius*(Random(2)-1));
7708 end;
7711 procedure TDifficult.save (st: TStream);
7712 begin
7713 utils.writeInt(st, Byte(DiagFire));
7714 utils.writeInt(st, Byte(InvisFire));
7715 utils.writeInt(st, Byte(DiagPrecision));
7716 utils.writeInt(st, Byte(FlyPrecision));
7717 utils.writeInt(st, Byte(Cover));
7718 utils.writeInt(st, Byte(CloseJump));
7719 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7720 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7721 end;
7723 procedure TDifficult.load (st: TStream);
7724 begin
7725 DiagFire := utils.readByte(st);
7726 InvisFire := utils.readByte(st);
7727 DiagPrecision := utils.readByte(st);
7728 FlyPrecision := utils.readByte(st);
7729 Cover := utils.readByte(st);
7730 CloseJump := utils.readByte(st);
7731 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7732 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7733 end;
7736 procedure TBot.SaveState (st: TStream);
7737 var
7738 i: Integer;
7739 dw: Integer;
7740 begin
7741 inherited SaveState(st);
7742 utils.writeSign(st, 'BOT0');
7743 // Âûáðàííîå îðóæèå
7744 utils.writeInt(st, Byte(FSelectedWeapon));
7745 // UID öåëè
7746 utils.writeInt(st, Word(FTargetUID));
7747 // Âðåìÿ ïîòåðè öåëè
7748 utils.writeInt(st, LongWord(FLastVisible));
7749 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7750 dw := Length(FAIFlags);
7751 utils.writeInt(st, LongInt(dw));
7752 // Ôëàãè ÈÈ
7753 for i := 0 to dw-1 do
7754 begin
7755 utils.writeStr(st, FAIFlags[i].Name, 20);
7756 utils.writeStr(st, FAIFlags[i].Value, 20);
7757 end;
7758 // Íàñòðîéêè ñëîæíîñòè
7759 FDifficult.save(st);
7760 end;
7763 procedure TBot.LoadState (st: TStream);
7764 var
7765 i: Integer;
7766 dw: Integer;
7767 begin
7768 inherited LoadState(st);
7769 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7770 // Âûáðàííîå îðóæèå
7771 FSelectedWeapon := utils.readByte(st);
7772 // UID öåëè
7773 FTargetUID := utils.readWord(st);
7774 // Âðåìÿ ïîòåðè öåëè
7775 FLastVisible := utils.readLongWord(st);
7776 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7777 dw := utils.readLongInt(st);
7778 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7779 SetLength(FAIFlags, dw);
7780 // Ôëàãè ÈÈ
7781 for i := 0 to dw-1 do
7782 begin
7783 FAIFlags[i].Name := utils.readStr(st, 20);
7784 FAIFlags[i].Value := utils.readStr(st, 20);
7785 end;
7786 // Íàñòðîéêè ñëîæíîñòè
7787 FDifficult.load(st);
7788 end;
7791 begin
7792 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7793 end.