DEADSOFTWARE

implemented weapon queue (no network code for it yet)
[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 {$MODE DELPHI}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
54 K_SIMPLEKILL = 0;
55 K_HARDKILL = 1;
56 K_EXTRAHARDKILL = 2;
57 K_FALLKILL = 3;
59 T_RESPAWN = 0;
60 T_SWITCH = 1;
61 T_USE = 2;
62 T_FLAGCAP = 3;
64 TEAM_NONE = 0;
65 TEAM_RED = 1;
66 TEAM_BLUE = 2;
67 TEAM_COOP = 3;
69 SHELL_BULLET = 0;
70 SHELL_SHELL = 1;
71 SHELL_DBLSHELL = 2;
73 ANGLE_NONE = Low(SmallInt);
75 CORPSE_STATE_REMOVEME = 0;
76 CORPSE_STATE_NORMAL = 1;
77 CORPSE_STATE_MESS = 2;
79 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
80 PLAYER_RECT_CX = 15+(34 div 2);
81 PLAYER_RECT_CY = 12+(52 div 2);
82 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
84 PLAYER_HP_SOFT = 100;
85 PLAYER_HP_LIMIT = 200;
86 PLAYER_AP_SOFT = 100;
87 PLAYER_AP_LIMIT = 200;
88 SUICIDE_DAMAGE = 112;
90 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
91 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
93 type
94 TPlayerStat = record
95 Ping: Word;
96 Loss: Byte;
97 Name: String;
98 Team: Byte;
99 Frags: SmallInt;
100 Deaths: SmallInt;
101 Lives: Byte;
102 Kills: Word;
103 Color: TRGB;
104 Spectator: Boolean;
105 end;
107 TPlayerStatArray = Array of TPlayerStat;
109 TPlayerSavedState = record
110 Health: Integer;
111 Armor: Integer;
112 Air: Integer;
113 JetFuel: Integer;
114 CurrWeap: Byte;
115 NextWeap: WORD;
116 Ammo: Array [A_BULLETS..A_CELLS] of Word;
117 MaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
118 Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
119 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
120 WaitRecall: Boolean;
121 end;
123 TKeyState = record
124 Pressed: Boolean;
125 Time: Word;
126 end;
128 TPlayer = class (TObject)
129 private
130 FIamBot: Boolean;
131 FUID: Word;
132 FName: String;
133 FTeam: Byte;
134 FLive: Boolean;
135 FSpawned: Boolean;
136 FDirection: TDirection;
137 FHealth: Integer;
138 FLives: Byte;
139 FArmor: Integer;
140 FAir: Integer;
141 FPain: Integer;
142 FPickup: Integer;
143 FKills: Integer;
144 FMonsterKills: Integer;
145 FFrags: Integer;
146 FFragCombo: Byte;
147 FLastFrag: LongWord;
148 FComboEvnt: Integer;
149 FDeath: Integer;
150 FCanJetpack: Boolean;
151 FJetFuel: Integer;
152 FFlag: Byte;
153 FSecrets: Integer;
154 FCurrWeap: Byte;
155 FNextWeap: WORD;
156 FBFGFireCounter: SmallInt;
157 FLastSpawnerUID: Word;
158 FLastHit: Byte;
159 FObj: TObj;
160 FXTo, FYTo: Integer;
161 FSpectatePlayer: Integer;
163 FSavedState: TPlayerSavedState;
165 FModel: TPlayerModel;
166 FActionPrior: Byte;
167 FActionAnim: Byte;
168 FActionForce: Boolean;
169 FActionChanged: Boolean;
170 FAngle: SmallInt;
171 FFireAngle: SmallInt;
172 FIncCam: Integer;
173 FShellTimer: Integer;
174 FShellType: Byte;
175 FSawSound: TPlayableSound;
176 FSawSoundIdle: TPlayableSound;
177 FSawSoundHit: TPlayableSound;
178 FSawSoundSelect: TPlayableSound;
179 FJetSoundOn: TPlayableSound;
180 FJetSoundOff: TPlayableSound;
181 FJetSoundFly: TPlayableSound;
182 FGodMode: Boolean;
183 FNoTarget: Boolean;
184 FNoReload: Boolean;
185 FJustTeleported: Boolean;
186 FNetTime: LongWord;
188 function CollideLevel(XInc, YInc: Integer): Boolean;
189 function StayOnStep(XInc, YInc: Integer): Boolean;
190 function HeadInLiquid(XInc, YInc: Integer): Boolean;
191 function BodyInLiquid(XInc, YInc: Integer): Boolean;
192 function BodyInAcid(XInc, YInc: Integer): Boolean;
193 function FullInLift(XInc, YInc: Integer): Integer;
194 {procedure CollideItem();}
195 procedure FlySmoke(Times: DWORD = 1);
196 function GetAmmoByWeapon(Weapon: Byte): Word;
197 procedure SetAction(Action: Byte; Force: Boolean = False);
198 procedure OnDamage(Angle: SmallInt); virtual;
199 function firediry(): Integer;
201 procedure Run(Direction: TDirection);
202 procedure NextWeapon();
203 procedure PrevWeapon();
204 procedure SeeUp();
205 procedure SeeDown();
206 procedure Fire();
207 procedure Jump();
208 procedure Use();
210 procedure cycleWeapon (dir: Integer);
211 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
212 procedure resetWeaponQueue ();
214 public
215 FDamageBuffer: Integer;
217 FAmmo: Array [A_BULLETS..A_CELLS] of Word;
218 FMaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
219 FWeapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
220 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
221 FBerserk: Integer;
222 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
223 FReloading: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Word;
224 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
225 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
226 FColor: TRGB;
227 FPreferredTeam: Byte;
228 FSpectator: Boolean;
229 FNoRespawn: Boolean;
230 FWantsInGame: Boolean;
231 FGhost: Boolean;
232 FPhysics: Boolean;
233 FJetpack: Boolean;
234 FActualModelName: string;
235 FClientID: SmallInt;
236 FPing: Word;
237 FLoss: Byte;
238 FDummy: Boolean;
240 constructor Create(); virtual;
241 destructor Destroy(); override;
242 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
243 function GetRespawnPoint(): Byte;
244 procedure PressKey(Key: Byte; Time: Word = 1);
245 procedure ReleaseKeys();
246 procedure SetModel(ModelName: String);
247 procedure SetColor(Color: TRGB);
248 procedure SetWeapon(W: Byte);
249 function IsKeyPressed(K: Byte): Boolean;
250 function GetKeys(): Byte;
251 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
252 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
253 function Collide(Panel: TPanel): Boolean; overload;
254 function Collide(X, Y: Integer): Boolean; overload;
255 procedure SetDirection(Direction: TDirection);
256 procedure GetSecret();
257 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
258 procedure Touch();
259 procedure Push(vx, vy: Integer);
260 procedure ChangeModel(ModelName: String);
261 procedure SwitchTeam;
262 procedure ChangeTeam(Team: Byte);
263 procedure BFGHit();
264 function GetFlag(Flag: Byte): Boolean;
265 procedure SetFlag(Flag: Byte);
266 function DropFlag(): Boolean;
267 procedure AllRulez(Health: Boolean);
268 procedure RestoreHealthArmor();
269 procedure FragCombo();
270 procedure GiveItem(ItemType: Byte);
271 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
272 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
273 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
274 procedure MakeBloodSimple(Count: Word);
275 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
276 procedure Reset(Force: Boolean);
277 procedure Spectate(NoMove: Boolean = False);
278 procedure SwitchNoClip;
279 procedure SoftReset();
280 procedure Draw(); virtual;
281 procedure DrawPain();
282 procedure DrawPickup();
283 procedure DrawRulez();
284 procedure DrawAim();
285 procedure DrawBubble();
286 procedure DrawGUI();
287 procedure Update(); virtual;
288 procedure RememberState();
289 procedure RecallState();
290 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
291 procedure LoadState(var Mem: TBinMemoryReader); virtual;
292 procedure PauseSounds(Enable: Boolean);
293 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
294 procedure DoLerp(Level: Integer = 2);
295 procedure SetLerp(XTo, YTo: Integer);
296 procedure QueueWeaponSwitch(Weapon: Byte);
297 procedure RealizeCurrentWeapon();
298 procedure JetpackOn;
299 procedure JetpackOff;
301 property Name: String read FName write FName;
302 property Model: TPlayerModel read FModel;
303 property Health: Integer read FHealth write FHealth;
304 property Lives: Byte read FLives write FLives;
305 property Armor: Integer read FArmor write FArmor;
306 property Air: Integer read FAir write FAir;
307 property JetFuel: Integer read FJetFuel write FJetFuel;
308 property Frags: Integer read FFrags write FFrags;
309 property Death: Integer read FDeath write FDeath;
310 property Kills: Integer read FKills write FKills;
311 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
312 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
313 property Secrets: Integer read FSecrets;
314 property GodMode: Boolean read FGodMode write FGodMode;
315 property NoTarget: Boolean read FNoTarget write FNoTarget;
316 property NoReload: Boolean read FNoReload write FNoReload;
317 property Live: Boolean read FLive write FLive;
318 property Flag: Byte read FFlag;
319 property Team: Byte read FTeam write FTeam;
320 property Direction: TDirection read FDirection;
321 property GameX: Integer read FObj.X write FObj.X;
322 property GameY: Integer read FObj.Y write FObj.Y;
323 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
324 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
325 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
326 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
327 property Vel: TPoint2i read FObj.Vel;
328 property Obj: TObj read FObj;
329 property IncCam: Integer read FIncCam write FIncCam;
330 property UID: Word read FUID write FUID;
331 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
332 property NetTime: LongWord read FNetTime write FNetTime;
333 end;
335 TDifficult = record
336 DiagFire: Byte;
337 InvisFire: Byte;
338 DiagPrecision: Byte;
339 FlyPrecision: Byte;
340 Cover: Byte;
341 CloseJump: Byte;
342 WeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
343 CloseWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
344 //SafeWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
345 end;
347 TAIFlag = record
348 Name: String;
349 Value: String;
350 end;
352 TBot = class (TPlayer)
353 private
354 FSelectedWeapon: Byte;
355 FTargetUID: Word;
356 FLastVisible: DWORD;
357 FAIFlags: Array of TAIFlag;
358 FDifficult: TDifficult;
360 function GetRnd(a: Byte): Boolean;
361 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
362 function RunDirection(): TDirection;
363 function FullInStep(XInc, YInc: Integer): Boolean;
364 //function NeedItem(Item: Byte): Byte;
365 procedure SelectWeapon(Dist: Integer);
366 procedure SetAIFlag(fName, fValue: String20);
367 function GetAIFlag(fName: String20): String20;
368 procedure RemoveAIFlag(fName: String20);
369 function Healthy(): Byte;
370 procedure UpdateMove();
371 procedure UpdateCombat();
372 function KeyPressed(Key: Word): Boolean;
373 procedure ReleaseKey(Key: Byte);
374 function TargetOnScreen(TX, TY: Integer): Boolean;
375 procedure OnDamage(Angle: SmallInt); override;
377 public
378 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
379 constructor Create(); override;
380 destructor Destroy(); override;
381 procedure Draw(); override;
382 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
383 function Heal(value: Word; Soft: Boolean): Boolean; override;
384 procedure Update(); override;
385 procedure SaveState(var Mem: TBinMemoryWriter); override;
386 procedure LoadState(var Mem: TBinMemoryReader); override;
387 end;
389 TGib = record
390 Live: Boolean;
391 ID: DWORD;
392 MaskID: DWORD;
393 RAngle: Integer;
394 Color: TRGB;
395 Obj: TObj;
396 end;
398 TShell = record
399 SpriteID: DWORD;
400 Live: Boolean;
401 SType: Byte;
402 RAngle: Integer;
403 Timeout: Cardinal;
404 CX, CY: Integer;
405 Obj: TObj;
406 end;
408 TCorpse = class (TObject)
409 private
410 FModelName: String;
411 FMess: Boolean;
412 FState: Byte;
413 FDamage: Byte;
414 FColor: TRGB;
415 FObj: TObj;
416 FAnimation: TAnimation;
417 FAnimationMask: TAnimation;
419 public
420 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
421 destructor Destroy(); override;
422 procedure Damage(Value: Word; vx, vy: Integer);
423 procedure Update();
424 procedure Draw();
425 procedure SaveState(var Mem: TBinMemoryWriter);
426 procedure LoadState(var Mem: TBinMemoryReader);
428 property Obj: TObj read FObj;
429 property State: Byte read FState;
430 property Mess: Boolean read FMess;
431 end;
433 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
434 record
435 Goals: SmallInt;
436 end;
438 var
439 gPlayers: Array of TPlayer;
440 gCorpses: Array of TCorpse;
441 gGibs: Array of TGib;
442 gShells: Array of TShell;
443 gTeamStat: TTeamStat;
444 gFly: Boolean = False;
445 gAimLine: Boolean = False;
446 gChatBubble: Byte = 0;
447 gNumBots: Word = 0;
448 gLMSPID1: Word = 0;
449 gLMSPID2: Word = 0;
450 MAX_RUNVEL: Integer = 8;
451 VEL_JUMP: Integer = 10;
452 SHELL_TIMEOUT: Cardinal = 60000;
454 function Lerp(X, Y, Factor: Integer): Integer;
456 procedure g_Gibs_SetMax(Count: Word);
457 function g_Gibs_GetMax(): Word;
458 procedure g_Corpses_SetMax(Count: Word);
459 function g_Corpses_GetMax(): Word;
460 procedure g_Shells_SetMax(Count: Word);
461 function g_Shells_GetMax(): Word;
463 procedure g_Player_Init();
464 procedure g_Player_Free();
465 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
466 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
467 procedure g_Player_Remove(UID: Word);
468 procedure g_Player_ResetTeams();
469 procedure g_Player_UpdateAll();
470 procedure g_Player_DrawAll();
471 procedure g_Player_DrawDebug(p: TPlayer);
472 procedure g_Player_DrawHealth();
473 procedure g_Player_RememberAll();
474 procedure g_Player_ResetAll(Force, Silent: Boolean);
475 function g_Player_Get(UID: Word): TPlayer;
476 function g_Player_GetCount(): Byte;
477 function g_Player_GetStats(): TPlayerStatArray;
478 function g_Player_ValidName(Name: String): Boolean;
479 procedure g_Player_CreateCorpse(Player: TPlayer);
480 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
481 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
482 procedure g_Player_UpdatePhysicalObjects();
483 procedure g_Player_DrawCorpses();
484 procedure g_Player_DrawShells();
485 procedure g_Player_RemoveAllCorpses();
486 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
487 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
488 procedure g_Bot_Add(Team, Difficult: Byte);
489 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
490 procedure g_Bot_MixNames();
491 procedure g_Bot_RemoveAll();
493 implementation
495 uses
496 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
497 g_options, g_triggers, g_menu, MAPDEF, g_game,
498 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
500 type
501 TBotProfile = record
502 name: ShortString;
503 model: ShortString;
504 team: Byte;
505 color: TRGB;
506 diag_fire: Byte;
507 invis_fire: Byte;
508 diag_precision: Byte;
509 fly_precision: Byte;
510 cover: Byte;
511 close_jump: Byte;
512 w_prior1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
513 w_prior2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
514 w_prior3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
515 end;
517 const
518 TIME_RESPAWN1 = 1500;
519 TIME_RESPAWN2 = 2000;
520 TIME_RESPAWN3 = 3000;
521 AIR_DEF = 360;
522 AIR_MAX = 1091;
523 JET_MAX = 540; // ~30 sec
524 PLAYER_SUIT_TIME = 30000;
525 PLAYER_INVUL_TIME = 30000;
526 PLAYER_INVIS_TIME = 35000;
527 FRAG_COMBO_TIME = 3000;
528 VEL_SW = 4;
529 VEL_FLY = 6;
530 ANGLE_RIGHTUP = 55;
531 ANGLE_RIGHTDOWN = -35;
532 ANGLE_LEFTUP = 125;
533 ANGLE_LEFTDOWN = -145;
534 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
535 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
536 BOT_MAXJUMP = 84;
537 BOT_LONGDIST = 300;
538 BOT_UNSAFEDIST = 128;
539 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
540 (R:0; G:0; B:255));
541 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
542 FlyPrecision: 32; Cover: 32; CloseJump: 32;
543 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
544 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
545 FlyPrecision: 127; Cover: 127; CloseJump: 127;
546 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
547 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
548 FlyPrecision: 255; Cover: 255; CloseJump: 255;
549 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
550 WEAPON_PRIOR1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
551 (WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
552 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
553 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
554 WEAPON_PRIOR2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
555 (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
556 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
557 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
558 //WEAPON_PRIOR3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
559 // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
560 // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
561 // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
562 WEAPON_RELOAD: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
563 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
565 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
566 CORPSE_SIGNATURE = $50524F43; // 'CORP'
568 BOTNAMES_FILENAME = 'botnames.txt';
569 BOTLIST_FILENAME = 'botlist.txt';
571 var
572 MaxGibs: Word = 150;
573 MaxCorpses: Word = 20;
574 MaxShells: Word = 300;
575 CurrentGib: Integer = 0;
576 CurrentShell: Integer = 0;
577 BotNames: Array of String;
578 BotList: Array of TBotProfile;
580 function Lerp(X, Y, Factor: Integer): Integer;
581 begin
582 Result := X + ((Y - X) div Factor);
583 end;
585 function SameTeam(UID1, UID2: Word): Boolean;
586 begin
587 Result := False;
589 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
590 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
592 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
594 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
595 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
597 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
598 end;
600 procedure g_Gibs_SetMax(Count: Word);
601 begin
602 MaxGibs := Count;
603 SetLength(gGibs, Count);
605 if CurrentGib >= Count then
606 CurrentGib := 0;
607 end;
609 function g_Gibs_GetMax(): Word;
610 begin
611 Result := MaxGibs;
612 end;
614 procedure g_Shells_SetMax(Count: Word);
615 begin
616 MaxShells := Count;
617 SetLength(gShells, Count);
619 if CurrentShell >= Count then
620 CurrentShell := 0;
621 end;
623 function g_Shells_GetMax(): Word;
624 begin
625 Result := MaxShells;
626 end;
629 procedure g_Corpses_SetMax(Count: Word);
630 begin
631 MaxCorpses := Count;
632 SetLength(gCorpses, Count);
633 end;
635 function g_Corpses_GetMax(): Word;
636 begin
637 Result := MaxCorpses;
638 end;
640 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
641 var
642 a: Integer;
643 ok: Boolean;
644 begin
645 Result := 0;
647 ok := False;
648 a := 0;
650 // Åñòü ëè ìåñòî â gPlayers:
651 if gPlayers <> nil then
652 for a := 0 to High(gPlayers) do
653 if gPlayers[a] = nil then
654 begin
655 ok := True;
656 Break;
657 end;
659 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
660 if not ok then
661 begin
662 SetLength(gPlayers, Length(gPlayers)+1);
663 a := High(gPlayers);
664 end;
666 // Ñîçäàåì îáúåêò èãðîêà:
667 if Bot then
668 gPlayers[a] := TBot.Create()
669 else
670 gPlayers[a] := TPlayer.Create();
673 gPlayers[a].FActualModelName := ModelName;
674 gPlayers[a].SetModel(ModelName);
676 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
677 if gPlayers[a].FModel = nil then
678 begin
679 gPlayers[a].Free();
680 gPlayers[a] := nil;
681 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
682 Exit;
683 end;
685 if not (Team in [TEAM_RED, TEAM_BLUE]) then
686 if Random(2) = 0 then
687 Team := TEAM_RED
688 else
689 Team := TEAM_BLUE;
690 gPlayers[a].FPreferredTeam := Team;
692 case gGameSettings.GameMode of
693 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
694 GM_TDM,
695 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
696 GM_SINGLE,
697 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
698 end;
700 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
701 gPlayers[a].FColor := Color;
702 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
703 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
704 else
705 gPlayers[a].FModel.Color := Color;
707 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
708 gPlayers[a].FLive := False;
710 Result := gPlayers[a].FUID;
711 end;
713 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
714 var
715 a, i: Integer;
716 ok, Bot: Boolean;
717 sig: DWORD;
718 b: Byte;
719 begin
720 Result := 0;
721 if Mem = nil then
722 Exit;
724 // Ñèãíàòóðà èãðîêà:
725 Mem.ReadDWORD(sig);
726 if sig <> PLAYER_SIGNATURE then // 'PLYR'
727 begin
728 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
729 end;
731 // Áîò èëè ÷åëîâåê:
732 Mem.ReadBoolean(Bot);
734 ok := False;
735 a := 0;
737 // Åñòü ëè ìåñòî â gPlayers:
738 if gPlayers <> nil then
739 for a := 0 to High(gPlayers) do
740 if gPlayers[a] = nil then
741 begin
742 ok := True;
743 Break;
744 end;
746 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
747 if not ok then
748 begin
749 SetLength(gPlayers, Length(gPlayers)+1);
750 a := High(gPlayers);
751 end;
753 // Ñîçäàåì îáúåêò èãðîêà:
754 if Bot then
755 gPlayers[a] := TBot.Create()
756 else
757 gPlayers[a] := TPlayer.Create();
758 gPlayers[a].FIamBot := Bot;
759 gPlayers[a].FPhysics := True;
761 // UID èãðîêà:
762 Mem.ReadWord(gPlayers[a].FUID);
763 // Èìÿ èãðîêà:
764 Mem.ReadString(gPlayers[a].FName);
765 // Êîìàíäà:
766 Mem.ReadByte(gPlayers[a].FTeam);
767 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
768 // Æèâ ëè:
769 Mem.ReadBoolean(gPlayers[a].FLive);
770 // Èçðàñõîäîâàë ëè âñå æèçíè:
771 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
772 // Íàïðàâëåíèå:
773 Mem.ReadByte(b);
774 if b = 1 then
775 gPlayers[a].FDirection := D_LEFT
776 else // b = 2
777 gPlayers[a].FDirection := D_RIGHT;
778 // Çäîðîâüå:
779 Mem.ReadInt(gPlayers[a].FHealth);
780 // Æèçíè:
781 Mem.ReadByte(gPlayers[a].FLives);
782 // Áðîíÿ:
783 Mem.ReadInt(gPlayers[a].FArmor);
784 // Çàïàñ âîçäóõà:
785 Mem.ReadInt(gPlayers[a].FAir);
786 // Çàïàñ ãîðþ÷åãî:
787 Mem.ReadInt(gPlayers[a].FJetFuel);
788 // Áîëü:
789 Mem.ReadInt(gPlayers[a].FPain);
790 // Óáèë:
791 Mem.ReadInt(gPlayers[a].FKills);
792 // Óáèë ìîíñòðîâ:
793 Mem.ReadInt(gPlayers[a].FMonsterKills);
794 // Ôðàãîâ:
795 Mem.ReadInt(gPlayers[a].FFrags);
796 // Ôðàãîâ ïîäðÿä:
797 Mem.ReadByte(gPlayers[a].FFragCombo);
798 // Âðåìÿ ïîñëåäíåãî ôðàãà:
799 Mem.ReadDWORD(gPlayers[a].FLastFrag);
800 // Ñìåðòåé:
801 Mem.ReadInt(gPlayers[a].FDeath);
802 // Êàêîé ôëàã íåñåò:
803 Mem.ReadByte(gPlayers[a].FFlag);
804 // Íàøåë ñåêðåòîâ:
805 Mem.ReadInt(gPlayers[a].FSecrets);
806 // Òåêóùåå îðóæèå:
807 Mem.ReadByte(gPlayers[a].FCurrWeap);
808 // Ñëåäóþùåå æåëàåìîå îðóæèå:
809 Mem.ReadWord(gPlayers[a].FNextWeap);
810 // Âðåìÿ çàðÿäêè BFG:
811 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
812 // Áóôåð óðîíà:
813 Mem.ReadInt(gPlayers[a].FDamageBuffer);
814 // Ïîñëåäíèé óäàðèâøèé:
815 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
816 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
817 Mem.ReadByte(gPlayers[a].FLastHit);
818 // Îáúåêò èãðîêà:
819 Obj_LoadState(@gPlayers[a].FObj, Mem);
820 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
821 for i := A_BULLETS to A_CELLS do
822 Mem.ReadWord(gPlayers[a].FAmmo[i]);
823 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
824 for i := A_BULLETS to A_CELLS do
825 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
826 // Íàëè÷èå îðóæèÿ:
827 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
828 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
829 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
830 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
831 Mem.ReadWord(gPlayers[a].FReloading[i]);
832 // Íàëè÷èå ðþêçàêà:
833 Mem.ReadByte(b);
834 if b = 1 then
835 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
836 // Íàëè÷èå êðàñíîãî êëþ÷à:
837 Mem.ReadByte(b);
838 if b = 1 then
839 Include(gPlayers[a].FRulez, R_KEY_RED);
840 // Íàëè÷èå çåëåíîãî êëþ÷à:
841 Mem.ReadByte(b);
842 if b = 1 then
843 Include(gPlayers[a].FRulez, R_KEY_GREEN);
844 // Íàëè÷èå ñèíåãî êëþ÷à:
845 Mem.ReadByte(b);
846 if b = 1 then
847 Include(gPlayers[a].FRulez, R_KEY_BLUE);
848 // Íàëè÷èå áåðñåðêà:
849 Mem.ReadByte(b);
850 if b = 1 then
851 Include(gPlayers[a].FRulez, R_BERSERK);
852 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
853 for i := MR_SUIT to MR_MAX do
854 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
855 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
856 for i := T_RESPAWN to T_FLAGCAP do
857 Mem.ReadDWORD(gPlayers[a].FTime[i]);
859 // Íàçâàíèå ìîäåëè:
860 Mem.ReadString(gPlayers[a].FActualModelName);
861 // Öâåò ìîäåëè:
862 Mem.ReadByte(gPlayers[a].FColor.R);
863 Mem.ReadByte(gPlayers[a].FColor.G);
864 Mem.ReadByte(gPlayers[a].FColor.B);
865 // Îáíîâëÿåì ìîäåëü èãðîêà:
866 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
868 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
869 if gPlayers[a].FModel = nil then
870 begin
871 gPlayers[a].Free();
872 gPlayers[a] := nil;
873 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
874 Exit;
875 end;
877 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
878 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
879 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
880 else
881 gPlayers[a].FModel.Color := gPlayers[a].FColor;
883 Result := gPlayers[a].FUID;
884 end;
886 procedure g_Player_ResetTeams();
887 var
888 a: Integer;
889 begin
890 if g_Game_IsClient then
891 Exit;
892 if gPlayers = nil then
893 Exit;
894 for a := Low(gPlayers) to High(gPlayers) do
895 if gPlayers[a] <> nil then
896 case gGameSettings.GameMode of
897 GM_DM:
898 gPlayers[a].ChangeTeam(TEAM_NONE);
899 GM_TDM, GM_CTF:
900 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
901 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
902 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
903 else
904 if a mod 2 = 0 then
905 gPlayers[a].ChangeTeam(TEAM_RED)
906 else
907 gPlayers[a].ChangeTeam(TEAM_BLUE);
908 GM_SINGLE,
909 GM_COOP:
910 gPlayers[a].ChangeTeam(TEAM_COOP);
911 end;
912 end;
914 procedure g_Bot_Add(Team, Difficult: Byte);
915 var
916 m: SArray;
917 _name, _model: String;
918 a, tr, tb: Integer;
919 begin
920 if not g_Game_IsServer then Exit;
922 // Ñïèñîê íàçâàíèé ìîäåëåé:
923 m := g_PlayerModel_GetNames();
924 if m = nil then
925 Exit;
927 // Êîìàíäà:
928 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
929 Team := TEAM_COOP // COOP
930 else
931 if gGameSettings.GameMode = GM_DM then
932 Team := TEAM_NONE // DM
933 else
934 if Team = TEAM_NONE then // CTF / TDM
935 begin
936 // Àâòîáàëàíñ êîìàíä:
937 tr := 0;
938 tb := 0;
940 for a := 0 to High(gPlayers) do
941 if gPlayers[a] <> nil then
942 begin
943 if gPlayers[a].Team = TEAM_RED then
944 Inc(tr)
945 else
946 if gPlayers[a].Team = TEAM_BLUE then
947 Inc(tb);
948 end;
950 if tr > tb then
951 Team := TEAM_BLUE
952 else
953 if tb > tr then
954 Team := TEAM_RED
955 else // tr = tb
956 if Random(2) = 0 then
957 Team := TEAM_RED
958 else
959 Team := TEAM_BLUE;
960 end;
962 // Âûáèðàåì áîòó èìÿ:
963 _name := '';
964 if BotNames <> nil then
965 for a := 0 to High(BotNames) do
966 if g_Player_ValidName(BotNames[a]) then
967 begin
968 _name := BotNames[a];
969 Break;
970 end;
972 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
973 if _name = '' then
974 repeat
975 _name := Format('DFBOT%.2d', [Random(100)]);
976 until g_Player_ValidName(_name);
978 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
979 _model := m[Random(Length(m))];
981 // Ñîçäàåì áîòà:
982 with g_Player_Get(g_Player_Create(_model,
983 _RGB(Min(Random(9)*32, 255),
984 Min(Random(9)*32, 255),
985 Min(Random(9)*32, 255)),
986 Team, True)) as TBot do
987 begin
988 Name := _name;
990 case Difficult of
991 1: FDifficult := DIFFICULT_EASY;
992 2: FDifficult := DIFFICULT_MEDIUM;
993 else FDifficult := DIFFICULT_HARD;
994 end;
996 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
997 begin
998 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
999 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1000 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1001 end;
1003 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1005 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1006 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1007 Spectate();
1008 end;
1009 end;
1011 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1012 var
1013 m: SArray;
1014 _name, _model: String;
1015 a: Integer;
1016 begin
1017 if not g_Game_IsServer then Exit;
1019 // Ñïèñîê íàçâàíèé ìîäåëåé:
1020 m := g_PlayerModel_GetNames();
1021 if m = nil then
1022 Exit;
1024 // Êîìàíäà:
1025 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1026 Team := TEAM_COOP // COOP
1027 else
1028 if gGameSettings.GameMode = GM_DM then
1029 Team := TEAM_NONE // DM
1030 else
1031 if Team = TEAM_NONE then
1032 Team := BotList[num].team; // CTF / TDM
1034 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1035 lName := AnsiLowerCase(lName);
1036 if (num < 0) or (num > Length(BotList)-1) then
1037 num := -1;
1038 if (num = -1) and (lName <> '') and (BotList <> nil) then
1039 for a := 0 to High(BotList) do
1040 if AnsiLowerCase(BotList[a].name) = lName then
1041 begin
1042 num := a;
1043 Break;
1044 end;
1045 if num = -1 then
1046 Exit;
1048 // Èìÿ áîòà:
1049 _name := BotList[num].name;
1050 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1051 if not g_Player_ValidName(_name) then
1052 repeat
1053 _name := Format('DFBOT%.2d', [Random(100)]);
1054 until g_Player_ValidName(_name);
1056 // Ìîäåëü:
1057 _model := BotList[num].model;
1058 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1059 if not InSArray(_model, m) then
1060 _model := m[Random(Length(m))];
1062 // Ñîçäàåì áîòà:
1063 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1064 begin
1065 Name := _name;
1067 FDifficult.DiagFire := BotList[num].diag_fire;
1068 FDifficult.InvisFire := BotList[num].invis_fire;
1069 FDifficult.DiagPrecision := BotList[num].diag_precision;
1070 FDifficult.FlyPrecision := BotList[num].fly_precision;
1071 FDifficult.Cover := BotList[num].cover;
1072 FDifficult.CloseJump := BotList[num].close_jump;
1074 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
1075 begin
1076 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1077 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1078 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1079 end;
1081 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1083 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1084 end;
1085 end;
1087 procedure g_Bot_RemoveAll();
1088 var
1089 a: Integer;
1090 begin
1091 if not g_Game_IsServer then Exit;
1092 if gPlayers = nil then Exit;
1094 for a := 0 to High(gPlayers) do
1095 if gPlayers[a] <> nil then
1096 if gPlayers[a] is TBot then
1097 begin
1098 gPlayers[a].Lives := 0;
1099 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1100 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1101 g_Player_Remove(gPlayers[a].FUID);
1102 end;
1104 g_Bot_MixNames();
1105 end;
1107 procedure g_Bot_MixNames();
1108 var
1109 s: String;
1110 a, b: Integer;
1111 begin
1112 if BotNames <> nil then
1113 for a := 0 to High(BotNames) do
1114 begin
1115 b := Random(Length(BotNames));
1116 s := BotNames[a];
1117 Botnames[a] := BotNames[b];
1118 BotNames[b] := s;
1119 end;
1120 end;
1122 procedure g_Player_Remove(UID: Word);
1123 var
1124 i: Integer;
1125 begin
1126 if gPlayers = nil then Exit;
1128 if g_Game_IsServer and g_Game_IsNet then
1129 MH_SEND_PlayerDelete(UID);
1131 for i := 0 to High(gPlayers) do
1132 if gPlayers[i] <> nil then
1133 if gPlayers[i].FUID = UID then
1134 begin
1135 if gPlayers[i] is TPlayer then
1136 TPlayer(gPlayers[i]).Free()
1137 else
1138 TBot(gPlayers[i]).Free();
1139 gPlayers[i] := nil;
1140 Exit;
1141 end;
1142 end;
1144 procedure g_Player_Init();
1145 var
1146 F: TextFile;
1147 s: String;
1148 a, b: Integer;
1149 config: TConfig;
1150 sa: SArray;
1151 begin
1152 BotNames := nil;
1154 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1155 Exit;
1157 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1158 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1159 Reset(F);
1161 while not EOF(F) do
1162 begin
1163 ReadLn(F, s);
1165 s := Trim(s);
1166 if s = '' then
1167 Continue;
1169 SetLength(BotNames, Length(BotNames)+1);
1170 BotNames[High(BotNames)] := s;
1171 end;
1173 CloseFile(F);
1175 // Ïåðåìåøèâàåì èõ:
1176 g_Bot_MixNames();
1178 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1179 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1180 BotList := nil;
1181 a := 0;
1183 while config.SectionExists(IntToStr(a)) do
1184 begin
1185 SetLength(BotList, Length(BotList)+1);
1187 with BotList[High(BotList)] do
1188 begin
1189 // Èìÿ áîòà:
1190 name := config.ReadStr(IntToStr(a), 'name', '');
1191 // Ìîäåëü:
1192 model := config.ReadStr(IntToStr(a), 'model', '');
1193 // Êîìàíäà:
1194 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1195 team := TEAM_RED
1196 else
1197 team := TEAM_BLUE;
1198 // Öâåò ìîäåëè:
1199 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1200 color.R := StrToIntDef(sa[0], 0);
1201 color.G := StrToIntDef(sa[1], 0);
1202 color.B := StrToIntDef(sa[2], 0);
1203 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1204 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1205 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1206 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1207 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1208 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1209 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1210 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1211 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1212 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1213 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1214 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1215 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1216 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1217 if Length(sa) = 10 then
1218 for b := 0 to 9 do
1219 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1220 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1221 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1222 if Length(sa) = 10 then
1223 for b := 0 to 9 do
1224 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1226 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1227 if Length(sa) = 10 then
1228 for b := 0 to 9 do
1229 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1230 end;
1232 a := a + 1;
1233 end;
1235 config.Free();
1236 end;
1238 procedure g_Player_Free();
1239 var
1240 i: Integer;
1241 begin
1242 if gPlayers <> nil then
1243 begin
1244 for i := 0 to High(gPlayers) do
1245 if gPlayers[i] <> nil then
1246 begin
1247 if gPlayers[i] is TPlayer then
1248 TPlayer(gPlayers[i]).Free()
1249 else
1250 TBot(gPlayers[i]).Free();
1251 gPlayers[i] := nil;
1252 end;
1254 gPlayers := nil;
1255 end;
1257 gPlayer1 := nil;
1258 gPlayer2 := nil;
1259 end;
1261 procedure g_Player_UpdateAll();
1262 var
1263 i: Integer;
1264 begin
1265 if gPlayers = nil then Exit;
1267 for i := 0 to High(gPlayers) do
1268 if gPlayers[i] <> nil then
1269 if gPlayers[i] is TPlayer then gPlayers[i].Update()
1270 else TBot(gPlayers[i]).Update();
1271 end;
1273 procedure g_Player_DrawAll();
1274 var
1275 i: Integer;
1276 begin
1277 if gPlayers = nil then Exit;
1279 for i := 0 to High(gPlayers) do
1280 if gPlayers[i] <> nil then
1281 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1282 else TBot(gPlayers[i]).Draw();
1283 end;
1285 procedure g_Player_DrawDebug(p: TPlayer);
1286 var
1287 fW, fH: Byte;
1288 begin
1289 if p = nil then Exit;
1290 if (@p.FObj) = nil then Exit;
1292 e_TextureFontGetSize(gStdFont, fW, fH);
1294 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1295 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1296 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1297 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1298 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1299 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1300 end;
1302 procedure g_Player_DrawHealth();
1303 var
1304 i: Integer;
1305 fW, fH: Byte;
1306 begin
1307 if gPlayers = nil then Exit;
1308 e_TextureFontGetSize(gStdFont, fW, fH);
1310 for i := 0 to High(gPlayers) do
1311 if gPlayers[i] <> nil then
1312 begin
1313 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1314 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1315 IntToStr(gPlayers[i].FHealth), gStdFont);
1316 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1317 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1318 IntToStr(gPlayers[i].FArmor), gStdFont);
1319 end;
1320 end;
1322 function g_Player_Get(UID: Word): TPlayer;
1323 var
1324 a: Integer;
1325 begin
1326 Result := nil;
1328 if gPlayers = nil then
1329 Exit;
1331 for a := 0 to High(gPlayers) do
1332 if gPlayers[a] <> nil then
1333 if gPlayers[a].FUID = UID then
1334 begin
1335 Result := gPlayers[a];
1336 Exit;
1337 end;
1338 end;
1340 function g_Player_GetCount(): Byte;
1341 var
1342 a: Integer;
1343 begin
1344 Result := 0;
1346 if gPlayers = nil then
1347 Exit;
1349 for a := 0 to High(gPlayers) do
1350 if gPlayers[a] <> nil then
1351 Result := Result + 1;
1352 end;
1354 function g_Player_GetStats(): TPlayerStatArray;
1355 var
1356 a: Integer;
1357 begin
1358 Result := nil;
1360 if gPlayers = nil then Exit;
1362 for a := 0 to High(gPlayers) do
1363 if gPlayers[a] <> nil then
1364 begin
1365 SetLength(Result, Length(Result)+1);
1366 with Result[High(Result)] do
1367 begin
1368 Ping := gPlayers[a].FPing;
1369 Loss := gPlayers[a].FLoss;
1370 Name := gPlayers[a].FName;
1371 Team := gPlayers[a].FTeam;
1372 Frags := gPlayers[a].FFrags;
1373 Deaths := gPlayers[a].FDeath;
1374 Kills := gPlayers[a].FKills;
1375 Color := gPlayers[a].FModel.Color;
1376 Lives := gPlayers[a].FLives;
1377 Spectator := gPlayers[a].FSpectator;
1378 end;
1379 end;
1380 end;
1382 procedure g_Player_RememberAll;
1383 var
1384 i: Integer;
1385 begin
1386 for i := Low(gPlayers) to High(gPlayers) do
1387 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1388 gPlayers[i].RememberState;
1389 end;
1391 procedure g_Player_ResetAll(Force, Silent: Boolean);
1392 var
1393 i: Integer;
1394 begin
1395 gTeamStat[TEAM_RED].Goals := 0;
1396 gTeamStat[TEAM_BLUE].Goals := 0;
1398 if gPlayers <> nil then
1399 for i := 0 to High(gPlayers) do
1400 if gPlayers[i] <> nil then
1401 begin
1402 gPlayers[i].Reset(Force);
1404 if gPlayers[i] is TPlayer then
1405 begin
1406 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1407 gPlayers[i].Respawn(Silent)
1408 else
1409 gPlayers[i].Spectate();
1410 end
1411 else
1412 TBot(gPlayers[i]).Respawn(Silent);
1413 end;
1414 end;
1416 procedure g_Player_CreateCorpse(Player: TPlayer);
1417 var
1418 find_id: DWORD;
1419 ok: Boolean;
1420 begin
1421 if Player.Live then
1422 Exit;
1423 if Player.FObj.Y >= gMapInfo.Height+128 then
1424 Exit;
1426 with Player do
1427 begin
1428 if (FHealth >= -50) or (gGibsCount = 0) then
1429 begin
1430 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1431 Exit;
1433 ok := False;
1434 for find_id := 0 to High(gCorpses) do
1435 if gCorpses[find_id] = nil then
1436 begin
1437 ok := True;
1438 Break;
1439 end;
1441 if not ok then
1442 find_id := Random(Length(gCorpses));
1444 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1445 gCorpses[find_id].FColor := FModel.Color;
1446 gCorpses[find_id].FObj.Vel := FObj.Vel;
1447 gCorpses[find_id].FObj.Accel := FObj.Accel;
1448 end
1449 else
1450 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1451 FObj.Y + PLAYER_RECT_CY,
1452 FModel.Name, FModel.Color);
1453 end;
1454 end;
1456 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1457 var
1458 SID: DWORD;
1459 begin
1460 if (gShells = nil) or (Length(gShells) = 0) then
1461 Exit;
1463 with gShells[CurrentShell] do
1464 begin
1465 SpriteID := 0;
1466 g_Obj_Init(@Obj);
1467 Obj.Rect.X := 0;
1468 Obj.Rect.Y := 0;
1469 if T = SHELL_BULLET then
1470 begin
1471 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1472 SpriteID := SID;
1473 CX := 2;
1474 CY := 1;
1475 Obj.Rect.Width := 4;
1476 Obj.Rect.Height := 2;
1477 end
1478 else
1479 begin
1480 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1481 SpriteID := SID;
1482 CX := 4;
1483 CY := 2;
1484 Obj.Rect.Width := 7;
1485 Obj.Rect.Height := 3;
1486 end;
1487 SType := T;
1488 Live := True;
1489 Obj.X := fX;
1490 Obj.Y := fY;
1491 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1492 RAngle := Random(360);
1493 Timeout := gTime + SHELL_TIMEOUT;
1495 if CurrentShell >= High(gShells) then
1496 CurrentShell := 0
1497 else
1498 Inc(CurrentShell);
1499 end;
1500 end;
1502 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1503 var
1504 a: Integer;
1505 GibsArray: TGibsArray;
1506 begin
1507 if (gGibs = nil) or (Length(gGibs) = 0) then
1508 Exit;
1509 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1510 Exit;
1512 for a := 0 to High(GibsArray) do
1513 with gGibs[CurrentGib] do
1514 begin
1515 Color := fColor;
1516 ID := GibsArray[a].ID;
1517 MaskID := GibsArray[a].MaskID;
1518 Live := True;
1519 g_Obj_Init(@Obj);
1520 Obj.Rect := GibsArray[a].Rect;
1521 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1522 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1523 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1524 RAngle := Random(360);
1526 if gBloodCount > 0 then
1527 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1528 Random(48), Random(48), 150, 0, 0);
1530 if CurrentGib >= High(gGibs) then
1531 CurrentGib := 0
1532 else
1533 Inc(CurrentGib);
1534 end;
1535 end;
1537 procedure g_Player_UpdatePhysicalObjects();
1538 var
1539 i: Integer;
1540 vel: TPoint2i;
1541 mr: Word;
1543 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1544 var
1545 k: Integer;
1546 begin
1547 k := 1 + Random(2);
1548 if T = SHELL_BULLET then
1549 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1550 else
1551 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1552 end;
1554 begin
1555 // Êóñêè ìÿñà:
1556 if gGibs <> nil then
1557 for i := 0 to High(gGibs) do
1558 if gGibs[i].Live then
1559 with gGibs[i] do
1560 begin
1561 vel := Obj.Vel;
1562 mr := g_Obj_Move(@Obj, True, False, True);
1564 if WordBool(mr and MOVE_FALLOUT) then
1565 begin
1566 Live := False;
1567 Continue;
1568 end;
1570 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1571 if WordBool(mr and MOVE_HITWALL) then
1572 Obj.Vel.X := -(vel.X div 2);
1573 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1574 Obj.Vel.Y := -(vel.Y div 2);
1576 if (Obj.Vel.X >= 0) then
1577 begin // Clockwise
1578 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1579 if RAngle >= 360 then
1580 RAngle := RAngle mod 360;
1581 end else begin // Counter-clockwise
1582 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1583 if RAngle < 0 then
1584 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1585 end;
1587 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1588 if gTime mod (GAME_TICK*3) = 0 then
1589 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1590 end;
1592 // Òðóïû:
1593 if gCorpses <> nil then
1594 for i := 0 to High(gCorpses) do
1595 if gCorpses[i] <> nil then
1596 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1597 begin
1598 gCorpses[i].Free();
1599 gCorpses[i] := nil;
1600 end
1601 else
1602 gCorpses[i].Update();
1604 // Ãèëüçû:
1605 if gShells <> nil then
1606 for i := 0 to High(gShells) do
1607 if gShells[i].Live then
1608 with gShells[i] do
1609 begin
1610 vel := Obj.Vel;
1611 mr := g_Obj_Move(@Obj, True, False, True);
1613 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1614 begin
1615 Live := False;
1616 Continue;
1617 end;
1619 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1620 if WordBool(mr and MOVE_HITWALL) then
1621 begin
1622 Obj.Vel.X := -(vel.X div 2);
1623 if not WordBool(mr and MOVE_INWATER) then
1624 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1625 end;
1626 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1627 begin
1628 Obj.Vel.Y := -(vel.Y div 2);
1629 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1630 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1631 begin
1632 if RAngle mod 90 <> 0 then
1633 RAngle := (RAngle div 90) * 90;
1634 end
1635 else if not WordBool(mr and MOVE_INWATER) then
1636 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1637 end;
1639 if (Obj.Vel.X >= 0) then
1640 begin // Clockwise
1641 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1642 if RAngle >= 360 then
1643 RAngle := RAngle mod 360;
1644 end else begin // Counter-clockwise
1645 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1646 if RAngle < 0 then
1647 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1648 end;
1649 end;
1650 end;
1652 procedure g_Player_DrawCorpses();
1653 var
1654 i: Integer;
1655 a: TPoint;
1656 begin
1657 if gGibs <> nil then
1658 for i := 0 to High(gGibs) do
1659 if gGibs[i].Live then
1660 with gGibs[i] do
1661 begin
1662 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1663 Continue;
1665 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1666 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1668 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1670 e_Colors := Color;
1671 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1672 e_Colors.R := 255;
1673 e_Colors.G := 255;
1674 e_Colors.B := 255;
1675 end;
1677 if gCorpses <> nil then
1678 for i := 0 to High(gCorpses) do
1679 if gCorpses[i] <> nil then
1680 gCorpses[i].Draw();
1681 end;
1683 procedure g_Player_DrawShells();
1684 var
1685 i: Integer;
1686 a: TPoint;
1687 begin
1688 if gShells <> nil then
1689 for i := 0 to High(gShells) do
1690 if gShells[i].Live then
1691 with gShells[i] do
1692 begin
1693 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1694 Continue;
1696 a.X := CX;
1697 a.Y := CY;
1699 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1700 end;
1701 end;
1703 procedure g_Player_RemoveAllCorpses();
1704 var
1705 i: Integer;
1706 begin
1707 gGibs := nil;
1708 gShells := nil;
1709 SetLength(gGibs, MaxGibs);
1710 SetLength(gShells, MaxGibs);
1711 CurrentGib := 0;
1712 CurrentShell := 0;
1714 if gCorpses <> nil then
1715 for i := 0 to High(gCorpses) do
1716 gCorpses[i].Free();
1718 gCorpses := nil;
1719 SetLength(gCorpses, MaxCorpses);
1720 end;
1722 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1723 var
1724 count, i: Integer;
1725 b: Boolean;
1726 begin
1727 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1728 count := 0;
1729 if gCorpses <> nil then
1730 for i := 0 to High(gCorpses) do
1731 if gCorpses[i] <> nil then
1732 count := count + 1;
1734 Mem := TBinMemoryWriter.Create((count+1) * 128);
1736 // Êîëè÷åñòâî òðóïîâ:
1737 Mem.WriteInt(count);
1739 if count = 0 then
1740 Exit;
1742 // Ñîõðàíÿåì òðóïû:
1743 for i := 0 to High(gCorpses) do
1744 if gCorpses[i] <> nil then
1745 begin
1746 // Íàçâàíèå ìîäåëè:
1747 Mem.WriteString(gCorpses[i].FModelName);
1748 // Òèï ñìåðòè:
1749 b := gCorpses[i].Mess;
1750 Mem.WriteBoolean(b);
1751 // Ñîõðàíÿåì äàííûå òðóïà:
1752 gCorpses[i].SaveState(Mem);
1753 end;
1754 end;
1756 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1757 var
1758 count, i: Integer;
1759 str: String;
1760 b: Boolean;
1761 begin
1762 if Mem = nil then
1763 Exit;
1765 g_Player_RemoveAllCorpses();
1767 // Êîëè÷åñòâî òðóïîâ:
1768 Mem.ReadInt(count);
1770 if count > Length(gCorpses) then
1771 begin
1772 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1773 end;
1775 if count = 0 then
1776 Exit;
1778 // Çàãðóæàåì òðóïû:
1779 for i := 0 to count-1 do
1780 begin
1781 // Íàçâàíèå ìîäåëè:
1782 Mem.ReadString(str);
1783 // Òèï ñìåðòè:
1784 Mem.ReadBoolean(b);
1785 // Ñîçäàåì òðóï:
1786 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1787 // Çàãðóæàåì äàííûå òðóïà:
1788 gCorpses[i].LoadState(Mem);
1789 end;
1790 end;
1792 { T P l a y e r : }
1794 procedure TPlayer.BFGHit();
1795 begin
1796 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1797 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1798 if g_Game_IsServer and g_Game_IsNet then
1799 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1800 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1801 0, NET_GFX_BFGHIT);
1802 end;
1804 procedure TPlayer.ChangeModel(ModelName: string);
1805 var
1806 Model: TPlayerModel;
1807 begin
1808 Model := g_PlayerModel_Get(ModelName);
1809 if Model = nil then Exit;
1811 FModel.Free();
1812 FModel := Model;
1813 end;
1815 procedure TPlayer.SetModel(ModelName: string);
1816 var
1817 m: TPlayerModel;
1818 begin
1819 m := g_PlayerModel_Get(ModelName);
1820 if m = nil then
1821 begin
1822 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1823 m := g_PlayerModel_Get('doomer');
1824 if m = nil then
1825 begin
1826 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1827 Exit;
1828 end;
1829 end;
1831 if FModel <> nil then
1832 FModel.Free();
1834 FModel := m;
1836 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1837 FModel.Color := FColor
1838 else
1839 FModel.Color := TEAMCOLOR[FTeam];
1840 FModel.SetWeapon(FCurrWeap);
1841 FModel.SetFlag(FFlag);
1842 SetDirection(FDirection);
1843 end;
1845 procedure TPlayer.SetColor(Color: TRGB);
1846 begin
1847 FColor := Color;
1848 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1849 if FModel <> nil then FModel.Color := Color;
1850 end;
1852 procedure TPlayer.SwitchTeam;
1853 begin
1854 if g_Game_IsClient then
1855 Exit;
1856 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1858 if gGameOn and FLive then
1859 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1861 if FTeam = TEAM_RED then
1862 begin
1863 ChangeTeam(TEAM_BLUE);
1864 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1865 if g_Game_IsNet then
1866 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1867 end
1868 else
1869 begin
1870 ChangeTeam(TEAM_RED);
1871 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1872 if g_Game_IsNet then
1873 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1874 end;
1875 FPreferredTeam := FTeam;
1876 end;
1878 procedure TPlayer.ChangeTeam(Team: Byte);
1879 var
1880 OldTeam: Byte;
1881 begin
1882 OldTeam := FTeam;
1883 FTeam := Team;
1884 case Team of
1885 TEAM_RED, TEAM_BLUE:
1886 FModel.Color := TEAMCOLOR[Team];
1887 else
1888 FModel.Color := FColor;
1889 end;
1890 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1891 MH_SEND_PlayerStats(FUID);
1892 end;
1895 procedure TPlayer.CollideItem();
1896 var
1897 i: Integer;
1898 r: Boolean;
1899 begin
1900 if gItems = nil then Exit;
1901 if not FLive then Exit;
1903 for i := 0 to High(gItems) do
1904 with gItems[i] do
1905 begin
1906 if (ItemType <> ITEM_NONE) and Live then
1907 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1908 PLAYER_RECT.Height, @Obj) then
1909 begin
1910 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1912 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1913 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1914 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1915 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1916 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1918 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1919 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1920 (gGameSettings.GameType = GT_SINGLE) and
1921 (g_Player_GetCount() > 1)) then
1922 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1923 end;
1924 end;
1925 end;
1928 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1929 begin
1930 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1931 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1932 False);
1933 end;
1935 constructor TPlayer.Create();
1936 begin
1937 FIamBot := False;
1938 FDummy := False;
1939 FSpawned := False;
1941 FSawSound := TPlayableSound.Create();
1942 FSawSoundIdle := TPlayableSound.Create();
1943 FSawSoundHit := TPlayableSound.Create();
1944 FSawSoundSelect := TPlayableSound.Create();
1945 FJetSoundFly := TPlayableSound.Create();
1946 FJetSoundOn := TPlayableSound.Create();
1947 FJetSoundOff := TPlayableSound.Create();
1949 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1950 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1951 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1952 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1953 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1954 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1955 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1957 FSpectatePlayer := -1;
1958 FClientID := -1;
1959 FPing := 0;
1960 FLoss := 0;
1961 FSavedState.WaitRecall := False;
1962 FShellTimer := -1;
1964 FActualModelName := 'doomer';
1966 g_Obj_Init(@FObj);
1967 FObj.Rect := PLAYER_RECT;
1969 FBFGFireCounter := -1;
1970 FJustTeleported := False;
1971 FNetTime := 0;
1972 end;
1974 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
1975 var
1976 c: Word;
1977 begin
1978 if (not g_Game_IsClient) and (not FLive) then
1979 Exit;
1981 FLastHit := t;
1983 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
1984 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
1985 begin
1986 if not g_Game_IsClient then
1987 begin
1988 FArmor := 0;
1989 if t = HIT_TRAP then
1990 begin
1991 // Ëîâóøêà óáèâàåò ñðàçó:
1992 FHealth := -100;
1993 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
1994 end;
1995 if t = HIT_SELF then
1996 begin
1997 // Ñàìîóáèéñòâî:
1998 FHealth := 0;
1999 Kill(K_SIMPLEKILL, SpawnerUID, t);
2000 end;
2001 end;
2002 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2003 FMegaRulez[MR_SUIT] := 0;
2004 FMegaRulez[MR_INVUL] := 0;
2005 FMegaRulez[MR_INVIS] := 0;
2006 FBerserk := 0;
2007 end;
2009 // Íî îò îñòàëüíîãî ñïàñàåò:
2010 if FMegaRulez[MR_INVUL] >= gTime then
2011 Exit;
2013 // ×èò-êîä "ÃÎÐÅÖ":
2014 if FGodMode then
2015 Exit;
2017 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2018 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2019 (SpawnerUID = FUID) or
2020 (not SameTeam(FUID, SpawnerUID)) then
2021 begin
2022 FLastSpawnerUID := SpawnerUID;
2024 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2025 if gBloodCount > 0 then
2026 begin
2027 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2028 if value div 4 <= c then
2029 c := c - (value div 4)
2030 else
2031 c := 0;
2033 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2034 MakeBloodSimple(c)
2035 else
2036 case t of
2037 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2038 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2039 end;
2041 if t = HIT_WATER then
2042 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2043 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2044 end;
2046 // Áóôåð óðîíà:
2047 if FLive then
2048 Inc(FDamageBuffer, value);
2050 // Âñïûøêà áîëè:
2051 if gFlash <> 0 then
2052 FPain := FPain + value;
2053 end;
2055 if g_Game_IsServer and g_Game_IsNet then
2056 begin
2057 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2058 MH_SEND_PlayerStats(FUID);
2059 MH_SEND_PlayerPos(False, FUID);
2060 end;
2061 end;
2063 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2064 begin
2065 Result := False;
2066 if g_Game_IsClient then
2067 Exit;
2068 if not FLive then
2069 Exit;
2071 if Soft and (FHealth < PLAYER_HP_SOFT) then
2072 begin
2073 IncMax(FHealth, value, PLAYER_HP_SOFT);
2074 Result := True;
2075 end;
2076 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2077 begin
2078 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2079 Result := True;
2080 end;
2082 if Result and g_Game_IsServer and g_Game_IsNet then
2083 MH_SEND_PlayerStats(FUID);
2084 end;
2086 destructor TPlayer.Destroy();
2087 begin
2088 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2089 gPlayer1 := nil;
2090 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2091 gPlayer2 := nil;
2093 FSawSound.Free();
2094 FSawSoundIdle.Free();
2095 FSawSoundHit.Free();
2096 FJetSoundFly.Free();
2097 FJetSoundOn.Free();
2098 FJetSoundOff.Free();
2099 FModel.Free();
2101 inherited;
2102 end;
2104 procedure TPlayer.DrawBubble();
2105 var
2106 bubX, bubY: Integer;
2107 ID: LongWord;
2108 Rb, Gb, Bb,
2109 Rw, Gw, Bw: SmallInt;
2110 Dot: Byte;
2111 begin
2112 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2113 bubY := FObj.Y+FObj.Rect.Y - 18;
2114 Rb := 64;
2115 Gb := 64;
2116 Bb := 64;
2117 Rw := 240;
2118 Gw := 240;
2119 Bw := 240;
2120 case gChatBubble of
2121 1: // simple textual non-bubble
2122 begin
2123 bubX := FObj.X+FObj.Rect.X - 11;
2124 bubY := FObj.Y+FObj.Rect.Y - 17;
2125 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2126 Exit;
2127 end;
2128 2: // advanced pixel-perfect bubble
2129 begin
2130 if FTeam = TEAM_RED then
2131 Rb := 255
2132 else
2133 if FTeam = TEAM_BLUE then
2134 Bb := 255;
2135 end;
2136 3: // colored bubble
2137 begin
2138 Rb := FModel.Color.R;
2139 Gb := FModel.Color.G;
2140 Bb := FModel.Color.B;
2141 Rw := Min(Rb * 2 + 64, 255);
2142 Gw := Min(Gb * 2 + 64, 255);
2143 Bw := Min(Bb * 2 + 64, 255);
2144 if (Abs(Rw - Rb) < 32)
2145 or (Abs(Gw - Gb) < 32)
2146 or (Abs(Bw - Bb) < 32) then
2147 begin
2148 Rb := Max(Rw div 2 - 16, 0);
2149 Gb := Max(Gw div 2 - 16, 0);
2150 Bb := Max(Bw div 2 - 16, 0);
2151 end;
2152 end;
2153 4: // custom textured bubble
2154 begin
2155 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2156 if FDirection = D_RIGHT then
2157 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2158 else
2159 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2160 Exit;
2161 end;
2162 end;
2164 // Outer borders
2165 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2166 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2167 // Inner box
2168 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2170 // Tail
2171 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2172 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2173 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2174 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2175 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2176 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2178 // Dots
2179 Dot := 6;
2180 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2181 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2182 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2183 end;
2185 procedure TPlayer.Draw();
2186 var
2187 ID: DWORD;
2188 w, h: Word;
2189 dr: Boolean;
2190 begin
2191 if FLive then
2192 begin
2193 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2194 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2195 begin
2196 e_GetTextureSize(ID, @w, @h);
2197 if FDirection = D_LEFT then
2198 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2199 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2200 else
2201 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2202 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2203 end;
2205 if FMegaRulez[MR_INVIS] > gTime then
2206 begin
2207 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2208 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2209 begin
2210 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2211 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2212 else
2213 dr := True;
2214 if dr then
2215 FModel.Draw(FObj.X, FObj.Y, 200)
2216 else
2217 FModel.Draw(FObj.X, FObj.Y);
2218 end
2219 else
2220 FModel.Draw(FObj.X, FObj.Y, 254);
2221 end
2222 else
2223 FModel.Draw(FObj.X, FObj.Y);
2224 end;
2226 if g_debug_Frames then
2227 begin
2228 e_DrawQuad(FObj.X+FObj.Rect.X,
2229 FObj.Y+FObj.Rect.Y,
2230 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2231 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2232 0, 255, 0);
2233 end;
2235 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2236 DrawBubble();
2237 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2238 if gAimLine and Live and
2239 ((Self = gPlayer1) or (Self = gPlayer2)) then
2240 DrawAim();
2241 end;
2243 procedure TPlayer.DrawAim();
2244 var
2245 wx, wy, xx, yy: Integer;
2246 angle: SmallInt;
2247 sz, len: Word;
2248 begin
2249 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2250 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2251 angle := FAngle;
2252 len := 1024;
2253 sz := 2;
2254 case FCurrWeap of
2255 0: begin // Punch
2256 len := 12;
2257 sz := 4;
2258 end;
2259 1: begin // Chainsaw
2260 len := 24;
2261 sz := 6;
2262 end;
2263 2: begin // Pistol
2264 len := 1024;
2265 sz := 2;
2266 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2267 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2268 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2269 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2270 end;
2271 3: begin // Shotgun
2272 len := 1024;
2273 sz := 3;
2274 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2275 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2276 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2277 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2278 end;
2279 4: begin // Double Shotgun
2280 len := 1024;
2281 sz := 4;
2282 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2283 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2284 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2285 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2286 end;
2287 5: begin // Chaingun
2288 len := 1024;
2289 sz := 3;
2290 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2291 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2292 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2293 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2294 end;
2295 6: begin // Rocket Launcher
2296 len := 1024;
2297 sz := 7;
2298 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2299 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2300 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2301 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2302 end;
2303 7: begin // Plasmagun
2304 len := 1024;
2305 sz := 5;
2306 if angle = ANGLE_RIGHTUP then Inc(angle);
2307 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2308 if angle = ANGLE_LEFTUP then Dec(angle);
2309 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2310 end;
2311 8: begin // BFG
2312 len := 1024;
2313 sz := 12;
2314 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2315 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2316 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2317 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2318 end;
2319 9: begin // Super Chaingun
2320 len := 1024;
2321 sz := 4;
2322 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2323 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2324 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2325 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2326 end;
2327 end;
2328 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2329 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2330 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2331 end;
2333 procedure TPlayer.DrawGUI();
2334 var
2335 ID: DWORD;
2336 X, Y, SY, a, p, m: Integer;
2337 tw, th: Word;
2338 cw, ch: Byte;
2339 s: string;
2340 stat: TPlayerStatArray;
2341 begin
2342 X := gPlayerScreenSize.X;
2343 SY := gPlayerScreenSize.Y;
2344 Y := 0;
2346 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2347 begin
2348 if gGameSettings.GameMode = GM_CTF then
2349 a := 32 + 8
2350 else
2351 a := 0;
2352 if gGameSettings.GameMode = GM_CTF then
2353 begin
2354 s := 'TEXTURE_PLAYER_REDFLAG';
2355 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2356 s := 'TEXTURE_PLAYER_REDFLAG_S';
2357 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2358 s := 'TEXTURE_PLAYER_REDFLAG_D';
2359 if g_Texture_Get(s, ID) then
2360 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2361 end;
2363 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2364 e_CharFont_GetSize(gMenuFont, s, tw, th);
2365 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2367 if gGameSettings.GameMode = GM_CTF then
2368 begin
2369 s := 'TEXTURE_PLAYER_BLUEFLAG';
2370 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2371 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2372 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2373 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2374 if g_Texture_Get(s, ID) then
2375 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2376 end;
2378 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2379 e_CharFont_GetSize(gMenuFont, s, tw, th);
2380 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2381 end;
2383 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2384 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2385 0, False, False);
2387 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2388 e_Draw(ID, X+2, Y, 0, True, False);
2390 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2391 begin
2392 if gShowStat then
2393 begin
2394 s := IntToStr(Frags);
2395 e_CharFont_GetSize(gMenuFont, s, tw, th);
2396 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2398 s := '';
2399 p := 1;
2400 m := 0;
2401 stat := g_Player_GetStats();
2402 if stat <> nil then
2403 begin
2404 p := 1;
2406 for a := 0 to High(stat) do
2407 if stat[a].Name <> Name then
2408 begin
2409 if stat[a].Frags > m then m := stat[a].Frags;
2410 if stat[a].Frags > Frags then p := p+1;
2411 end;
2412 end;
2414 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2415 if Frags >= m then s := s+'+' else s := s+'-';
2416 s := s+IntToStr(Abs(Frags-m));
2418 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2419 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2420 end;
2422 if gShowLives and (gGameSettings.MaxLives > 0) then
2423 begin
2424 s := IntToStr(Lives);
2425 e_CharFont_GetSize(gMenuFont, s, tw, th);
2426 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2427 end;
2428 end;
2430 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2431 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2433 if R_BERSERK in FRulez then
2434 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2435 else
2436 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2438 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2439 e_Draw(ID, X+36, Y+77, 0, True, False);
2441 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2442 e_CharFont_GetSize(gMenuFont, s, tw, th);
2443 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2445 s := IntToStr(FArmor);
2446 e_CharFont_GetSize(gMenuFont, s, tw, th);
2447 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2449 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2451 case FCurrWeap of
2452 WEAPON_KASTET:
2453 begin
2454 s := '--';
2455 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2456 end;
2457 WEAPON_SAW:
2458 begin
2459 s := '--';
2460 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2461 end;
2462 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2463 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2464 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2465 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2466 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2467 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2468 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2469 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2470 end;
2472 e_CharFont_GetSize(gMenuFont, s, tw, th);
2473 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2474 e_Draw(ID, X+20, Y+160, 0, True, False);
2476 if R_KEY_RED in FRulez then
2477 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2479 if R_KEY_GREEN in FRulez then
2480 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2482 if R_KEY_BLUE in FRulez then
2483 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2485 if FJetFuel > 0 then
2486 begin
2487 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2488 e_Draw(ID, X+2, Y+116, 0, True, False);
2489 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2490 e_Draw(ID, X+2, Y+126, 0, True, False);
2491 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2492 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2493 end
2494 else
2495 begin
2496 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2497 e_Draw(ID, X+2, Y+124, 0, True, False);
2498 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2499 end;
2501 if gShowPing and g_Game_IsClient then
2502 begin
2503 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2504 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2505 Y := Y + 16;
2506 end;
2508 if FSpectator then
2509 begin
2510 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2511 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2512 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2513 if FNoRespawn then
2514 begin
2515 e_TextureFontGetSize(gStdFont, cw, ch);
2516 s := _lc[I_PLAYER_SPECT4];
2517 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2518 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2519 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2520 end;
2522 end;
2523 end;
2525 procedure TPlayer.DrawRulez();
2526 var
2527 dr: Boolean;
2528 begin
2529 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2530 if FMegaRulez[MR_INVUL] >= gTime then
2531 begin
2532 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2533 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2534 else
2535 dr := True;
2537 if dr then
2538 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2539 191, 191, 191, 0, B_INVERT);
2540 end;
2542 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2543 if FMegaRulez[MR_SUIT] >= gTime then
2544 begin
2545 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2546 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2547 else
2548 dr := True;
2550 if dr then
2551 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2552 0, 96, 0, 200, B_NONE);
2553 end;
2555 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2556 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2557 begin
2558 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2559 255, 0, 0, 200, B_NONE);
2560 end;
2561 end;
2563 procedure TPlayer.DrawPain();
2564 var
2565 a, h: Integer;
2566 begin
2567 if FPain = 0 then Exit;
2569 a := FPain;
2571 if a < 15 then h := 0
2572 else if a < 35 then h := 1
2573 else if a < 55 then h := 2
2574 else if a < 75 then h := 3
2575 else if a < 95 then h := 4
2576 else h := 5;
2578 //if a > 255 then a := 255;
2580 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2581 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2582 end;
2584 procedure TPlayer.DrawPickup();
2585 var
2586 a, h: Integer;
2587 begin
2588 if FPickup = 0 then Exit;
2590 a := FPickup;
2592 if a < 15 then h := 1
2593 else if a < 35 then h := 2
2594 else if a < 55 then h := 3
2595 else if a < 75 then h := 4
2596 else h := 5;
2598 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2599 end;
2601 procedure TPlayer.Fire();
2602 var
2603 f, DidFire: Boolean;
2604 wx, wy, xd, yd: Integer;
2605 obj: TObj;
2606 begin
2607 if g_Game_IsClient then Exit;
2608 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2609 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2611 if FSpectator then
2612 begin
2613 Respawn(False);
2614 Exit;
2615 end;
2617 if FReloading[FCurrWeap] <> 0 then Exit;
2619 DidFire := False;
2621 f := False;
2622 wx := FObj.X+WEAPONPOINT[FDirection].X;
2623 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2624 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2625 yd := wy+firediry();
2627 case FCurrWeap of
2628 WEAPON_KASTET:
2629 begin
2630 if R_BERSERK in FRulez then
2631 begin
2632 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2633 obj.X := FObj.X+FObj.Rect.X;
2634 obj.Y := FObj.Y+FObj.Rect.Y;
2635 obj.rect.X := 0;
2636 obj.rect.Y := 0;
2637 obj.rect.Width := 39;
2638 obj.rect.Height := 52;
2639 obj.Vel.X := (xd-wx) div 2;
2640 obj.Vel.Y := (yd-wy) div 2;
2641 obj.Accel.X := xd-wx;
2642 obj.Accel.y := yd-wy;
2644 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2645 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2646 else
2647 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2649 if gFlash = 1 then
2650 if FPain < 50 then
2651 FPain := min(FPain + 25, 50);
2652 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2654 DidFire := True;
2655 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2656 end;
2658 WEAPON_SAW:
2659 begin
2660 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2661 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2662 begin
2663 FSawSoundSelect.Stop();
2664 FSawSound.Stop();
2665 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2666 end
2667 else if not FSawSoundHit.IsPlaying() then
2668 begin
2669 FSawSoundSelect.Stop();
2670 FSawSound.PlayAt(FObj.X, FObj.Y);
2671 end;
2673 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2674 DidFire := True;
2675 f := True;
2676 end;
2678 WEAPON_PISTOL:
2679 if FAmmo[A_BULLETS] > 0 then
2680 begin
2681 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2682 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2683 Dec(FAmmo[A_BULLETS]);
2684 FFireAngle := FAngle;
2685 f := True;
2686 DidFire := True;
2687 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2688 GameVelX, GameVelY-2, SHELL_BULLET);
2689 end;
2691 WEAPON_SHOTGUN1:
2692 if FAmmo[A_SHELLS] > 0 then
2693 begin
2694 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2695 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2696 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2697 Dec(FAmmo[A_SHELLS]);
2698 FFireAngle := FAngle;
2699 f := True;
2700 DidFire := True;
2701 FShellTimer := 10;
2702 FShellType := SHELL_SHELL;
2703 end;
2705 WEAPON_SHOTGUN2:
2706 if FAmmo[A_SHELLS] >= 2 then
2707 begin
2708 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2709 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2710 Dec(FAmmo[A_SHELLS], 2);
2711 FFireAngle := FAngle;
2712 f := True;
2713 DidFire := True;
2714 FShellTimer := 13;
2715 FShellType := SHELL_DBLSHELL;
2716 end;
2718 WEAPON_CHAINGUN:
2719 if FAmmo[A_BULLETS] > 0 then
2720 begin
2721 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2722 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2723 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2724 Dec(FAmmo[A_BULLETS]);
2725 FFireAngle := FAngle;
2726 f := True;
2727 DidFire := True;
2728 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2729 GameVelX, GameVelY-2, SHELL_BULLET);
2730 end;
2732 WEAPON_ROCKETLAUNCHER:
2733 if FAmmo[A_ROCKETS] > 0 then
2734 begin
2735 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2736 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2737 Dec(FAmmo[A_ROCKETS]);
2738 FFireAngle := FAngle;
2739 f := True;
2740 DidFire := True;
2741 end;
2743 WEAPON_PLASMA:
2744 if FAmmo[A_CELLS] > 0 then
2745 begin
2746 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2747 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2748 Dec(FAmmo[A_CELLS]);
2749 FFireAngle := FAngle;
2750 f := True;
2751 DidFire := True;
2752 end;
2754 WEAPON_BFG:
2755 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2756 begin
2757 FBFGFireCounter := 17;
2758 if not FNoReload then
2759 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2760 Dec(FAmmo[A_CELLS], 40);
2761 DidFire := True;
2762 end;
2764 WEAPON_SUPERPULEMET:
2765 if FAmmo[A_SHELLS] > 0 then
2766 begin
2767 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2768 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2769 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2770 Dec(FAmmo[A_SHELLS]);
2771 FFireAngle := FAngle;
2772 f := True;
2773 DidFire := True;
2774 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2775 GameVelX, GameVelY-2, SHELL_SHELL);
2776 end;
2777 end;
2779 if g_Game_IsNet then
2780 begin
2781 if DidFire then
2782 begin
2783 if FCurrWeap <> WEAPON_BFG then
2784 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2785 else
2786 if not FNoReload then
2787 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2788 end;
2790 MH_SEND_PlayerStats(FUID);
2791 end;
2793 if not f then Exit;
2795 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2796 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2797 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2798 end;
2800 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2801 begin
2802 case Weapon of
2803 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2804 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2805 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2806 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2807 else Result := 0;
2808 end;
2809 end;
2811 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2812 begin
2813 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2814 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2815 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2816 end;
2818 procedure TPlayer.JetpackOn;
2819 begin
2820 FJetSoundFly.Stop;
2821 FJetSoundOff.Stop;
2822 FJetSoundOn.SetPosition(0);
2823 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2824 FlySmoke(8);
2825 end;
2827 procedure TPlayer.JetpackOff;
2828 begin
2829 FJetSoundFly.Stop;
2830 FJetSoundOn.Stop;
2831 FJetSoundOff.SetPosition(0);
2832 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2833 end;
2835 procedure TPlayer.Jump();
2836 begin
2837 if gFly or FJetpack then
2838 begin
2839 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2840 if FObj.Vel.Y > -VEL_FLY then
2841 FObj.Vel.Y := FObj.Vel.Y - 3;
2842 if FJetpack then
2843 begin
2844 if FJetFuel > 0 then
2845 Dec(FJetFuel);
2846 if (FJetFuel < 1) and g_Game_IsServer then
2847 begin
2848 FJetpack := False;
2849 JetpackOff;
2850 if g_Game_IsNet then
2851 MH_SEND_PlayerStats(FUID);
2852 end;
2853 end;
2854 Exit;
2855 end;
2857 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2858 if FGhost then
2859 FCanJetpack := False;
2861 // Ïðûãàåì èëè âñïëûâàåì:
2862 if (CollideLevel(0, 1) or
2863 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2864 PLAYER_RECT.Height-33, PANEL_STEP, False)
2865 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2866 begin
2867 FObj.Vel.Y := -VEL_JUMP;
2868 FCanJetpack := False;
2869 end
2870 else
2871 begin
2872 if BodyInLiquid(0, 0) then
2873 FObj.Vel.Y := -VEL_SW
2874 else if (FJetFuel > 0) and FCanJetpack and
2875 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2876 begin
2877 FJetpack := True;
2878 JetpackOn;
2879 if g_Game_IsNet then
2880 MH_SEND_PlayerStats(FUID);
2881 end;
2882 end;
2883 end;
2885 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2886 var
2887 a, i, k, ab, ar: Byte;
2888 s: String;
2889 mon: TMonster;
2890 plr: TPlayer;
2891 srv, netsrv: Boolean;
2892 DoFrags: Boolean;
2893 OldLR: Byte;
2894 KP: TPlayer;
2896 procedure PushItem(t: Byte);
2897 var
2898 id: DWORD;
2899 begin
2900 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2901 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2902 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2903 (FObj.Vel.Y div 2)-Random(9))
2904 else
2905 if KillType = K_HARDKILL then // -5..+5; -5..0
2906 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2907 (FObj.Vel.Y div 2)-Random(6))
2908 else // -3..+3; -3..0
2909 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2910 (FObj.Vel.Y div 2)-Random(4));
2912 if g_Game_IsNet and g_Game_IsServer then
2913 MH_SEND_ItemSpawn(True, id);
2914 end;
2916 begin
2917 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2918 Srv := g_Game_IsServer;
2919 Netsrv := g_Game_IsServer and g_Game_IsNet;
2920 if Srv then FDeath := FDeath + 1;
2921 if FLive then
2922 begin
2923 if FGhost then
2924 FGhost := False;
2925 if not FPhysics then
2926 FPhysics := True;
2927 FLive := False;
2928 end;
2929 FShellTimer := -1;
2931 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2932 begin
2933 if FLives > 0 then FLives := FLives - 1;
2934 if FLives = 0 then FNoRespawn := True;
2935 end;
2937 // Íîìåð òèïà ñìåðòè:
2938 a := 1;
2939 case KillType of
2940 K_SIMPLEKILL: a := 1;
2941 K_HARDKILL: a := 2;
2942 K_EXTRAHARDKILL: a := 3;
2943 K_FALLKILL: a := 4;
2944 end;
2946 // Çâóê ñìåðòè:
2947 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
2948 for i := 1 to 3 do
2949 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
2950 Break;
2952 // Âðåìÿ ðåñïàóíà:
2953 if Srv then
2954 case KillType of
2955 K_SIMPLEKILL:
2956 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
2957 K_HARDKILL:
2958 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
2959 K_EXTRAHARDKILL, K_FALLKILL:
2960 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
2961 end;
2963 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
2964 case KillType of
2965 K_SIMPLEKILL:
2966 SetAction(A_DIE1);
2967 K_HARDKILL, K_EXTRAHARDKILL:
2968 SetAction(A_DIE2);
2969 end;
2971 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
2972 if (KillType <> K_FALLKILL) and (Srv) then
2973 g_Monsters_killedp();
2975 if SpawnerUID = FUID then
2976 begin // Ñàìîóáèëñÿ
2977 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2978 begin
2979 Dec(FFrags);
2980 FLastFrag := 0;
2981 end;
2982 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
2983 end
2984 else
2985 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
2986 begin // Óáèò äðóãèì èãðîêîì
2987 KP := g_Player_Get(SpawnerUID);
2988 if (KP <> nil) and Srv then
2989 begin
2990 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2991 if SameTeam(FUID, SpawnerUID) then
2992 begin
2993 Dec(KP.FFrags);
2994 KP.FLastFrag := 0;
2995 end else
2996 begin
2997 Inc(KP.FFrags);
2998 KP.FragCombo();
2999 end;
3001 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3002 Inc(gTeamStat[KP.Team].Goals,
3003 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3005 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3006 end;
3008 plr := g_Player_Get(SpawnerUID);
3009 if plr = nil then
3010 s := '?'
3011 else
3012 s := plr.FName;
3014 case KillType of
3015 K_HARDKILL:
3016 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3017 [FName, s]),
3018 gShowKillMsg);
3019 K_EXTRAHARDKILL:
3020 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3021 [FName, s]),
3022 gShowKillMsg);
3023 else
3024 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3025 [FName, s]),
3026 gShowKillMsg);
3027 end;
3028 end
3029 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3030 begin // Óáèò ìîíñòðîì
3031 mon := g_Monsters_Get(SpawnerUID);
3032 if mon = nil then
3033 s := '?'
3034 else
3035 s := g_Monsters_GetKilledBy(mon.MonsterType);
3037 case KillType of
3038 K_HARDKILL:
3039 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3040 [FName, s]),
3041 gShowKillMsg);
3042 K_EXTRAHARDKILL:
3043 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3044 [FName, s]),
3045 gShowKillMsg);
3046 else
3047 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3048 [FName, s]),
3049 gShowKillMsg);
3050 end;
3051 end
3052 else // Îñîáûå òèïû ñìåðòè
3053 case t of
3054 HIT_DISCON: ;
3055 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3056 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3057 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3058 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3059 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3060 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3061 end;
3063 if Srv then
3064 begin
3065 // Âûáðîñ îðóæèÿ:
3066 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3067 if FWeapon[a] then
3068 begin
3069 case a of
3070 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3071 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3072 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3073 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3074 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3075 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3076 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3077 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3078 else i := 0;
3079 end;
3081 if i <> 0 then
3082 PushItem(i);
3083 end;
3085 // Âûáðîñ ðþêçàêà:
3086 if R_ITEM_BACKPACK in FRulez then
3087 PushItem(ITEM_AMMO_BACKPACK);
3089 // Âûáðîñ ðàêåòíîãî ðàíöà:
3090 if FJetFuel > 0 then
3091 PushItem(ITEM_JETPACK);
3093 // Âûáðîñ êëþ÷åé:
3094 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3095 begin
3096 if R_KEY_RED in FRulez then
3097 PushItem(ITEM_KEY_RED);
3099 if R_KEY_GREEN in FRulez then
3100 PushItem(ITEM_KEY_GREEN);
3102 if R_KEY_BLUE in FRulez then
3103 PushItem(ITEM_KEY_BLUE);
3104 end;
3106 // Âûáðîñ ôëàãà:
3107 DropFlag();
3108 end;
3110 g_Player_CreateCorpse(Self);
3112 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3113 (gLMSRespawn = LMS_RESPAWN_NONE) then
3114 begin
3115 a := 0;
3116 k := 0;
3117 ar := 0;
3118 ab := 0;
3119 for i := Low(gPlayers) to High(gPlayers) do
3120 begin
3121 if gPlayers[i] = nil then continue;
3122 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3123 begin
3124 Inc(a);
3125 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3126 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3127 k := i;
3128 end;
3129 end;
3131 OldLR := gLMSRespawn;
3132 if (gGameSettings.GameMode = GM_COOP) then
3133 begin
3134 if (a = 0) then
3135 begin
3136 // everyone is dead, restart the map
3137 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3138 if Netsrv then
3139 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3140 gLMSRespawn := LMS_RESPAWN_FINAL;
3141 gLMSRespawnTime := gTime + 5000;
3142 end
3143 else if (a = 1) then
3144 begin
3145 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3146 if (gPlayers[k] = gPlayer1) or
3147 (gPlayers[k] = gPlayer2) then
3148 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3149 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3150 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3151 end;
3152 end
3153 else if (gGameSettings.GameMode = GM_TDM) then
3154 begin
3155 if (ab = 0) and (ar <> 0) then
3156 begin
3157 // blu team ded
3158 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3159 if Netsrv then
3160 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3161 Inc(gTeamStat[TEAM_RED].Goals);
3162 gLMSRespawn := LMS_RESPAWN_FINAL;
3163 gLMSRespawnTime := gTime + 5000;
3164 end
3165 else if (ar = 0) and (ab <> 0) then
3166 begin
3167 // red team ded
3168 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3169 if Netsrv then
3170 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3171 Inc(gTeamStat[TEAM_BLUE].Goals);
3172 gLMSRespawn := LMS_RESPAWN_FINAL;
3173 gLMSRespawnTime := gTime + 5000;
3174 end
3175 else if (ar = 0) and (ab = 0) then
3176 begin
3177 // everyone ded
3178 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3179 if Netsrv then
3180 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3181 gLMSRespawn := LMS_RESPAWN_FINAL;
3182 gLMSRespawnTime := gTime + 5000;
3183 end;
3184 end
3185 else if (gGameSettings.GameMode = GM_DM) then
3186 begin
3187 if (a = 1) then
3188 begin
3189 if gPlayers[k] <> nil then
3190 with gPlayers[k] do
3191 begin
3192 // survivor is the winner
3193 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3194 if Netsrv then
3195 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3196 Inc(FFrags);
3197 end;
3198 gLMSRespawn := LMS_RESPAWN_FINAL;
3199 gLMSRespawnTime := gTime + 5000;
3200 end
3201 else if (a = 0) then
3202 begin
3203 // everyone is dead, restart the map
3204 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3205 if Netsrv then
3206 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3207 gLMSRespawn := LMS_RESPAWN_FINAL;
3208 gLMSRespawnTime := gTime + 5000;
3209 end;
3210 end;
3211 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3212 begin
3213 if NetMode = NET_SERVER then
3214 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3215 else
3216 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3217 end;
3218 end;
3220 if Netsrv then
3221 begin
3222 MH_SEND_PlayerStats(FUID);
3223 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3224 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3225 end;
3227 if srv and FNoRespawn then Spectate(True);
3228 FWantsInGame := True;
3229 end;
3231 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3232 begin
3233 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3234 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3235 end;
3237 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3238 begin
3239 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3240 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3241 end;
3243 procedure TPlayer.MakeBloodSimple(Count: Word);
3244 begin
3245 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3246 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3247 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3248 150, 0, 0);
3249 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3250 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3251 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3252 150, 0, 0);
3253 end;
3255 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3256 begin
3257 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3258 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3259 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3260 150, 0, 0);
3261 end;
3263 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3264 begin
3265 if g_Game_IsClient then Exit;
3266 if Weapon > High(FWeapon) then Exit;
3267 FNextWeap := FNextWeap or (1 shl Weapon);
3268 end;
3270 procedure TPlayer.resetWeaponQueue ();
3271 begin
3272 FNextWeap := 0;
3273 end;
3275 // return 255 for "no switch"; resets `FNextWeap`
3276 function TPlayer.getNextWeaponIndex (): Byte;
3277 var
3278 i: Word;
3279 wantThisWeapon: array[0..64] of Boolean;
3280 begin
3281 result := 255; // default result: "no switch"
3282 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3283 for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then wantThisWeapon[i] := true;
3284 if wantThisWeapon[FCurrWeap] then
3285 begin
3286 // these hacks implements alternating between SG and SSG; sorry
3287 if FCurrWeap = WEAPON_SHOTGUN1 then wantThisWeapon[WEAPON_SHOTGUN2] := true;
3288 if FCurrWeap = WEAPON_SHOTGUN2 then wantThisWeapon[WEAPON_SHOTGUN1] := true;
3289 // these hacks implements alternating between knuckles and chainsaw; sorry
3290 if FCurrWeap = WEAPON_KASTET then wantThisWeapon[WEAPON_SAW] := true;
3291 if FCurrWeap = WEAPON_SAW then wantThisWeapon[WEAPON_KASTET] := true;
3292 end;
3293 // now exclude currently selected weapon from the set
3294 wantThisWeapon[FCurrWeap] := false;
3295 // no more hacks (yet)
3296 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3297 // now try weapons in descending order
3298 for i := High(FWeapon) downto 0 do
3299 begin
3300 if wantThisWeapon[i] and FWeapon[i] then
3301 begin
3302 // i found her!
3303 result := Byte(i);
3304 exit;
3305 end;
3306 end;
3307 end;
3309 procedure TPlayer.RealizeCurrentWeapon();
3310 var
3311 i, nw: Byte;
3312 begin
3313 nw := getNextWeaponIndex();
3314 if nw > High(FWeapon) then begin resetWeaponQueue(); exit; end; // don't forget to reset queue here!
3316 if FBFGFireCounter <> -1 then exit;
3317 if FTime[T_SWITCH] > gTime then exit;
3319 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do if FReloading[i] > 0 then exit;
3321 if FWeapon[nw] then
3322 begin
3323 FCurrWeap := nw;
3324 FTime[T_SWITCH] := gTime+156;
3325 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3326 FModel.SetWeapon(FCurrWeap);
3327 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3328 end;
3329 // reset weapon queue; `getNextWeaponIndex()` guarantees to not select a weapon player don't have
3330 resetWeaponQueue();
3331 end;
3333 procedure TPlayer.cycleWeapon (dir: Integer);
3334 var
3335 i, cwi: Integer;
3336 begin
3337 if dir < 0 then dir := 1 else if dir > 0 then dir := 1 else exit;
3338 cwi := FCurrWeap;
3339 for i := 0 to High(FWeapon) do
3340 begin
3341 cwi := cwi+dir;
3342 if cwi < 0 then cwi += length(FWeapon)
3343 else if cwi > High(FWeapon) then cwi := cwi-length(FWeapon);
3344 if FWeapon[cwi] then
3345 begin
3346 QueueWeaponSwitch(Byte(cwi));
3347 exit;
3348 end;
3349 end;
3350 end;
3352 procedure TPlayer.NextWeapon();
3353 begin
3354 if g_Game_IsClient then Exit;
3355 cycleWeapon(1);
3356 end;
3358 procedure TPlayer.PrevWeapon();
3359 begin
3360 if g_Game_IsClient then Exit;
3361 cycleWeapon(-1);
3362 end;
3364 procedure TPlayer.SetWeapon(W: Byte);
3365 begin
3366 if FCurrWeap <> W then
3367 if W = WEAPON_SAW then
3368 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3370 FCurrWeap := W;
3371 FModel.SetWeapon(CurrWeap);
3372 resetWeaponQueue();
3373 end;
3375 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3376 var
3377 a: Boolean;
3378 begin
3379 Result := False;
3380 if g_Game_IsClient then Exit;
3382 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3383 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3384 remove := not a;
3386 case ItemType of
3387 ITEM_MEDKIT_SMALL:
3388 if FHealth < PLAYER_HP_SOFT then
3389 begin
3390 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3391 Result := True;
3392 remove := True;
3393 if gFlash = 2 then Inc(FPickup, 5);
3394 end;
3396 ITEM_MEDKIT_LARGE:
3397 if FHealth < PLAYER_HP_SOFT then
3398 begin
3399 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3400 Result := True;
3401 remove := True;
3402 if gFlash = 2 then Inc(FPickup, 5);
3403 end;
3405 ITEM_ARMOR_GREEN:
3406 if FArmor < PLAYER_AP_SOFT then
3407 begin
3408 FArmor := PLAYER_AP_SOFT;
3409 Result := True;
3410 remove := True;
3411 if gFlash = 2 then Inc(FPickup, 5);
3412 end;
3414 ITEM_ARMOR_BLUE:
3415 if FArmor < PLAYER_AP_LIMIT then
3416 begin
3417 FArmor := PLAYER_AP_LIMIT;
3418 Result := True;
3419 remove := True;
3420 if gFlash = 2 then Inc(FPickup, 5);
3421 end;
3423 ITEM_SPHERE_BLUE:
3424 if FHealth < PLAYER_HP_LIMIT then
3425 begin
3426 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3427 Result := True;
3428 remove := True;
3429 if gFlash = 2 then Inc(FPickup, 5);
3430 end;
3432 ITEM_SPHERE_WHITE:
3433 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3434 begin
3435 if FHealth < PLAYER_HP_LIMIT then
3436 FHealth := PLAYER_HP_LIMIT;
3437 if FArmor < PLAYER_AP_LIMIT then
3438 FArmor := PLAYER_AP_LIMIT;
3439 Result := True;
3440 remove := True;
3441 if gFlash = 2 then Inc(FPickup, 5);
3442 end;
3444 ITEM_WEAPON_SAW:
3445 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3446 begin
3447 FWeapon[WEAPON_SAW] := True;
3448 Result := True;
3449 if gFlash = 2 then Inc(FPickup, 5);
3450 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3451 end;
3453 ITEM_WEAPON_SHOTGUN1:
3454 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3455 begin
3456 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3457 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3459 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3460 FWeapon[WEAPON_SHOTGUN1] := True;
3461 Result := True;
3462 if gFlash = 2 then Inc(FPickup, 5);
3463 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3464 end;
3466 ITEM_WEAPON_SHOTGUN2:
3467 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3468 begin
3469 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3471 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3472 FWeapon[WEAPON_SHOTGUN2] := True;
3473 Result := True;
3474 if gFlash = 2 then Inc(FPickup, 5);
3475 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3476 end;
3478 ITEM_WEAPON_CHAINGUN:
3479 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3480 begin
3481 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3483 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3484 FWeapon[WEAPON_CHAINGUN] := True;
3485 Result := True;
3486 if gFlash = 2 then Inc(FPickup, 5);
3487 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3488 end;
3490 ITEM_WEAPON_ROCKETLAUNCHER:
3491 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3492 begin
3493 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3495 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3496 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3497 Result := True;
3498 if gFlash = 2 then Inc(FPickup, 5);
3499 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3500 end;
3502 ITEM_WEAPON_PLASMA:
3503 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3504 begin
3505 if a and FWeapon[WEAPON_PLASMA] then Exit;
3507 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3508 FWeapon[WEAPON_PLASMA] := True;
3509 Result := True;
3510 if gFlash = 2 then Inc(FPickup, 5);
3511 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3512 end;
3514 ITEM_WEAPON_BFG:
3515 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3516 begin
3517 if a and FWeapon[WEAPON_BFG] then Exit;
3519 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3520 FWeapon[WEAPON_BFG] := True;
3521 Result := True;
3522 if gFlash = 2 then Inc(FPickup, 5);
3523 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3524 end;
3526 ITEM_WEAPON_SUPERPULEMET:
3527 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3528 begin
3529 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3531 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3532 FWeapon[WEAPON_SUPERPULEMET] := True;
3533 Result := True;
3534 if gFlash = 2 then Inc(FPickup, 5);
3535 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3536 end;
3538 ITEM_AMMO_BULLETS:
3539 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3540 begin
3541 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3542 Result := True;
3543 remove := True;
3544 if gFlash = 2 then Inc(FPickup, 5);
3545 end;
3547 ITEM_AMMO_BULLETS_BOX:
3548 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3549 begin
3550 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3551 Result := True;
3552 remove := True;
3553 if gFlash = 2 then Inc(FPickup, 5);
3554 end;
3556 ITEM_AMMO_SHELLS:
3557 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3558 begin
3559 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3560 Result := True;
3561 remove := True;
3562 if gFlash = 2 then Inc(FPickup, 5);
3563 end;
3565 ITEM_AMMO_SHELLS_BOX:
3566 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3567 begin
3568 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3569 Result := True;
3570 remove := True;
3571 if gFlash = 2 then Inc(FPickup, 5);
3572 end;
3574 ITEM_AMMO_ROCKET:
3575 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3576 begin
3577 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3578 Result := True;
3579 remove := True;
3580 if gFlash = 2 then Inc(FPickup, 5);
3581 end;
3583 ITEM_AMMO_ROCKET_BOX:
3584 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3585 begin
3586 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3587 Result := True;
3588 remove := True;
3589 if gFlash = 2 then Inc(FPickup, 5);
3590 end;
3592 ITEM_AMMO_CELL:
3593 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3594 begin
3595 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3596 Result := True;
3597 remove := True;
3598 if gFlash = 2 then Inc(FPickup, 5);
3599 end;
3601 ITEM_AMMO_CELL_BIG:
3602 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3603 begin
3604 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3605 Result := True;
3606 remove := True;
3607 if gFlash = 2 then Inc(FPickup, 5);
3608 end;
3610 ITEM_AMMO_BACKPACK:
3611 if not(R_ITEM_BACKPACK in FRulez) or
3612 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3613 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3614 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3615 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
3616 begin
3617 FMaxAmmo[A_BULLETS] := 400;
3618 FMaxAmmo[A_SHELLS] := 100;
3619 FMaxAmmo[A_ROCKETS] := 100;
3620 FMaxAmmo[A_CELLS] := 600;
3622 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3623 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3624 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3625 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3626 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3627 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3628 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3629 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3631 FRulez := FRulez + [R_ITEM_BACKPACK];
3632 Result := True;
3633 remove := True;
3634 if gFlash = 2 then Inc(FPickup, 5);
3635 end;
3637 ITEM_KEY_RED:
3638 if not(R_KEY_RED in FRulez) then
3639 begin
3640 Include(FRulez, R_KEY_RED);
3641 Result := True;
3642 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3643 if gFlash = 2 then Inc(FPickup, 5);
3644 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3645 end;
3647 ITEM_KEY_GREEN:
3648 if not(R_KEY_GREEN in FRulez) then
3649 begin
3650 Include(FRulez, R_KEY_GREEN);
3651 Result := True;
3652 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3653 if gFlash = 2 then Inc(FPickup, 5);
3654 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3655 end;
3657 ITEM_KEY_BLUE:
3658 if not(R_KEY_BLUE in FRulez) then
3659 begin
3660 Include(FRulez, R_KEY_BLUE);
3661 Result := True;
3662 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3663 if gFlash = 2 then Inc(FPickup, 5);
3664 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3665 end;
3667 ITEM_SUIT:
3668 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3669 begin
3670 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3671 Result := True;
3672 remove := True;
3673 if gFlash = 2 then Inc(FPickup, 5);
3674 end;
3676 ITEM_OXYGEN:
3677 if FAir < AIR_MAX then
3678 begin
3679 FAir := AIR_MAX;
3680 Result := True;
3681 remove := True;
3682 if gFlash = 2 then Inc(FPickup, 5);
3683 end;
3685 ITEM_MEDKIT_BLACK:
3686 begin
3687 if not (R_BERSERK in FRulez) then
3688 begin
3689 Include(FRulez, R_BERSERK);
3690 if FBFGFireCounter = -1 then
3691 begin
3692 FCurrWeap := WEAPON_KASTET;
3693 resetWeaponQueue();
3694 FModel.SetWeapon(WEAPON_KASTET);
3695 end;
3696 if gFlash <> 0 then
3697 Inc(FPain, 100);
3698 if gFlash = 2 then Inc(FPickup, 5);
3699 FBerserk := gTime+30000;
3700 Result := True;
3701 remove := True;
3702 end;
3703 if FHealth < PLAYER_HP_SOFT then
3704 begin
3705 FHealth := PLAYER_HP_SOFT;
3706 FBerserk := gTime+30000;
3707 Result := True;
3708 remove := True;
3709 end;
3710 end;
3712 ITEM_INVUL:
3713 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3714 begin
3715 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3716 Result := True;
3717 remove := True;
3718 if gFlash = 2 then Inc(FPickup, 5);
3719 end;
3721 ITEM_BOTTLE:
3722 if FHealth < PLAYER_HP_LIMIT then
3723 begin
3724 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3725 Result := True;
3726 remove := True;
3727 if gFlash = 2 then Inc(FPickup, 5);
3728 end;
3730 ITEM_HELMET:
3731 if FArmor < PLAYER_AP_LIMIT then
3732 begin
3733 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3734 Result := True;
3735 remove := True;
3736 if gFlash = 2 then Inc(FPickup, 5);
3737 end;
3739 ITEM_JETPACK:
3740 if FJetFuel < JET_MAX then
3741 begin
3742 FJetFuel := JET_MAX;
3743 Result := True;
3744 remove := True;
3745 if gFlash = 2 then Inc(FPickup, 5);
3746 end;
3748 ITEM_INVIS:
3749 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3750 begin
3751 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3752 Result := True;
3753 remove := True;
3754 if gFlash = 2 then Inc(FPickup, 5);
3755 end;
3756 end;
3757 end;
3759 procedure TPlayer.Touch();
3760 begin
3761 if not FLive then
3762 Exit;
3763 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3764 if FIamBot then
3765 begin
3766 // Áðîñèòü ôëàã òîâàðèùó:
3767 if gGameSettings.GameMode = GM_CTF then
3768 DropFlag();
3769 end;
3770 end;
3772 procedure TPlayer.Push(vx, vy: Integer);
3773 begin
3774 if (not FPhysics) and FGhost then
3775 Exit;
3776 FObj.Accel.X := FObj.Accel.X + vx;
3777 FObj.Accel.Y := FObj.Accel.Y + vy;
3778 if g_Game_IsNet and g_Game_IsServer then
3779 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3780 end;
3782 procedure TPlayer.Reset(Force: Boolean);
3783 begin
3784 if Force then
3785 FLive := False;
3787 FSpawned := False;
3788 FTime[T_RESPAWN] := 0;
3789 FTime[T_FLAGCAP] := 0;
3790 FGodMode := False;
3791 FNoTarget := False;
3792 FNoReload := False;
3793 FFrags := 0;
3794 FLastFrag := 0;
3795 FComboEvnt := -1;
3796 FKills := 0;
3797 FMonsterKills := 0;
3798 FDeath := 0;
3799 FSecrets := 0;
3800 if FNoRespawn then
3801 begin
3802 FSpectator := False;
3803 FGhost := False;
3804 FPhysics := True;
3805 FSpectatePlayer := -1;
3806 FNoRespawn := False;
3807 end;
3808 FLives := gGameSettings.MaxLives;
3810 SetFlag(FLAG_NONE);
3811 end;
3813 procedure TPlayer.SoftReset();
3814 begin
3815 ReleaseKeys();
3817 FDamageBuffer := 0;
3818 FIncCam := 0;
3819 FBFGFireCounter := -1;
3820 FShellTimer := -1;
3821 FPain := 0;
3822 FLastHit := 0;
3823 FLastFrag := 0;
3824 FComboEvnt := -1;
3826 SetFlag(FLAG_NONE);
3827 SetAction(A_STAND, True);
3828 end;
3830 function TPlayer.GetRespawnPoint(): Byte;
3831 var
3832 c: Byte;
3833 begin
3834 Result := 255;
3835 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3837 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3838 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3839 begin
3840 if (Self = gPlayer1) or (Self = gPlayer2) then
3841 begin
3842 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3843 if Self = gPlayer1 then
3844 c := RESPAWNPOINT_PLAYER1
3845 else
3846 c := RESPAWNPOINT_PLAYER2;
3847 if g_Map_GetPointCount(c) > 0 then
3848 begin
3849 Result := c;
3850 Exit;
3851 end;
3853 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3854 if Self = gPlayer1 then
3855 c := RESPAWNPOINT_PLAYER2
3856 else
3857 c := RESPAWNPOINT_PLAYER1;
3858 if g_Map_GetPointCount(c) > 0 then
3859 begin
3860 Result := c;
3861 Exit;
3862 end;
3863 end else
3864 begin
3865 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3866 if Random(2) = 0 then
3867 c := RESPAWNPOINT_PLAYER1
3868 else
3869 c := RESPAWNPOINT_PLAYER2;
3870 if g_Map_GetPointCount(c) > 0 then
3871 begin
3872 Result := c;
3873 Exit;
3874 end;
3875 end;
3877 // Òî÷êà ëþáîé èç êîìàíä
3878 if Random(2) = 0 then
3879 c := RESPAWNPOINT_RED
3880 else
3881 c := RESPAWNPOINT_BLUE;
3882 if g_Map_GetPointCount(c) > 0 then
3883 begin
3884 Result := c;
3885 Exit;
3886 end;
3888 // Òî÷êà DM
3889 c := RESPAWNPOINT_DM;
3890 if g_Map_GetPointCount(c) > 0 then
3891 begin
3892 Result := c;
3893 Exit;
3894 end;
3895 end;
3897 // Ìÿñîïîâàë
3898 if gGameSettings.GameMode = GM_DM then
3899 begin
3900 // Òî÷êà DM
3901 c := RESPAWNPOINT_DM;
3902 if g_Map_GetPointCount(c) > 0 then
3903 begin
3904 Result := c;
3905 Exit;
3906 end;
3908 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3909 if Random(2) = 0 then
3910 c := RESPAWNPOINT_PLAYER1
3911 else
3912 c := RESPAWNPOINT_PLAYER2;
3913 if g_Map_GetPointCount(c) > 0 then
3914 begin
3915 Result := c;
3916 Exit;
3917 end;
3919 // Òî÷êà ëþáîé èç êîìàíä
3920 if Random(2) = 0 then
3921 c := RESPAWNPOINT_RED
3922 else
3923 c := RESPAWNPOINT_BLUE;
3924 if g_Map_GetPointCount(c) > 0 then
3925 begin
3926 Result := c;
3927 Exit;
3928 end;
3929 end;
3931 // Êîìàíäíûå
3932 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
3933 begin
3934 // Òî÷êà ñâîåé êîìàíäû
3935 c := RESPAWNPOINT_DM;
3936 if FTeam = TEAM_RED then
3937 c := RESPAWNPOINT_RED;
3938 if FTeam = TEAM_BLUE then
3939 c := RESPAWNPOINT_BLUE;
3940 if g_Map_GetPointCount(c) > 0 then
3941 begin
3942 Result := c;
3943 Exit;
3944 end;
3946 // Òî÷êà DM
3947 c := RESPAWNPOINT_DM;
3948 if g_Map_GetPointCount(c) > 0 then
3949 begin
3950 Result := c;
3951 Exit;
3952 end;
3954 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3955 if Random(2) = 0 then
3956 c := RESPAWNPOINT_PLAYER1
3957 else
3958 c := RESPAWNPOINT_PLAYER2;
3959 if g_Map_GetPointCount(c) > 0 then
3960 begin
3961 Result := c;
3962 Exit;
3963 end;
3965 // Òî÷êà äðóãîé êîìàíäû
3966 c := RESPAWNPOINT_DM;
3967 if FTeam = TEAM_RED then
3968 c := RESPAWNPOINT_BLUE;
3969 if FTeam = TEAM_BLUE then
3970 c := RESPAWNPOINT_RED;
3971 if g_Map_GetPointCount(c) > 0 then
3972 begin
3973 Result := c;
3974 Exit;
3975 end;
3976 end;
3977 end;
3979 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
3980 var
3981 RespawnPoint: TRespawnPoint;
3982 a, b, c: Byte;
3983 Anim: TAnimation;
3984 ID: DWORD;
3985 begin
3986 if not g_Game_IsServer then
3987 Exit;
3988 if FDummy then
3989 Exit;
3990 FWantsInGame := True;
3991 FJustTeleported := True;
3992 if Force then
3993 begin
3994 FTime[T_RESPAWN] := 0;
3995 FLive := False;
3996 end;
3997 FNetTime := 0;
3998 // if server changes MaxLives we gotta be ready
3999 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4001 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4002 if FTime[T_RESPAWN] > gTime then
4003 Exit;
4005 // Ïðîñðàë âñå æèçíè:
4006 if FNoRespawn then
4007 begin
4008 if not FSpectator then Spectate(True);
4009 FWantsInGame := True;
4010 Exit;
4011 end;
4013 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4014 begin // "Ñâîÿ èãðà"
4015 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4016 FRulez := FRulez-[R_BERSERK];
4017 end
4018 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4019 begin
4020 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4021 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4022 end;
4024 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4025 c := GetRespawnPoint();
4027 ReleaseKeys();
4028 SetFlag(FLAG_NONE);
4030 // Âîñêðåøåíèå áåç îðóæèÿ:
4031 if not FLive then
4032 begin
4033 FHealth := PLAYER_HP_SOFT;
4034 FArmor := 0;
4035 FLive := True;
4036 FAir := AIR_DEF;
4037 FJetFuel := 0;
4039 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4040 begin
4041 FWeapon[a] := False;
4042 FReloading[a] := 0;
4043 end;
4045 FWeapon[WEAPON_PISTOL] := True;
4046 FWeapon[WEAPON_KASTET] := True;
4047 FCurrWeap := WEAPON_PISTOL;
4048 resetWeaponQueue();
4050 FModel.SetWeapon(FCurrWeap);
4052 for b := A_BULLETS to A_CELLS do
4053 FAmmo[b] := 0;
4055 FAmmo[A_BULLETS] := 50;
4057 FMaxAmmo[A_BULLETS] := 200;
4058 FMaxAmmo[A_SHELLS] := 50;
4059 FMaxAmmo[A_ROCKETS] := 50;
4060 FMaxAmmo[A_CELLS] := 300;
4062 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4063 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4064 else
4065 FRulez := [];
4066 end;
4068 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4069 if not g_Map_GetPoint(c, RespawnPoint) then
4070 begin
4071 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4072 Exit;
4073 end;
4075 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4076 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4077 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4078 FObj.Vel.X := 0;
4079 FObj.Vel.Y := 0;
4080 FObj.Accel.X := 0;
4081 FObj.Accel.Y := 0;
4083 FDirection := RespawnPoint.Direction;
4084 if FDirection = D_LEFT then
4085 FAngle := 180
4086 else
4087 FAngle := 0;
4089 FIncCam := 0;
4090 FBFGFireCounter := -1;
4091 FShellTimer := -1;
4092 FPain := 0;
4093 FLastHit := 0;
4095 SetAction(A_STAND, True);
4096 FModel.Direction := FDirection;
4098 for a := Low(FTime) to High(FTime) do
4099 FTime[a] := 0;
4101 for a := Low(FMegaRulez) to High(FMegaRulez) do
4102 FMegaRulez[a] := 0;
4104 FDamageBuffer := 0;
4105 FJetpack := False;
4106 FCanJetpack := False;
4108 // Àíèìàöèÿ âîçðîæäåíèÿ:
4109 if (not gLoadGameMode) and (not Silent) then
4110 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4111 begin
4112 Anim := TAnimation.Create(ID, False, 3);
4113 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4114 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4115 Anim.Free();
4116 end;
4118 FSpectator := False;
4119 FGhost := False;
4120 FPhysics := True;
4121 FSpectatePlayer := -1;
4122 FSpawned := True;
4124 if g_Game_IsNet then
4125 begin
4126 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4127 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4128 if not Silent then
4129 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4130 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4131 0, NET_GFX_TELE);
4132 end;
4133 end;
4135 procedure TPlayer.Spectate(NoMove: Boolean = False);
4136 begin
4137 if FLive then
4138 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4139 else if (not NoMove) then
4140 begin
4141 GameX := gMapInfo.Width div 2;
4142 GameY := gMapInfo.Height div 2;
4143 end;
4144 FXTo := GameX;
4145 FYTo := GameY;
4147 FLive := False;
4148 FSpectator := True;
4149 FGhost := True;
4150 FPhysics := False;
4151 FWantsInGame := False;
4152 FSpawned := False;
4154 if FNoRespawn then
4155 begin
4156 if Self = gPlayer1 then
4157 begin
4158 gLMSPID1 := FUID;
4159 gPlayer1 := nil;
4160 end;
4161 if Self = gPlayer2 then
4162 begin
4163 gLMSPID2 := FUID;
4164 gPlayer2 := nil;
4165 end;
4166 end;
4168 if g_Game_IsNet then
4169 MH_SEND_PlayerStats(FUID);
4170 end;
4172 procedure TPlayer.SwitchNoClip;
4173 begin
4174 if not FLive then
4175 Exit;
4176 FGhost := not FGhost;
4177 FPhysics := not FGhost;
4178 if FGhost then
4179 begin
4180 FXTo := FObj.X;
4181 FYTo := FObj.Y;
4182 end else
4183 begin
4184 FObj.Accel.X := 0;
4185 FObj.Accel.Y := 0;
4186 end;
4187 end;
4189 procedure TPlayer.Run(Direction: TDirection);
4190 var
4191 a, b: Integer;
4192 begin
4193 if MAX_RUNVEL > 8 then
4194 FlySmoke();
4196 // Áåæèì:
4197 if Direction = D_LEFT then
4198 begin
4199 if FObj.Vel.X > -MAX_RUNVEL then
4200 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4201 end
4202 else
4203 if FObj.Vel.X < MAX_RUNVEL then
4204 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4206 // Âîçìîæíî, ïèíàåì êóñêè:
4207 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4208 begin
4209 b := Abs(FObj.Vel.X);
4210 if b > 1 then b := b * (Random(8 div b) + 1);
4211 for a := 0 to High(gGibs) do
4212 if gGibs[a].Live and
4213 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4214 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4215 // Ïèíàåì êóñêè
4216 if FObj.Vel.X < 0 then
4217 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4218 else
4219 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4220 end;
4222 SetAction(A_WALK);
4223 end;
4225 procedure TPlayer.SeeDown();
4226 begin
4227 SetAction(A_SEEDOWN);
4229 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4231 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4232 end;
4234 procedure TPlayer.SeeUp();
4235 begin
4236 SetAction(A_SEEUP);
4238 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4240 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4241 end;
4243 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4244 var
4245 Prior: Byte;
4246 begin
4247 case Action of
4248 A_WALK: Prior := 3;
4249 A_DIE1: Prior := 5;
4250 A_DIE2: Prior := 5;
4251 A_ATTACK: Prior := 2;
4252 A_SEEUP: Prior := 1;
4253 A_SEEDOWN: Prior := 1;
4254 A_ATTACKUP: Prior := 2;
4255 A_ATTACKDOWN: Prior := 2;
4256 A_PAIN: Prior := 4;
4257 else Prior := 0;
4258 end;
4260 if (Prior > FActionPrior) or Force then
4261 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4262 begin
4263 FActionPrior := Prior;
4264 FActionAnim := Action;
4265 FActionForce := Force;
4266 FActionChanged := True;
4267 end;
4269 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4270 end;
4272 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4273 begin
4274 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4275 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4276 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4277 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4278 end;
4280 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4281 var
4282 Anim: TAnimation;
4283 ID: DWORD;
4284 begin
4285 Result := False;
4287 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4288 begin
4289 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4290 if g_Game_IsServer and g_Game_IsNet then
4291 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4292 Exit;
4293 end;
4295 FJustTeleported := True;
4297 Anim := nil;
4298 if not silent then
4299 begin
4300 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4301 begin
4302 Anim := TAnimation.Create(ID, False, 3);
4303 end;
4305 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4306 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4307 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4308 if g_Game_IsServer and g_Game_IsNet then
4309 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4310 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4311 NET_GFX_TELE);
4312 end;
4314 FObj.X := X-PLAYER_RECT.X;
4315 FObj.Y := Y-PLAYER_RECT.Y;
4316 if FLive and FGhost then
4317 begin
4318 FXTo := FObj.X;
4319 FYTo := FObj.Y;
4320 end;
4322 if not g_Game_IsNet then
4323 begin
4324 if dir = 1 then
4325 begin
4326 SetDirection(D_LEFT);
4327 FAngle := 180;
4328 end
4329 else
4330 if dir = 2 then
4331 begin
4332 SetDirection(D_RIGHT);
4333 FAngle := 0;
4334 end
4335 else
4336 if dir = 3 then
4337 begin // îáðàòíîå
4338 if FDirection = D_RIGHT then
4339 begin
4340 SetDirection(D_LEFT);
4341 FAngle := 180;
4342 end
4343 else
4344 begin
4345 SetDirection(D_RIGHT);
4346 FAngle := 0;
4347 end;
4348 end;
4349 end;
4351 if not silent and (Anim <> nil) then
4352 begin
4353 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4354 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4355 Anim.Free();
4357 if g_Game_IsServer and g_Game_IsNet then
4358 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4359 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4360 NET_GFX_TELE);
4361 end;
4363 Result := True;
4364 end;
4366 function nonz(a: Single): Single;
4367 begin
4368 if a <> 0 then
4369 Result := a
4370 else
4371 Result := 1;
4372 end;
4374 procedure TPlayer.Update();
4375 var
4376 b: Byte;
4377 i, ii, wx, wy, xd, yd, k: Integer;
4378 blockmon, headwater, dospawn: Boolean;
4379 NetServer: Boolean;
4380 AnyServer: Boolean;
4381 SetSpect: Boolean;
4382 begin
4383 NetServer := g_Game_IsNet and g_Game_IsServer;
4384 AnyServer := g_Game_IsServer;
4386 if g_Game_IsClient and (NetInterpLevel > 0) then
4387 DoLerp(NetInterpLevel + 1)
4388 else
4389 if FGhost then
4390 DoLerp(4);
4392 if NetServer then
4393 if FClientID >= 0 then
4394 begin
4395 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4396 if NetClients[FClientID].Peer^.packetsSent > 0 then
4397 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4398 else
4399 FLoss := 0;
4400 end else
4401 begin
4402 FPing := 0;
4403 FLoss := 0;
4404 end;
4406 if FLive and (gFly or FJetpack) then
4407 FlySmoke();
4409 if FDirection = D_LEFT then
4410 FAngle := 180
4411 else
4412 FAngle := 0;
4414 if FLive and (not FGhost) then
4415 begin
4416 if FKeys[KEY_UP].Pressed then
4417 SeeUp();
4418 if FKeys[KEY_DOWN].Pressed then
4419 SeeDown();
4420 end;
4422 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4423 (FIncCam <> 0) then
4424 begin
4425 i := g_basic.Sign(FIncCam);
4426 FIncCam := Abs(FIncCam);
4427 DecMin(FIncCam, 5, 0);
4428 FIncCam := FIncCam*i;
4429 end;
4431 if gTime mod (GAME_TICK*2) <> 0 then
4432 begin
4433 if (FObj.Vel.X = 0) and FLive then
4434 begin
4435 if FKeys[KEY_LEFT].Pressed then
4436 Run(D_LEFT);
4437 if FKeys[KEY_RIGHT].Pressed then
4438 Run(D_RIGHT);
4439 end;
4441 if FPhysics then
4442 g_Obj_Move(@FObj, True, True, True);
4444 Exit;
4445 end;
4447 FActionChanged := False;
4449 if FLive then
4450 begin
4451 // Let alive player do some actions
4452 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4453 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4454 if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4455 if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4456 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4457 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4458 if FKeys[KEY_JUMP].Pressed then Jump()
4459 else
4460 begin
4461 if AnyServer and FJetpack then
4462 begin
4463 FJetpack := False;
4464 JetpackOff;
4465 if NetServer then MH_SEND_PlayerStats(FUID);
4466 end;
4467 FCanJetpack := True;
4468 end;
4469 end
4470 else // Dead
4471 begin
4472 dospawn := False;
4473 if not FGhost then
4474 for k := Low(FKeys) to KEY_CHAT-1 do
4475 begin
4476 if FKeys[k].Pressed then
4477 begin
4478 dospawn := True;
4479 break;
4480 end;
4481 end;
4482 if dospawn then
4483 begin
4484 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4485 Respawn(False)
4486 else // Single
4487 if (FTime[T_RESPAWN] <= gTime) and
4488 gGameOn and (not FLive) then
4489 begin
4490 if (g_Player_GetCount() > 1) then
4491 Respawn(False)
4492 else
4493 begin
4494 gExit := EXIT_RESTART;
4495 Exit;
4496 end;
4497 end;
4498 end;
4499 // Dead spectator actions
4500 if FGhost then
4501 begin
4502 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4503 if FKeys[KEY_FIRE].Pressed and AnyServer then
4504 begin
4505 if FSpectator then
4506 begin
4507 if (FSpectatePlayer >= High(gPlayers)) then
4508 FSpectatePlayer := -1
4509 else
4510 begin
4511 SetSpect := False;
4512 for I := FSpectatePlayer + 1 to High(gPlayers) do
4513 if gPlayers[I] <> nil then
4514 if gPlayers[I].Live then
4515 if gPlayers[I].UID <> FUID then
4516 begin
4517 FSpectatePlayer := I;
4518 SetSpect := True;
4519 break;
4520 end;
4522 if not SetSpect then FSpectatePlayer := -1;
4523 end;
4525 ReleaseKeys;
4526 end;
4527 end;
4528 end;
4529 end;
4530 // No clipping
4531 if FGhost then
4532 begin
4533 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4534 begin
4535 FYTo := FObj.Y - 32;
4536 FSpectatePlayer := -1;
4537 end;
4538 if FKeys[KEY_DOWN].Pressed then
4539 begin
4540 FYTo := FObj.Y + 32;
4541 FSpectatePlayer := -1;
4542 end;
4543 if FKeys[KEY_LEFT].Pressed then
4544 begin
4545 FXTo := FObj.X - 32;
4546 FSpectatePlayer := -1;
4547 end;
4548 if FKeys[KEY_RIGHT].Pressed then
4549 begin
4550 FXTo := FObj.X + 32;
4551 FSpectatePlayer := -1;
4552 end;
4554 if (FXTo < -64) then
4555 FXTo := -64
4556 else if (FXTo > gMapInfo.Width + 32) then
4557 FXTo := gMapInfo.Width + 32;
4558 if (FYTo < -72) then
4559 FYTo := -72
4560 else if (FYTo > gMapInfo.Height + 32) then
4561 FYTo := gMapInfo.Height + 32;
4562 end;
4564 if FPhysics then
4565 g_Obj_Move(@FObj, True, True, True)
4566 else
4567 begin
4568 FObj.Vel.X := 0;
4569 FObj.Vel.Y := 0;
4570 if FSpectator then
4571 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4572 if gPlayers[FSpectatePlayer] <> nil then
4573 if gPlayers[FSpectatePlayer].Live then
4574 begin
4575 FXTo := gPlayers[FSpectatePlayer].GameX;
4576 FYTo := gPlayers[FSpectatePlayer].GameY;
4577 end;
4578 end;
4580 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4581 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4582 PANEL_BLOCKMON, True);
4583 headwater := HeadInLiquid(0, 0);
4585 // Ñîïðîòèâëåíèå âîçäóõà:
4586 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4587 if FObj.Vel.X <> 0 then
4588 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4590 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4591 DecMin(FPain, 5, 0);
4592 DecMin(FPickup, 1, 0);
4594 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4595 begin
4596 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4597 FMegaRulez[MR_SUIT] := 0;
4598 FMegaRulez[MR_INVUL] := 0;
4599 FMegaRulez[MR_INVIS] := 0;
4600 Kill(K_FALLKILL, 0, HIT_FALL);
4601 end;
4603 i := 9;
4605 if FLive then
4606 begin
4607 if FCurrWeap = WEAPON_SAW then
4608 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4609 FSawSoundSelect.IsPlaying()) then
4610 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4612 if FJetpack then
4613 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4614 (not FJetSoundOff.IsPlaying()) then
4615 begin
4616 FJetSoundFly.SetPosition(0);
4617 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4618 end;
4620 for b := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4621 if FReloading[b] > 0 then
4622 if FNoReload then
4623 FReloading[b] := 0
4624 else
4625 Dec(FReloading[b]);
4627 if FShellTimer > -1 then
4628 if FShellTimer = 0 then
4629 begin
4630 if FShellType = SHELL_SHELL then
4631 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4632 GameVelX, GameVelY-2, SHELL_SHELL)
4633 else if FShellType = SHELL_DBLSHELL then
4634 begin
4635 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4636 GameVelX+1, GameVelY-2, SHELL_SHELL);
4637 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4638 GameVelX-1, GameVelY-2, SHELL_SHELL);
4639 end;
4640 FShellTimer := -1;
4641 end else Dec(FShellTimer);
4643 if (FBFGFireCounter > -1) then
4644 if FBFGFireCounter = 0 then
4645 begin
4646 if AnyServer then
4647 begin
4648 wx := FObj.X+WEAPONPOINT[FDirection].X;
4649 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4650 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4651 yd := wy+firediry();
4652 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4653 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4654 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4655 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4656 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4657 end;
4659 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4660 FBFGFireCounter := -1;
4661 end else
4662 if FNoReload then
4663 FBFGFireCounter := 0
4664 else
4665 Dec(FBFGFireCounter);
4667 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4668 begin
4669 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4671 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4672 end;
4674 if (headwater or blockmon) then
4675 begin
4676 Dec(FAir);
4678 if FAir < -9 then
4679 begin
4680 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4681 FAir := 0;
4682 end
4683 else if (FAir mod 31 = 0) and not blockmon then
4684 begin
4685 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4686 if Random(2) = 0 then
4687 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4688 else
4689 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4690 end;
4691 end else if FAir < AIR_DEF then
4692 FAir := AIR_DEF;
4694 if FDamageBuffer > 0 then
4695 begin
4696 if FDamageBuffer >= 9 then
4697 begin
4698 SetAction(A_PAIN);
4700 if FDamageBuffer < 30 then i := 9
4701 else if FDamageBuffer < 100 then i := 18
4702 else i := 27;
4703 end;
4705 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4706 FArmor := FArmor-(FDamageBuffer-ii);
4707 FHealth := FHealth-ii;
4708 if FArmor < 0 then
4709 begin
4710 FHealth := FHealth+FArmor;
4711 FArmor := 0;
4712 end;
4714 if AnyServer then
4715 if FHealth <= 0 then
4716 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4717 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4718 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4720 if FLive then
4721 begin
4722 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4723 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4724 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4725 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4726 end;
4728 FDamageBuffer := 0;
4729 end;
4731 {CollideItem();}
4732 end; // if FLive then ...
4734 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4735 begin
4736 FModel.ChangeAnimation(FActionAnim, FActionForce);
4737 FModel.GetCurrentAnimation.MinLength := i;
4738 FModel.GetCurrentAnimationMask.MinLength := i;
4739 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4741 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4742 then SetAction(A_STAND, True);
4744 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4746 for b := Low(FKeys) to High(FKeys) do
4747 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4748 end;
4750 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4751 begin
4752 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4753 FObj.Y+PLAYER_RECT.Y,
4754 PLAYER_RECT.Width,
4755 PLAYER_RECT.Height,
4756 X, Y,
4757 Width, Height);
4758 end;
4760 function TPlayer.Collide(Panel: TPanel): Boolean;
4761 begin
4762 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4763 FObj.Y+PLAYER_RECT.Y,
4764 PLAYER_RECT.Width,
4765 PLAYER_RECT.Height,
4766 Panel.X, Panel.Y,
4767 Panel.Width, Panel.Height);
4768 end;
4770 function TPlayer.Collide(X, Y: Integer): Boolean;
4771 begin
4772 X := X-FObj.X-PLAYER_RECT.X;
4773 Y := Y-FObj.Y-PLAYER_RECT.Y;
4774 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4775 (y >= 0) and (y <= PLAYER_RECT.Height);
4776 end;
4778 function g_Player_ValidName(Name: string): Boolean;
4779 var
4780 a: Integer;
4781 begin
4782 Result := True;
4784 if gPlayers = nil then Exit;
4786 for a := 0 to High(gPlayers) do
4787 if gPlayers[a] <> nil then
4788 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4789 begin
4790 Result := False;
4791 Exit;
4792 end;
4793 end;
4795 procedure TPlayer.SetDirection(Direction: TDirection);
4796 var
4797 d: TDirection;
4798 begin
4799 d := FModel.Direction;
4801 FModel.Direction := Direction;
4802 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4804 FDirection := Direction;
4805 end;
4807 function TPlayer.GetKeys(): Byte;
4808 begin
4809 Result := 0;
4811 if R_KEY_RED in FRulez then Result := KEY_RED;
4812 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4813 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4815 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4816 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4817 end;
4819 procedure TPlayer.Use();
4820 var
4821 a: Integer;
4822 begin
4823 if FTime[T_USE] > gTime then Exit;
4825 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
4826 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
4828 for a := 0 to High(gPlayers) do
4829 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
4830 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
4831 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4832 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
4833 begin
4834 gPlayers[a].Touch();
4835 if g_Game_IsNet and g_Game_IsServer then
4836 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
4837 end;
4839 FTime[T_USE] := gTime+120;
4840 end;
4842 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
4843 var
4844 Obj: TObj;
4845 F: Boolean;
4846 WX, WY, XD, YD: Integer;
4847 begin
4848 F := False;
4849 WX := X;
4850 WY := Y;
4851 XD := AX;
4852 YD := AY;
4854 case FCurrWeap of
4855 WEAPON_KASTET:
4856 begin
4857 if R_BERSERK in FRulez then
4858 begin
4859 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4860 obj.X := FObj.X+FObj.Rect.X;
4861 obj.Y := FObj.Y+FObj.Rect.Y;
4862 obj.rect.X := 0;
4863 obj.rect.Y := 0;
4864 obj.rect.Width := 39;
4865 obj.rect.Height := 52;
4866 obj.Vel.X := (xd-wx) div 2;
4867 obj.Vel.Y := (yd-wy) div 2;
4868 obj.Accel.X := xd-wx;
4869 obj.Accel.y := yd-wy;
4871 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
4872 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
4873 else
4874 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
4876 if gFlash = 1 then
4877 if FPain < 50 then
4878 FPain := min(FPain + 25, 50);
4879 end else
4880 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
4881 end;
4883 WEAPON_SAW:
4884 begin
4885 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4886 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
4887 begin
4888 FSawSoundSelect.Stop();
4889 FSawSound.Stop();
4890 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
4891 end
4892 else if not FSawSoundHit.IsPlaying() then
4893 begin
4894 FSawSoundSelect.Stop();
4895 FSawSound.PlayAt(FObj.X, FObj.Y);
4896 end;
4897 f := True;
4898 end;
4900 WEAPON_PISTOL:
4901 begin
4902 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
4903 FFireAngle := FAngle;
4904 f := True;
4905 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4906 GameVelX, GameVelY-2, SHELL_BULLET);
4907 end;
4909 WEAPON_SHOTGUN1:
4910 begin
4911 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4912 FFireAngle := FAngle;
4913 f := True;
4914 FShellTimer := 10;
4915 FShellType := SHELL_SHELL;
4916 end;
4918 WEAPON_SHOTGUN2:
4919 begin
4920 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
4921 FFireAngle := FAngle;
4922 f := True;
4923 FShellTimer := 13;
4924 FShellType := SHELL_DBLSHELL;
4925 end;
4927 WEAPON_CHAINGUN:
4928 begin
4929 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
4930 FFireAngle := FAngle;
4931 f := True;
4932 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4933 GameVelX, GameVelY-2, SHELL_BULLET);
4934 end;
4936 WEAPON_ROCKETLAUNCHER:
4937 begin
4938 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
4939 FFireAngle := FAngle;
4940 f := True;
4941 end;
4943 WEAPON_PLASMA:
4944 begin
4945 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
4946 FFireAngle := FAngle;
4947 f := True;
4948 end;
4950 WEAPON_BFG:
4951 begin
4952 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
4953 FFireAngle := FAngle;
4954 f := True;
4955 end;
4957 WEAPON_SUPERPULEMET:
4958 begin
4959 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4960 FFireAngle := FAngle;
4961 f := True;
4962 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4963 GameVelX, GameVelY-2, SHELL_SHELL);
4964 end;
4965 end;
4967 if not f then Exit;
4969 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4970 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4971 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4972 end;
4974 procedure TPlayer.DoLerp(Level: Integer = 2);
4975 begin
4976 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
4977 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
4978 end;
4980 procedure TPlayer.SetLerp(XTo, YTo: Integer);
4981 var
4982 AX, AY: Integer;
4983 begin
4984 if NetInterpLevel < 1 then
4985 begin
4986 FObj.X := XTo;
4987 FObj.Y := YTo;
4988 end
4989 else
4990 begin
4991 FXTo := XTo;
4992 FYTo := YTo;
4994 AX := Abs(FXTo - FObj.X);
4995 AY := Abs(FYTo - FObj.Y);
4996 if (AX > 32) or (AX <= NetInterpLevel) then
4997 FObj.X := FXTo;
4998 if (AY > 32) or (AY <= NetInterpLevel) then
4999 FObj.Y := FYTo;
5000 end;
5001 end;
5003 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5004 begin
5005 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5006 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5007 PANEL_LIFTUP, False) then Result := -1
5008 else
5009 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5010 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5011 PANEL_LIFTDOWN, False) then Result := 1
5012 else Result := 0;
5013 end;
5015 function TPlayer.GetFlag(Flag: Byte): Boolean;
5016 var
5017 s, ts: String;
5018 evtype: Byte;
5019 begin
5020 Result := False;
5022 if Flag = FLAG_NONE then
5023 Exit;
5025 if not g_Game_IsServer then Exit;
5027 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5028 if (Flag = FTeam) and
5029 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5030 (FFlag <> FLAG_NONE) then
5031 begin
5032 if FFlag = FLAG_RED then
5033 s := _lc[I_PLAYER_FLAG_RED]
5034 else
5035 s := _lc[I_PLAYER_FLAG_BLUE];
5037 evtype := FLAG_STATE_SCORED;
5039 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5040 Insert('.', ts, Length(ts) + 1 - 3);
5041 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5043 g_Map_ResetFlag(FFlag);
5044 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5046 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5048 Result := True;
5049 if g_Game_IsNet then
5050 begin
5051 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5052 MH_SEND_GameStats;
5053 end;
5055 gFlags[FFlag].CaptureTime := 0;
5056 SetFlag(FLAG_NONE);
5057 Exit;
5058 end;
5060 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5061 if (Flag = FTeam) and
5062 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5063 begin
5064 if Flag = FLAG_RED then
5065 s := _lc[I_PLAYER_FLAG_RED]
5066 else
5067 s := _lc[I_PLAYER_FLAG_BLUE];
5069 evtype := FLAG_STATE_RETURNED;
5070 gFlags[Flag].CaptureTime := 0;
5072 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5074 g_Map_ResetFlag(Flag);
5075 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5077 Result := True;
5078 if g_Game_IsNet then
5079 begin
5080 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5081 MH_SEND_GameStats;
5082 end;
5083 Exit;
5084 end;
5086 // Ïîäîáðàë ÷óæîé ôëàã:
5087 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5088 begin
5089 SetFlag(Flag);
5091 if Flag = FLAG_RED then
5092 s := _lc[I_PLAYER_FLAG_RED]
5093 else
5094 s := _lc[I_PLAYER_FLAG_BLUE];
5096 evtype := FLAG_STATE_CAPTURED;
5098 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5100 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5102 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5104 Result := True;
5105 if g_Game_IsNet then
5106 begin
5107 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5108 MH_SEND_GameStats;
5109 end;
5110 end;
5111 end;
5113 procedure TPlayer.SetFlag(Flag: Byte);
5114 begin
5115 FFlag := Flag;
5116 if FModel <> nil then
5117 FModel.SetFlag(FFlag);
5118 end;
5120 function TPlayer.DropFlag(): Boolean;
5121 var
5122 s: String;
5123 begin
5124 Result := False;
5125 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5126 Exit;
5127 FTime[T_FLAGCAP] := gTime + 2000;
5128 with gFlags[FFlag] do
5129 begin
5130 Obj.X := FObj.X;
5131 Obj.Y := FObj.Y;
5132 Direction := FDirection;
5133 State := FLAG_STATE_DROPPED;
5134 Count := FLAG_TIME;
5135 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5136 (FObj.Vel.Y div 2)-2+Random(5));
5138 if FFlag = FLAG_RED then
5139 s := _lc[I_PLAYER_FLAG_RED]
5140 else
5141 s := _lc[I_PLAYER_FLAG_BLUE];
5143 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5144 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5146 if g_Game_IsNet then
5147 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5148 end;
5149 SetFlag(FLAG_NONE);
5150 Result := True;
5151 end;
5153 procedure TPlayer.GetSecret();
5154 begin
5155 Inc(FSecrets);
5156 end;
5158 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5159 begin
5160 Assert(Key <= High(FKeys));
5162 FKeys[Key].Pressed := True;
5163 FKeys[Key].Time := Time;
5164 end;
5166 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5167 begin
5168 Result := FKeys[K].Pressed;
5169 end;
5171 procedure TPlayer.ReleaseKeys();
5172 var
5173 a: Integer;
5174 begin
5175 for a := Low(FKeys) to High(FKeys) do
5176 begin
5177 FKeys[a].Pressed := False;
5178 FKeys[a].Time := 0;
5179 end;
5180 end;
5182 procedure TPlayer.OnDamage(Angle: SmallInt);
5183 begin
5184 end;
5186 function TPlayer.firediry(): Integer;
5187 begin
5188 if FKeys[KEY_UP].Pressed then Result := -42
5189 else if FKeys[KEY_DOWN].Pressed then Result := 19
5190 else Result := 0;
5191 end;
5193 procedure TPlayer.RememberState();
5194 var
5195 i: Integer;
5196 begin
5197 FSavedState.Health := FHealth;
5198 FSavedState.Armor := FArmor;
5199 FSavedState.Air := FAir;
5200 FSavedState.JetFuel := FJetFuel;
5201 FSavedState.CurrWeap := FCurrWeap;
5202 FSavedState.NextWeap := FNextWeap;
5204 for i := 0 to 3 do
5205 FSavedState.Ammo[i] := FAmmo[i];
5206 for i := 0 to 3 do
5207 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5209 FSavedState.Rulez := FRulez;
5210 FSavedState.WaitRecall := True;
5211 end;
5213 procedure TPlayer.RecallState();
5214 var
5215 i: Integer;
5216 begin
5217 if not FSavedState.WaitRecall then Exit;
5219 FHealth := FSavedState.Health;
5220 FArmor := FSavedState.Armor;
5221 FAir := FSavedState.Air;
5222 FJetFuel := FSavedState.JetFuel;
5223 FCurrWeap := FSavedState.CurrWeap;
5224 FNextWeap := FSavedState.NextWeap;
5226 for i := 0 to 3 do
5227 FAmmo[i] := FSavedState.Ammo[i];
5228 for i := 0 to 3 do
5229 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5231 FRulez := FSavedState.Rulez;
5232 FSavedState.WaitRecall := False;
5234 if gGameSettings.GameType = GT_SERVER then
5235 MH_SEND_PlayerStats(FUID);
5236 end;
5238 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5239 var
5240 i: Integer;
5241 sig: DWORD;
5242 str: String;
5243 b: Byte;
5244 begin
5245 if FIamBot then
5246 i := 512
5247 else
5248 i := 256;
5250 Mem := TBinMemoryWriter.Create(i);
5252 // Ñèãíàòóðà èãðîêà:
5253 sig := PLAYER_SIGNATURE; // 'PLYR'
5254 Mem.WriteDWORD(sig);
5255 // Áîò èëè ÷åëîâåê:
5256 Mem.WriteBoolean(FIamBot);
5257 // UID èãðîêà:
5258 Mem.WriteWord(FUID);
5259 // Èìÿ èãðîêà:
5260 Mem.WriteString(FName, 32);
5261 // Êîìàíäà:
5262 Mem.WriteByte(FTeam);
5263 // Æèâ ëè:
5264 Mem.WriteBoolean(FLive);
5265 // Èçðàñõîäîâàë ëè âñå æèçíè:
5266 Mem.WriteBoolean(FNoRespawn);
5267 // Íàïðàâëåíèå:
5268 if FDirection = D_LEFT then
5269 b := 1
5270 else // D_RIGHT
5271 b := 2;
5272 Mem.WriteByte(b);
5273 // Çäîðîâüå:
5274 Mem.WriteInt(FHealth);
5275 // Æèçíè:
5276 Mem.WriteByte(FLives);
5277 // Áðîíÿ:
5278 Mem.WriteInt(FArmor);
5279 // Çàïàñ âîçäóõà:
5280 Mem.WriteInt(FAir);
5281 // Çàïàñ ãîðþ÷åãî:
5282 Mem.WriteInt(FJetFuel);
5283 // Áîëü:
5284 Mem.WriteInt(FPain);
5285 // Óáèë:
5286 Mem.WriteInt(FKills);
5287 // Óáèë ìîíñòðîâ:
5288 Mem.WriteInt(FMonsterKills);
5289 // Ôðàãîâ:
5290 Mem.WriteInt(FFrags);
5291 // Ôðàãîâ ïîäðÿä:
5292 Mem.WriteByte(FFragCombo);
5293 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5294 Mem.WriteDWORD(FLastFrag);
5295 // Ñìåðòåé:
5296 Mem.WriteInt(FDeath);
5297 // Êàêîé ôëàã íåñåò:
5298 Mem.WriteByte(FFlag);
5299 // Íàøåë ñåêðåòîâ:
5300 Mem.WriteInt(FSecrets);
5301 // Òåêóùåå îðóæèå:
5302 Mem.WriteByte(FCurrWeap);
5303 // Æåëàåìîå îðóæèå:
5304 Mem.WriteWord(FNextWeap);
5305 // Âðåìÿ çàðÿäêè BFG:
5306 Mem.WriteSmallInt(FBFGFireCounter);
5307 // Áóôåð óðîíà:
5308 Mem.WriteInt(FDamageBuffer);
5309 // Ïîñëåäíèé óäàðèâøèé:
5310 Mem.WriteWord(FLastSpawnerUID);
5311 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5312 Mem.WriteByte(FLastHit);
5313 // Îáúåêò èãðîêà:
5314 Obj_SaveState(@FObj, Mem);
5315 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5316 for i := A_BULLETS to A_CELLS do
5317 Mem.WriteWord(FAmmo[i]);
5318 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5319 for i := A_BULLETS to A_CELLS do
5320 Mem.WriteWord(FMaxAmmo[i]);
5321 // Íàëè÷èå îðóæèÿ:
5322 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5323 Mem.WriteBoolean(FWeapon[i]);
5324 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5325 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5326 Mem.WriteWord(FReloading[i]);
5327 // Íàëè÷èå ðþêçàêà:
5328 if R_ITEM_BACKPACK in FRulez then
5329 b := 1
5330 else
5331 b := 0;
5332 Mem.WriteByte(b);
5333 // Íàëè÷èå êðàñíîãî êëþ÷à:
5334 if R_KEY_RED in FRulez then
5335 b := 1
5336 else
5337 b := 0;
5338 Mem.WriteByte(b);
5339 // Íàëè÷èå çåëåíîãî êëþ÷à:
5340 if R_KEY_GREEN in FRulez then
5341 b := 1
5342 else
5343 b := 0;
5344 Mem.WriteByte(b);
5345 // Íàëè÷èå ñèíåãî êëþ÷à:
5346 if R_KEY_BLUE in FRulez then
5347 b := 1
5348 else
5349 b := 0;
5350 Mem.WriteByte(b);
5351 // Íàëè÷èå áåðñåðêà:
5352 if R_BERSERK in FRulez then
5353 b := 1
5354 else
5355 b := 0;
5356 Mem.WriteByte(b);
5357 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5358 for i := MR_SUIT to MR_MAX do
5359 Mem.WriteDWORD(FMegaRulez[i]);
5360 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5361 for i := T_RESPAWN to T_FLAGCAP do
5362 Mem.WriteDWORD(FTime[i]);
5363 // Íàçâàíèå ìîäåëè:
5364 str := FModel.Name;
5365 Mem.WriteString(str);
5366 // Öâåò ìîäåëè:
5367 b := FColor.R;
5368 Mem.WriteByte(b);
5369 b := FColor.G;
5370 Mem.WriteByte(b);
5371 b := FColor.B;
5372 Mem.WriteByte(b);
5373 end;
5375 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5376 var
5377 i: Integer;
5378 sig: DWORD;
5379 str: String;
5380 b: Byte;
5381 begin
5382 if Mem = nil then
5383 Exit;
5385 // Ñèãíàòóðà èãðîêà:
5386 Mem.ReadDWORD(sig);
5387 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5388 begin
5389 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5390 end;
5391 // Áîò èëè ÷åëîâåê:
5392 Mem.ReadBoolean(FIamBot);
5393 // UID èãðîêà:
5394 Mem.ReadWord(FUID);
5395 // Èìÿ èãðîêà:
5396 Mem.ReadString(str);
5397 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5398 FName := str;
5399 // Êîìàíäà:
5400 Mem.ReadByte(FTeam);
5401 // Æèâ ëè:
5402 Mem.ReadBoolean(FLive);
5403 // Èçðàñõîäîâàë ëè âñå æèçíè:
5404 Mem.ReadBoolean(FNoRespawn);
5405 // Íàïðàâëåíèå:
5406 Mem.ReadByte(b);
5407 if b = 1 then
5408 FDirection := D_LEFT
5409 else // b = 2
5410 FDirection := D_RIGHT;
5411 // Çäîðîâüå:
5412 Mem.ReadInt(FHealth);
5413 // Æèçíè:
5414 Mem.ReadByte(FLives);
5415 // Áðîíÿ:
5416 Mem.ReadInt(FArmor);
5417 // Çàïàñ âîçäóõà:
5418 Mem.ReadInt(FAir);
5419 // Çàïàñ ãîðþ÷åãî:
5420 Mem.ReadInt(FJetFuel);
5421 // Áîëü:
5422 Mem.ReadInt(FPain);
5423 // Óáèë:
5424 Mem.ReadInt(FKills);
5425 // Óáèë ìîíñòðîâ:
5426 Mem.ReadInt(FMonsterKills);
5427 // Ôðàãîâ:
5428 Mem.ReadInt(FFrags);
5429 // Ôðàãîâ ïîäðÿä:
5430 Mem.ReadByte(FFragCombo);
5431 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5432 Mem.ReadDWORD(FLastFrag);
5433 // Ñìåðòåé:
5434 Mem.ReadInt(FDeath);
5435 // Êàêîé ôëàã íåñåò:
5436 Mem.ReadByte(FFlag);
5437 // Íàøåë ñåêðåòîâ:
5438 Mem.ReadInt(FSecrets);
5439 // Òåêóùåå îðóæèå:
5440 Mem.ReadByte(FCurrWeap);
5441 // Æåëàåìîå îðóæèå:
5442 Mem.ReadWord(FNextWeap);
5443 // Âðåìÿ çàðÿäêè BFG:
5444 Mem.ReadSmallInt(FBFGFireCounter);
5445 // Áóôåð óðîíà:
5446 Mem.ReadInt(FDamageBuffer);
5447 // Ïîñëåäíèé óäàðèâøèé:
5448 Mem.ReadWord(FLastSpawnerUID);
5449 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5450 Mem.ReadByte(FLastHit);
5451 // Îáúåêò èãðîêà:
5452 Obj_LoadState(@FObj, Mem);
5453 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5454 for i := A_BULLETS to A_CELLS do
5455 Mem.ReadWord(FAmmo[i]);
5456 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5457 for i := A_BULLETS to A_CELLS do
5458 Mem.ReadWord(FMaxAmmo[i]);
5459 // Íàëè÷èå îðóæèÿ:
5460 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5461 Mem.ReadBoolean(FWeapon[i]);
5462 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5463 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5464 Mem.ReadWord(FReloading[i]);
5465 // Íàëè÷èå ðþêçàêà:
5466 Mem.ReadByte(b);
5467 if b = 1 then
5468 Include(FRulez, R_ITEM_BACKPACK);
5469 // Íàëè÷èå êðàñíîãî êëþ÷à:
5470 Mem.ReadByte(b);
5471 if b = 1 then
5472 Include(FRulez, R_KEY_RED);
5473 // Íàëè÷èå çåëåíîãî êëþ÷à:
5474 Mem.ReadByte(b);
5475 if b = 1 then
5476 Include(FRulez, R_KEY_GREEN);
5477 // Íàëè÷èå ñèíåãî êëþ÷à:
5478 Mem.ReadByte(b);
5479 if b = 1 then
5480 Include(FRulez, R_KEY_BLUE);
5481 // Íàëè÷èå áåðñåðêà:
5482 Mem.ReadByte(b);
5483 if b = 1 then
5484 Include(FRulez, R_BERSERK);
5485 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5486 for i := MR_SUIT to MR_MAX do
5487 Mem.ReadDWORD(FMegaRulez[i]);
5488 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5489 for i := T_RESPAWN to T_FLAGCAP do
5490 Mem.ReadDWORD(FTime[i]);
5491 // Íàçâàíèå ìîäåëè:
5492 Mem.ReadString(str);
5493 // Öâåò ìîäåëè:
5494 Mem.ReadByte(FColor.R);
5495 Mem.ReadByte(FColor.G);
5496 Mem.ReadByte(FColor.B);
5497 if Self = gPlayer1 then
5498 begin
5499 str := gPlayer1Settings.Model;
5500 FColor := gPlayer1Settings.Color;
5501 end;
5502 if Self = gPlayer2 then
5503 begin
5504 str := gPlayer2Settings.Model;
5505 FColor := gPlayer2Settings.Color;
5506 end;
5507 // Îáíîâëÿåì ìîäåëü èãðîêà:
5508 SetModel(str);
5509 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5510 FModel.Color := TEAMCOLOR[FTeam]
5511 else
5512 FModel.Color := FColor;
5513 end;
5515 procedure TPlayer.AllRulez(Health: Boolean);
5516 var
5517 a: Integer;
5518 begin
5519 if Health then
5520 begin
5521 FHealth := PLAYER_HP_LIMIT;
5522 FArmor := PLAYER_AP_LIMIT;
5523 Exit;
5524 end;
5526 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do FWeapon[a] := True;
5527 for a := A_BULLETS to A_CELLS do FAmmo[a] := 30000;
5528 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5529 end;
5531 procedure TPlayer.RestoreHealthArmor();
5532 begin
5533 FHealth := PLAYER_HP_LIMIT;
5534 FArmor := PLAYER_AP_LIMIT;
5535 end;
5537 procedure TPlayer.FragCombo();
5538 var
5539 Param: Integer;
5540 begin
5541 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5542 Exit;
5543 if gTime - FLastFrag < FRAG_COMBO_TIME then
5544 begin
5545 if FFragCombo < 5 then
5546 Inc(FFragCombo);
5547 Param := FUID or (FFragCombo shl 16);
5548 if (FComboEvnt >= Low(gDelayedEvents)) and
5549 (FComboEvnt <= High(gDelayedEvents)) and
5550 gDelayedEvents[FComboEvnt].Pending and
5551 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5552 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5553 begin
5554 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5555 gDelayedEvents[FComboEvnt].DENum := Param;
5556 end
5557 else
5558 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5559 end
5560 else
5561 FFragCombo := 1;
5563 FLastFrag := gTime;
5564 end;
5566 procedure TPlayer.GiveItem(ItemType: Byte);
5567 begin
5568 case ItemType of
5569 ITEM_SUIT:
5570 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5571 begin
5572 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5573 end;
5575 ITEM_OXYGEN:
5576 if FAir < AIR_MAX then
5577 begin
5578 FAir := AIR_MAX;
5579 end;
5581 ITEM_MEDKIT_BLACK:
5582 begin
5583 if not (R_BERSERK in FRulez) then
5584 begin
5585 Include(FRulez, R_BERSERK);
5586 if FBFGFireCounter < 1 then
5587 begin
5588 FCurrWeap := WEAPON_KASTET;
5589 resetWeaponQueue();
5590 FModel.SetWeapon(WEAPON_KASTET);
5591 end;
5592 if gFlash <> 0 then
5593 Inc(FPain, 100);
5594 FBerserk := gTime+30000;
5595 end;
5596 if FHealth < PLAYER_HP_SOFT then
5597 begin
5598 FHealth := PLAYER_HP_SOFT;
5599 FBerserk := gTime+30000;
5600 end;
5601 end;
5603 ITEM_INVUL:
5604 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5605 begin
5606 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5607 end;
5609 ITEM_INVIS:
5610 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5611 begin
5612 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5613 end;
5615 ITEM_JETPACK:
5616 if FJetFuel < JET_MAX then
5617 begin
5618 FJetFuel := JET_MAX;
5619 end;
5621 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5622 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5623 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5624 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5625 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5626 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5627 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5628 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5630 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5631 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5632 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5633 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5634 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5635 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5636 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5637 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5639 ITEM_AMMO_BACKPACK:
5640 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5641 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5642 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5643 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
5644 begin
5645 FMaxAmmo[A_BULLETS] := 400;
5646 FMaxAmmo[A_SHELLS] := 100;
5647 FMaxAmmo[A_ROCKETS] := 100;
5648 FMaxAmmo[A_CELLS] := 600;
5650 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5651 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5652 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5653 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5655 FRulez := FRulez + [R_ITEM_BACKPACK];
5656 end;
5658 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5659 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5660 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5662 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5663 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5665 else
5666 Exit;
5667 end;
5668 if g_Game_IsNet and g_Game_IsServer then
5669 MH_SEND_PlayerStats(FUID);
5670 end;
5672 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5673 var
5674 id, i: DWORD;
5675 Anim: TAnimation;
5676 begin
5677 if (Random(5) = 1) and (Times = 1) then
5678 Exit;
5680 if BodyInLiquid(0, 0) then
5681 begin
5682 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5683 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5684 if Random(2) = 0 then
5685 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5686 else
5687 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5688 Exit;
5689 end;
5691 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5692 begin
5693 for i := 1 to Times do
5694 begin
5695 Anim := TAnimation.Create(id, False, 3);
5696 Anim.Alpha := 150;
5697 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5698 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5699 Anim.Free();
5700 end;
5701 end;
5702 end;
5704 procedure TPlayer.PauseSounds(Enable: Boolean);
5705 begin
5706 FSawSound.Pause(Enable);
5707 FSawSoundIdle.Pause(Enable);
5708 FSawSoundHit.Pause(Enable);
5709 FSawSoundSelect.Pause(Enable);
5710 end;
5712 { T C o r p s e : }
5714 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5715 begin
5716 g_Obj_Init(@FObj);
5717 FObj.X := X;
5718 FObj.Y := Y;
5719 FObj.Rect := PLAYER_CORPSERECT;
5720 FModelName := ModelName;
5721 FMess := aMess;
5723 if FMess then
5724 begin
5725 FState := CORPSE_STATE_MESS;
5726 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5727 end
5728 else
5729 begin
5730 FState := CORPSE_STATE_NORMAL;
5731 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5732 end;
5733 end;
5735 destructor TCorpse.Destroy();
5736 begin
5737 FAnimation.Free();
5739 inherited;
5740 end;
5742 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5743 var
5744 pm: TPlayerModel;
5745 begin
5746 if FState = CORPSE_STATE_REMOVEME then
5747 Exit;
5749 FDamage := FDamage + Value;
5751 if FDamage > 150 then
5752 begin
5753 if FAnimation <> nil then
5754 begin
5755 FAnimation.Free();
5756 FAnimation := nil;
5758 FState := CORPSE_STATE_REMOVEME;
5760 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5761 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5762 FModelName, FColor);
5763 // Çâóê ìÿñà îò òðóïà:
5764 pm := g_PlayerModel_Get(FModelName);
5765 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
5766 pm.Free;
5767 end;
5768 end
5769 else
5770 begin
5771 FObj.Vel.X := FObj.Vel.X + vx;
5772 FObj.Vel.Y := FObj.Vel.Y + vy;
5773 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
5774 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
5775 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
5776 150, 0, 0);
5777 end;
5778 end;
5780 procedure TCorpse.Draw();
5781 begin
5782 if FState = CORPSE_STATE_REMOVEME then
5783 Exit;
5785 if FAnimation <> nil then
5786 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
5788 if FAnimationMask <> nil then
5789 begin
5790 e_Colors := FColor;
5791 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
5792 e_Colors.R := 255;
5793 e_Colors.G := 255;
5794 e_Colors.B := 255;
5795 end;
5796 end;
5798 procedure TCorpse.Update();
5799 var
5800 st: Word;
5801 begin
5802 if FState = CORPSE_STATE_REMOVEME then
5803 Exit;
5805 if gTime mod (GAME_TICK*2) <> 0 then
5806 begin
5807 g_Obj_Move(@FObj, True, True, True);
5809 Exit;
5810 end;
5812 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
5813 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5815 st := g_Obj_Move(@FObj, True, True, True);
5817 if WordBool(st and MOVE_FALLOUT) then
5818 begin
5819 FState := CORPSE_STATE_REMOVEME;
5820 Exit;
5821 end;
5823 if FAnimation <> nil then
5824 FAnimation.Update();
5825 if FAnimationMask <> nil then
5826 FAnimationMask.Update();
5827 end;
5829 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
5830 var
5831 sig: DWORD;
5832 anim: Boolean;
5833 begin
5834 if Mem = nil then
5835 Exit;
5837 // Ñèãíàòóðà òðóïà:
5838 sig := CORPSE_SIGNATURE; // 'CORP'
5839 Mem.WriteDWORD(sig);
5840 // Ñîñòîÿíèå:
5841 Mem.WriteByte(FState);
5842 // Íàêîïëåííûé óðîí:
5843 Mem.WriteByte(FDamage);
5844 // Öâåò:
5845 Mem.WriteByte(FColor.R);
5846 Mem.WriteByte(FColor.G);
5847 Mem.WriteByte(FColor.B);
5848 // Îáúåêò òðóïà:
5849 Obj_SaveState(@FObj, Mem);
5850 // Åñòü ëè àíèìàöèÿ:
5851 anim := FAnimation <> nil;
5852 Mem.WriteBoolean(anim);
5853 // Åñëè åñòü - ñîõðàíÿåì:
5854 if anim then
5855 FAnimation.SaveState(Mem);
5856 // Åñòü ëè ìàñêà àíèìàöèè:
5857 anim := FAnimationMask <> nil;
5858 Mem.WriteBoolean(anim);
5859 // Åñëè åñòü - ñîõðàíÿåì:
5860 if anim then
5861 FAnimationMask.SaveState(Mem);
5862 end;
5864 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
5865 var
5866 sig: DWORD;
5867 anim: Boolean;
5868 begin
5869 if Mem = nil then
5870 Exit;
5872 // Ñèãíàòóðà òðóïà:
5873 Mem.ReadDWORD(sig);
5874 if sig <> CORPSE_SIGNATURE then // 'CORP'
5875 begin
5876 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
5877 end;
5878 // Ñîñòîÿíèå:
5879 Mem.ReadByte(FState);
5880 // Íàêîïëåííûé óðîí:
5881 Mem.ReadByte(FDamage);
5882 // Öâåò:
5883 Mem.ReadByte(FColor.R);
5884 Mem.ReadByte(FColor.G);
5885 Mem.ReadByte(FColor.B);
5886 // Îáúåêò òðóïà:
5887 Obj_LoadState(@FObj, Mem);
5888 // Åñòü ëè àíèìàöèÿ:
5889 Mem.ReadBoolean(anim);
5890 // Åñëè åñòü - çàãðóæàåì:
5891 if anim then
5892 begin
5893 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
5894 FAnimation.LoadState(Mem);
5895 end;
5896 // Åñòü ëè ìàñêà àíèìàöèè:
5897 Mem.ReadBoolean(anim);
5898 // Åñëè åñòü - çàãðóæàåì:
5899 if anim then
5900 begin
5901 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
5902 FAnimationMask.LoadState(Mem);
5903 end;
5904 end;
5906 { T B o t : }
5908 constructor TBot.Create();
5909 var
5910 a: Integer;
5911 begin
5912 inherited Create();
5914 FPhysics := True;
5915 FSpectator := False;
5916 FGhost := False;
5918 FIamBot := True;
5920 Inc(gNumBots);
5922 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5923 begin
5924 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
5925 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
5926 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
5927 end;
5928 end;
5930 destructor TBot.Destroy();
5931 begin
5932 Dec(gNumBots);
5933 inherited Destroy();
5934 end;
5936 procedure TBot.Draw();
5937 begin
5938 inherited Draw();
5940 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
5941 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
5942 end;
5944 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
5945 begin
5946 inherited Respawn(Silent, Force);
5948 FAIFlags := nil;
5949 FSelectedWeapon := FCurrWeap;
5950 resetWeaponQueue();
5951 FTargetUID := 0;
5952 end;
5954 procedure TBot.UpdateCombat();
5955 type
5956 TTarget = record
5957 UID: Word;
5958 X, Y: Integer;
5959 Rect: TRectWH;
5960 cX, cY: Integer;
5961 Dist: Word;
5962 Line: Boolean;
5963 Visible: Boolean;
5964 IsPlayer: Boolean;
5965 end;
5967 TTargetRecord = array of TTarget;
5969 function Compare(a, b: TTarget): Integer;
5970 begin
5971 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
5972 Result := -1
5973 else
5974 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
5975 Result := 1
5976 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
5977 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
5978 begin
5979 if a.Dist > b.Dist then // B áëèæå
5980 Result := 1
5981 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
5982 Result := -1;
5983 end
5984 else // Ñòðàííî -> A
5985 Result := -1;
5986 end;
5988 var
5989 a, x1, y1, x2, y2: Integer;
5990 targets: TTargetRecord;
5991 ammo: Word;
5992 Target, BestTarget: TTarget;
5993 firew, fireh: Integer;
5994 angle: SmallInt;
5995 mon: TMonster;
5996 pla: TPlayer;
5997 vsPlayer, vsMonster, ok: Boolean;
5998 begin
5999 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6000 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6002 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6003 if FCurrWeap <> FSelectedWeapon then
6004 NextWeapon();
6006 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6007 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6008 begin
6009 RemoveAIFlag('NEEDFIRE');
6011 case FCurrWeap of
6012 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6013 WEAPON_SAW, WEAPON_KASTET, WEAPON_MEGAKASTET: PressKey(KEY_FIRE, 40);
6014 else PressKey(KEY_FIRE);
6015 end;
6016 end;
6018 // Êîîðäèíàòû ñòâîëà:
6019 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6020 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6022 Target.UID := FTargetUID;
6024 ok := False;
6025 if Target.UID <> 0 then
6026 begin // Öåëü åñòü - íàñòðàèâàåì
6027 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6028 vsPlayer then
6029 begin // Èãðîê
6030 with g_Player_Get(Target.UID) do
6031 begin
6032 if (@FObj) <> nil then
6033 begin
6034 Target.X := FObj.X;
6035 Target.Y := FObj.Y;
6036 end;
6037 end;
6039 Target.cX := Target.X + PLAYER_RECT_CX;
6040 Target.cY := Target.Y + PLAYER_RECT_CY;
6041 Target.Rect := PLAYER_RECT;
6042 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6043 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6044 (y1-4 > Target.Y+PLAYER_RECT.Y);
6045 Target.IsPlayer := True;
6046 ok := True;
6047 end
6048 else
6049 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6050 vsMonster then
6051 begin // Ìîíñòð
6052 mon := g_Monsters_Get(Target.UID);
6053 if mon <> nil then
6054 begin
6055 Target.X := mon.Obj.X;
6056 Target.Y := mon.Obj.Y;
6058 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6059 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6060 Target.Rect := mon.Obj.Rect;
6061 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6062 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6063 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6064 Target.IsPlayer := False;
6065 ok := True;
6066 end;
6067 end;
6068 end;
6070 if not ok then
6071 begin // Öåëè íåò - îáíóëÿåì
6072 Target.X := 0;
6073 Target.Y := 0;
6074 Target.cX := 0;
6075 Target.cY := 0;
6076 Target.Visible := False;
6077 Target.Line := False;
6078 Target.IsPlayer := False;
6079 end;
6081 targets := nil;
6083 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6084 if (not Target.Line) or (not Target.Visible) then
6085 begin
6086 // Èãðîêè:
6087 if vsPlayer then
6088 for a := 0 to High(gPlayers) do
6089 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6090 (gPlayers[a].FUID <> FUID) and
6091 (not SameTeam(FUID, gPlayers[a].FUID)) and
6092 (not gPlayers[a].NoTarget) and
6093 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6094 begin
6095 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6096 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6097 Continue;
6099 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6100 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6102 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6103 if g_TraceVector(x1, y1, x2, y2) then
6104 begin
6105 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6106 SetLength(targets, Length(targets)+1);
6107 with targets[High(targets)] do
6108 begin
6109 UID := gPlayers[a].FUID;
6110 X := gPlayers[a].FObj.X;
6111 Y := gPlayers[a].FObj.Y;
6112 cX := x2;
6113 cY := y2;
6114 Rect := PLAYER_RECT;
6115 Dist := g_PatchLength(x1, y1, x2, y2);
6116 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6117 (y1-4 > Target.Y+PLAYER_RECT.Y);
6118 Visible := True;
6119 IsPlayer := True;
6120 end;
6121 end;
6122 end;
6124 // Ìîíñòðû:
6125 if vsMonster and (gMonsters <> nil) then
6126 for a := 0 to High(gMonsters) do
6127 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6128 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6129 begin
6130 mon := gMonsters[a];
6132 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6133 mon.Obj.Y + mon.Obj.Rect.Y) then
6134 Continue;
6136 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6137 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6139 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6140 if g_TraceVector(x1, y1, x2, y2) then
6141 begin
6142 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6143 SetLength(targets, Length(targets)+1);
6144 with targets[High(targets)] do
6145 begin
6146 UID := mon.UID;
6147 X := mon.Obj.X;
6148 Y := mon.Obj.Y;
6149 cX := x2;
6150 cY := y2;
6151 Rect := mon.Obj.Rect;
6152 Dist := g_PatchLength(x1, y1, x2, y2);
6153 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6154 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6155 Visible := True;
6156 IsPlayer := False;
6157 end;
6158 end;
6159 end;
6160 end;
6162 // Åñëè åñòü âîçìîæíûå öåëè:
6163 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6164 if targets <> nil then
6165 begin
6166 // Âûáèðàåì íàèëó÷øóþ öåëü:
6167 BestTarget := targets[0];
6168 if Length(targets) > 1 then
6169 for a := 1 to High(targets) do
6170 if Compare(BestTarget, targets[a]) = 1 then
6171 BestTarget := targets[a];
6173 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6174 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6175 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6176 begin
6177 Target := BestTarget;
6179 if (Healthy() = 3) or ((Healthy() = 2)) then
6180 begin // Åñëè çäîðîâû - äîãîíÿåì
6181 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6182 SetAIFlag('GORIGHT', '1');
6183 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6184 SetAIFlag('GOLEFT', '1');
6185 end
6186 else
6187 begin // Åñëè ïîáèòû - óáåãàåì
6188 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6189 SetAIFlag('GORIGHT', '1');
6190 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6191 SetAIFlag('GOLEFT', '1');
6192 end;
6194 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6195 SelectWeapon(Abs(x1-Target.cX));
6196 end;
6197 end;
6199 // Åñëè åñòü öåëü:
6200 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6201 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6202 if Target.UID <> 0 then
6203 begin
6204 if not TargetOnScreen(Target.X + Target.Rect.X,
6205 Target.Y + Target.Rect.Y) then
6206 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6207 if (Healthy() = 3) or ((Healthy() = 2)) then
6208 begin // Åñëè çäîðîâû - äîãîíÿåì
6209 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6210 SetAIFlag('GORIGHT', '1');
6211 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6212 SetAIFlag('GOLEFT', '1');
6213 end
6214 else
6215 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6216 Target.UID := 0;
6217 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6218 SetAIFlag('GORIGHT', '1');
6219 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6220 SetAIFlag('GOLEFT', '1');
6221 end;
6222 end
6223 else
6224 begin // Öåëü ïîêà íà "ýêðàíå"
6225 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6226 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6227 FLastVisible := gTime;
6228 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6229 if (Abs(FObj.Y-Target.Y) <= 128) then
6230 begin
6231 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6232 SetAIFlag('GORIGHT', '1');
6233 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6234 SetAIFlag('GOLEFT', '1');
6235 end;
6236 end;
6238 // Âûáèðàåì óãîë ââåðõ:
6239 if FDirection = D_LEFT then
6240 angle := ANGLE_LEFTUP
6241 else
6242 angle := ANGLE_RIGHTUP;
6244 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6245 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6247 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6248 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6249 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6250 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6251 Target.Rect.Width, Target.Rect.Height) and
6252 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6253 begin // òî íóæíî ñòðåëÿòü ââåðõ
6254 SetAIFlag('NEEDFIRE', '1');
6255 SetAIFlag('NEEDSEEUP', '1');
6256 end;
6258 // Âûáèðàåì óãîë âíèç:
6259 if FDirection = D_LEFT then
6260 angle := ANGLE_LEFTDOWN
6261 else
6262 angle := ANGLE_RIGHTDOWN;
6264 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6265 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6267 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6268 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6269 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6270 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6271 Target.Rect.Width, Target.Rect.Height) and
6272 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6273 begin // òî íóæíî ñòðåëÿòü âíèç
6274 SetAIFlag('NEEDFIRE', '1');
6275 SetAIFlag('NEEDSEEDOWN', '1');
6276 end;
6278 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6279 if Target.Visible and
6280 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6281 (y1-4 > Target.Y+Target.Rect.Y) then
6282 begin
6283 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6284 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6285 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6286 begin // òî íóæíî ñòðåëÿòü âïåðåä
6287 SetAIFlag('NEEDFIRE', '1');
6288 SetAIFlag('NEEDSEEDOWN', '');
6289 SetAIFlag('NEEDSEEUP', '');
6290 end;
6291 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6292 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6293 if GetRnd(FDifficult.CloseJump) then
6294 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6295 if Abs(FObj.X-Target.X) < 128 then
6296 a := 4
6297 else
6298 a := 30;
6299 if Random(a) = 0 then
6300 SetAIFlag('NEEDJUMP', '1');
6301 end;
6302 end;
6304 // Åñëè öåëü âñå åùå åñòü:
6305 if Target.UID <> 0 then
6306 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6307 Target.UID := 0 // òî çàáûòü öåëü
6308 else // Åñëè âèäåëè íåäàâíî
6309 begin // íî öåëü óáèëè
6310 if Target.IsPlayer then
6311 begin // Öåëü - èãðîê
6312 pla := g_Player_Get(Target.UID);
6313 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6314 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6315 Target.UID := 0; // òî çàáûòü öåëü
6316 end
6317 else
6318 begin // Öåëü - ìîíñòð
6319 mon := g_Monsters_Get(Target.UID);
6320 if (mon = nil) or (not mon.Live) then
6321 Target.UID := 0; // òî çàáûòü öåëü
6322 end;
6323 end;
6324 end; // if Target.UID <> 0
6326 FTargetUID := Target.UID;
6328 // Åñëè âîçìîæíûõ öåëåé íåò:
6329 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6330 if targets = nil then
6331 if GetAIFlag('ATTACKLEFT') <> '' then
6332 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6333 RemoveAIFlag('ATTACKLEFT');
6335 SetAIFlag('NEEDJUMP', '1');
6337 if RunDirection() = D_RIGHT then
6338 begin // Èäåì íå â òó ñòîðîíó
6339 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6340 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6341 SetAIFlag('NEEDFIRE', '1');
6342 SetAIFlag('GOLEFT', '1');
6343 end;
6344 end
6345 else
6346 begin // Èäåì â íóæíóþ ñòîðîíó
6347 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6348 SetAIFlag('NEEDFIRE', '1');
6349 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6350 SetAIFlag('GORIGHT', '1');
6351 end;
6352 end
6353 else
6354 if GetAIFlag('ATTACKRIGHT') <> '' then
6355 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6356 RemoveAIFlag('ATTACKRIGHT');
6358 SetAIFlag('NEEDJUMP', '1');
6360 if RunDirection() = D_LEFT then
6361 begin // Èäåì íå â òó ñòîðîíó
6362 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6363 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6364 SetAIFlag('NEEDFIRE', '1');
6365 SetAIFlag('GORIGHT', '1');
6366 end;
6367 end
6368 else
6369 begin
6370 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6371 SetAIFlag('NEEDFIRE', '1');
6372 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6373 SetAIFlag('GOLEFT', '1');
6374 end;
6375 end;
6377 //HACK! (does it belongs there?)
6378 RealizeCurrentWeapon();
6380 // Åñëè åñòü âîçìîæíûå öåëè:
6381 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6382 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6383 for a := 0 to High(targets) do
6384 begin
6385 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6386 if GetRnd(FDifficult.DiagFire) then
6387 begin
6388 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6389 if FDirection = D_LEFT then
6390 angle := ANGLE_LEFTUP
6391 else
6392 angle := ANGLE_RIGHTUP;
6394 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6395 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6397 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6398 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6399 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6400 targets[a].Rect.Width, targets[a].Rect.Height) and
6401 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6402 begin
6403 SetAIFlag('NEEDFIRE', '1');
6404 SetAIFlag('NEEDSEEUP', '1');
6405 end;
6407 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6408 if FDirection = D_LEFT then
6409 angle := ANGLE_LEFTDOWN
6410 else
6411 angle := ANGLE_RIGHTDOWN;
6413 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6414 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6416 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6417 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6418 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6419 targets[a].Rect.Width, targets[a].Rect.Height) and
6420 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6421 begin
6422 SetAIFlag('NEEDFIRE', '1');
6423 SetAIFlag('NEEDSEEDOWN', '1');
6424 end;
6425 end;
6427 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6428 if targets[a].Line and targets[a].Visible and
6429 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6430 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6431 begin
6432 SetAIFlag('NEEDFIRE', '1');
6433 Break;
6434 end;
6435 end;
6437 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6438 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6439 PLAYER_RECT.Width, PLAYER_RECT.Height,
6440 40+GetInterval(FDifficult.Cover, 40)) then
6441 SetAIFlag('NEEDJUMP', '1');
6443 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6444 ammo := GetAmmoByWeapon(FCurrWeap);
6445 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6446 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6447 (ammo = 0) then
6448 SetAIFlag('SELECTWEAPON', '1');
6450 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6451 if GetAIFlag('SELECTWEAPON') = '1' then
6452 begin
6453 SelectWeapon(-1);
6454 RemoveAIFlag('SELECTWEAPON');
6455 end;
6456 end;
6458 procedure TBot.Update();
6459 var
6460 EnableAI: Boolean;
6461 begin
6462 if not FLive then
6463 begin // Respawn
6464 ReleaseKeys();
6465 PressKey(KEY_UP);
6466 end
6467 else
6468 begin
6469 EnableAI := True;
6471 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6472 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6473 EnableAI := False;
6474 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6475 EnableAI := False;
6476 if g_debug_BotAIOff = 3 then
6477 EnableAI := False;
6479 if EnableAI then
6480 begin
6481 UpdateMove();
6482 UpdateCombat();
6483 end;
6484 end;
6486 inherited Update();
6487 end;
6489 procedure TBot.ReleaseKey(Key: Byte);
6490 begin
6491 with FKeys[Key] do
6492 begin
6493 Pressed := False;
6494 Time := 0;
6495 end;
6496 end;
6498 function TBot.KeyPressed(Key: Word): Boolean;
6499 begin
6500 Result := FKeys[Key].Pressed;
6501 end;
6503 function TBot.GetAIFlag(fName: String20): String20;
6504 var
6505 a: Integer;
6506 begin
6507 Result := '';
6509 fName := LowerCase(fName);
6511 if FAIFlags <> nil then
6512 for a := 0 to High(FAIFlags) do
6513 if LowerCase(FAIFlags[a].Name) = fName then
6514 begin
6515 Result := FAIFlags[a].Value;
6516 Break;
6517 end;
6518 end;
6520 procedure TBot.RemoveAIFlag(fName: String20);
6521 var
6522 a, b: Integer;
6523 begin
6524 if FAIFlags = nil then Exit;
6526 fName := LowerCase(fName);
6528 for a := 0 to High(FAIFlags) do
6529 if LowerCase(FAIFlags[a].Name) = fName then
6530 begin
6531 if a <> High(FAIFlags) then
6532 for b := a to High(FAIFlags)-1 do
6533 FAIFlags[b] := FAIFlags[b+1];
6535 SetLength(FAIFlags, Length(FAIFlags)-1);
6536 Break;
6537 end;
6538 end;
6540 procedure TBot.SetAIFlag(fName, fValue: String20);
6541 var
6542 a: Integer;
6543 ok: Boolean;
6544 begin
6545 a := 0;
6546 ok := False;
6548 fName := LowerCase(fName);
6550 if FAIFlags <> nil then
6551 for a := 0 to High(FAIFlags) do
6552 if LowerCase(FAIFlags[a].Name) = fName then
6553 begin
6554 ok := True;
6555 Break;
6556 end;
6558 if ok then FAIFlags[a].Value := fValue
6559 else
6560 begin
6561 SetLength(FAIFlags, Length(FAIFlags)+1);
6562 with FAIFlags[High(FAIFlags)] do
6563 begin
6564 Name := fName;
6565 Value := fValue;
6566 end;
6567 end;
6568 end;
6570 procedure TBot.UpdateMove;
6572 procedure GoLeft(Time: Word = 1);
6573 begin
6574 ReleaseKey(KEY_LEFT);
6575 ReleaseKey(KEY_RIGHT);
6576 PressKey(KEY_LEFT, Time);
6577 SetDirection(D_LEFT);
6578 end;
6580 procedure GoRight(Time: Word = 1);
6581 begin
6582 ReleaseKey(KEY_LEFT);
6583 ReleaseKey(KEY_RIGHT);
6584 PressKey(KEY_RIGHT, Time);
6585 SetDirection(D_RIGHT);
6586 end;
6588 function Rnd(a: Word): Boolean;
6589 begin
6590 Result := Random(a) = 0;
6591 end;
6593 procedure Turn(Time: Word = 1200);
6594 begin
6595 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6596 end;
6598 procedure Stop();
6599 begin
6600 ReleaseKey(KEY_LEFT);
6601 ReleaseKey(KEY_RIGHT);
6602 end;
6604 function CanRunLeft(): Boolean;
6605 begin
6606 Result := not CollideLevel(-1, 0);
6607 end;
6609 function CanRunRight(): Boolean;
6610 begin
6611 Result := not CollideLevel(1, 0);
6612 end;
6614 function CanRun(): Boolean;
6615 begin
6616 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6617 end;
6619 procedure Jump(Time: Word = 30);
6620 begin
6621 PressKey(KEY_JUMP, Time);
6622 end;
6624 function NearHole(): Boolean;
6625 var
6626 x, sx: Integer;
6627 begin
6628 { TODO 5 : Ëåñòíèöû }
6629 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6630 for x := 1 to PLAYER_RECT.Width do
6631 if (not StayOnStep(x*sx, 0)) and
6632 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6633 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6634 begin
6635 Result := True;
6636 Exit;
6637 end;
6639 Result := False;
6640 end;
6642 function BorderHole(): Boolean;
6643 var
6644 x, sx, xx: Integer;
6645 begin
6646 { TODO 5 : Ëåñòíèöû }
6647 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6648 for x := 1 to PLAYER_RECT.Width do
6649 if (not StayOnStep(x*sx, 0)) and
6650 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6651 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6652 begin
6653 for xx := x to x+32 do
6654 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6655 begin
6656 Result := True;
6657 Exit;
6658 end;
6659 end;
6661 Result := False;
6662 end;
6664 function NearDeepHole(): Boolean;
6665 var
6666 x, sx, y: Integer;
6667 begin
6668 Result := False;
6670 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6671 y := 3;
6673 for x := 1 to PLAYER_RECT.Width do
6674 if (not StayOnStep(x*sx, 0)) and
6675 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6676 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6677 begin
6678 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6679 begin
6680 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6681 y := y+1;
6682 end;
6684 Result := True;
6685 end else Result := False;
6686 end;
6688 function OverDeepHole(): Boolean;
6689 var
6690 y: Integer;
6691 begin
6692 Result := False;
6694 y := 1;
6695 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6696 begin
6697 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6698 y := y+1;
6699 end;
6701 Result := True;
6702 end;
6704 function OnGround(): Boolean;
6705 begin
6706 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6707 end;
6709 function OnLadder(): Boolean;
6710 begin
6711 Result := FullInStep(0, 0);
6712 end;
6714 function BelowLadder(): Boolean;
6715 begin
6716 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6717 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6718 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6719 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6720 end;
6722 function BelowLiftUp(): Boolean;
6723 begin
6724 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6725 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6726 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6727 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6728 end;
6730 function OnTopLift(): Boolean;
6731 begin
6732 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6733 end;
6735 function CanJumpOver(): Boolean;
6736 var
6737 sx, y: Integer;
6738 begin
6739 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6741 Result := False;
6743 if not CollideLevel(sx, 0) then Exit;
6745 for y := 1 to BOT_MAXJUMP do
6746 if CollideLevel(0, -y) then Exit else
6747 if not CollideLevel(sx, -y) then
6748 begin
6749 Result := True;
6750 Exit;
6751 end;
6752 end;
6754 function CanJumpUp(Dist: ShortInt): Boolean;
6755 var
6756 y, yy: Integer;
6757 c: Boolean;
6758 begin
6759 Result := False;
6761 if CollideLevel(Dist, 0) then Exit;
6763 c := False;
6764 for y := 0 to BOT_MAXJUMP do
6765 if CollideLevel(Dist, -y) then
6766 begin
6767 c := True;
6768 Break;
6769 end;
6771 if not c then Exit;
6773 c := False;
6774 for yy := y+1 to BOT_MAXJUMP do
6775 if not CollideLevel(Dist, -yy) then
6776 begin
6777 c := True;
6778 Break;
6779 end;
6781 if not c then Exit;
6783 c := False;
6784 for y := 0 to BOT_MAXJUMP do
6785 if CollideLevel(0, -y) then
6786 begin
6787 c := True;
6788 Break;
6789 end;
6791 if c then Exit;
6793 if y < yy then Exit;
6795 Result := True;
6796 end;
6798 function IsSafeTrigger(): Boolean;
6799 var
6800 a: Integer;
6801 begin
6802 Result := True;
6803 if gTriggers = nil then
6804 Exit;
6805 for a := 0 to High(gTriggers) do
6806 if Collide(gTriggers[a].X,
6807 gTriggers[a].Y,
6808 gTriggers[a].Width,
6809 gTriggers[a].Height) and
6810 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
6811 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
6812 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
6813 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
6814 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
6815 Result := False;
6816 end;
6818 begin
6819 // Âîçìîæíî, íàæèìàåì êíîïêó:
6820 if Rnd(16) and IsSafeTrigger() then
6821 PressKey(KEY_OPEN);
6823 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
6824 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6825 begin
6826 ReleaseKey(KEY_LEFT);
6827 ReleaseKey(KEY_RIGHT);
6828 Jump();
6829 end;
6831 // Èäåì âëåâî, åñëè íàäî áûëî:
6832 if GetAIFlag('GOLEFT') <> '' then
6833 begin
6834 RemoveAIFlag('GOLEFT');
6835 if CanRunLeft() then
6836 GoLeft(360);
6837 end;
6839 // Èäåì âïðàâî, åñëè íàäî áûëî:
6840 if GetAIFlag('GORIGHT') <> '' then
6841 begin
6842 RemoveAIFlag('GORIGHT');
6843 if CanRunRight() then
6844 GoRight(360);
6845 end;
6847 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
6848 if FObj.X < -32 then
6849 GoRight(360)
6850 else
6851 if FObj.X+32 > gMapInfo.Width then
6852 GoLeft(360);
6854 // Ïðûãàåì, åñëè íàäî áûëî:
6855 if GetAIFlag('NEEDJUMP') <> '' then
6856 begin
6857 Jump(0);
6858 RemoveAIFlag('NEEDJUMP');
6859 end;
6861 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
6862 if GetAIFlag('NEEDSEEUP') <> '' then
6863 begin
6864 ReleaseKey(KEY_UP);
6865 ReleaseKey(KEY_DOWN);
6866 PressKey(KEY_UP, 20);
6867 RemoveAIFlag('NEEDSEEUP');
6868 end;
6870 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
6871 if GetAIFlag('NEEDSEEDOWN') <> '' then
6872 begin
6873 ReleaseKey(KEY_UP);
6874 ReleaseKey(KEY_DOWN);
6875 PressKey(KEY_DOWN, 20);
6876 RemoveAIFlag('NEEDSEEDOWN');
6877 end;
6879 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
6880 if GetAIFlag('GOINHOLE') <> '' then
6881 if not OnGround() then
6882 begin
6883 ReleaseKey(KEY_LEFT);
6884 ReleaseKey(KEY_RIGHT);
6885 RemoveAIFlag('GOINHOLE');
6886 SetAIFlag('FALLINHOLE', '1');
6887 end;
6889 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
6890 if GetAIFlag('FALLINHOLE') <> '' then
6891 if OnGround() then
6892 RemoveAIFlag('FALLINHOLE');
6894 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
6895 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
6896 if GetAIFlag('FALLINHOLE') = '' then
6897 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
6898 if Rnd(2) then
6899 GoLeft(360)
6900 else
6901 GoRight(360);
6903 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
6904 if OnGround() and
6905 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
6906 Rnd(8) then
6907 Jump();
6909 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
6910 if OnGround() and NearHole() then
6911 if NearDeepHole() then // Åñëè ýòî áåçäíà
6912 case Random(6) of
6913 0..3: Turn(); // Áåæèì îáðàòíî
6914 4: Jump(); // Ïðûãàåì
6915 5: begin // Ïðûãàåì îáðàòíî
6916 Turn();
6917 Jump();
6918 end;
6919 end
6920 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
6921 if GetAIFlag('GOINHOLE') = '' then
6922 case Random(6) of
6923 0: Turn(); // Íå íóæíî òóäà
6924 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
6925 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
6926 if BorderHole() then
6927 SetAIFlag('GOINHOLE', '1');
6928 end;
6930 // Åñëè íà çåìëå, íî íåêóäà èäòè:
6931 if (not CanRun()) and OnGround() then
6932 begin
6933 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
6934 if CanJumpOver() or OnLadder() then
6935 Jump()
6936 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
6937 if Random(2) = 0 then
6938 begin
6939 if IsSafeTrigger() then
6940 PressKey(KEY_OPEN);
6941 end else
6942 Turn();
6943 end;
6945 // Îñòàëîñü ìàëî âîçäóõà:
6946 if FAir < 36 * 2 then
6947 Jump(20);
6949 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
6950 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
6951 if BodyInAcid(0, 0) then
6952 Jump();
6953 end;
6955 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
6956 begin
6957 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
6958 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
6959 end;
6961 {function TBot.NeedItem(Item: Byte): Byte;
6962 begin
6963 Result := 4;
6964 end;}
6966 procedure TBot.SelectWeapon(Dist: Integer);
6967 var
6968 a: Integer;
6970 function HaveAmmo(weapon: Byte): Boolean;
6971 begin
6972 case weapon of
6973 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
6974 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
6975 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
6976 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
6977 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
6978 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
6979 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
6980 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
6981 else Result := True;
6982 end;
6983 end;
6985 begin
6986 if Dist = -1 then Dist := BOT_LONGDIST;
6988 if Dist > BOT_LONGDIST then
6989 begin // Äàëüíèé áîé
6990 for a := 0 to 9 do
6991 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
6992 begin
6993 FSelectedWeapon := FDifficult.WeaponPrior[a];
6994 Break;
6995 end;
6996 end
6997 else //if Dist > BOT_UNSAFEDIST then
6998 begin // Áëèæíèé áîé
6999 for a := 0 to 9 do
7000 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7001 begin
7002 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7003 Break;
7004 end;
7005 end;
7006 { else
7007 begin
7008 for a := 0 to 9 do
7009 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7010 begin
7011 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7012 Break;
7013 end;
7014 end;}
7015 end;
7017 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7018 begin
7019 Result := inherited PickItem(ItemType, force, remove);
7021 if Result then SetAIFlag('SELECTWEAPON', '1');
7022 end;
7024 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7025 begin
7026 Result := inherited Heal(value, Soft);
7027 end;
7029 function TBot.Healthy(): Byte;
7030 begin
7031 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7032 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7033 else if (FHealth > 50) then Result := 2
7034 else if (FHealth > 20) then Result := 1
7035 else Result := 0;
7036 end;
7038 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7039 begin
7040 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7041 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7042 end;
7044 procedure TBot.OnDamage(Angle: SmallInt);
7045 var
7046 pla: TPlayer;
7047 mon: TMonster;
7048 ok: Boolean;
7049 begin
7050 inherited;
7052 if (Angle = 0) or (Angle = 180) then
7053 begin
7054 ok := False;
7055 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7056 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7057 begin // Èãðîê
7058 pla := g_Player_Get(FLastSpawnerUID);
7059 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7060 pla.FObj.Y + PLAYER_RECT.Y);
7061 end
7062 else
7063 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7064 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7065 begin // Ìîíñòð
7066 mon := g_Monsters_Get(FLastSpawnerUID);
7067 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7068 mon.Obj.Y + mon.Obj.Rect.Y);
7069 end;
7071 if ok then
7072 if Angle = 0 then
7073 SetAIFlag('ATTACKLEFT', '1')
7074 else
7075 SetAIFlag('ATTACKRIGHT', '1');
7076 end;
7077 end;
7079 function TBot.RunDirection(): TDirection;
7080 begin
7081 if Abs(Vel.X) >= 1 then
7082 begin
7083 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7084 end else
7085 Result := FDirection;
7086 end;
7088 function TBot.GetRnd(a: Byte): Boolean;
7089 begin
7090 if a = 0 then Result := False
7091 else if a = 255 then Result := True
7092 else Result := Random(256) > 255-a;
7093 end;
7095 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7096 begin
7097 Result := Round((255-a)/255*radius*(Random(2)-1));
7098 end;
7100 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7101 var
7102 i: Integer;
7103 dw: DWORD;
7104 p: Pointer;
7105 begin
7106 inherited SaveState(Mem);
7108 // Âûáðàííîå îðóæèå:
7109 Mem.WriteByte(FSelectedWeapon);
7110 // UID öåëè:
7111 Mem.WriteWord(FTargetUID);
7112 // Âðåìÿ ïîòåðè öåëè:
7113 Mem.WriteDWORD(FLastVisible);
7114 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7115 dw := Length(FAIFlags);
7116 Mem.WriteDWORD(dw);
7117 // Ôëàãè ÈÈ:
7118 for i := 0 to Integer(dw)-1 do
7119 begin
7120 Mem.WriteString(FAIFlags[i].Name, 20);
7121 Mem.WriteString(FAIFlags[i].Value, 20);
7122 end;
7123 // Íàñòðîéêè ñëîæíîñòè:
7124 p := @FDifficult;
7125 Mem.WriteMemory(p, SizeOf(TDifficult));
7126 end;
7128 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7129 var
7130 i: Integer;
7131 dw: DWORD;
7132 p: Pointer;
7133 begin
7134 inherited LoadState(Mem);
7136 // Âûáðàííîå îðóæèå:
7137 Mem.ReadByte(FSelectedWeapon);
7138 // UID öåëè:
7139 Mem.ReadWord(FTargetUID);
7140 // Âðåìÿ ïîòåðè öåëè:
7141 Mem.ReadDWORD(FLastVisible);
7142 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7143 Mem.ReadDWORD(dw);
7144 SetLength(FAIFlags, dw);
7145 // Ôëàãè ÈÈ:
7146 for i := 0 to Integer(dw)-1 do
7147 begin
7148 Mem.ReadString(FAIFlags[i].Name);
7149 Mem.ReadString(FAIFlags[i].Value);
7150 end;
7151 // Íàñòðîéêè ñëîæíîñòè:
7152 Mem.ReadMemory(p, dw);
7153 if dw <> SizeOf(TDifficult) then
7154 begin
7155 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7156 end;
7157 FDifficult := TDifficult(p^);
7158 end;
7160 end.