DEADSOFTWARE

a0496da85e63e8314c938bcea0aa18bd7a957495
[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;
53 A_FUEL = 4;
54 A_HIGH = 4;
56 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
57 ((200, 50, 50, 300, 100),
58 (400, 100, 100, 600, 200));
60 K_SIMPLEKILL = 0;
61 K_HARDKILL = 1;
62 K_EXTRAHARDKILL = 2;
63 K_FALLKILL = 3;
65 T_RESPAWN = 0;
66 T_SWITCH = 1;
67 T_USE = 2;
68 T_FLAGCAP = 3;
70 TEAM_NONE = 0;
71 TEAM_RED = 1;
72 TEAM_BLUE = 2;
73 TEAM_COOP = 3;
75 SHELL_BULLET = 0;
76 SHELL_SHELL = 1;
77 SHELL_DBLSHELL = 2;
79 ANGLE_NONE = Low(SmallInt);
81 CORPSE_STATE_REMOVEME = 0;
82 CORPSE_STATE_NORMAL = 1;
83 CORPSE_STATE_MESS = 2;
85 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
86 PLAYER_RECT_CX = 15+(34 div 2);
87 PLAYER_RECT_CY = 12+(52 div 2);
88 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
90 PLAYER_HP_SOFT = 100;
91 PLAYER_HP_LIMIT = 200;
92 PLAYER_AP_SOFT = 100;
93 PLAYER_AP_LIMIT = 200;
94 SUICIDE_DAMAGE = 112;
96 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
97 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
99 type
100 TPlayerStat = record
101 Ping: Word;
102 Loss: Byte;
103 Name: String;
104 Team: Byte;
105 Frags: SmallInt;
106 Deaths: SmallInt;
107 Lives: Byte;
108 Kills: Word;
109 Color: TRGB;
110 Spectator: Boolean;
111 end;
113 TPlayerStatArray = Array of TPlayerStat;
115 TPlayerSavedState = record
116 Health: Integer;
117 Armor: Integer;
118 Air: Integer;
119 JetFuel: Integer;
120 CurrWeap: Byte;
121 NextWeap: WORD;
122 NextWeapDelay: Byte;
123 Ammo: Array [A_BULLETS..A_HIGH] of Word;
124 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
125 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
126 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
127 WaitRecall: Boolean;
128 end;
130 TKeyState = record
131 Pressed: Boolean;
132 Time: Word;
133 end;
135 TPlayer = class (TObject)
136 private
137 FIamBot: Boolean;
138 FUID: Word;
139 FName: String;
140 FTeam: Byte;
141 FLive: Boolean;
142 FSpawned: Boolean;
143 FDirection: TDirection;
144 FHealth: Integer;
145 FLives: Byte;
146 FArmor: Integer;
147 FAir: Integer;
148 FPain: Integer;
149 FPickup: Integer;
150 FKills: Integer;
151 FMonsterKills: Integer;
152 FFrags: Integer;
153 FFragCombo: Byte;
154 FLastFrag: LongWord;
155 FComboEvnt: Integer;
156 FDeath: Integer;
157 FCanJetpack: Boolean;
158 FJetFuel: Integer;
159 FFlag: Byte;
160 FSecrets: Integer;
161 FCurrWeap: Byte;
162 FNextWeap: WORD;
163 FNextWeapDelay: Byte; // frames
164 FBFGFireCounter: SmallInt;
165 FLastSpawnerUID: Word;
166 FLastHit: Byte;
167 FObj: TObj;
168 FXTo, FYTo: Integer;
169 FSpectatePlayer: Integer;
170 FFirePainTime: Integer;
172 FSavedState: TPlayerSavedState;
174 FModel: TPlayerModel;
175 FActionPrior: Byte;
176 FActionAnim: Byte;
177 FActionForce: Boolean;
178 FActionChanged: Boolean;
179 FAngle: SmallInt;
180 FFireAngle: SmallInt;
181 FIncCam: Integer;
182 FShellTimer: Integer;
183 FShellType: Byte;
184 FSawSound: TPlayableSound;
185 FSawSoundIdle: TPlayableSound;
186 FSawSoundHit: TPlayableSound;
187 FSawSoundSelect: TPlayableSound;
188 FJetSoundOn: TPlayableSound;
189 FJetSoundOff: TPlayableSound;
190 FJetSoundFly: TPlayableSound;
191 FGodMode: Boolean;
192 FNoTarget: Boolean;
193 FNoReload: Boolean;
194 FJustTeleported: Boolean;
195 FNetTime: LongWord;
197 function CollideLevel(XInc, YInc: Integer): Boolean;
198 function StayOnStep(XInc, YInc: Integer): Boolean;
199 function HeadInLiquid(XInc, YInc: Integer): Boolean;
200 function BodyInLiquid(XInc, YInc: Integer): Boolean;
201 function BodyInAcid(XInc, YInc: Integer): Boolean;
202 function FullInLift(XInc, YInc: Integer): Integer;
203 {procedure CollideItem();}
204 procedure FlySmoke(Times: DWORD = 1);
205 procedure OnFireFlame(Times: DWORD = 1);
206 function GetAmmoByWeapon(Weapon: Byte): Word;
207 procedure SetAction(Action: Byte; Force: Boolean = False);
208 procedure OnDamage(Angle: SmallInt); virtual;
209 function firediry(): Integer;
211 procedure Run(Direction: TDirection);
212 procedure NextWeapon();
213 procedure PrevWeapon();
214 procedure SeeUp();
215 procedure SeeDown();
216 procedure Fire();
217 procedure Jump();
218 procedure Use();
220 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
221 procedure resetWeaponQueue ();
222 function hasAmmoForWeapon (weapon: Byte): Boolean;
224 public
225 FDamageBuffer: Integer;
227 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
228 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
229 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
230 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
231 FBerserk: Integer;
232 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
233 FReloading: Array [WP_FIRST..WP_LAST] of Word;
234 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
235 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
236 FColor: TRGB;
237 FPreferredTeam: Byte;
238 FSpectator: Boolean;
239 FNoRespawn: Boolean;
240 FWantsInGame: Boolean;
241 FGhost: Boolean;
242 FPhysics: Boolean;
243 FJetpack: Boolean;
244 FActualModelName: string;
245 FClientID: SmallInt;
246 FPing: Word;
247 FLoss: Byte;
248 FDummy: Boolean;
249 FFireTime: Integer;
251 constructor Create(); virtual;
252 destructor Destroy(); override;
253 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
254 function GetRespawnPoint(): Byte;
255 procedure PressKey(Key: Byte; Time: Word = 1);
256 procedure ReleaseKeys();
257 procedure SetModel(ModelName: String);
258 procedure SetColor(Color: TRGB);
259 procedure SetWeapon(W: Byte);
260 function IsKeyPressed(K: Byte): Boolean;
261 function GetKeys(): Byte;
262 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
263 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
264 function Collide(Panel: TPanel): Boolean; overload;
265 function Collide(X, Y: Integer): Boolean; overload;
266 procedure SetDirection(Direction: TDirection);
267 procedure GetSecret();
268 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
269 procedure Touch();
270 procedure Push(vx, vy: Integer);
271 procedure ChangeModel(ModelName: String);
272 procedure SwitchTeam;
273 procedure ChangeTeam(Team: Byte);
274 procedure BFGHit();
275 function GetFlag(Flag: Byte): Boolean;
276 procedure SetFlag(Flag: Byte);
277 function DropFlag(): Boolean;
278 procedure AllRulez(Health: Boolean);
279 procedure RestoreHealthArmor();
280 procedure FragCombo();
281 procedure GiveItem(ItemType: Byte);
282 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
283 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
284 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
285 procedure MakeBloodSimple(Count: Word);
286 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
287 procedure Reset(Force: Boolean);
288 procedure Spectate(NoMove: Boolean = False);
289 procedure SwitchNoClip;
290 procedure SoftReset();
291 procedure Draw(); virtual;
292 procedure DrawPain();
293 procedure DrawPickup();
294 procedure DrawRulez();
295 procedure DrawAim();
296 procedure DrawBubble();
297 procedure DrawGUI();
298 procedure Update(); virtual;
299 procedure RememberState();
300 procedure RecallState();
301 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
302 procedure LoadState(var Mem: TBinMemoryReader); virtual;
303 procedure PauseSounds(Enable: Boolean);
304 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
305 procedure DoLerp(Level: Integer = 2);
306 procedure SetLerp(XTo, YTo: Integer);
307 procedure QueueWeaponSwitch(Weapon: Byte);
308 procedure RealizeCurrentWeapon();
309 procedure JetpackOn;
310 procedure JetpackOff;
311 procedure CatchFire();
313 property Name: String read FName write FName;
314 property Model: TPlayerModel read FModel;
315 property Health: Integer read FHealth write FHealth;
316 property Lives: Byte read FLives write FLives;
317 property Armor: Integer read FArmor write FArmor;
318 property Air: Integer read FAir write FAir;
319 property JetFuel: Integer read FJetFuel write FJetFuel;
320 property Frags: Integer read FFrags write FFrags;
321 property Death: Integer read FDeath write FDeath;
322 property Kills: Integer read FKills write FKills;
323 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
324 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
325 property Secrets: Integer read FSecrets;
326 property GodMode: Boolean read FGodMode write FGodMode;
327 property NoTarget: Boolean read FNoTarget write FNoTarget;
328 property NoReload: Boolean read FNoReload write FNoReload;
329 property Live: Boolean read FLive write FLive;
330 property Flag: Byte read FFlag;
331 property Team: Byte read FTeam write FTeam;
332 property Direction: TDirection read FDirection;
333 property GameX: Integer read FObj.X write FObj.X;
334 property GameY: Integer read FObj.Y write FObj.Y;
335 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
336 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
337 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
338 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
339 property Vel: TPoint2i read FObj.Vel;
340 property Obj: TObj read FObj;
341 property IncCam: Integer read FIncCam write FIncCam;
342 property UID: Word read FUID write FUID;
343 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
344 property NetTime: LongWord read FNetTime write FNetTime;
345 end;
347 TDifficult = record
348 DiagFire: Byte;
349 InvisFire: Byte;
350 DiagPrecision: Byte;
351 FlyPrecision: Byte;
352 Cover: Byte;
353 CloseJump: Byte;
354 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
355 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
356 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
357 end;
359 TAIFlag = record
360 Name: String;
361 Value: String;
362 end;
364 TBot = class (TPlayer)
365 private
366 FSelectedWeapon: Byte;
367 FTargetUID: Word;
368 FLastVisible: DWORD;
369 FAIFlags: Array of TAIFlag;
370 FDifficult: TDifficult;
372 function GetRnd(a: Byte): Boolean;
373 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
374 function RunDirection(): TDirection;
375 function FullInStep(XInc, YInc: Integer): Boolean;
376 //function NeedItem(Item: Byte): Byte;
377 procedure SelectWeapon(Dist: Integer);
378 procedure SetAIFlag(fName, fValue: String20);
379 function GetAIFlag(fName: String20): String20;
380 procedure RemoveAIFlag(fName: String20);
381 function Healthy(): Byte;
382 procedure UpdateMove();
383 procedure UpdateCombat();
384 function KeyPressed(Key: Word): Boolean;
385 procedure ReleaseKey(Key: Byte);
386 function TargetOnScreen(TX, TY: Integer): Boolean;
387 procedure OnDamage(Angle: SmallInt); override;
389 public
390 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
391 constructor Create(); override;
392 destructor Destroy(); override;
393 procedure Draw(); override;
394 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
395 function Heal(value: Word; Soft: Boolean): Boolean; override;
396 procedure Update(); override;
397 procedure SaveState(var Mem: TBinMemoryWriter); override;
398 procedure LoadState(var Mem: TBinMemoryReader); override;
399 end;
401 TGib = record
402 Live: Boolean;
403 ID: DWORD;
404 MaskID: DWORD;
405 RAngle: Integer;
406 Color: TRGB;
407 Obj: TObj;
408 end;
410 TShell = record
411 SpriteID: DWORD;
412 Live: Boolean;
413 SType: Byte;
414 RAngle: Integer;
415 Timeout: Cardinal;
416 CX, CY: Integer;
417 Obj: TObj;
418 end;
420 TCorpse = class (TObject)
421 private
422 FModelName: String;
423 FMess: Boolean;
424 FState: Byte;
425 FDamage: Byte;
426 FColor: TRGB;
427 FObj: TObj;
428 FAnimation: TAnimation;
429 FAnimationMask: TAnimation;
431 public
432 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
433 destructor Destroy(); override;
434 procedure Damage(Value: Word; vx, vy: Integer);
435 procedure Update();
436 procedure Draw();
437 procedure SaveState(var Mem: TBinMemoryWriter);
438 procedure LoadState(var Mem: TBinMemoryReader);
440 property Obj: TObj read FObj;
441 property State: Byte read FState;
442 property Mess: Boolean read FMess;
443 end;
445 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
446 record
447 Goals: SmallInt;
448 end;
450 var
451 gPlayers: Array of TPlayer;
452 gCorpses: Array of TCorpse;
453 gGibs: Array of TGib;
454 gShells: Array of TShell;
455 gTeamStat: TTeamStat;
456 gFly: Boolean = False;
457 gAimLine: Boolean = False;
458 gChatBubble: Byte = 0;
459 gNumBots: Word = 0;
460 gLMSPID1: Word = 0;
461 gLMSPID2: Word = 0;
462 MAX_RUNVEL: Integer = 8;
463 VEL_JUMP: Integer = 10;
464 SHELL_TIMEOUT: Cardinal = 60000;
466 function Lerp(X, Y, Factor: Integer): Integer;
468 procedure g_Gibs_SetMax(Count: Word);
469 function g_Gibs_GetMax(): Word;
470 procedure g_Corpses_SetMax(Count: Word);
471 function g_Corpses_GetMax(): Word;
472 procedure g_Shells_SetMax(Count: Word);
473 function g_Shells_GetMax(): Word;
475 procedure g_Player_Init();
476 procedure g_Player_Free();
477 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
478 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
479 procedure g_Player_Remove(UID: Word);
480 procedure g_Player_ResetTeams();
481 procedure g_Player_UpdateAll();
482 procedure g_Player_DrawAll();
483 procedure g_Player_DrawDebug(p: TPlayer);
484 procedure g_Player_DrawHealth();
485 procedure g_Player_RememberAll();
486 procedure g_Player_ResetAll(Force, Silent: Boolean);
487 function g_Player_Get(UID: Word): TPlayer;
488 function g_Player_GetCount(): Byte;
489 function g_Player_GetStats(): TPlayerStatArray;
490 function g_Player_ValidName(Name: String): Boolean;
491 procedure g_Player_CreateCorpse(Player: TPlayer);
492 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
493 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
494 procedure g_Player_UpdatePhysicalObjects();
495 procedure g_Player_DrawCorpses();
496 procedure g_Player_DrawShells();
497 procedure g_Player_RemoveAllCorpses();
498 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
499 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
500 procedure g_Bot_Add(Team, Difficult: Byte);
501 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
502 procedure g_Bot_MixNames();
503 procedure g_Bot_RemoveAll();
505 implementation
507 uses
508 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
509 g_options, g_triggers, g_menu, MAPDEF, g_game,
510 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
512 type
513 TBotProfile = record
514 name: ShortString;
515 model: ShortString;
516 team: Byte;
517 color: TRGB;
518 diag_fire: Byte;
519 invis_fire: Byte;
520 diag_precision: Byte;
521 fly_precision: Byte;
522 cover: Byte;
523 close_jump: Byte;
524 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
525 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
526 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
527 end;
529 const
530 TIME_RESPAWN1 = 1500;
531 TIME_RESPAWN2 = 2000;
532 TIME_RESPAWN3 = 3000;
533 AIR_DEF = 360;
534 AIR_MAX = 1091;
535 JET_MAX = 540; // ~30 sec
536 PLAYER_SUIT_TIME = 30000;
537 PLAYER_INVUL_TIME = 30000;
538 PLAYER_INVIS_TIME = 35000;
539 FRAG_COMBO_TIME = 3000;
540 VEL_SW = 4;
541 VEL_FLY = 6;
542 ANGLE_RIGHTUP = 55;
543 ANGLE_RIGHTDOWN = -35;
544 ANGLE_LEFTUP = 125;
545 ANGLE_LEFTDOWN = -145;
546 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
547 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
548 BOT_MAXJUMP = 84;
549 BOT_LONGDIST = 300;
550 BOT_UNSAFEDIST = 128;
551 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
552 (R:0; G:0; B:255));
553 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
554 FlyPrecision: 32; Cover: 32; CloseJump: 32;
555 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
556 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
557 FlyPrecision: 127; Cover: 127; CloseJump: 127;
558 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
559 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
560 FlyPrecision: 255; Cover: 255; CloseJump: 255;
561 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
562 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
563 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
564 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
565 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
566 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
567 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
568 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
569 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
570 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
571 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
572 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
573 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
574 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
575 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
576 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
577 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
578 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 0);
580 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
581 CORPSE_SIGNATURE = $50524F43; // 'CORP'
583 BOTNAMES_FILENAME = 'botnames.txt';
584 BOTLIST_FILENAME = 'botlist.txt';
586 var
587 MaxGibs: Word = 150;
588 MaxCorpses: Word = 20;
589 MaxShells: Word = 300;
590 CurrentGib: Integer = 0;
591 CurrentShell: Integer = 0;
592 BotNames: Array of String;
593 BotList: Array of TBotProfile;
595 function Lerp(X, Y, Factor: Integer): Integer;
596 begin
597 Result := X + ((Y - X) div Factor);
598 end;
600 function SameTeam(UID1, UID2: Word): Boolean;
601 begin
602 Result := False;
604 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
605 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
607 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
609 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
610 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
612 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
613 end;
615 procedure g_Gibs_SetMax(Count: Word);
616 begin
617 MaxGibs := Count;
618 SetLength(gGibs, Count);
620 if CurrentGib >= Count then
621 CurrentGib := 0;
622 end;
624 function g_Gibs_GetMax(): Word;
625 begin
626 Result := MaxGibs;
627 end;
629 procedure g_Shells_SetMax(Count: Word);
630 begin
631 MaxShells := Count;
632 SetLength(gShells, Count);
634 if CurrentShell >= Count then
635 CurrentShell := 0;
636 end;
638 function g_Shells_GetMax(): Word;
639 begin
640 Result := MaxShells;
641 end;
644 procedure g_Corpses_SetMax(Count: Word);
645 begin
646 MaxCorpses := Count;
647 SetLength(gCorpses, Count);
648 end;
650 function g_Corpses_GetMax(): Word;
651 begin
652 Result := MaxCorpses;
653 end;
655 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
656 var
657 a: Integer;
658 ok: Boolean;
659 begin
660 Result := 0;
662 ok := False;
663 a := 0;
665 // Åñòü ëè ìåñòî â gPlayers:
666 if gPlayers <> nil then
667 for a := 0 to High(gPlayers) do
668 if gPlayers[a] = nil then
669 begin
670 ok := True;
671 Break;
672 end;
674 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
675 if not ok then
676 begin
677 SetLength(gPlayers, Length(gPlayers)+1);
678 a := High(gPlayers);
679 end;
681 // Ñîçäàåì îáúåêò èãðîêà:
682 if Bot then
683 gPlayers[a] := TBot.Create()
684 else
685 gPlayers[a] := TPlayer.Create();
688 gPlayers[a].FActualModelName := ModelName;
689 gPlayers[a].SetModel(ModelName);
691 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
692 if gPlayers[a].FModel = nil then
693 begin
694 gPlayers[a].Free();
695 gPlayers[a] := nil;
696 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
697 Exit;
698 end;
700 if not (Team in [TEAM_RED, TEAM_BLUE]) then
701 if Random(2) = 0 then
702 Team := TEAM_RED
703 else
704 Team := TEAM_BLUE;
705 gPlayers[a].FPreferredTeam := Team;
707 case gGameSettings.GameMode of
708 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
709 GM_TDM,
710 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
711 GM_SINGLE,
712 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
713 end;
715 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
716 gPlayers[a].FColor := Color;
717 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
718 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
719 else
720 gPlayers[a].FModel.Color := Color;
722 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
723 gPlayers[a].FLive := False;
725 Result := gPlayers[a].FUID;
726 end;
728 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
729 var
730 a, i: Integer;
731 ok, Bot: Boolean;
732 sig: DWORD;
733 b: Byte;
734 begin
735 Result := 0;
736 if Mem = nil then
737 Exit;
739 // Ñèãíàòóðà èãðîêà:
740 Mem.ReadDWORD(sig);
741 if sig <> PLAYER_SIGNATURE then // 'PLYR'
742 begin
743 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
744 end;
746 // Áîò èëè ÷åëîâåê:
747 Mem.ReadBoolean(Bot);
749 ok := False;
750 a := 0;
752 // Åñòü ëè ìåñòî â gPlayers:
753 if gPlayers <> nil then
754 for a := 0 to High(gPlayers) do
755 if gPlayers[a] = nil then
756 begin
757 ok := True;
758 Break;
759 end;
761 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
762 if not ok then
763 begin
764 SetLength(gPlayers, Length(gPlayers)+1);
765 a := High(gPlayers);
766 end;
768 // Ñîçäàåì îáúåêò èãðîêà:
769 if Bot then
770 gPlayers[a] := TBot.Create()
771 else
772 gPlayers[a] := TPlayer.Create();
773 gPlayers[a].FIamBot := Bot;
774 gPlayers[a].FPhysics := True;
776 // UID èãðîêà:
777 Mem.ReadWord(gPlayers[a].FUID);
778 // Èìÿ èãðîêà:
779 Mem.ReadString(gPlayers[a].FName);
780 // Êîìàíäà:
781 Mem.ReadByte(gPlayers[a].FTeam);
782 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
783 // Æèâ ëè:
784 Mem.ReadBoolean(gPlayers[a].FLive);
785 // Èçðàñõîäîâàë ëè âñå æèçíè:
786 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
787 // Íàïðàâëåíèå:
788 Mem.ReadByte(b);
789 if b = 1 then
790 gPlayers[a].FDirection := D_LEFT
791 else // b = 2
792 gPlayers[a].FDirection := D_RIGHT;
793 // Çäîðîâüå:
794 Mem.ReadInt(gPlayers[a].FHealth);
795 // Æèçíè:
796 Mem.ReadByte(gPlayers[a].FLives);
797 // Áðîíÿ:
798 Mem.ReadInt(gPlayers[a].FArmor);
799 // Çàïàñ âîçäóõà:
800 Mem.ReadInt(gPlayers[a].FAir);
801 // Çàïàñ ãîðþ÷åãî:
802 Mem.ReadInt(gPlayers[a].FJetFuel);
803 // Áîëü:
804 Mem.ReadInt(gPlayers[a].FPain);
805 // Óáèë:
806 Mem.ReadInt(gPlayers[a].FKills);
807 // Óáèë ìîíñòðîâ:
808 Mem.ReadInt(gPlayers[a].FMonsterKills);
809 // Ôðàãîâ:
810 Mem.ReadInt(gPlayers[a].FFrags);
811 // Ôðàãîâ ïîäðÿä:
812 Mem.ReadByte(gPlayers[a].FFragCombo);
813 // Âðåìÿ ïîñëåäíåãî ôðàãà:
814 Mem.ReadDWORD(gPlayers[a].FLastFrag);
815 // Ñìåðòåé:
816 Mem.ReadInt(gPlayers[a].FDeath);
817 // Êàêîé ôëàã íåñåò:
818 Mem.ReadByte(gPlayers[a].FFlag);
819 // Íàøåë ñåêðåòîâ:
820 Mem.ReadInt(gPlayers[a].FSecrets);
821 // Òåêóùåå îðóæèå:
822 Mem.ReadByte(gPlayers[a].FCurrWeap);
823 // Ñëåäóþùåå æåëàåìîå îðóæèå:
824 Mem.ReadWord(gPlayers[a].FNextWeap);
825 // ...è ïàóçà:
826 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
827 // Âðåìÿ çàðÿäêè BFG:
828 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
829 // Áóôåð óðîíà:
830 Mem.ReadInt(gPlayers[a].FDamageBuffer);
831 // Ïîñëåäíèé óäàðèâøèé:
832 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
833 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
834 Mem.ReadByte(gPlayers[a].FLastHit);
835 // Îáúåêò èãðîêà:
836 Obj_LoadState(@gPlayers[a].FObj, Mem);
837 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
838 for i := A_BULLETS to A_HIGH do
839 Mem.ReadWord(gPlayers[a].FAmmo[i]);
840 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
841 for i := A_BULLETS to A_HIGH do
842 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
843 // Íàëè÷èå îðóæèÿ:
844 for i := WP_FIRST to WP_LAST do
845 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
846 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
847 for i := WP_FIRST to WP_LAST do
848 Mem.ReadWord(gPlayers[a].FReloading[i]);
849 // Íàëè÷èå ðþêçàêà:
850 Mem.ReadByte(b);
851 if b = 1 then
852 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
853 // Íàëè÷èå êðàñíîãî êëþ÷à:
854 Mem.ReadByte(b);
855 if b = 1 then
856 Include(gPlayers[a].FRulez, R_KEY_RED);
857 // Íàëè÷èå çåëåíîãî êëþ÷à:
858 Mem.ReadByte(b);
859 if b = 1 then
860 Include(gPlayers[a].FRulez, R_KEY_GREEN);
861 // Íàëè÷èå ñèíåãî êëþ÷à:
862 Mem.ReadByte(b);
863 if b = 1 then
864 Include(gPlayers[a].FRulez, R_KEY_BLUE);
865 // Íàëè÷èå áåðñåðêà:
866 Mem.ReadByte(b);
867 if b = 1 then
868 Include(gPlayers[a].FRulez, R_BERSERK);
869 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
870 for i := MR_SUIT to MR_MAX do
871 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
872 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
873 for i := T_RESPAWN to T_FLAGCAP do
874 Mem.ReadDWORD(gPlayers[a].FTime[i]);
876 // Íàçâàíèå ìîäåëè:
877 Mem.ReadString(gPlayers[a].FActualModelName);
878 // Öâåò ìîäåëè:
879 Mem.ReadByte(gPlayers[a].FColor.R);
880 Mem.ReadByte(gPlayers[a].FColor.G);
881 Mem.ReadByte(gPlayers[a].FColor.B);
882 // Îáíîâëÿåì ìîäåëü èãðîêà:
883 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
885 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
886 if gPlayers[a].FModel = nil then
887 begin
888 gPlayers[a].Free();
889 gPlayers[a] := nil;
890 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
891 Exit;
892 end;
894 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
895 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
896 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
897 else
898 gPlayers[a].FModel.Color := gPlayers[a].FColor;
900 Result := gPlayers[a].FUID;
901 end;
903 procedure g_Player_ResetTeams();
904 var
905 a: Integer;
906 begin
907 if g_Game_IsClient then
908 Exit;
909 if gPlayers = nil then
910 Exit;
911 for a := Low(gPlayers) to High(gPlayers) do
912 if gPlayers[a] <> nil then
913 case gGameSettings.GameMode of
914 GM_DM:
915 gPlayers[a].ChangeTeam(TEAM_NONE);
916 GM_TDM, GM_CTF:
917 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
918 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
919 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
920 else
921 if a mod 2 = 0 then
922 gPlayers[a].ChangeTeam(TEAM_RED)
923 else
924 gPlayers[a].ChangeTeam(TEAM_BLUE);
925 GM_SINGLE,
926 GM_COOP:
927 gPlayers[a].ChangeTeam(TEAM_COOP);
928 end;
929 end;
931 procedure g_Bot_Add(Team, Difficult: Byte);
932 var
933 m: SArray;
934 _name, _model: String;
935 a, tr, tb: Integer;
936 begin
937 if not g_Game_IsServer then Exit;
939 // Ñïèñîê íàçâàíèé ìîäåëåé:
940 m := g_PlayerModel_GetNames();
941 if m = nil then
942 Exit;
944 // Êîìàíäà:
945 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
946 Team := TEAM_COOP // COOP
947 else
948 if gGameSettings.GameMode = GM_DM then
949 Team := TEAM_NONE // DM
950 else
951 if Team = TEAM_NONE then // CTF / TDM
952 begin
953 // Àâòîáàëàíñ êîìàíä:
954 tr := 0;
955 tb := 0;
957 for a := 0 to High(gPlayers) do
958 if gPlayers[a] <> nil then
959 begin
960 if gPlayers[a].Team = TEAM_RED then
961 Inc(tr)
962 else
963 if gPlayers[a].Team = TEAM_BLUE then
964 Inc(tb);
965 end;
967 if tr > tb then
968 Team := TEAM_BLUE
969 else
970 if tb > tr then
971 Team := TEAM_RED
972 else // tr = tb
973 if Random(2) = 0 then
974 Team := TEAM_RED
975 else
976 Team := TEAM_BLUE;
977 end;
979 // Âûáèðàåì áîòó èìÿ:
980 _name := '';
981 if BotNames <> nil then
982 for a := 0 to High(BotNames) do
983 if g_Player_ValidName(BotNames[a]) then
984 begin
985 _name := BotNames[a];
986 Break;
987 end;
989 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
990 if _name = '' then
991 repeat
992 _name := Format('DFBOT%.2d', [Random(100)]);
993 until g_Player_ValidName(_name);
995 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
996 _model := m[Random(Length(m))];
998 // Ñîçäàåì áîòà:
999 with g_Player_Get(g_Player_Create(_model,
1000 _RGB(Min(Random(9)*32, 255),
1001 Min(Random(9)*32, 255),
1002 Min(Random(9)*32, 255)),
1003 Team, True)) as TBot do
1004 begin
1005 Name := _name;
1007 case Difficult of
1008 1: FDifficult := DIFFICULT_EASY;
1009 2: FDifficult := DIFFICULT_MEDIUM;
1010 else FDifficult := DIFFICULT_HARD;
1011 end;
1013 for a := WP_FIRST to WP_LAST do
1014 begin
1015 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1016 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1017 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1018 end;
1020 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1022 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1023 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1024 Spectate();
1025 end;
1026 end;
1028 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1029 var
1030 m: SArray;
1031 _name, _model: String;
1032 a: Integer;
1033 begin
1034 if not g_Game_IsServer then Exit;
1036 // Ñïèñîê íàçâàíèé ìîäåëåé:
1037 m := g_PlayerModel_GetNames();
1038 if m = nil then
1039 Exit;
1041 // Êîìàíäà:
1042 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1043 Team := TEAM_COOP // COOP
1044 else
1045 if gGameSettings.GameMode = GM_DM then
1046 Team := TEAM_NONE // DM
1047 else
1048 if Team = TEAM_NONE then
1049 Team := BotList[num].team; // CTF / TDM
1051 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1052 lName := AnsiLowerCase(lName);
1053 if (num < 0) or (num > Length(BotList)-1) then
1054 num := -1;
1055 if (num = -1) and (lName <> '') and (BotList <> nil) then
1056 for a := 0 to High(BotList) do
1057 if AnsiLowerCase(BotList[a].name) = lName then
1058 begin
1059 num := a;
1060 Break;
1061 end;
1062 if num = -1 then
1063 Exit;
1065 // Èìÿ áîòà:
1066 _name := BotList[num].name;
1067 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1068 if not g_Player_ValidName(_name) then
1069 repeat
1070 _name := Format('DFBOT%.2d', [Random(100)]);
1071 until g_Player_ValidName(_name);
1073 // Ìîäåëü:
1074 _model := BotList[num].model;
1075 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1076 if not InSArray(_model, m) then
1077 _model := m[Random(Length(m))];
1079 // Ñîçäàåì áîòà:
1080 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1081 begin
1082 Name := _name;
1084 FDifficult.DiagFire := BotList[num].diag_fire;
1085 FDifficult.InvisFire := BotList[num].invis_fire;
1086 FDifficult.DiagPrecision := BotList[num].diag_precision;
1087 FDifficult.FlyPrecision := BotList[num].fly_precision;
1088 FDifficult.Cover := BotList[num].cover;
1089 FDifficult.CloseJump := BotList[num].close_jump;
1091 for a := WP_FIRST to WP_LAST do
1092 begin
1093 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1094 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1095 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1096 end;
1098 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1100 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1101 end;
1102 end;
1104 procedure g_Bot_RemoveAll();
1105 var
1106 a: Integer;
1107 begin
1108 if not g_Game_IsServer then Exit;
1109 if gPlayers = nil then Exit;
1111 for a := 0 to High(gPlayers) do
1112 if gPlayers[a] <> nil then
1113 if gPlayers[a] is TBot then
1114 begin
1115 gPlayers[a].Lives := 0;
1116 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1117 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1118 g_Player_Remove(gPlayers[a].FUID);
1119 end;
1121 g_Bot_MixNames();
1122 end;
1124 procedure g_Bot_MixNames();
1125 var
1126 s: String;
1127 a, b: Integer;
1128 begin
1129 if BotNames <> nil then
1130 for a := 0 to High(BotNames) do
1131 begin
1132 b := Random(Length(BotNames));
1133 s := BotNames[a];
1134 Botnames[a] := BotNames[b];
1135 BotNames[b] := s;
1136 end;
1137 end;
1139 procedure g_Player_Remove(UID: Word);
1140 var
1141 i: Integer;
1142 begin
1143 if gPlayers = nil then Exit;
1145 if g_Game_IsServer and g_Game_IsNet then
1146 MH_SEND_PlayerDelete(UID);
1148 for i := 0 to High(gPlayers) do
1149 if gPlayers[i] <> nil then
1150 if gPlayers[i].FUID = UID then
1151 begin
1152 if gPlayers[i] is TPlayer then
1153 TPlayer(gPlayers[i]).Free()
1154 else
1155 TBot(gPlayers[i]).Free();
1156 gPlayers[i] := nil;
1157 Exit;
1158 end;
1159 end;
1161 procedure g_Player_Init();
1162 var
1163 F: TextFile;
1164 s: String;
1165 a, b: Integer;
1166 config: TConfig;
1167 sa: SArray;
1168 begin
1169 BotNames := nil;
1171 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1172 Exit;
1174 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1175 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1176 Reset(F);
1178 while not EOF(F) do
1179 begin
1180 ReadLn(F, s);
1182 s := Trim(s);
1183 if s = '' then
1184 Continue;
1186 SetLength(BotNames, Length(BotNames)+1);
1187 BotNames[High(BotNames)] := s;
1188 end;
1190 CloseFile(F);
1192 // Ïåðåìåøèâàåì èõ:
1193 g_Bot_MixNames();
1195 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1196 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1197 BotList := nil;
1198 a := 0;
1200 while config.SectionExists(IntToStr(a)) do
1201 begin
1202 SetLength(BotList, Length(BotList)+1);
1204 with BotList[High(BotList)] do
1205 begin
1206 // Èìÿ áîòà:
1207 name := config.ReadStr(IntToStr(a), 'name', '');
1208 // Ìîäåëü:
1209 model := config.ReadStr(IntToStr(a), 'model', '');
1210 // Êîìàíäà:
1211 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1212 team := TEAM_RED
1213 else
1214 team := TEAM_BLUE;
1215 // Öâåò ìîäåëè:
1216 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1217 color.R := StrToIntDef(sa[0], 0);
1218 color.G := StrToIntDef(sa[1], 0);
1219 color.B := StrToIntDef(sa[2], 0);
1220 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1221 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1222 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1223 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1224 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1225 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1226 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1227 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1228 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1229 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1230 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1231 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1232 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1233 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1234 if Length(sa) = 10 then
1235 for b := 0 to 9 do
1236 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1237 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1238 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1239 if Length(sa) = 10 then
1240 for b := 0 to 9 do
1241 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1243 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1244 if Length(sa) = 10 then
1245 for b := 0 to 9 do
1246 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1247 end;
1249 a := a + 1;
1250 end;
1252 config.Free();
1253 end;
1255 procedure g_Player_Free();
1256 var
1257 i: Integer;
1258 begin
1259 if gPlayers <> nil then
1260 begin
1261 for i := 0 to High(gPlayers) do
1262 if gPlayers[i] <> nil then
1263 begin
1264 if gPlayers[i] is TPlayer then
1265 TPlayer(gPlayers[i]).Free()
1266 else
1267 TBot(gPlayers[i]).Free();
1268 gPlayers[i] := nil;
1269 end;
1271 gPlayers := nil;
1272 end;
1274 gPlayer1 := nil;
1275 gPlayer2 := nil;
1276 end;
1278 procedure g_Player_UpdateAll();
1279 var
1280 i: Integer;
1281 begin
1282 if gPlayers = nil then Exit;
1284 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1285 for i := 0 to High(gPlayers) do
1286 begin
1287 if gPlayers[i] <> nil then
1288 begin
1289 if gPlayers[i] is TPlayer then
1290 begin
1291 gPlayers[i].Update();
1292 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1293 end
1294 else
1295 begin
1296 // bot updates weapons in `UpdateCombat()`
1297 TBot(gPlayers[i]).Update();
1298 end;
1299 end;
1300 end;
1301 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1302 end;
1304 procedure g_Player_DrawAll();
1305 var
1306 i: Integer;
1307 begin
1308 if gPlayers = nil then Exit;
1310 for i := 0 to High(gPlayers) do
1311 if gPlayers[i] <> nil then
1312 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1313 else TBot(gPlayers[i]).Draw();
1314 end;
1316 procedure g_Player_DrawDebug(p: TPlayer);
1317 var
1318 fW, fH: Byte;
1319 begin
1320 if p = nil then Exit;
1321 if (@p.FObj) = nil then Exit;
1323 e_TextureFontGetSize(gStdFont, fW, fH);
1325 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1326 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1327 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1328 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1329 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1330 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1331 end;
1333 procedure g_Player_DrawHealth();
1334 var
1335 i: Integer;
1336 fW, fH: Byte;
1337 begin
1338 if gPlayers = nil then Exit;
1339 e_TextureFontGetSize(gStdFont, fW, fH);
1341 for i := 0 to High(gPlayers) do
1342 if gPlayers[i] <> nil then
1343 begin
1344 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1345 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1346 IntToStr(gPlayers[i].FHealth), gStdFont);
1347 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1348 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1349 IntToStr(gPlayers[i].FArmor), gStdFont);
1350 end;
1351 end;
1353 function g_Player_Get(UID: Word): TPlayer;
1354 var
1355 a: Integer;
1356 begin
1357 Result := nil;
1359 if gPlayers = nil then
1360 Exit;
1362 for a := 0 to High(gPlayers) do
1363 if gPlayers[a] <> nil then
1364 if gPlayers[a].FUID = UID then
1365 begin
1366 Result := gPlayers[a];
1367 Exit;
1368 end;
1369 end;
1371 function g_Player_GetCount(): Byte;
1372 var
1373 a: Integer;
1374 begin
1375 Result := 0;
1377 if gPlayers = nil then
1378 Exit;
1380 for a := 0 to High(gPlayers) do
1381 if gPlayers[a] <> nil then
1382 Result := Result + 1;
1383 end;
1385 function g_Player_GetStats(): TPlayerStatArray;
1386 var
1387 a: Integer;
1388 begin
1389 Result := nil;
1391 if gPlayers = nil then Exit;
1393 for a := 0 to High(gPlayers) do
1394 if gPlayers[a] <> nil then
1395 begin
1396 SetLength(Result, Length(Result)+1);
1397 with Result[High(Result)] do
1398 begin
1399 Ping := gPlayers[a].FPing;
1400 Loss := gPlayers[a].FLoss;
1401 Name := gPlayers[a].FName;
1402 Team := gPlayers[a].FTeam;
1403 Frags := gPlayers[a].FFrags;
1404 Deaths := gPlayers[a].FDeath;
1405 Kills := gPlayers[a].FKills;
1406 Color := gPlayers[a].FModel.Color;
1407 Lives := gPlayers[a].FLives;
1408 Spectator := gPlayers[a].FSpectator;
1409 end;
1410 end;
1411 end;
1413 procedure g_Player_RememberAll;
1414 var
1415 i: Integer;
1416 begin
1417 for i := Low(gPlayers) to High(gPlayers) do
1418 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1419 gPlayers[i].RememberState;
1420 end;
1422 procedure g_Player_ResetAll(Force, Silent: Boolean);
1423 var
1424 i: Integer;
1425 begin
1426 gTeamStat[TEAM_RED].Goals := 0;
1427 gTeamStat[TEAM_BLUE].Goals := 0;
1429 if gPlayers <> nil then
1430 for i := 0 to High(gPlayers) do
1431 if gPlayers[i] <> nil then
1432 begin
1433 gPlayers[i].Reset(Force);
1435 if gPlayers[i] is TPlayer then
1436 begin
1437 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1438 gPlayers[i].Respawn(Silent)
1439 else
1440 gPlayers[i].Spectate();
1441 end
1442 else
1443 TBot(gPlayers[i]).Respawn(Silent);
1444 end;
1445 end;
1447 procedure g_Player_CreateCorpse(Player: TPlayer);
1448 var
1449 find_id: DWORD;
1450 ok: Boolean;
1451 begin
1452 if Player.Live then
1453 Exit;
1454 if Player.FObj.Y >= gMapInfo.Height+128 then
1455 Exit;
1457 with Player do
1458 begin
1459 if (FHealth >= -50) or (gGibsCount = 0) then
1460 begin
1461 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1462 Exit;
1464 ok := False;
1465 for find_id := 0 to High(gCorpses) do
1466 if gCorpses[find_id] = nil then
1467 begin
1468 ok := True;
1469 Break;
1470 end;
1472 if not ok then
1473 find_id := Random(Length(gCorpses));
1475 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1476 gCorpses[find_id].FColor := FModel.Color;
1477 gCorpses[find_id].FObj.Vel := FObj.Vel;
1478 gCorpses[find_id].FObj.Accel := FObj.Accel;
1479 end
1480 else
1481 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1482 FObj.Y + PLAYER_RECT_CY,
1483 FModel.Name, FModel.Color);
1484 end;
1485 end;
1487 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1488 var
1489 SID: DWORD;
1490 begin
1491 if (gShells = nil) or (Length(gShells) = 0) then
1492 Exit;
1494 with gShells[CurrentShell] do
1495 begin
1496 SpriteID := 0;
1497 g_Obj_Init(@Obj);
1498 Obj.Rect.X := 0;
1499 Obj.Rect.Y := 0;
1500 if T = SHELL_BULLET then
1501 begin
1502 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1503 SpriteID := SID;
1504 CX := 2;
1505 CY := 1;
1506 Obj.Rect.Width := 4;
1507 Obj.Rect.Height := 2;
1508 end
1509 else
1510 begin
1511 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1512 SpriteID := SID;
1513 CX := 4;
1514 CY := 2;
1515 Obj.Rect.Width := 7;
1516 Obj.Rect.Height := 3;
1517 end;
1518 SType := T;
1519 Live := True;
1520 Obj.X := fX;
1521 Obj.Y := fY;
1522 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1523 RAngle := Random(360);
1524 Timeout := gTime + SHELL_TIMEOUT;
1526 if CurrentShell >= High(gShells) then
1527 CurrentShell := 0
1528 else
1529 Inc(CurrentShell);
1530 end;
1531 end;
1533 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1534 var
1535 a: Integer;
1536 GibsArray: TGibsArray;
1537 begin
1538 if (gGibs = nil) or (Length(gGibs) = 0) then
1539 Exit;
1540 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1541 Exit;
1543 for a := 0 to High(GibsArray) do
1544 with gGibs[CurrentGib] do
1545 begin
1546 Color := fColor;
1547 ID := GibsArray[a].ID;
1548 MaskID := GibsArray[a].MaskID;
1549 Live := True;
1550 g_Obj_Init(@Obj);
1551 Obj.Rect := GibsArray[a].Rect;
1552 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1553 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1554 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1555 RAngle := Random(360);
1557 if gBloodCount > 0 then
1558 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1559 Random(48), Random(48), 150, 0, 0);
1561 if CurrentGib >= High(gGibs) then
1562 CurrentGib := 0
1563 else
1564 Inc(CurrentGib);
1565 end;
1566 end;
1568 procedure g_Player_UpdatePhysicalObjects();
1569 var
1570 i: Integer;
1571 vel: TPoint2i;
1572 mr: Word;
1574 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1575 var
1576 k: Integer;
1577 begin
1578 k := 1 + Random(2);
1579 if T = SHELL_BULLET then
1580 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1581 else
1582 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1583 end;
1585 begin
1586 // Êóñêè ìÿñà:
1587 if gGibs <> nil then
1588 for i := 0 to High(gGibs) do
1589 if gGibs[i].Live then
1590 with gGibs[i] do
1591 begin
1592 vel := Obj.Vel;
1593 mr := g_Obj_Move(@Obj, True, False, True);
1595 if WordBool(mr and MOVE_FALLOUT) then
1596 begin
1597 Live := False;
1598 Continue;
1599 end;
1601 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1602 if WordBool(mr and MOVE_HITWALL) then
1603 Obj.Vel.X := -(vel.X div 2);
1604 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1605 Obj.Vel.Y := -(vel.Y div 2);
1607 if (Obj.Vel.X >= 0) then
1608 begin // Clockwise
1609 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1610 if RAngle >= 360 then
1611 RAngle := RAngle mod 360;
1612 end else begin // Counter-clockwise
1613 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1614 if RAngle < 0 then
1615 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1616 end;
1618 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1619 if gTime mod (GAME_TICK*3) = 0 then
1620 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1621 end;
1623 // Òðóïû:
1624 if gCorpses <> nil then
1625 for i := 0 to High(gCorpses) do
1626 if gCorpses[i] <> nil then
1627 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1628 begin
1629 gCorpses[i].Free();
1630 gCorpses[i] := nil;
1631 end
1632 else
1633 gCorpses[i].Update();
1635 // Ãèëüçû:
1636 if gShells <> nil then
1637 for i := 0 to High(gShells) do
1638 if gShells[i].Live then
1639 with gShells[i] do
1640 begin
1641 vel := Obj.Vel;
1642 mr := g_Obj_Move(@Obj, True, False, True);
1644 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1645 begin
1646 Live := False;
1647 Continue;
1648 end;
1650 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1651 if WordBool(mr and MOVE_HITWALL) then
1652 begin
1653 Obj.Vel.X := -(vel.X div 2);
1654 if not WordBool(mr and MOVE_INWATER) then
1655 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1656 end;
1657 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1658 begin
1659 Obj.Vel.Y := -(vel.Y div 2);
1660 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1661 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1662 begin
1663 if RAngle mod 90 <> 0 then
1664 RAngle := (RAngle div 90) * 90;
1665 end
1666 else if not WordBool(mr and MOVE_INWATER) then
1667 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1668 end;
1670 if (Obj.Vel.X >= 0) then
1671 begin // Clockwise
1672 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1673 if RAngle >= 360 then
1674 RAngle := RAngle mod 360;
1675 end else begin // Counter-clockwise
1676 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1677 if RAngle < 0 then
1678 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1679 end;
1680 end;
1681 end;
1683 procedure g_Player_DrawCorpses();
1684 var
1685 i: Integer;
1686 a: TPoint;
1687 begin
1688 if gGibs <> nil then
1689 for i := 0 to High(gGibs) do
1690 if gGibs[i].Live then
1691 with gGibs[i] do
1692 begin
1693 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1694 Continue;
1696 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1697 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1699 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1701 e_Colors := Color;
1702 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1703 e_Colors.R := 255;
1704 e_Colors.G := 255;
1705 e_Colors.B := 255;
1706 end;
1708 if gCorpses <> nil then
1709 for i := 0 to High(gCorpses) do
1710 if gCorpses[i] <> nil then
1711 gCorpses[i].Draw();
1712 end;
1714 procedure g_Player_DrawShells();
1715 var
1716 i: Integer;
1717 a: TPoint;
1718 begin
1719 if gShells <> nil then
1720 for i := 0 to High(gShells) do
1721 if gShells[i].Live then
1722 with gShells[i] do
1723 begin
1724 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1725 Continue;
1727 a.X := CX;
1728 a.Y := CY;
1730 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1731 end;
1732 end;
1734 procedure g_Player_RemoveAllCorpses();
1735 var
1736 i: Integer;
1737 begin
1738 gGibs := nil;
1739 gShells := nil;
1740 SetLength(gGibs, MaxGibs);
1741 SetLength(gShells, MaxGibs);
1742 CurrentGib := 0;
1743 CurrentShell := 0;
1745 if gCorpses <> nil then
1746 for i := 0 to High(gCorpses) do
1747 gCorpses[i].Free();
1749 gCorpses := nil;
1750 SetLength(gCorpses, MaxCorpses);
1751 end;
1753 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1754 var
1755 count, i: Integer;
1756 b: Boolean;
1757 begin
1758 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1759 count := 0;
1760 if gCorpses <> nil then
1761 for i := 0 to High(gCorpses) do
1762 if gCorpses[i] <> nil then
1763 count := count + 1;
1765 Mem := TBinMemoryWriter.Create((count+1) * 128);
1767 // Êîëè÷åñòâî òðóïîâ:
1768 Mem.WriteInt(count);
1770 if count = 0 then
1771 Exit;
1773 // Ñîõðàíÿåì òðóïû:
1774 for i := 0 to High(gCorpses) do
1775 if gCorpses[i] <> nil then
1776 begin
1777 // Íàçâàíèå ìîäåëè:
1778 Mem.WriteString(gCorpses[i].FModelName);
1779 // Òèï ñìåðòè:
1780 b := gCorpses[i].Mess;
1781 Mem.WriteBoolean(b);
1782 // Ñîõðàíÿåì äàííûå òðóïà:
1783 gCorpses[i].SaveState(Mem);
1784 end;
1785 end;
1787 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1788 var
1789 count, i: Integer;
1790 str: String;
1791 b: Boolean;
1792 begin
1793 if Mem = nil then
1794 Exit;
1796 g_Player_RemoveAllCorpses();
1798 // Êîëè÷åñòâî òðóïîâ:
1799 Mem.ReadInt(count);
1801 if count > Length(gCorpses) then
1802 begin
1803 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1804 end;
1806 if count = 0 then
1807 Exit;
1809 // Çàãðóæàåì òðóïû:
1810 for i := 0 to count-1 do
1811 begin
1812 // Íàçâàíèå ìîäåëè:
1813 Mem.ReadString(str);
1814 // Òèï ñìåðòè:
1815 Mem.ReadBoolean(b);
1816 // Ñîçäàåì òðóï:
1817 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1818 // Çàãðóæàåì äàííûå òðóïà:
1819 gCorpses[i].LoadState(Mem);
1820 end;
1821 end;
1823 { T P l a y e r : }
1825 procedure TPlayer.BFGHit();
1826 begin
1827 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1828 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1829 if g_Game_IsServer and g_Game_IsNet then
1830 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1831 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1832 0, NET_GFX_BFGHIT);
1833 end;
1835 procedure TPlayer.ChangeModel(ModelName: string);
1836 var
1837 Model: TPlayerModel;
1838 begin
1839 Model := g_PlayerModel_Get(ModelName);
1840 if Model = nil then Exit;
1842 FModel.Free();
1843 FModel := Model;
1844 end;
1846 procedure TPlayer.SetModel(ModelName: string);
1847 var
1848 m: TPlayerModel;
1849 begin
1850 m := g_PlayerModel_Get(ModelName);
1851 if m = nil then
1852 begin
1853 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1854 m := g_PlayerModel_Get('doomer');
1855 if m = nil then
1856 begin
1857 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1858 Exit;
1859 end;
1860 end;
1862 if FModel <> nil then
1863 FModel.Free();
1865 FModel := m;
1867 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1868 FModel.Color := FColor
1869 else
1870 FModel.Color := TEAMCOLOR[FTeam];
1871 FModel.SetWeapon(FCurrWeap);
1872 FModel.SetFlag(FFlag);
1873 SetDirection(FDirection);
1874 end;
1876 procedure TPlayer.SetColor(Color: TRGB);
1877 begin
1878 FColor := Color;
1879 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1880 if FModel <> nil then FModel.Color := Color;
1881 end;
1883 procedure TPlayer.SwitchTeam;
1884 begin
1885 if g_Game_IsClient then
1886 Exit;
1887 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1889 if gGameOn and FLive then
1890 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1892 if FTeam = TEAM_RED then
1893 begin
1894 ChangeTeam(TEAM_BLUE);
1895 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1896 if g_Game_IsNet then
1897 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1898 end
1899 else
1900 begin
1901 ChangeTeam(TEAM_RED);
1902 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1903 if g_Game_IsNet then
1904 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1905 end;
1906 FPreferredTeam := FTeam;
1907 end;
1909 procedure TPlayer.ChangeTeam(Team: Byte);
1910 var
1911 OldTeam: Byte;
1912 begin
1913 OldTeam := FTeam;
1914 FTeam := Team;
1915 case Team of
1916 TEAM_RED, TEAM_BLUE:
1917 FModel.Color := TEAMCOLOR[Team];
1918 else
1919 FModel.Color := FColor;
1920 end;
1921 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1922 MH_SEND_PlayerStats(FUID);
1923 end;
1926 procedure TPlayer.CollideItem();
1927 var
1928 i: Integer;
1929 r: Boolean;
1930 begin
1931 if gItems = nil then Exit;
1932 if not FLive then Exit;
1934 for i := 0 to High(gItems) do
1935 with gItems[i] do
1936 begin
1937 if (ItemType <> ITEM_NONE) and Live then
1938 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1939 PLAYER_RECT.Height, @Obj) then
1940 begin
1941 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1943 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1944 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1945 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1946 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1947 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1949 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1950 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1951 (gGameSettings.GameType = GT_SINGLE) and
1952 (g_Player_GetCount() > 1)) then
1953 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1954 end;
1955 end;
1956 end;
1959 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1960 begin
1961 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1962 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1963 False);
1964 end;
1966 constructor TPlayer.Create();
1967 begin
1968 FIamBot := False;
1969 FDummy := False;
1970 FSpawned := False;
1972 FSawSound := TPlayableSound.Create();
1973 FSawSoundIdle := TPlayableSound.Create();
1974 FSawSoundHit := TPlayableSound.Create();
1975 FSawSoundSelect := TPlayableSound.Create();
1976 FJetSoundFly := TPlayableSound.Create();
1977 FJetSoundOn := TPlayableSound.Create();
1978 FJetSoundOff := TPlayableSound.Create();
1980 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1981 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1982 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1983 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1984 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1985 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1986 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1988 FSpectatePlayer := -1;
1989 FClientID := -1;
1990 FPing := 0;
1991 FLoss := 0;
1992 FSavedState.WaitRecall := False;
1993 FShellTimer := -1;
1994 FFireTime := 0;
1995 FFirePainTime := 0;
1997 FActualModelName := 'doomer';
1999 g_Obj_Init(@FObj);
2000 FObj.Rect := PLAYER_RECT;
2002 FBFGFireCounter := -1;
2003 FJustTeleported := False;
2004 FNetTime := 0;
2006 resetWeaponQueue();
2007 end;
2009 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2010 var
2011 c: Word;
2012 begin
2013 if (not g_Game_IsClient) and (not FLive) then
2014 Exit;
2016 FLastHit := t;
2018 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2019 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2020 begin
2021 if not g_Game_IsClient then
2022 begin
2023 FArmor := 0;
2024 if t = HIT_TRAP then
2025 begin
2026 // Ëîâóøêà óáèâàåò ñðàçó:
2027 FHealth := -100;
2028 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2029 end;
2030 if t = HIT_SELF then
2031 begin
2032 // Ñàìîóáèéñòâî:
2033 FHealth := 0;
2034 Kill(K_SIMPLEKILL, SpawnerUID, t);
2035 end;
2036 end;
2037 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2038 FMegaRulez[MR_SUIT] := 0;
2039 FMegaRulez[MR_INVUL] := 0;
2040 FMegaRulez[MR_INVIS] := 0;
2041 FBerserk := 0;
2042 end;
2044 // Íî îò îñòàëüíîãî ñïàñàåò:
2045 if FMegaRulez[MR_INVUL] >= gTime then
2046 Exit;
2048 // ×èò-êîä "ÃÎÐÅÖ":
2049 if FGodMode then
2050 Exit;
2052 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2053 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2054 (SpawnerUID = FUID) or
2055 (not SameTeam(FUID, SpawnerUID)) then
2056 begin
2057 FLastSpawnerUID := SpawnerUID;
2059 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2060 if gBloodCount > 0 then
2061 begin
2062 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2063 if value div 4 <= c then
2064 c := c - (value div 4)
2065 else
2066 c := 0;
2068 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2069 MakeBloodSimple(c)
2070 else
2071 case t of
2072 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2073 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2074 end;
2076 if t = HIT_WATER then
2077 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2078 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2079 end;
2081 // Áóôåð óðîíà:
2082 if FLive then
2083 Inc(FDamageBuffer, value);
2085 // Âñïûøêà áîëè:
2086 if gFlash <> 0 then
2087 FPain := FPain + value;
2088 end;
2090 if g_Game_IsServer and g_Game_IsNet then
2091 begin
2092 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2093 MH_SEND_PlayerStats(FUID);
2094 MH_SEND_PlayerPos(False, FUID);
2095 end;
2096 end;
2098 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2099 begin
2100 Result := False;
2101 if g_Game_IsClient then
2102 Exit;
2103 if not FLive then
2104 Exit;
2106 if Soft and (FHealth < PLAYER_HP_SOFT) then
2107 begin
2108 IncMax(FHealth, value, PLAYER_HP_SOFT);
2109 Result := True;
2110 end;
2111 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2112 begin
2113 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2114 Result := True;
2115 end;
2117 if Result and g_Game_IsServer and g_Game_IsNet then
2118 MH_SEND_PlayerStats(FUID);
2119 end;
2121 destructor TPlayer.Destroy();
2122 begin
2123 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2124 gPlayer1 := nil;
2125 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2126 gPlayer2 := nil;
2128 FSawSound.Free();
2129 FSawSoundIdle.Free();
2130 FSawSoundHit.Free();
2131 FJetSoundFly.Free();
2132 FJetSoundOn.Free();
2133 FJetSoundOff.Free();
2134 FModel.Free();
2136 inherited;
2137 end;
2139 procedure TPlayer.DrawBubble();
2140 var
2141 bubX, bubY: Integer;
2142 ID: LongWord;
2143 Rb, Gb, Bb,
2144 Rw, Gw, Bw: SmallInt;
2145 Dot: Byte;
2146 begin
2147 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2148 bubY := FObj.Y+FObj.Rect.Y - 18;
2149 Rb := 64;
2150 Gb := 64;
2151 Bb := 64;
2152 Rw := 240;
2153 Gw := 240;
2154 Bw := 240;
2155 case gChatBubble of
2156 1: // simple textual non-bubble
2157 begin
2158 bubX := FObj.X+FObj.Rect.X - 11;
2159 bubY := FObj.Y+FObj.Rect.Y - 17;
2160 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2161 Exit;
2162 end;
2163 2: // advanced pixel-perfect bubble
2164 begin
2165 if FTeam = TEAM_RED then
2166 Rb := 255
2167 else
2168 if FTeam = TEAM_BLUE then
2169 Bb := 255;
2170 end;
2171 3: // colored bubble
2172 begin
2173 Rb := FModel.Color.R;
2174 Gb := FModel.Color.G;
2175 Bb := FModel.Color.B;
2176 Rw := Min(Rb * 2 + 64, 255);
2177 Gw := Min(Gb * 2 + 64, 255);
2178 Bw := Min(Bb * 2 + 64, 255);
2179 if (Abs(Rw - Rb) < 32)
2180 or (Abs(Gw - Gb) < 32)
2181 or (Abs(Bw - Bb) < 32) then
2182 begin
2183 Rb := Max(Rw div 2 - 16, 0);
2184 Gb := Max(Gw div 2 - 16, 0);
2185 Bb := Max(Bw div 2 - 16, 0);
2186 end;
2187 end;
2188 4: // custom textured bubble
2189 begin
2190 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2191 if FDirection = D_RIGHT then
2192 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2193 else
2194 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2195 Exit;
2196 end;
2197 end;
2199 // Outer borders
2200 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2201 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2202 // Inner box
2203 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2205 // Tail
2206 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2207 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2208 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);
2209 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);
2210 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);
2211 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);
2213 // Dots
2214 Dot := 6;
2215 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2216 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2217 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2218 end;
2220 procedure TPlayer.Draw();
2221 var
2222 ID: DWORD;
2223 w, h: Word;
2224 dr: Boolean;
2225 begin
2226 if FLive then
2227 begin
2228 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2229 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2230 begin
2231 e_GetTextureSize(ID, @w, @h);
2232 if FDirection = D_LEFT then
2233 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2234 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2235 else
2236 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2237 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2238 end;
2240 if FMegaRulez[MR_INVIS] > gTime then
2241 begin
2242 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2243 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2244 begin
2245 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2246 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2247 else
2248 dr := True;
2249 if dr then
2250 FModel.Draw(FObj.X, FObj.Y, 200)
2251 else
2252 FModel.Draw(FObj.X, FObj.Y);
2253 end
2254 else
2255 FModel.Draw(FObj.X, FObj.Y, 254);
2256 end
2257 else
2258 FModel.Draw(FObj.X, FObj.Y);
2259 end;
2261 if g_debug_Frames then
2262 begin
2263 e_DrawQuad(FObj.X+FObj.Rect.X,
2264 FObj.Y+FObj.Rect.Y,
2265 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2266 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2267 0, 255, 0);
2268 end;
2270 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2271 DrawBubble();
2272 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2273 if gAimLine and Live and
2274 ((Self = gPlayer1) or (Self = gPlayer2)) then
2275 DrawAim();
2276 end;
2278 procedure TPlayer.DrawAim();
2279 var
2280 wx, wy, xx, yy: Integer;
2281 angle: SmallInt;
2282 sz, len: Word;
2283 begin
2284 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2285 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2286 angle := FAngle;
2287 len := 1024;
2288 sz := 2;
2289 case FCurrWeap of
2290 0: begin // Punch
2291 len := 12;
2292 sz := 4;
2293 end;
2294 1: begin // Chainsaw
2295 len := 24;
2296 sz := 6;
2297 end;
2298 2: begin // Pistol
2299 len := 1024;
2300 sz := 2;
2301 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2302 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2303 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2304 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2305 end;
2306 3: begin // Shotgun
2307 len := 1024;
2308 sz := 3;
2309 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2310 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2311 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2312 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2313 end;
2314 4: begin // Double Shotgun
2315 len := 1024;
2316 sz := 4;
2317 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2318 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2319 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2320 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2321 end;
2322 5: begin // Chaingun
2323 len := 1024;
2324 sz := 3;
2325 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2326 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2327 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2328 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2329 end;
2330 6: begin // Rocket Launcher
2331 len := 1024;
2332 sz := 7;
2333 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2334 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2335 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2336 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2337 end;
2338 7: begin // Plasmagun
2339 len := 1024;
2340 sz := 5;
2341 if angle = ANGLE_RIGHTUP then Inc(angle);
2342 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2343 if angle = ANGLE_LEFTUP then Dec(angle);
2344 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2345 end;
2346 8: begin // BFG
2347 len := 1024;
2348 sz := 12;
2349 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2350 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2351 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2352 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2353 end;
2354 9: begin // Super Chaingun
2355 len := 1024;
2356 sz := 4;
2357 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2358 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2359 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2360 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2361 end;
2362 end;
2363 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2364 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2365 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2366 end;
2368 procedure TPlayer.DrawGUI();
2369 var
2370 ID: DWORD;
2371 X, Y, SY, a, p, m: Integer;
2372 tw, th: Word;
2373 cw, ch: Byte;
2374 s: string;
2375 stat: TPlayerStatArray;
2376 begin
2377 X := gPlayerScreenSize.X;
2378 SY := gPlayerScreenSize.Y;
2379 Y := 0;
2381 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2382 begin
2383 if gGameSettings.GameMode = GM_CTF then
2384 a := 32 + 8
2385 else
2386 a := 0;
2387 if gGameSettings.GameMode = GM_CTF then
2388 begin
2389 s := 'TEXTURE_PLAYER_REDFLAG';
2390 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2391 s := 'TEXTURE_PLAYER_REDFLAG_S';
2392 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2393 s := 'TEXTURE_PLAYER_REDFLAG_D';
2394 if g_Texture_Get(s, ID) then
2395 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2396 end;
2398 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2399 e_CharFont_GetSize(gMenuFont, s, tw, th);
2400 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2402 if gGameSettings.GameMode = GM_CTF then
2403 begin
2404 s := 'TEXTURE_PLAYER_BLUEFLAG';
2405 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2406 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2407 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2408 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2409 if g_Texture_Get(s, ID) then
2410 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2411 end;
2413 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2414 e_CharFont_GetSize(gMenuFont, s, tw, th);
2415 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2416 end;
2418 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2419 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2420 0, False, False);
2422 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2423 e_Draw(ID, X+2, Y, 0, True, False);
2425 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2426 begin
2427 if gShowStat then
2428 begin
2429 s := IntToStr(Frags);
2430 e_CharFont_GetSize(gMenuFont, s, tw, th);
2431 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2433 s := '';
2434 p := 1;
2435 m := 0;
2436 stat := g_Player_GetStats();
2437 if stat <> nil then
2438 begin
2439 p := 1;
2441 for a := 0 to High(stat) do
2442 if stat[a].Name <> Name then
2443 begin
2444 if stat[a].Frags > m then m := stat[a].Frags;
2445 if stat[a].Frags > Frags then p := p+1;
2446 end;
2447 end;
2449 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2450 if Frags >= m then s := s+'+' else s := s+'-';
2451 s := s+IntToStr(Abs(Frags-m));
2453 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2454 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2455 end;
2457 if gShowLives and (gGameSettings.MaxLives > 0) then
2458 begin
2459 s := IntToStr(Lives);
2460 e_CharFont_GetSize(gMenuFont, s, tw, th);
2461 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2462 end;
2463 end;
2465 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2466 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2468 if R_BERSERK in FRulez then
2469 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2470 else
2471 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2473 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2474 e_Draw(ID, X+36, Y+77, 0, True, False);
2476 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2477 e_CharFont_GetSize(gMenuFont, s, tw, th);
2478 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2480 s := IntToStr(FArmor);
2481 e_CharFont_GetSize(gMenuFont, s, tw, th);
2482 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2484 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2486 case FCurrWeap of
2487 WEAPON_KASTET:
2488 begin
2489 s := '--';
2490 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2491 end;
2492 WEAPON_SAW:
2493 begin
2494 s := '--';
2495 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2496 end;
2497 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2498 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2499 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2500 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2501 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2502 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2503 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2504 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2505 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2506 end;
2508 e_CharFont_GetSize(gMenuFont, s, tw, th);
2509 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2510 e_Draw(ID, X+20, Y+160, 0, True, False);
2512 if R_KEY_RED in FRulez then
2513 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2515 if R_KEY_GREEN in FRulez then
2516 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2518 if R_KEY_BLUE in FRulez then
2519 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2521 if FJetFuel > 0 then
2522 begin
2523 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2524 e_Draw(ID, X+2, Y+116, 0, True, False);
2525 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2526 e_Draw(ID, X+2, Y+126, 0, True, False);
2527 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2528 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2529 end
2530 else
2531 begin
2532 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2533 e_Draw(ID, X+2, Y+124, 0, True, False);
2534 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2535 end;
2537 if gShowPing and g_Game_IsClient then
2538 begin
2539 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2540 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2541 Y := Y + 16;
2542 end;
2544 if FSpectator then
2545 begin
2546 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2547 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2548 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2549 if FNoRespawn then
2550 begin
2551 e_TextureFontGetSize(gStdFont, cw, ch);
2552 s := _lc[I_PLAYER_SPECT4];
2553 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2554 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2555 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2556 end;
2558 end;
2559 end;
2561 procedure TPlayer.DrawRulez();
2562 var
2563 dr: Boolean;
2564 begin
2565 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2566 if FMegaRulez[MR_INVUL] >= gTime then
2567 begin
2568 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2569 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2570 else
2571 dr := True;
2573 if dr then
2574 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2575 191, 191, 191, 0, B_INVERT);
2576 end;
2578 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2579 if FMegaRulez[MR_SUIT] >= gTime then
2580 begin
2581 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2582 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2583 else
2584 dr := True;
2586 if dr then
2587 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2588 0, 96, 0, 200, B_NONE);
2589 end;
2591 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2592 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2593 begin
2594 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2595 255, 0, 0, 200, B_NONE);
2596 end;
2597 end;
2599 procedure TPlayer.DrawPain();
2600 var
2601 a, h: Integer;
2602 begin
2603 if FPain = 0 then Exit;
2605 a := FPain;
2607 if a < 15 then h := 0
2608 else if a < 35 then h := 1
2609 else if a < 55 then h := 2
2610 else if a < 75 then h := 3
2611 else if a < 95 then h := 4
2612 else h := 5;
2614 //if a > 255 then a := 255;
2616 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2617 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2618 end;
2620 procedure TPlayer.DrawPickup();
2621 var
2622 a, h: Integer;
2623 begin
2624 if FPickup = 0 then Exit;
2626 a := FPickup;
2628 if a < 15 then h := 1
2629 else if a < 35 then h := 2
2630 else if a < 55 then h := 3
2631 else if a < 75 then h := 4
2632 else h := 5;
2634 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2635 end;
2637 procedure TPlayer.Fire();
2638 var
2639 f, DidFire: Boolean;
2640 wx, wy, xd, yd: Integer;
2641 obj: TObj;
2642 begin
2643 if g_Game_IsClient then Exit;
2644 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2645 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2647 if FSpectator then
2648 begin
2649 Respawn(False);
2650 Exit;
2651 end;
2653 if FReloading[FCurrWeap] <> 0 then Exit;
2655 DidFire := False;
2657 f := False;
2658 wx := FObj.X+WEAPONPOINT[FDirection].X;
2659 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2660 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2661 yd := wy+firediry();
2663 case FCurrWeap of
2664 WEAPON_KASTET:
2665 begin
2666 if R_BERSERK in FRulez then
2667 begin
2668 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2669 obj.X := FObj.X+FObj.Rect.X;
2670 obj.Y := FObj.Y+FObj.Rect.Y;
2671 obj.rect.X := 0;
2672 obj.rect.Y := 0;
2673 obj.rect.Width := 39;
2674 obj.rect.Height := 52;
2675 obj.Vel.X := (xd-wx) div 2;
2676 obj.Vel.Y := (yd-wy) div 2;
2677 obj.Accel.X := xd-wx;
2678 obj.Accel.y := yd-wy;
2680 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2681 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2682 else
2683 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2685 if gFlash = 1 then
2686 if FPain < 50 then
2687 FPain := min(FPain + 25, 50);
2688 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2690 DidFire := True;
2691 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2692 end;
2694 WEAPON_SAW:
2695 begin
2696 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2697 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2698 begin
2699 FSawSoundSelect.Stop();
2700 FSawSound.Stop();
2701 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2702 end
2703 else if not FSawSoundHit.IsPlaying() then
2704 begin
2705 FSawSoundSelect.Stop();
2706 FSawSound.PlayAt(FObj.X, FObj.Y);
2707 end;
2709 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2710 DidFire := True;
2711 f := True;
2712 end;
2714 WEAPON_PISTOL:
2715 if FAmmo[A_BULLETS] > 0 then
2716 begin
2717 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2718 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2719 Dec(FAmmo[A_BULLETS]);
2720 FFireAngle := FAngle;
2721 f := True;
2722 DidFire := True;
2723 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2724 GameVelX, GameVelY-2, SHELL_BULLET);
2725 end;
2727 WEAPON_SHOTGUN1:
2728 if FAmmo[A_SHELLS] > 0 then
2729 begin
2730 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2731 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2732 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2733 Dec(FAmmo[A_SHELLS]);
2734 FFireAngle := FAngle;
2735 f := True;
2736 DidFire := True;
2737 FShellTimer := 10;
2738 FShellType := SHELL_SHELL;
2739 end;
2741 WEAPON_SHOTGUN2:
2742 if FAmmo[A_SHELLS] >= 2 then
2743 begin
2744 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2745 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2746 Dec(FAmmo[A_SHELLS], 2);
2747 FFireAngle := FAngle;
2748 f := True;
2749 DidFire := True;
2750 FShellTimer := 13;
2751 FShellType := SHELL_DBLSHELL;
2752 end;
2754 WEAPON_CHAINGUN:
2755 if FAmmo[A_BULLETS] > 0 then
2756 begin
2757 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2758 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2759 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2760 Dec(FAmmo[A_BULLETS]);
2761 FFireAngle := FAngle;
2762 f := True;
2763 DidFire := True;
2764 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2765 GameVelX, GameVelY-2, SHELL_BULLET);
2766 end;
2768 WEAPON_ROCKETLAUNCHER:
2769 if FAmmo[A_ROCKETS] > 0 then
2770 begin
2771 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2772 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2773 Dec(FAmmo[A_ROCKETS]);
2774 FFireAngle := FAngle;
2775 f := True;
2776 DidFire := True;
2777 end;
2779 WEAPON_PLASMA:
2780 if FAmmo[A_CELLS] > 0 then
2781 begin
2782 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2783 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2784 Dec(FAmmo[A_CELLS]);
2785 FFireAngle := FAngle;
2786 f := True;
2787 DidFire := True;
2788 end;
2790 WEAPON_BFG:
2791 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2792 begin
2793 FBFGFireCounter := 17;
2794 if not FNoReload then
2795 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2796 Dec(FAmmo[A_CELLS], 40);
2797 DidFire := True;
2798 end;
2800 WEAPON_SUPERPULEMET:
2801 if FAmmo[A_SHELLS] > 0 then
2802 begin
2803 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2804 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2805 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2806 Dec(FAmmo[A_SHELLS]);
2807 FFireAngle := FAngle;
2808 f := True;
2809 DidFire := True;
2810 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2811 GameVelX, GameVelY-2, SHELL_SHELL);
2812 end;
2814 WEAPON_FLAMETHROWER:
2815 if FAmmo[A_FUEL] > 0 then
2816 begin
2817 g_Weapon_flame(wx, wy, xd, yd, FUID);
2818 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2819 Dec(FAmmo[A_FUEL]);
2820 FFireAngle := FAngle;
2821 f := True;
2822 DidFire := True;
2823 end;
2824 end;
2826 if g_Game_IsNet then
2827 begin
2828 if DidFire then
2829 begin
2830 if FCurrWeap <> WEAPON_BFG then
2831 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2832 else
2833 if not FNoReload then
2834 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2835 end;
2837 MH_SEND_PlayerStats(FUID);
2838 end;
2840 if not f then Exit;
2842 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2843 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2844 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2845 end;
2847 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2848 begin
2849 case Weapon of
2850 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2851 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2852 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2853 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2854 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2855 else Result := 0;
2856 end;
2857 end;
2859 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2860 begin
2861 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2862 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2863 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2864 end;
2866 procedure TPlayer.JetpackOn;
2867 begin
2868 FJetSoundFly.Stop;
2869 FJetSoundOff.Stop;
2870 FJetSoundOn.SetPosition(0);
2871 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2872 FlySmoke(8);
2873 end;
2875 procedure TPlayer.JetpackOff;
2876 begin
2877 FJetSoundFly.Stop;
2878 FJetSoundOn.Stop;
2879 FJetSoundOff.SetPosition(0);
2880 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2881 end;
2883 procedure TPlayer.CatchFire();
2884 begin
2885 FFireTime := 360;
2886 if g_Game_IsNet and g_Game_IsServer then
2887 MH_SEND_PlayerStats(FUID);
2888 end;
2890 procedure TPlayer.Jump();
2891 begin
2892 if gFly or FJetpack then
2893 begin
2894 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2895 if FObj.Vel.Y > -VEL_FLY then
2896 FObj.Vel.Y := FObj.Vel.Y - 3;
2897 if FJetpack then
2898 begin
2899 if FJetFuel > 0 then
2900 Dec(FJetFuel);
2901 if (FJetFuel < 1) and g_Game_IsServer then
2902 begin
2903 FJetpack := False;
2904 JetpackOff;
2905 if g_Game_IsNet then
2906 MH_SEND_PlayerStats(FUID);
2907 end;
2908 end;
2909 Exit;
2910 end;
2912 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2913 if FGhost then
2914 FCanJetpack := False;
2916 // Ïðûãàåì èëè âñïëûâàåì:
2917 if (CollideLevel(0, 1) or
2918 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2919 PLAYER_RECT.Height-33, PANEL_STEP, False)
2920 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2921 begin
2922 FObj.Vel.Y := -VEL_JUMP;
2923 FCanJetpack := False;
2924 end
2925 else
2926 begin
2927 if BodyInLiquid(0, 0) then
2928 FObj.Vel.Y := -VEL_SW
2929 else if (FJetFuel > 0) and FCanJetpack and
2930 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2931 begin
2932 FJetpack := True;
2933 JetpackOn;
2934 if g_Game_IsNet then
2935 MH_SEND_PlayerStats(FUID);
2936 end;
2937 end;
2938 end;
2940 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2941 var
2942 a, i, k, ab, ar: Byte;
2943 s: String;
2944 mon: TMonster;
2945 plr: TPlayer;
2946 srv, netsrv: Boolean;
2947 DoFrags: Boolean;
2948 OldLR: Byte;
2949 KP: TPlayer;
2951 procedure PushItem(t: Byte);
2952 var
2953 id: DWORD;
2954 begin
2955 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2956 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2957 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2958 (FObj.Vel.Y div 2)-Random(9))
2959 else
2960 if KillType = K_HARDKILL then // -5..+5; -5..0
2961 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2962 (FObj.Vel.Y div 2)-Random(6))
2963 else // -3..+3; -3..0
2964 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2965 (FObj.Vel.Y div 2)-Random(4));
2967 if g_Game_IsNet and g_Game_IsServer then
2968 MH_SEND_ItemSpawn(True, id);
2969 end;
2971 begin
2972 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2973 Srv := g_Game_IsServer;
2974 Netsrv := g_Game_IsServer and g_Game_IsNet;
2975 if Srv then FDeath := FDeath + 1;
2976 if FLive then
2977 begin
2978 if FGhost then
2979 FGhost := False;
2980 if not FPhysics then
2981 FPhysics := True;
2982 FLive := False;
2983 end;
2984 FShellTimer := -1;
2986 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2987 begin
2988 if FLives > 0 then FLives := FLives - 1;
2989 if FLives = 0 then FNoRespawn := True;
2990 end;
2992 // Íîìåð òèïà ñìåðòè:
2993 a := 1;
2994 case KillType of
2995 K_SIMPLEKILL: a := 1;
2996 K_HARDKILL: a := 2;
2997 K_EXTRAHARDKILL: a := 3;
2998 K_FALLKILL: a := 4;
2999 end;
3001 // Çâóê ñìåðòè:
3002 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3003 for i := 1 to 3 do
3004 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3005 Break;
3007 // Âðåìÿ ðåñïàóíà:
3008 if Srv then
3009 case KillType of
3010 K_SIMPLEKILL:
3011 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3012 K_HARDKILL:
3013 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3014 K_EXTRAHARDKILL, K_FALLKILL:
3015 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3016 end;
3018 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3019 case KillType of
3020 K_SIMPLEKILL:
3021 SetAction(A_DIE1);
3022 K_HARDKILL, K_EXTRAHARDKILL:
3023 SetAction(A_DIE2);
3024 end;
3026 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3027 if (KillType <> K_FALLKILL) and (Srv) then
3028 g_Monsters_killedp();
3030 if SpawnerUID = FUID then
3031 begin // Ñàìîóáèëñÿ
3032 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3033 begin
3034 Dec(FFrags);
3035 FLastFrag := 0;
3036 end;
3037 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3038 end
3039 else
3040 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3041 begin // Óáèò äðóãèì èãðîêîì
3042 KP := g_Player_Get(SpawnerUID);
3043 if (KP <> nil) and Srv then
3044 begin
3045 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3046 if SameTeam(FUID, SpawnerUID) then
3047 begin
3048 Dec(KP.FFrags);
3049 KP.FLastFrag := 0;
3050 end else
3051 begin
3052 Inc(KP.FFrags);
3053 KP.FragCombo();
3054 end;
3056 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3057 Inc(gTeamStat[KP.Team].Goals,
3058 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3060 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3061 end;
3063 plr := g_Player_Get(SpawnerUID);
3064 if plr = nil then
3065 s := '?'
3066 else
3067 s := plr.FName;
3069 case KillType of
3070 K_HARDKILL:
3071 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3072 [FName, s]),
3073 gShowKillMsg);
3074 K_EXTRAHARDKILL:
3075 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3076 [FName, s]),
3077 gShowKillMsg);
3078 else
3079 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3080 [FName, s]),
3081 gShowKillMsg);
3082 end;
3083 end
3084 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3085 begin // Óáèò ìîíñòðîì
3086 mon := g_Monsters_Get(SpawnerUID);
3087 if mon = nil then
3088 s := '?'
3089 else
3090 s := g_Monsters_GetKilledBy(mon.MonsterType);
3092 case KillType of
3093 K_HARDKILL:
3094 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3095 [FName, s]),
3096 gShowKillMsg);
3097 K_EXTRAHARDKILL:
3098 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3099 [FName, s]),
3100 gShowKillMsg);
3101 else
3102 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3103 [FName, s]),
3104 gShowKillMsg);
3105 end;
3106 end
3107 else // Îñîáûå òèïû ñìåðòè
3108 case t of
3109 HIT_DISCON: ;
3110 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3111 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3112 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3113 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3114 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3115 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3116 end;
3118 if Srv then
3119 begin
3120 // Âûáðîñ îðóæèÿ:
3121 for a := WP_FIRST to WP_LAST do
3122 if FWeapon[a] then
3123 begin
3124 case a of
3125 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3126 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3127 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3128 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3129 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3130 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3131 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3132 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3133 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3134 else i := 0;
3135 end;
3137 if i <> 0 then
3138 PushItem(i);
3139 end;
3141 // Âûáðîñ ðþêçàêà:
3142 if R_ITEM_BACKPACK in FRulez then
3143 PushItem(ITEM_AMMO_BACKPACK);
3145 // Âûáðîñ ðàêåòíîãî ðàíöà:
3146 if FJetFuel > 0 then
3147 PushItem(ITEM_JETPACK);
3149 // Âûáðîñ êëþ÷åé:
3150 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3151 begin
3152 if R_KEY_RED in FRulez then
3153 PushItem(ITEM_KEY_RED);
3155 if R_KEY_GREEN in FRulez then
3156 PushItem(ITEM_KEY_GREEN);
3158 if R_KEY_BLUE in FRulez then
3159 PushItem(ITEM_KEY_BLUE);
3160 end;
3162 // Âûáðîñ ôëàãà:
3163 DropFlag();
3164 end;
3166 g_Player_CreateCorpse(Self);
3168 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3169 (gLMSRespawn = LMS_RESPAWN_NONE) then
3170 begin
3171 a := 0;
3172 k := 0;
3173 ar := 0;
3174 ab := 0;
3175 for i := Low(gPlayers) to High(gPlayers) do
3176 begin
3177 if gPlayers[i] = nil then continue;
3178 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3179 begin
3180 Inc(a);
3181 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3182 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3183 k := i;
3184 end;
3185 end;
3187 OldLR := gLMSRespawn;
3188 if (gGameSettings.GameMode = GM_COOP) then
3189 begin
3190 if (a = 0) then
3191 begin
3192 // everyone is dead, restart the map
3193 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3194 if Netsrv then
3195 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3196 gLMSRespawn := LMS_RESPAWN_FINAL;
3197 gLMSRespawnTime := gTime + 5000;
3198 end
3199 else if (a = 1) then
3200 begin
3201 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3202 if (gPlayers[k] = gPlayer1) or
3203 (gPlayers[k] = gPlayer2) then
3204 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3205 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3206 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3207 end;
3208 end
3209 else if (gGameSettings.GameMode = GM_TDM) then
3210 begin
3211 if (ab = 0) and (ar <> 0) then
3212 begin
3213 // blu team ded
3214 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3215 if Netsrv then
3216 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3217 Inc(gTeamStat[TEAM_RED].Goals);
3218 gLMSRespawn := LMS_RESPAWN_FINAL;
3219 gLMSRespawnTime := gTime + 5000;
3220 end
3221 else if (ar = 0) and (ab <> 0) then
3222 begin
3223 // red team ded
3224 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3225 if Netsrv then
3226 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3227 Inc(gTeamStat[TEAM_BLUE].Goals);
3228 gLMSRespawn := LMS_RESPAWN_FINAL;
3229 gLMSRespawnTime := gTime + 5000;
3230 end
3231 else if (ar = 0) and (ab = 0) then
3232 begin
3233 // everyone ded
3234 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3235 if Netsrv then
3236 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3237 gLMSRespawn := LMS_RESPAWN_FINAL;
3238 gLMSRespawnTime := gTime + 5000;
3239 end;
3240 end
3241 else if (gGameSettings.GameMode = GM_DM) then
3242 begin
3243 if (a = 1) then
3244 begin
3245 if gPlayers[k] <> nil then
3246 with gPlayers[k] do
3247 begin
3248 // survivor is the winner
3249 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3250 if Netsrv then
3251 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3252 Inc(FFrags);
3253 end;
3254 gLMSRespawn := LMS_RESPAWN_FINAL;
3255 gLMSRespawnTime := gTime + 5000;
3256 end
3257 else if (a = 0) then
3258 begin
3259 // everyone is dead, restart the map
3260 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3261 if Netsrv then
3262 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3263 gLMSRespawn := LMS_RESPAWN_FINAL;
3264 gLMSRespawnTime := gTime + 5000;
3265 end;
3266 end;
3267 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3268 begin
3269 if NetMode = NET_SERVER then
3270 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3271 else
3272 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3273 end;
3274 end;
3276 if Netsrv then
3277 begin
3278 MH_SEND_PlayerStats(FUID);
3279 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3280 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3281 end;
3283 if srv and FNoRespawn then Spectate(True);
3284 FWantsInGame := True;
3285 end;
3287 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3288 begin
3289 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3290 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3291 end;
3293 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3294 begin
3295 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3296 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3297 end;
3299 procedure TPlayer.MakeBloodSimple(Count: Word);
3300 begin
3301 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3302 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3303 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3304 150, 0, 0);
3305 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3306 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3307 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3308 150, 0, 0);
3309 end;
3311 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3312 begin
3313 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3314 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3315 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3316 150, 0, 0);
3317 end;
3319 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3320 begin
3321 if g_Game_IsClient then Exit;
3322 if Weapon > High(FWeapon) then Exit;
3323 FNextWeap := FNextWeap or (1 shl Weapon);
3324 end;
3326 procedure TPlayer.resetWeaponQueue ();
3327 begin
3328 FNextWeap := 0;
3329 FNextWeapDelay := 0;
3330 end;
3332 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3333 begin
3334 result := false;
3335 case weapon of
3336 WEAPON_KASTET, WEAPON_SAW: result := true;
3337 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3338 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3339 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3340 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3341 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3342 else result := (weapon < length(FWeapon));
3343 end;
3344 end;
3346 // return 255 for "no switch"
3347 function TPlayer.getNextWeaponIndex (): Byte;
3348 var
3349 i: Word;
3350 wantThisWeapon: array[0..64] of Boolean;
3351 wwc: Integer = 0; //HACK!
3352 dir, cwi: Integer;
3353 begin
3354 result := 255; // default result: "no switch"
3355 // had weapon cycling on previous frame? remove that flag
3356 if (FNextWeap and $2000) <> 0 then begin FNextWeap := FNextWeap and $1FFF; FNextWeapDelay := 0; end;
3357 // cycling has priority
3358 if (FNextWeap and $C000) <> 0 then
3359 begin
3360 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1;
3361 FNextWeap := FNextWeap or $2000; // we need this
3362 if FNextWeapDelay > 0 then exit; // cooldown time
3363 cwi := FCurrWeap;
3364 for i := 0 to High(FWeapon) do
3365 begin
3366 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3367 if FWeapon[cwi] then
3368 begin
3369 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3370 result := Byte(cwi);
3371 FNextWeapDelay := 10;
3372 exit;
3373 end;
3374 end;
3375 resetWeaponQueue();
3376 exit;
3377 end;
3378 // no cycling
3379 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3380 for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
3381 // exclude currently selected weapon from the set
3382 wantThisWeapon[FCurrWeap] := false;
3383 // slow down alterations a little
3384 if wwc > 1 then
3385 begin
3386 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3387 // more than one weapon requested, assume "alteration" and check alteration delay
3388 if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah
3389 end;
3390 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3391 // but clear all counters if no weapon should be switched
3392 if wwc < 1 then begin resetWeaponQueue(); exit; end;
3393 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3394 // try weapons in descending order
3395 for i := High(FWeapon) downto 0 do
3396 begin
3397 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3398 begin
3399 // i found her!
3400 result := Byte(i);
3401 resetWeaponQueue();
3402 FNextWeapDelay := 10; // anyway, 'cause why not
3403 exit;
3404 end;
3405 end;
3406 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3407 resetWeaponQueue();
3408 end;
3410 procedure TPlayer.RealizeCurrentWeapon();
3411 function switchAllowed (): Boolean;
3412 var
3413 i: Byte;
3414 begin
3415 result := false;
3416 if FBFGFireCounter <> -1 then
3417 exit;
3418 if FTime[T_SWITCH] > gTime then
3419 exit;
3420 for i := WP_FIRST to WP_LAST do
3421 if FReloading[i] > 0 then
3422 exit;
3423 result := true;
3424 end;
3426 var
3427 nw: Byte;
3428 begin
3429 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3430 //FNextWeap := FNextWeap and $1FFF;
3431 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3433 if not switchAllowed then
3434 begin
3435 //HACK for weapon cycling
3436 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3437 exit;
3438 end;
3440 nw := getNextWeaponIndex();
3441 if nw = 255 then exit; // don't reset anything here
3442 if nw > High(FWeapon) then
3443 begin
3444 // don't forget to reset queue here!
3445 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3446 resetWeaponQueue();
3447 exit;
3448 end;
3450 if FWeapon[nw] then
3451 begin
3452 FCurrWeap := nw;
3453 FTime[T_SWITCH] := gTime+156;
3454 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3455 FModel.SetWeapon(FCurrWeap);
3456 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3457 end;
3458 end;
3460 procedure TPlayer.NextWeapon();
3461 begin
3462 if g_Game_IsClient then Exit;
3463 FNextWeap := $8000;
3464 end;
3466 procedure TPlayer.PrevWeapon();
3467 begin
3468 if g_Game_IsClient then Exit;
3469 FNextWeap := $4000;
3470 end;
3472 procedure TPlayer.SetWeapon(W: Byte);
3473 begin
3474 if FCurrWeap <> W then
3475 if W = WEAPON_SAW then
3476 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3478 FCurrWeap := W;
3479 FModel.SetWeapon(CurrWeap);
3480 resetWeaponQueue();
3481 end;
3483 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3484 var
3485 a: Boolean;
3486 begin
3487 Result := False;
3488 if g_Game_IsClient then Exit;
3490 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3491 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3492 remove := not a;
3494 case ItemType of
3495 ITEM_MEDKIT_SMALL:
3496 if FHealth < PLAYER_HP_SOFT then
3497 begin
3498 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3499 Result := True;
3500 remove := True;
3501 if gFlash = 2 then Inc(FPickup, 5);
3502 end;
3504 ITEM_MEDKIT_LARGE:
3505 if FHealth < PLAYER_HP_SOFT then
3506 begin
3507 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3508 Result := True;
3509 remove := True;
3510 if gFlash = 2 then Inc(FPickup, 5);
3511 end;
3513 ITEM_ARMOR_GREEN:
3514 if FArmor < PLAYER_AP_SOFT then
3515 begin
3516 FArmor := PLAYER_AP_SOFT;
3517 Result := True;
3518 remove := True;
3519 if gFlash = 2 then Inc(FPickup, 5);
3520 end;
3522 ITEM_ARMOR_BLUE:
3523 if FArmor < PLAYER_AP_LIMIT then
3524 begin
3525 FArmor := PLAYER_AP_LIMIT;
3526 Result := True;
3527 remove := True;
3528 if gFlash = 2 then Inc(FPickup, 5);
3529 end;
3531 ITEM_SPHERE_BLUE:
3532 if FHealth < PLAYER_HP_LIMIT then
3533 begin
3534 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3535 Result := True;
3536 remove := True;
3537 if gFlash = 2 then Inc(FPickup, 5);
3538 end;
3540 ITEM_SPHERE_WHITE:
3541 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3542 begin
3543 if FHealth < PLAYER_HP_LIMIT then
3544 FHealth := PLAYER_HP_LIMIT;
3545 if FArmor < PLAYER_AP_LIMIT then
3546 FArmor := PLAYER_AP_LIMIT;
3547 Result := True;
3548 remove := True;
3549 if gFlash = 2 then Inc(FPickup, 5);
3550 end;
3552 ITEM_WEAPON_SAW:
3553 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3554 begin
3555 FWeapon[WEAPON_SAW] := True;
3556 Result := True;
3557 if gFlash = 2 then Inc(FPickup, 5);
3558 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3559 end;
3561 ITEM_WEAPON_SHOTGUN1:
3562 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3563 begin
3564 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3565 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3567 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3568 FWeapon[WEAPON_SHOTGUN1] := True;
3569 Result := True;
3570 if gFlash = 2 then Inc(FPickup, 5);
3571 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3572 end;
3574 ITEM_WEAPON_SHOTGUN2:
3575 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3576 begin
3577 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3579 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3580 FWeapon[WEAPON_SHOTGUN2] := True;
3581 Result := True;
3582 if gFlash = 2 then Inc(FPickup, 5);
3583 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3584 end;
3586 ITEM_WEAPON_CHAINGUN:
3587 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3588 begin
3589 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3591 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3592 FWeapon[WEAPON_CHAINGUN] := True;
3593 Result := True;
3594 if gFlash = 2 then Inc(FPickup, 5);
3595 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3596 end;
3598 ITEM_WEAPON_ROCKETLAUNCHER:
3599 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3600 begin
3601 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3603 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3604 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3605 Result := True;
3606 if gFlash = 2 then Inc(FPickup, 5);
3607 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3608 end;
3610 ITEM_WEAPON_PLASMA:
3611 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3612 begin
3613 if a and FWeapon[WEAPON_PLASMA] then Exit;
3615 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3616 FWeapon[WEAPON_PLASMA] := True;
3617 Result := True;
3618 if gFlash = 2 then Inc(FPickup, 5);
3619 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3620 end;
3622 ITEM_WEAPON_BFG:
3623 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3624 begin
3625 if a and FWeapon[WEAPON_BFG] then Exit;
3627 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3628 FWeapon[WEAPON_BFG] := True;
3629 Result := True;
3630 if gFlash = 2 then Inc(FPickup, 5);
3631 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3632 end;
3634 ITEM_WEAPON_SUPERPULEMET:
3635 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3636 begin
3637 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3639 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3640 FWeapon[WEAPON_SUPERPULEMET] := True;
3641 Result := True;
3642 if gFlash = 2 then Inc(FPickup, 5);
3643 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3644 end;
3646 ITEM_WEAPON_FLAMETHROWER:
3647 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3648 begin
3649 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3651 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3652 FWeapon[WEAPON_FLAMETHROWER] := True;
3653 Result := True;
3654 if gFlash = 2 then Inc(FPickup, 5);
3655 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3656 end;
3658 ITEM_AMMO_BULLETS:
3659 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3660 begin
3661 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3662 Result := True;
3663 remove := True;
3664 if gFlash = 2 then Inc(FPickup, 5);
3665 end;
3667 ITEM_AMMO_BULLETS_BOX:
3668 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3669 begin
3670 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3671 Result := True;
3672 remove := True;
3673 if gFlash = 2 then Inc(FPickup, 5);
3674 end;
3676 ITEM_AMMO_SHELLS:
3677 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3678 begin
3679 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3680 Result := True;
3681 remove := True;
3682 if gFlash = 2 then Inc(FPickup, 5);
3683 end;
3685 ITEM_AMMO_SHELLS_BOX:
3686 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3687 begin
3688 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3689 Result := True;
3690 remove := True;
3691 if gFlash = 2 then Inc(FPickup, 5);
3692 end;
3694 ITEM_AMMO_ROCKET:
3695 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3696 begin
3697 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3698 Result := True;
3699 remove := True;
3700 if gFlash = 2 then Inc(FPickup, 5);
3701 end;
3703 ITEM_AMMO_ROCKET_BOX:
3704 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3705 begin
3706 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3707 Result := True;
3708 remove := True;
3709 if gFlash = 2 then Inc(FPickup, 5);
3710 end;
3712 ITEM_AMMO_CELL:
3713 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3714 begin
3715 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3716 Result := True;
3717 remove := True;
3718 if gFlash = 2 then Inc(FPickup, 5);
3719 end;
3721 ITEM_AMMO_CELL_BIG:
3722 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3723 begin
3724 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3725 Result := True;
3726 remove := True;
3727 if gFlash = 2 then Inc(FPickup, 5);
3728 end;
3730 ITEM_AMMO_FUELCAN:
3731 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3732 begin
3733 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3734 Result := True;
3735 remove := True;
3736 if gFlash = 2 then Inc(FPickup, 5);
3737 end;
3739 ITEM_AMMO_BACKPACK:
3740 if not(R_ITEM_BACKPACK in FRulez) or
3741 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3742 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3743 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3744 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3745 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3746 begin
3747 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3748 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3749 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3750 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3751 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3753 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3754 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3755 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3756 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3757 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3758 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3759 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3760 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3762 FRulez := FRulez + [R_ITEM_BACKPACK];
3763 Result := True;
3764 remove := True;
3765 if gFlash = 2 then Inc(FPickup, 5);
3766 end;
3768 ITEM_KEY_RED:
3769 if not(R_KEY_RED in FRulez) then
3770 begin
3771 Include(FRulez, R_KEY_RED);
3772 Result := True;
3773 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3774 if gFlash = 2 then Inc(FPickup, 5);
3775 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3776 end;
3778 ITEM_KEY_GREEN:
3779 if not(R_KEY_GREEN in FRulez) then
3780 begin
3781 Include(FRulez, R_KEY_GREEN);
3782 Result := True;
3783 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3784 if gFlash = 2 then Inc(FPickup, 5);
3785 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3786 end;
3788 ITEM_KEY_BLUE:
3789 if not(R_KEY_BLUE in FRulez) then
3790 begin
3791 Include(FRulez, R_KEY_BLUE);
3792 Result := True;
3793 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3794 if gFlash = 2 then Inc(FPickup, 5);
3795 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3796 end;
3798 ITEM_SUIT:
3799 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3800 begin
3801 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3802 Result := True;
3803 remove := True;
3804 if gFlash = 2 then Inc(FPickup, 5);
3805 end;
3807 ITEM_OXYGEN:
3808 if FAir < AIR_MAX then
3809 begin
3810 FAir := AIR_MAX;
3811 Result := True;
3812 remove := True;
3813 if gFlash = 2 then Inc(FPickup, 5);
3814 end;
3816 ITEM_MEDKIT_BLACK:
3817 begin
3818 if not (R_BERSERK in FRulez) then
3819 begin
3820 Include(FRulez, R_BERSERK);
3821 if FBFGFireCounter = -1 then
3822 begin
3823 FCurrWeap := WEAPON_KASTET;
3824 resetWeaponQueue();
3825 FModel.SetWeapon(WEAPON_KASTET);
3826 end;
3827 if gFlash <> 0 then
3828 Inc(FPain, 100);
3829 if gFlash = 2 then Inc(FPickup, 5);
3830 FBerserk := gTime+30000;
3831 Result := True;
3832 remove := True;
3833 end;
3834 if FHealth < PLAYER_HP_SOFT then
3835 begin
3836 FHealth := PLAYER_HP_SOFT;
3837 FBerserk := gTime+30000;
3838 Result := True;
3839 remove := True;
3840 end;
3841 end;
3843 ITEM_INVUL:
3844 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3845 begin
3846 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3847 Result := True;
3848 remove := True;
3849 if gFlash = 2 then Inc(FPickup, 5);
3850 end;
3852 ITEM_BOTTLE:
3853 if FHealth < PLAYER_HP_LIMIT then
3854 begin
3855 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3856 Result := True;
3857 remove := True;
3858 if gFlash = 2 then Inc(FPickup, 5);
3859 end;
3861 ITEM_HELMET:
3862 if FArmor < PLAYER_AP_LIMIT then
3863 begin
3864 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3865 Result := True;
3866 remove := True;
3867 if gFlash = 2 then Inc(FPickup, 5);
3868 end;
3870 ITEM_JETPACK:
3871 if FJetFuel < JET_MAX then
3872 begin
3873 FJetFuel := JET_MAX;
3874 Result := True;
3875 remove := True;
3876 if gFlash = 2 then Inc(FPickup, 5);
3877 end;
3879 ITEM_INVIS:
3880 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3881 begin
3882 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3883 Result := True;
3884 remove := True;
3885 if gFlash = 2 then Inc(FPickup, 5);
3886 end;
3887 end;
3888 end;
3890 procedure TPlayer.Touch();
3891 begin
3892 if not FLive then
3893 Exit;
3894 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3895 if FIamBot then
3896 begin
3897 // Áðîñèòü ôëàã òîâàðèùó:
3898 if gGameSettings.GameMode = GM_CTF then
3899 DropFlag();
3900 end;
3901 end;
3903 procedure TPlayer.Push(vx, vy: Integer);
3904 begin
3905 if (not FPhysics) and FGhost then
3906 Exit;
3907 FObj.Accel.X := FObj.Accel.X + vx;
3908 FObj.Accel.Y := FObj.Accel.Y + vy;
3909 if g_Game_IsNet and g_Game_IsServer then
3910 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3911 end;
3913 procedure TPlayer.Reset(Force: Boolean);
3914 begin
3915 if Force then
3916 FLive := False;
3918 FSpawned := False;
3919 FTime[T_RESPAWN] := 0;
3920 FTime[T_FLAGCAP] := 0;
3921 FGodMode := False;
3922 FNoTarget := False;
3923 FNoReload := False;
3924 FFrags := 0;
3925 FLastFrag := 0;
3926 FComboEvnt := -1;
3927 FKills := 0;
3928 FMonsterKills := 0;
3929 FDeath := 0;
3930 FSecrets := 0;
3931 if FNoRespawn then
3932 begin
3933 FSpectator := False;
3934 FGhost := False;
3935 FPhysics := True;
3936 FSpectatePlayer := -1;
3937 FNoRespawn := False;
3938 end;
3939 FLives := gGameSettings.MaxLives;
3941 SetFlag(FLAG_NONE);
3942 end;
3944 procedure TPlayer.SoftReset();
3945 begin
3946 ReleaseKeys();
3948 FDamageBuffer := 0;
3949 FIncCam := 0;
3950 FBFGFireCounter := -1;
3951 FShellTimer := -1;
3952 FPain := 0;
3953 FLastHit := 0;
3954 FLastFrag := 0;
3955 FComboEvnt := -1;
3957 SetFlag(FLAG_NONE);
3958 SetAction(A_STAND, True);
3959 end;
3961 function TPlayer.GetRespawnPoint(): Byte;
3962 var
3963 c: Byte;
3964 begin
3965 Result := 255;
3966 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3968 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3969 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3970 begin
3971 if (Self = gPlayer1) or (Self = gPlayer2) then
3972 begin
3973 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3974 if Self = gPlayer1 then
3975 c := RESPAWNPOINT_PLAYER1
3976 else
3977 c := RESPAWNPOINT_PLAYER2;
3978 if g_Map_GetPointCount(c) > 0 then
3979 begin
3980 Result := c;
3981 Exit;
3982 end;
3984 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3985 if Self = gPlayer1 then
3986 c := RESPAWNPOINT_PLAYER2
3987 else
3988 c := RESPAWNPOINT_PLAYER1;
3989 if g_Map_GetPointCount(c) > 0 then
3990 begin
3991 Result := c;
3992 Exit;
3993 end;
3994 end else
3995 begin
3996 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3997 if Random(2) = 0 then
3998 c := RESPAWNPOINT_PLAYER1
3999 else
4000 c := RESPAWNPOINT_PLAYER2;
4001 if g_Map_GetPointCount(c) > 0 then
4002 begin
4003 Result := c;
4004 Exit;
4005 end;
4006 end;
4008 // Òî÷êà ëþáîé èç êîìàíä
4009 if Random(2) = 0 then
4010 c := RESPAWNPOINT_RED
4011 else
4012 c := RESPAWNPOINT_BLUE;
4013 if g_Map_GetPointCount(c) > 0 then
4014 begin
4015 Result := c;
4016 Exit;
4017 end;
4019 // Òî÷êà DM
4020 c := RESPAWNPOINT_DM;
4021 if g_Map_GetPointCount(c) > 0 then
4022 begin
4023 Result := c;
4024 Exit;
4025 end;
4026 end;
4028 // Ìÿñîïîâàë
4029 if gGameSettings.GameMode = GM_DM then
4030 begin
4031 // Òî÷êà DM
4032 c := RESPAWNPOINT_DM;
4033 if g_Map_GetPointCount(c) > 0 then
4034 begin
4035 Result := c;
4036 Exit;
4037 end;
4039 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4040 if Random(2) = 0 then
4041 c := RESPAWNPOINT_PLAYER1
4042 else
4043 c := RESPAWNPOINT_PLAYER2;
4044 if g_Map_GetPointCount(c) > 0 then
4045 begin
4046 Result := c;
4047 Exit;
4048 end;
4050 // Òî÷êà ëþáîé èç êîìàíä
4051 if Random(2) = 0 then
4052 c := RESPAWNPOINT_RED
4053 else
4054 c := RESPAWNPOINT_BLUE;
4055 if g_Map_GetPointCount(c) > 0 then
4056 begin
4057 Result := c;
4058 Exit;
4059 end;
4060 end;
4062 // Êîìàíäíûå
4063 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4064 begin
4065 // Òî÷êà ñâîåé êîìàíäû
4066 c := RESPAWNPOINT_DM;
4067 if FTeam = TEAM_RED then
4068 c := RESPAWNPOINT_RED;
4069 if FTeam = TEAM_BLUE then
4070 c := RESPAWNPOINT_BLUE;
4071 if g_Map_GetPointCount(c) > 0 then
4072 begin
4073 Result := c;
4074 Exit;
4075 end;
4077 // Òî÷êà DM
4078 c := RESPAWNPOINT_DM;
4079 if g_Map_GetPointCount(c) > 0 then
4080 begin
4081 Result := c;
4082 Exit;
4083 end;
4085 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4086 if Random(2) = 0 then
4087 c := RESPAWNPOINT_PLAYER1
4088 else
4089 c := RESPAWNPOINT_PLAYER2;
4090 if g_Map_GetPointCount(c) > 0 then
4091 begin
4092 Result := c;
4093 Exit;
4094 end;
4096 // Òî÷êà äðóãîé êîìàíäû
4097 c := RESPAWNPOINT_DM;
4098 if FTeam = TEAM_RED then
4099 c := RESPAWNPOINT_BLUE;
4100 if FTeam = TEAM_BLUE then
4101 c := RESPAWNPOINT_RED;
4102 if g_Map_GetPointCount(c) > 0 then
4103 begin
4104 Result := c;
4105 Exit;
4106 end;
4107 end;
4108 end;
4110 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4111 var
4112 RespawnPoint: TRespawnPoint;
4113 a, b, c: Byte;
4114 Anim: TAnimation;
4115 ID: DWORD;
4116 begin
4117 if not g_Game_IsServer then
4118 Exit;
4119 if FDummy then
4120 Exit;
4121 FWantsInGame := True;
4122 FJustTeleported := True;
4123 if Force then
4124 begin
4125 FTime[T_RESPAWN] := 0;
4126 FLive := False;
4127 end;
4128 FNetTime := 0;
4129 // if server changes MaxLives we gotta be ready
4130 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4132 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4133 if FTime[T_RESPAWN] > gTime then
4134 Exit;
4136 // Ïðîñðàë âñå æèçíè:
4137 if FNoRespawn then
4138 begin
4139 if not FSpectator then Spectate(True);
4140 FWantsInGame := True;
4141 Exit;
4142 end;
4144 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4145 begin // "Ñâîÿ èãðà"
4146 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4147 FRulez := FRulez-[R_BERSERK];
4148 end
4149 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4150 begin
4151 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4152 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4153 end;
4155 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4156 c := GetRespawnPoint();
4158 ReleaseKeys();
4159 SetFlag(FLAG_NONE);
4161 // Âîñêðåøåíèå áåç îðóæèÿ:
4162 if not FLive then
4163 begin
4164 FHealth := PLAYER_HP_SOFT;
4165 FArmor := 0;
4166 FLive := True;
4167 FAir := AIR_DEF;
4168 FJetFuel := 0;
4170 for a := WP_FIRST to WP_LAST do
4171 begin
4172 FWeapon[a] := False;
4173 FReloading[a] := 0;
4174 end;
4176 FWeapon[WEAPON_PISTOL] := True;
4177 FWeapon[WEAPON_KASTET] := True;
4178 FCurrWeap := WEAPON_PISTOL;
4179 resetWeaponQueue();
4181 FModel.SetWeapon(FCurrWeap);
4183 for b := A_BULLETS to A_HIGH do
4184 FAmmo[b] := 0;
4186 FAmmo[A_BULLETS] := 50;
4188 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4189 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4190 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4191 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4192 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4194 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4195 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4196 else
4197 FRulez := [];
4198 end;
4200 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4201 if not g_Map_GetPoint(c, RespawnPoint) then
4202 begin
4203 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4204 Exit;
4205 end;
4207 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4208 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4209 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4210 FObj.Vel.X := 0;
4211 FObj.Vel.Y := 0;
4212 FObj.Accel.X := 0;
4213 FObj.Accel.Y := 0;
4215 FDirection := RespawnPoint.Direction;
4216 if FDirection = D_LEFT then
4217 FAngle := 180
4218 else
4219 FAngle := 0;
4221 FIncCam := 0;
4222 FBFGFireCounter := -1;
4223 FShellTimer := -1;
4224 FPain := 0;
4225 FLastHit := 0;
4227 SetAction(A_STAND, True);
4228 FModel.Direction := FDirection;
4230 for a := Low(FTime) to High(FTime) do
4231 FTime[a] := 0;
4233 for a := Low(FMegaRulez) to High(FMegaRulez) do
4234 FMegaRulez[a] := 0;
4236 FDamageBuffer := 0;
4237 FJetpack := False;
4238 FCanJetpack := False;
4240 // Àíèìàöèÿ âîçðîæäåíèÿ:
4241 if (not gLoadGameMode) and (not Silent) then
4242 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4243 begin
4244 Anim := TAnimation.Create(ID, False, 3);
4245 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4246 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4247 Anim.Free();
4248 end;
4250 FSpectator := False;
4251 FGhost := False;
4252 FPhysics := True;
4253 FSpectatePlayer := -1;
4254 FSpawned := True;
4256 if g_Game_IsNet then
4257 begin
4258 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4259 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4260 if not Silent then
4261 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4262 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4263 0, NET_GFX_TELE);
4264 end;
4265 end;
4267 procedure TPlayer.Spectate(NoMove: Boolean = False);
4268 begin
4269 if FLive then
4270 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4271 else if (not NoMove) then
4272 begin
4273 GameX := gMapInfo.Width div 2;
4274 GameY := gMapInfo.Height div 2;
4275 end;
4276 FXTo := GameX;
4277 FYTo := GameY;
4279 FLive := False;
4280 FSpectator := True;
4281 FGhost := True;
4282 FPhysics := False;
4283 FWantsInGame := False;
4284 FSpawned := False;
4286 if FNoRespawn then
4287 begin
4288 if Self = gPlayer1 then
4289 begin
4290 gLMSPID1 := FUID;
4291 gPlayer1 := nil;
4292 end;
4293 if Self = gPlayer2 then
4294 begin
4295 gLMSPID2 := FUID;
4296 gPlayer2 := nil;
4297 end;
4298 end;
4300 if g_Game_IsNet then
4301 MH_SEND_PlayerStats(FUID);
4302 end;
4304 procedure TPlayer.SwitchNoClip;
4305 begin
4306 if not FLive then
4307 Exit;
4308 FGhost := not FGhost;
4309 FPhysics := not FGhost;
4310 if FGhost then
4311 begin
4312 FXTo := FObj.X;
4313 FYTo := FObj.Y;
4314 end else
4315 begin
4316 FObj.Accel.X := 0;
4317 FObj.Accel.Y := 0;
4318 end;
4319 end;
4321 procedure TPlayer.Run(Direction: TDirection);
4322 var
4323 a, b: Integer;
4324 begin
4325 if MAX_RUNVEL > 8 then
4326 FlySmoke();
4328 // Áåæèì:
4329 if Direction = D_LEFT then
4330 begin
4331 if FObj.Vel.X > -MAX_RUNVEL then
4332 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4333 end
4334 else
4335 if FObj.Vel.X < MAX_RUNVEL then
4336 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4338 // Âîçìîæíî, ïèíàåì êóñêè:
4339 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4340 begin
4341 b := Abs(FObj.Vel.X);
4342 if b > 1 then b := b * (Random(8 div b) + 1);
4343 for a := 0 to High(gGibs) do
4344 if gGibs[a].Live and
4345 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4346 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4347 // Ïèíàåì êóñêè
4348 if FObj.Vel.X < 0 then
4349 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4350 else
4351 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4352 end;
4354 SetAction(A_WALK);
4355 end;
4357 procedure TPlayer.SeeDown();
4358 begin
4359 SetAction(A_SEEDOWN);
4361 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4363 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4364 end;
4366 procedure TPlayer.SeeUp();
4367 begin
4368 SetAction(A_SEEUP);
4370 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4372 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4373 end;
4375 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4376 var
4377 Prior: Byte;
4378 begin
4379 case Action of
4380 A_WALK: Prior := 3;
4381 A_DIE1: Prior := 5;
4382 A_DIE2: Prior := 5;
4383 A_ATTACK: Prior := 2;
4384 A_SEEUP: Prior := 1;
4385 A_SEEDOWN: Prior := 1;
4386 A_ATTACKUP: Prior := 2;
4387 A_ATTACKDOWN: Prior := 2;
4388 A_PAIN: Prior := 4;
4389 else Prior := 0;
4390 end;
4392 if (Prior > FActionPrior) or Force then
4393 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4394 begin
4395 FActionPrior := Prior;
4396 FActionAnim := Action;
4397 FActionForce := Force;
4398 FActionChanged := True;
4399 end;
4401 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4402 end;
4404 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4405 begin
4406 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4407 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4408 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4409 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4410 end;
4412 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4413 var
4414 Anim: TAnimation;
4415 ID: DWORD;
4416 begin
4417 Result := False;
4419 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4420 begin
4421 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4422 if g_Game_IsServer and g_Game_IsNet then
4423 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4424 Exit;
4425 end;
4427 FJustTeleported := True;
4429 Anim := nil;
4430 if not silent then
4431 begin
4432 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4433 begin
4434 Anim := TAnimation.Create(ID, False, 3);
4435 end;
4437 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4438 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4439 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4440 if g_Game_IsServer and g_Game_IsNet then
4441 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4442 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4443 NET_GFX_TELE);
4444 end;
4446 FObj.X := X-PLAYER_RECT.X;
4447 FObj.Y := Y-PLAYER_RECT.Y;
4448 if FLive and FGhost then
4449 begin
4450 FXTo := FObj.X;
4451 FYTo := FObj.Y;
4452 end;
4454 if not g_Game_IsNet then
4455 begin
4456 if dir = 1 then
4457 begin
4458 SetDirection(D_LEFT);
4459 FAngle := 180;
4460 end
4461 else
4462 if dir = 2 then
4463 begin
4464 SetDirection(D_RIGHT);
4465 FAngle := 0;
4466 end
4467 else
4468 if dir = 3 then
4469 begin // îáðàòíîå
4470 if FDirection = D_RIGHT then
4471 begin
4472 SetDirection(D_LEFT);
4473 FAngle := 180;
4474 end
4475 else
4476 begin
4477 SetDirection(D_RIGHT);
4478 FAngle := 0;
4479 end;
4480 end;
4481 end;
4483 if not silent and (Anim <> nil) then
4484 begin
4485 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4486 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4487 Anim.Free();
4489 if g_Game_IsServer and g_Game_IsNet then
4490 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4491 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4492 NET_GFX_TELE);
4493 end;
4495 Result := True;
4496 end;
4498 function nonz(a: Single): Single;
4499 begin
4500 if a <> 0 then
4501 Result := a
4502 else
4503 Result := 1;
4504 end;
4506 procedure TPlayer.Update();
4507 var
4508 b: Byte;
4509 i, ii, wx, wy, xd, yd, k: Integer;
4510 blockmon, headwater, dospawn: Boolean;
4511 NetServer: Boolean;
4512 AnyServer: Boolean;
4513 SetSpect: Boolean;
4514 begin
4515 NetServer := g_Game_IsNet and g_Game_IsServer;
4516 AnyServer := g_Game_IsServer;
4518 if g_Game_IsClient and (NetInterpLevel > 0) then
4519 DoLerp(NetInterpLevel + 1)
4520 else
4521 if FGhost then
4522 DoLerp(4);
4524 if NetServer then
4525 if FClientID >= 0 then
4526 begin
4527 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4528 if NetClients[FClientID].Peer^.packetsSent > 0 then
4529 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4530 else
4531 FLoss := 0;
4532 end else
4533 begin
4534 FPing := 0;
4535 FLoss := 0;
4536 end;
4538 if FLive and (gFly or FJetpack) then
4539 FlySmoke();
4541 if FDirection = D_LEFT then
4542 FAngle := 180
4543 else
4544 FAngle := 0;
4546 if FLive and (not FGhost) then
4547 begin
4548 if FKeys[KEY_UP].Pressed then
4549 SeeUp();
4550 if FKeys[KEY_DOWN].Pressed then
4551 SeeDown();
4552 end;
4554 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4555 (FIncCam <> 0) then
4556 begin
4557 i := g_basic.Sign(FIncCam);
4558 FIncCam := Abs(FIncCam);
4559 DecMin(FIncCam, 5, 0);
4560 FIncCam := FIncCam*i;
4561 end;
4563 // no need to do that each second frame, weapon queue will take care of it
4564 if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4565 if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4567 if gTime mod (GAME_TICK*2) <> 0 then
4568 begin
4569 if (FObj.Vel.X = 0) and FLive then
4570 begin
4571 if FKeys[KEY_LEFT].Pressed then
4572 Run(D_LEFT);
4573 if FKeys[KEY_RIGHT].Pressed then
4574 Run(D_RIGHT);
4575 end;
4577 if FPhysics then
4578 g_Obj_Move(@FObj, True, True, True);
4580 Exit;
4581 end;
4583 FActionChanged := False;
4585 if FLive then
4586 begin
4587 // Let alive player do some actions
4588 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4589 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4590 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4591 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4592 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4593 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4594 if FKeys[KEY_JUMP].Pressed then Jump()
4595 else
4596 begin
4597 if AnyServer and FJetpack then
4598 begin
4599 FJetpack := False;
4600 JetpackOff;
4601 if NetServer then MH_SEND_PlayerStats(FUID);
4602 end;
4603 FCanJetpack := True;
4604 end;
4605 end
4606 else // Dead
4607 begin
4608 dospawn := False;
4609 if not FGhost then
4610 for k := Low(FKeys) to KEY_CHAT-1 do
4611 begin
4612 if FKeys[k].Pressed then
4613 begin
4614 dospawn := True;
4615 break;
4616 end;
4617 end;
4618 if dospawn then
4619 begin
4620 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4621 Respawn(False)
4622 else // Single
4623 if (FTime[T_RESPAWN] <= gTime) and
4624 gGameOn and (not FLive) then
4625 begin
4626 if (g_Player_GetCount() > 1) then
4627 Respawn(False)
4628 else
4629 begin
4630 gExit := EXIT_RESTART;
4631 Exit;
4632 end;
4633 end;
4634 end;
4635 // Dead spectator actions
4636 if FGhost then
4637 begin
4638 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4639 if FKeys[KEY_FIRE].Pressed and AnyServer then
4640 begin
4641 if FSpectator then
4642 begin
4643 if (FSpectatePlayer >= High(gPlayers)) then
4644 FSpectatePlayer := -1
4645 else
4646 begin
4647 SetSpect := False;
4648 for I := FSpectatePlayer + 1 to High(gPlayers) do
4649 if gPlayers[I] <> nil then
4650 if gPlayers[I].Live then
4651 if gPlayers[I].UID <> FUID then
4652 begin
4653 FSpectatePlayer := I;
4654 SetSpect := True;
4655 break;
4656 end;
4658 if not SetSpect then FSpectatePlayer := -1;
4659 end;
4661 ReleaseKeys;
4662 end;
4663 end;
4664 end;
4665 end;
4666 // No clipping
4667 if FGhost then
4668 begin
4669 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4670 begin
4671 FYTo := FObj.Y - 32;
4672 FSpectatePlayer := -1;
4673 end;
4674 if FKeys[KEY_DOWN].Pressed then
4675 begin
4676 FYTo := FObj.Y + 32;
4677 FSpectatePlayer := -1;
4678 end;
4679 if FKeys[KEY_LEFT].Pressed then
4680 begin
4681 FXTo := FObj.X - 32;
4682 FSpectatePlayer := -1;
4683 end;
4684 if FKeys[KEY_RIGHT].Pressed then
4685 begin
4686 FXTo := FObj.X + 32;
4687 FSpectatePlayer := -1;
4688 end;
4690 if (FXTo < -64) then
4691 FXTo := -64
4692 else if (FXTo > gMapInfo.Width + 32) then
4693 FXTo := gMapInfo.Width + 32;
4694 if (FYTo < -72) then
4695 FYTo := -72
4696 else if (FYTo > gMapInfo.Height + 32) then
4697 FYTo := gMapInfo.Height + 32;
4698 end;
4700 if FPhysics then
4701 g_Obj_Move(@FObj, True, True, True)
4702 else
4703 begin
4704 FObj.Vel.X := 0;
4705 FObj.Vel.Y := 0;
4706 if FSpectator then
4707 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4708 if gPlayers[FSpectatePlayer] <> nil then
4709 if gPlayers[FSpectatePlayer].Live then
4710 begin
4711 FXTo := gPlayers[FSpectatePlayer].GameX;
4712 FYTo := gPlayers[FSpectatePlayer].GameY;
4713 end;
4714 end;
4716 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4717 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4718 PANEL_BLOCKMON, True);
4719 headwater := HeadInLiquid(0, 0);
4721 // Ñîïðîòèâëåíèå âîçäóõà:
4722 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4723 if FObj.Vel.X <> 0 then
4724 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4726 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4727 DecMin(FPain, 5, 0);
4728 DecMin(FPickup, 1, 0);
4730 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4731 begin
4732 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4733 FMegaRulez[MR_SUIT] := 0;
4734 FMegaRulez[MR_INVUL] := 0;
4735 FMegaRulez[MR_INVIS] := 0;
4736 Kill(K_FALLKILL, 0, HIT_FALL);
4737 end;
4739 i := 9;
4741 if FLive then
4742 begin
4743 if FCurrWeap = WEAPON_SAW then
4744 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4745 FSawSoundSelect.IsPlaying()) then
4746 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4748 if FJetpack then
4749 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4750 (not FJetSoundOff.IsPlaying()) then
4751 begin
4752 FJetSoundFly.SetPosition(0);
4753 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4754 end;
4756 for b := WP_FIRST to WP_LAST do
4757 if FReloading[b] > 0 then
4758 if FNoReload then
4759 FReloading[b] := 0
4760 else
4761 Dec(FReloading[b]);
4763 if FShellTimer > -1 then
4764 if FShellTimer = 0 then
4765 begin
4766 if FShellType = SHELL_SHELL then
4767 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4768 GameVelX, GameVelY-2, SHELL_SHELL)
4769 else if FShellType = SHELL_DBLSHELL then
4770 begin
4771 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4772 GameVelX+1, GameVelY-2, SHELL_SHELL);
4773 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4774 GameVelX-1, GameVelY-2, SHELL_SHELL);
4775 end;
4776 FShellTimer := -1;
4777 end else Dec(FShellTimer);
4779 if (FBFGFireCounter > -1) then
4780 if FBFGFireCounter = 0 then
4781 begin
4782 if AnyServer then
4783 begin
4784 wx := FObj.X+WEAPONPOINT[FDirection].X;
4785 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4786 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4787 yd := wy+firediry();
4788 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4789 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4790 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4791 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4792 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4793 end;
4795 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4796 FBFGFireCounter := -1;
4797 end else
4798 if FNoReload then
4799 FBFGFireCounter := 0
4800 else
4801 Dec(FBFGFireCounter);
4803 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4804 begin
4805 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4807 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4808 end;
4810 if (headwater or blockmon) then
4811 begin
4812 Dec(FAir);
4814 if FAir < -9 then
4815 begin
4816 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4817 FAir := 0;
4818 end
4819 else if (FAir mod 31 = 0) and not blockmon then
4820 begin
4821 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4822 if Random(2) = 0 then
4823 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4824 else
4825 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4826 end;
4827 end else if FAir < AIR_DEF then
4828 FAir := AIR_DEF;
4830 if FFireTime > 0 then
4831 begin
4832 if BodyInLiquid(0, 0) then
4833 begin
4834 FFireTime := 0;
4835 FFirePainTime := 0;
4836 end
4837 else
4838 begin
4839 OnFireFlame(1);
4840 if FFirePainTime <= 0 then
4841 begin
4842 if g_Game_IsServer then
4843 Damage(5, 0, 0, 0, HIT_FLAME);
4844 FFirePainTime := 18;
4845 end;
4846 FFirePainTime := FFirePainTime - 1;
4847 FFireTime := FFireTime - 1;
4848 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
4849 MH_SEND_PlayerStats(FUID);
4850 end;
4851 end;
4853 if FDamageBuffer > 0 then
4854 begin
4855 if FDamageBuffer >= 9 then
4856 begin
4857 SetAction(A_PAIN);
4859 if FDamageBuffer < 30 then i := 9
4860 else if FDamageBuffer < 100 then i := 18
4861 else i := 27;
4862 end;
4864 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4865 FArmor := FArmor-(FDamageBuffer-ii);
4866 FHealth := FHealth-ii;
4867 if FArmor < 0 then
4868 begin
4869 FHealth := FHealth+FArmor;
4870 FArmor := 0;
4871 end;
4873 if AnyServer then
4874 if FHealth <= 0 then
4875 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4876 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4877 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4879 if FLive then
4880 begin
4881 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4882 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4883 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4884 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4885 end;
4887 FDamageBuffer := 0;
4888 end;
4890 {CollideItem();}
4891 end; // if FLive then ...
4893 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4894 begin
4895 FModel.ChangeAnimation(FActionAnim, FActionForce);
4896 FModel.GetCurrentAnimation.MinLength := i;
4897 FModel.GetCurrentAnimationMask.MinLength := i;
4898 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4900 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4901 then SetAction(A_STAND, True);
4903 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4905 for b := Low(FKeys) to High(FKeys) do
4906 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4907 end;
4909 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4910 begin
4911 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4912 FObj.Y+PLAYER_RECT.Y,
4913 PLAYER_RECT.Width,
4914 PLAYER_RECT.Height,
4915 X, Y,
4916 Width, Height);
4917 end;
4919 function TPlayer.Collide(Panel: TPanel): Boolean;
4920 begin
4921 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4922 FObj.Y+PLAYER_RECT.Y,
4923 PLAYER_RECT.Width,
4924 PLAYER_RECT.Height,
4925 Panel.X, Panel.Y,
4926 Panel.Width, Panel.Height);
4927 end;
4929 function TPlayer.Collide(X, Y: Integer): Boolean;
4930 begin
4931 X := X-FObj.X-PLAYER_RECT.X;
4932 Y := Y-FObj.Y-PLAYER_RECT.Y;
4933 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4934 (y >= 0) and (y <= PLAYER_RECT.Height);
4935 end;
4937 function g_Player_ValidName(Name: string): Boolean;
4938 var
4939 a: Integer;
4940 begin
4941 Result := True;
4943 if gPlayers = nil then Exit;
4945 for a := 0 to High(gPlayers) do
4946 if gPlayers[a] <> nil then
4947 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4948 begin
4949 Result := False;
4950 Exit;
4951 end;
4952 end;
4954 procedure TPlayer.SetDirection(Direction: TDirection);
4955 var
4956 d: TDirection;
4957 begin
4958 d := FModel.Direction;
4960 FModel.Direction := Direction;
4961 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4963 FDirection := Direction;
4964 end;
4966 function TPlayer.GetKeys(): Byte;
4967 begin
4968 Result := 0;
4970 if R_KEY_RED in FRulez then Result := KEY_RED;
4971 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4972 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4974 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4975 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4976 end;
4978 procedure TPlayer.Use();
4979 var
4980 a: Integer;
4981 begin
4982 if FTime[T_USE] > gTime then Exit;
4984 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
4985 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
4987 for a := 0 to High(gPlayers) do
4988 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
4989 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
4990 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4991 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
4992 begin
4993 gPlayers[a].Touch();
4994 if g_Game_IsNet and g_Game_IsServer then
4995 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
4996 end;
4998 FTime[T_USE] := gTime+120;
4999 end;
5001 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5002 var
5003 Obj: TObj;
5004 F: Boolean;
5005 WX, WY, XD, YD: Integer;
5006 begin
5007 F := False;
5008 WX := X;
5009 WY := Y;
5010 XD := AX;
5011 YD := AY;
5013 case FCurrWeap of
5014 WEAPON_KASTET:
5015 begin
5016 if R_BERSERK in FRulez then
5017 begin
5018 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5019 obj.X := FObj.X+FObj.Rect.X;
5020 obj.Y := FObj.Y+FObj.Rect.Y;
5021 obj.rect.X := 0;
5022 obj.rect.Y := 0;
5023 obj.rect.Width := 39;
5024 obj.rect.Height := 52;
5025 obj.Vel.X := (xd-wx) div 2;
5026 obj.Vel.Y := (yd-wy) div 2;
5027 obj.Accel.X := xd-wx;
5028 obj.Accel.y := yd-wy;
5030 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
5031 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5032 else
5033 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5035 if gFlash = 1 then
5036 if FPain < 50 then
5037 FPain := min(FPain + 25, 50);
5038 end else
5039 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5040 end;
5042 WEAPON_SAW:
5043 begin
5044 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5045 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5046 begin
5047 FSawSoundSelect.Stop();
5048 FSawSound.Stop();
5049 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5050 end
5051 else if not FSawSoundHit.IsPlaying() then
5052 begin
5053 FSawSoundSelect.Stop();
5054 FSawSound.PlayAt(FObj.X, FObj.Y);
5055 end;
5056 f := True;
5057 end;
5059 WEAPON_PISTOL:
5060 begin
5061 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5062 FFireAngle := FAngle;
5063 f := True;
5064 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5065 GameVelX, GameVelY-2, SHELL_BULLET);
5066 end;
5068 WEAPON_SHOTGUN1:
5069 begin
5070 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5071 FFireAngle := FAngle;
5072 f := True;
5073 FShellTimer := 10;
5074 FShellType := SHELL_SHELL;
5075 end;
5077 WEAPON_SHOTGUN2:
5078 begin
5079 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5080 FFireAngle := FAngle;
5081 f := True;
5082 FShellTimer := 13;
5083 FShellType := SHELL_DBLSHELL;
5084 end;
5086 WEAPON_CHAINGUN:
5087 begin
5088 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5089 FFireAngle := FAngle;
5090 f := True;
5091 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5092 GameVelX, GameVelY-2, SHELL_BULLET);
5093 end;
5095 WEAPON_ROCKETLAUNCHER:
5096 begin
5097 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5098 FFireAngle := FAngle;
5099 f := True;
5100 end;
5102 WEAPON_PLASMA:
5103 begin
5104 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5105 FFireAngle := FAngle;
5106 f := True;
5107 end;
5109 WEAPON_BFG:
5110 begin
5111 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5112 FFireAngle := FAngle;
5113 f := True;
5114 end;
5116 WEAPON_SUPERPULEMET:
5117 begin
5118 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5119 FFireAngle := FAngle;
5120 f := True;
5121 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5122 GameVelX, GameVelY-2, SHELL_SHELL);
5123 end;
5125 WEAPON_FLAMETHROWER:
5126 begin
5127 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5128 FFireAngle := FAngle;
5129 f := True;
5130 end;
5131 end;
5133 if not f then Exit;
5135 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5136 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5137 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5138 end;
5140 procedure TPlayer.DoLerp(Level: Integer = 2);
5141 begin
5142 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5143 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5144 end;
5146 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5147 var
5148 AX, AY: Integer;
5149 begin
5150 if NetInterpLevel < 1 then
5151 begin
5152 FObj.X := XTo;
5153 FObj.Y := YTo;
5154 end
5155 else
5156 begin
5157 FXTo := XTo;
5158 FYTo := YTo;
5160 AX := Abs(FXTo - FObj.X);
5161 AY := Abs(FYTo - FObj.Y);
5162 if (AX > 32) or (AX <= NetInterpLevel) then
5163 FObj.X := FXTo;
5164 if (AY > 32) or (AY <= NetInterpLevel) then
5165 FObj.Y := FYTo;
5166 end;
5167 end;
5169 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5170 begin
5171 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5172 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5173 PANEL_LIFTUP, False) then Result := -1
5174 else
5175 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5176 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5177 PANEL_LIFTDOWN, False) then Result := 1
5178 else Result := 0;
5179 end;
5181 function TPlayer.GetFlag(Flag: Byte): Boolean;
5182 var
5183 s, ts: String;
5184 evtype: Byte;
5185 begin
5186 Result := False;
5188 if Flag = FLAG_NONE then
5189 Exit;
5191 if not g_Game_IsServer then Exit;
5193 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5194 if (Flag = FTeam) and
5195 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5196 (FFlag <> FLAG_NONE) then
5197 begin
5198 if FFlag = FLAG_RED then
5199 s := _lc[I_PLAYER_FLAG_RED]
5200 else
5201 s := _lc[I_PLAYER_FLAG_BLUE];
5203 evtype := FLAG_STATE_SCORED;
5205 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5206 Insert('.', ts, Length(ts) + 1 - 3);
5207 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5209 g_Map_ResetFlag(FFlag);
5210 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5212 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5214 Result := True;
5215 if g_Game_IsNet then
5216 begin
5217 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5218 MH_SEND_GameStats;
5219 end;
5221 gFlags[FFlag].CaptureTime := 0;
5222 SetFlag(FLAG_NONE);
5223 Exit;
5224 end;
5226 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5227 if (Flag = FTeam) and
5228 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5229 begin
5230 if Flag = FLAG_RED then
5231 s := _lc[I_PLAYER_FLAG_RED]
5232 else
5233 s := _lc[I_PLAYER_FLAG_BLUE];
5235 evtype := FLAG_STATE_RETURNED;
5236 gFlags[Flag].CaptureTime := 0;
5238 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5240 g_Map_ResetFlag(Flag);
5241 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5243 Result := True;
5244 if g_Game_IsNet then
5245 begin
5246 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5247 MH_SEND_GameStats;
5248 end;
5249 Exit;
5250 end;
5252 // Ïîäîáðàë ÷óæîé ôëàã:
5253 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5254 begin
5255 SetFlag(Flag);
5257 if Flag = FLAG_RED then
5258 s := _lc[I_PLAYER_FLAG_RED]
5259 else
5260 s := _lc[I_PLAYER_FLAG_BLUE];
5262 evtype := FLAG_STATE_CAPTURED;
5264 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5266 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5268 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5270 Result := True;
5271 if g_Game_IsNet then
5272 begin
5273 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5274 MH_SEND_GameStats;
5275 end;
5276 end;
5277 end;
5279 procedure TPlayer.SetFlag(Flag: Byte);
5280 begin
5281 FFlag := Flag;
5282 if FModel <> nil then
5283 FModel.SetFlag(FFlag);
5284 end;
5286 function TPlayer.DropFlag(): Boolean;
5287 var
5288 s: String;
5289 begin
5290 Result := False;
5291 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5292 Exit;
5293 FTime[T_FLAGCAP] := gTime + 2000;
5294 with gFlags[FFlag] do
5295 begin
5296 Obj.X := FObj.X;
5297 Obj.Y := FObj.Y;
5298 Direction := FDirection;
5299 State := FLAG_STATE_DROPPED;
5300 Count := FLAG_TIME;
5301 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5302 (FObj.Vel.Y div 2)-2+Random(5));
5304 if FFlag = FLAG_RED then
5305 s := _lc[I_PLAYER_FLAG_RED]
5306 else
5307 s := _lc[I_PLAYER_FLAG_BLUE];
5309 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5310 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5312 if g_Game_IsNet then
5313 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5314 end;
5315 SetFlag(FLAG_NONE);
5316 Result := True;
5317 end;
5319 procedure TPlayer.GetSecret();
5320 begin
5321 Inc(FSecrets);
5322 end;
5324 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5325 begin
5326 Assert(Key <= High(FKeys));
5328 FKeys[Key].Pressed := True;
5329 FKeys[Key].Time := Time;
5330 end;
5332 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5333 begin
5334 Result := FKeys[K].Pressed;
5335 end;
5337 procedure TPlayer.ReleaseKeys();
5338 var
5339 a: Integer;
5340 begin
5341 for a := Low(FKeys) to High(FKeys) do
5342 begin
5343 FKeys[a].Pressed := False;
5344 FKeys[a].Time := 0;
5345 end;
5346 end;
5348 procedure TPlayer.OnDamage(Angle: SmallInt);
5349 begin
5350 end;
5352 function TPlayer.firediry(): Integer;
5353 begin
5354 if FKeys[KEY_UP].Pressed then Result := -42
5355 else if FKeys[KEY_DOWN].Pressed then Result := 19
5356 else Result := 0;
5357 end;
5359 procedure TPlayer.RememberState();
5360 var
5361 i: Integer;
5362 begin
5363 FSavedState.Health := FHealth;
5364 FSavedState.Armor := FArmor;
5365 FSavedState.Air := FAir;
5366 FSavedState.JetFuel := FJetFuel;
5367 FSavedState.CurrWeap := FCurrWeap;
5368 FSavedState.NextWeap := FNextWeap;
5369 FSavedState.NextWeapDelay := FNextWeapDelay;
5371 for i := 0 to 3 do
5372 FSavedState.Ammo[i] := FAmmo[i];
5373 for i := 0 to 3 do
5374 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5376 FSavedState.Rulez := FRulez;
5377 FSavedState.WaitRecall := True;
5378 end;
5380 procedure TPlayer.RecallState();
5381 var
5382 i: Integer;
5383 begin
5384 if not FSavedState.WaitRecall then Exit;
5386 FHealth := FSavedState.Health;
5387 FArmor := FSavedState.Armor;
5388 FAir := FSavedState.Air;
5389 FJetFuel := FSavedState.JetFuel;
5390 FCurrWeap := FSavedState.CurrWeap;
5391 FNextWeap := FSavedState.NextWeap;
5392 FNextWeapDelay := FSavedState.NextWeapDelay;
5394 for i := 0 to 3 do
5395 FAmmo[i] := FSavedState.Ammo[i];
5396 for i := 0 to 3 do
5397 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5399 FRulez := FSavedState.Rulez;
5400 FSavedState.WaitRecall := False;
5402 if gGameSettings.GameType = GT_SERVER then
5403 MH_SEND_PlayerStats(FUID);
5404 end;
5406 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5407 var
5408 i: Integer;
5409 sig: DWORD;
5410 str: String;
5411 b: Byte;
5412 begin
5413 if FIamBot then
5414 i := 512
5415 else
5416 i := 256;
5418 Mem := TBinMemoryWriter.Create(i);
5420 // Ñèãíàòóðà èãðîêà:
5421 sig := PLAYER_SIGNATURE; // 'PLYR'
5422 Mem.WriteDWORD(sig);
5423 // Áîò èëè ÷åëîâåê:
5424 Mem.WriteBoolean(FIamBot);
5425 // UID èãðîêà:
5426 Mem.WriteWord(FUID);
5427 // Èìÿ èãðîêà:
5428 Mem.WriteString(FName, 32);
5429 // Êîìàíäà:
5430 Mem.WriteByte(FTeam);
5431 // Æèâ ëè:
5432 Mem.WriteBoolean(FLive);
5433 // Èçðàñõîäîâàë ëè âñå æèçíè:
5434 Mem.WriteBoolean(FNoRespawn);
5435 // Íàïðàâëåíèå:
5436 if FDirection = D_LEFT then
5437 b := 1
5438 else // D_RIGHT
5439 b := 2;
5440 Mem.WriteByte(b);
5441 // Çäîðîâüå:
5442 Mem.WriteInt(FHealth);
5443 // Æèçíè:
5444 Mem.WriteByte(FLives);
5445 // Áðîíÿ:
5446 Mem.WriteInt(FArmor);
5447 // Çàïàñ âîçäóõà:
5448 Mem.WriteInt(FAir);
5449 // Çàïàñ ãîðþ÷åãî:
5450 Mem.WriteInt(FJetFuel);
5451 // Áîëü:
5452 Mem.WriteInt(FPain);
5453 // Óáèë:
5454 Mem.WriteInt(FKills);
5455 // Óáèë ìîíñòðîâ:
5456 Mem.WriteInt(FMonsterKills);
5457 // Ôðàãîâ:
5458 Mem.WriteInt(FFrags);
5459 // Ôðàãîâ ïîäðÿä:
5460 Mem.WriteByte(FFragCombo);
5461 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5462 Mem.WriteDWORD(FLastFrag);
5463 // Ñìåðòåé:
5464 Mem.WriteInt(FDeath);
5465 // Êàêîé ôëàã íåñåò:
5466 Mem.WriteByte(FFlag);
5467 // Íàøåë ñåêðåòîâ:
5468 Mem.WriteInt(FSecrets);
5469 // Òåêóùåå îðóæèå:
5470 Mem.WriteByte(FCurrWeap);
5471 // Æåëàåìîå îðóæèå:
5472 Mem.WriteWord(FNextWeap);
5473 // ...è ïàóçà
5474 Mem.WriteByte(FNextWeapDelay);
5475 // Âðåìÿ çàðÿäêè BFG:
5476 Mem.WriteSmallInt(FBFGFireCounter);
5477 // Áóôåð óðîíà:
5478 Mem.WriteInt(FDamageBuffer);
5479 // Ïîñëåäíèé óäàðèâøèé:
5480 Mem.WriteWord(FLastSpawnerUID);
5481 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5482 Mem.WriteByte(FLastHit);
5483 // Îáúåêò èãðîêà:
5484 Obj_SaveState(@FObj, Mem);
5485 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5486 for i := A_BULLETS to A_HIGH do
5487 Mem.WriteWord(FAmmo[i]);
5488 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5489 for i := A_BULLETS to A_HIGH do
5490 Mem.WriteWord(FMaxAmmo[i]);
5491 // Íàëè÷èå îðóæèÿ:
5492 for i := WP_FIRST to WP_LAST do
5493 Mem.WriteBoolean(FWeapon[i]);
5494 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5495 for i := WP_FIRST to WP_LAST do
5496 Mem.WriteWord(FReloading[i]);
5497 // Íàëè÷èå ðþêçàêà:
5498 if R_ITEM_BACKPACK in FRulez then
5499 b := 1
5500 else
5501 b := 0;
5502 Mem.WriteByte(b);
5503 // Íàëè÷èå êðàñíîãî êëþ÷à:
5504 if R_KEY_RED in FRulez then
5505 b := 1
5506 else
5507 b := 0;
5508 Mem.WriteByte(b);
5509 // Íàëè÷èå çåëåíîãî êëþ÷à:
5510 if R_KEY_GREEN in FRulez then
5511 b := 1
5512 else
5513 b := 0;
5514 Mem.WriteByte(b);
5515 // Íàëè÷èå ñèíåãî êëþ÷à:
5516 if R_KEY_BLUE in FRulez then
5517 b := 1
5518 else
5519 b := 0;
5520 Mem.WriteByte(b);
5521 // Íàëè÷èå áåðñåðêà:
5522 if R_BERSERK in FRulez then
5523 b := 1
5524 else
5525 b := 0;
5526 Mem.WriteByte(b);
5527 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5528 for i := MR_SUIT to MR_MAX do
5529 Mem.WriteDWORD(FMegaRulez[i]);
5530 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5531 for i := T_RESPAWN to T_FLAGCAP do
5532 Mem.WriteDWORD(FTime[i]);
5533 // Íàçâàíèå ìîäåëè:
5534 str := FModel.Name;
5535 Mem.WriteString(str);
5536 // Öâåò ìîäåëè:
5537 b := FColor.R;
5538 Mem.WriteByte(b);
5539 b := FColor.G;
5540 Mem.WriteByte(b);
5541 b := FColor.B;
5542 Mem.WriteByte(b);
5543 end;
5545 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5546 var
5547 i: Integer;
5548 sig: DWORD;
5549 str: String;
5550 b: Byte;
5551 begin
5552 if Mem = nil then
5553 Exit;
5555 // Ñèãíàòóðà èãðîêà:
5556 Mem.ReadDWORD(sig);
5557 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5558 begin
5559 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5560 end;
5561 // Áîò èëè ÷åëîâåê:
5562 Mem.ReadBoolean(FIamBot);
5563 // UID èãðîêà:
5564 Mem.ReadWord(FUID);
5565 // Èìÿ èãðîêà:
5566 Mem.ReadString(str);
5567 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5568 FName := str;
5569 // Êîìàíäà:
5570 Mem.ReadByte(FTeam);
5571 // Æèâ ëè:
5572 Mem.ReadBoolean(FLive);
5573 // Èçðàñõîäîâàë ëè âñå æèçíè:
5574 Mem.ReadBoolean(FNoRespawn);
5575 // Íàïðàâëåíèå:
5576 Mem.ReadByte(b);
5577 if b = 1 then
5578 FDirection := D_LEFT
5579 else // b = 2
5580 FDirection := D_RIGHT;
5581 // Çäîðîâüå:
5582 Mem.ReadInt(FHealth);
5583 // Æèçíè:
5584 Mem.ReadByte(FLives);
5585 // Áðîíÿ:
5586 Mem.ReadInt(FArmor);
5587 // Çàïàñ âîçäóõà:
5588 Mem.ReadInt(FAir);
5589 // Çàïàñ ãîðþ÷åãî:
5590 Mem.ReadInt(FJetFuel);
5591 // Áîëü:
5592 Mem.ReadInt(FPain);
5593 // Óáèë:
5594 Mem.ReadInt(FKills);
5595 // Óáèë ìîíñòðîâ:
5596 Mem.ReadInt(FMonsterKills);
5597 // Ôðàãîâ:
5598 Mem.ReadInt(FFrags);
5599 // Ôðàãîâ ïîäðÿä:
5600 Mem.ReadByte(FFragCombo);
5601 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5602 Mem.ReadDWORD(FLastFrag);
5603 // Ñìåðòåé:
5604 Mem.ReadInt(FDeath);
5605 // Êàêîé ôëàã íåñåò:
5606 Mem.ReadByte(FFlag);
5607 // Íàøåë ñåêðåòîâ:
5608 Mem.ReadInt(FSecrets);
5609 // Òåêóùåå îðóæèå:
5610 Mem.ReadByte(FCurrWeap);
5611 // Æåëàåìîå îðóæèå:
5612 Mem.ReadWord(FNextWeap);
5613 // ...è ïàóçà
5614 Mem.ReadByte(FNextWeapDelay);
5615 // Âðåìÿ çàðÿäêè BFG:
5616 Mem.ReadSmallInt(FBFGFireCounter);
5617 // Áóôåð óðîíà:
5618 Mem.ReadInt(FDamageBuffer);
5619 // Ïîñëåäíèé óäàðèâøèé:
5620 Mem.ReadWord(FLastSpawnerUID);
5621 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5622 Mem.ReadByte(FLastHit);
5623 // Îáúåêò èãðîêà:
5624 Obj_LoadState(@FObj, Mem);
5625 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5626 for i := A_BULLETS to A_HIGH do
5627 Mem.ReadWord(FAmmo[i]);
5628 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5629 for i := A_BULLETS to A_HIGH do
5630 Mem.ReadWord(FMaxAmmo[i]);
5631 // Íàëè÷èå îðóæèÿ:
5632 for i := WP_FIRST to WP_LAST do
5633 Mem.ReadBoolean(FWeapon[i]);
5634 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5635 for i := WP_FIRST to WP_LAST do
5636 Mem.ReadWord(FReloading[i]);
5637 // Íàëè÷èå ðþêçàêà:
5638 Mem.ReadByte(b);
5639 if b = 1 then
5640 Include(FRulez, R_ITEM_BACKPACK);
5641 // Íàëè÷èå êðàñíîãî êëþ÷à:
5642 Mem.ReadByte(b);
5643 if b = 1 then
5644 Include(FRulez, R_KEY_RED);
5645 // Íàëè÷èå çåëåíîãî êëþ÷à:
5646 Mem.ReadByte(b);
5647 if b = 1 then
5648 Include(FRulez, R_KEY_GREEN);
5649 // Íàëè÷èå ñèíåãî êëþ÷à:
5650 Mem.ReadByte(b);
5651 if b = 1 then
5652 Include(FRulez, R_KEY_BLUE);
5653 // Íàëè÷èå áåðñåðêà:
5654 Mem.ReadByte(b);
5655 if b = 1 then
5656 Include(FRulez, R_BERSERK);
5657 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5658 for i := MR_SUIT to MR_MAX do
5659 Mem.ReadDWORD(FMegaRulez[i]);
5660 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5661 for i := T_RESPAWN to T_FLAGCAP do
5662 Mem.ReadDWORD(FTime[i]);
5663 // Íàçâàíèå ìîäåëè:
5664 Mem.ReadString(str);
5665 // Öâåò ìîäåëè:
5666 Mem.ReadByte(FColor.R);
5667 Mem.ReadByte(FColor.G);
5668 Mem.ReadByte(FColor.B);
5669 if Self = gPlayer1 then
5670 begin
5671 str := gPlayer1Settings.Model;
5672 FColor := gPlayer1Settings.Color;
5673 end;
5674 if Self = gPlayer2 then
5675 begin
5676 str := gPlayer2Settings.Model;
5677 FColor := gPlayer2Settings.Color;
5678 end;
5679 // Îáíîâëÿåì ìîäåëü èãðîêà:
5680 SetModel(str);
5681 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5682 FModel.Color := TEAMCOLOR[FTeam]
5683 else
5684 FModel.Color := FColor;
5685 end;
5687 procedure TPlayer.AllRulez(Health: Boolean);
5688 var
5689 a: Integer;
5690 begin
5691 if Health then
5692 begin
5693 FHealth := PLAYER_HP_LIMIT;
5694 FArmor := PLAYER_AP_LIMIT;
5695 Exit;
5696 end;
5698 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5699 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5700 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5701 end;
5703 procedure TPlayer.RestoreHealthArmor();
5704 begin
5705 FHealth := PLAYER_HP_LIMIT;
5706 FArmor := PLAYER_AP_LIMIT;
5707 end;
5709 procedure TPlayer.FragCombo();
5710 var
5711 Param: Integer;
5712 begin
5713 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5714 Exit;
5715 if gTime - FLastFrag < FRAG_COMBO_TIME then
5716 begin
5717 if FFragCombo < 5 then
5718 Inc(FFragCombo);
5719 Param := FUID or (FFragCombo shl 16);
5720 if (FComboEvnt >= Low(gDelayedEvents)) and
5721 (FComboEvnt <= High(gDelayedEvents)) and
5722 gDelayedEvents[FComboEvnt].Pending and
5723 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5724 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5725 begin
5726 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5727 gDelayedEvents[FComboEvnt].DENum := Param;
5728 end
5729 else
5730 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5731 end
5732 else
5733 FFragCombo := 1;
5735 FLastFrag := gTime;
5736 end;
5738 procedure TPlayer.GiveItem(ItemType: Byte);
5739 begin
5740 case ItemType of
5741 ITEM_SUIT:
5742 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5743 begin
5744 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5745 end;
5747 ITEM_OXYGEN:
5748 if FAir < AIR_MAX then
5749 begin
5750 FAir := AIR_MAX;
5751 end;
5753 ITEM_MEDKIT_BLACK:
5754 begin
5755 if not (R_BERSERK in FRulez) then
5756 begin
5757 Include(FRulez, R_BERSERK);
5758 if FBFGFireCounter < 1 then
5759 begin
5760 FCurrWeap := WEAPON_KASTET;
5761 resetWeaponQueue();
5762 FModel.SetWeapon(WEAPON_KASTET);
5763 end;
5764 if gFlash <> 0 then
5765 Inc(FPain, 100);
5766 FBerserk := gTime+30000;
5767 end;
5768 if FHealth < PLAYER_HP_SOFT then
5769 begin
5770 FHealth := PLAYER_HP_SOFT;
5771 FBerserk := gTime+30000;
5772 end;
5773 end;
5775 ITEM_INVUL:
5776 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5777 begin
5778 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5779 end;
5781 ITEM_INVIS:
5782 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5783 begin
5784 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5785 end;
5787 ITEM_JETPACK:
5788 if FJetFuel < JET_MAX then
5789 begin
5790 FJetFuel := JET_MAX;
5791 end;
5793 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5794 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5796 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5797 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5799 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5800 ITEM_SPHERE_WHITE:
5801 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5802 begin
5803 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5804 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5805 end;
5807 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5808 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5809 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5810 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5811 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5812 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5813 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5814 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5815 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5817 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5818 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5819 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5820 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5821 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5822 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5823 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5824 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5825 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
5827 ITEM_AMMO_BACKPACK:
5828 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5829 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5830 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5831 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
5832 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
5833 begin
5834 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
5835 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
5836 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
5837 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
5838 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
5840 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5841 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5842 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5843 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5845 FRulez := FRulez + [R_ITEM_BACKPACK];
5846 end;
5848 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5849 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5850 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5852 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5853 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5855 else
5856 Exit;
5857 end;
5858 if g_Game_IsNet and g_Game_IsServer then
5859 MH_SEND_PlayerStats(FUID);
5860 end;
5862 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5863 var
5864 id, i: DWORD;
5865 Anim: TAnimation;
5866 begin
5867 if (Random(5) = 1) and (Times = 1) then
5868 Exit;
5870 if BodyInLiquid(0, 0) then
5871 begin
5872 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5873 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5874 if Random(2) = 0 then
5875 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5876 else
5877 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5878 Exit;
5879 end;
5881 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5882 begin
5883 for i := 1 to Times do
5884 begin
5885 Anim := TAnimation.Create(id, False, 3);
5886 Anim.Alpha := 150;
5887 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5888 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5889 Anim.Free();
5890 end;
5891 end;
5892 end;
5894 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
5895 var
5896 id, i: DWORD;
5897 Anim: TAnimation;
5898 begin
5899 if (Random(10) = 1) and (Times = 1) then
5900 Exit;
5902 if g_Frames_Get(id, 'FRAMES_FLAME') then
5903 begin
5904 for i := 1 to Times do
5905 begin
5906 Anim := TAnimation.Create(id, False, 3);
5907 Anim.Alpha := 0;
5908 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5909 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5910 Anim.Free();
5911 end;
5912 end;
5913 end;
5915 procedure TPlayer.PauseSounds(Enable: Boolean);
5916 begin
5917 FSawSound.Pause(Enable);
5918 FSawSoundIdle.Pause(Enable);
5919 FSawSoundHit.Pause(Enable);
5920 FSawSoundSelect.Pause(Enable);
5921 end;
5923 { T C o r p s e : }
5925 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5926 begin
5927 g_Obj_Init(@FObj);
5928 FObj.X := X;
5929 FObj.Y := Y;
5930 FObj.Rect := PLAYER_CORPSERECT;
5931 FModelName := ModelName;
5932 FMess := aMess;
5934 if FMess then
5935 begin
5936 FState := CORPSE_STATE_MESS;
5937 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5938 end
5939 else
5940 begin
5941 FState := CORPSE_STATE_NORMAL;
5942 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5943 end;
5944 end;
5946 destructor TCorpse.Destroy();
5947 begin
5948 FAnimation.Free();
5950 inherited;
5951 end;
5953 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5954 var
5955 pm: TPlayerModel;
5956 begin
5957 if FState = CORPSE_STATE_REMOVEME then
5958 Exit;
5960 FDamage := FDamage + Value;
5962 if FDamage > 150 then
5963 begin
5964 if FAnimation <> nil then
5965 begin
5966 FAnimation.Free();
5967 FAnimation := nil;
5969 FState := CORPSE_STATE_REMOVEME;
5971 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5972 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5973 FModelName, FColor);
5974 // Çâóê ìÿñà îò òðóïà:
5975 pm := g_PlayerModel_Get(FModelName);
5976 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
5977 pm.Free;
5978 end;
5979 end
5980 else
5981 begin
5982 FObj.Vel.X := FObj.Vel.X + vx;
5983 FObj.Vel.Y := FObj.Vel.Y + vy;
5984 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
5985 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
5986 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
5987 150, 0, 0);
5988 end;
5989 end;
5991 procedure TCorpse.Draw();
5992 begin
5993 if FState = CORPSE_STATE_REMOVEME then
5994 Exit;
5996 if FAnimation <> nil then
5997 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
5999 if FAnimationMask <> nil then
6000 begin
6001 e_Colors := FColor;
6002 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6003 e_Colors.R := 255;
6004 e_Colors.G := 255;
6005 e_Colors.B := 255;
6006 end;
6007 end;
6009 procedure TCorpse.Update();
6010 var
6011 st: Word;
6012 begin
6013 if FState = CORPSE_STATE_REMOVEME then
6014 Exit;
6016 if gTime mod (GAME_TICK*2) <> 0 then
6017 begin
6018 g_Obj_Move(@FObj, True, True, True);
6020 Exit;
6021 end;
6023 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6024 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6026 st := g_Obj_Move(@FObj, True, True, True);
6028 if WordBool(st and MOVE_FALLOUT) then
6029 begin
6030 FState := CORPSE_STATE_REMOVEME;
6031 Exit;
6032 end;
6034 if FAnimation <> nil then
6035 FAnimation.Update();
6036 if FAnimationMask <> nil then
6037 FAnimationMask.Update();
6038 end;
6040 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6041 var
6042 sig: DWORD;
6043 anim: Boolean;
6044 begin
6045 if Mem = nil then
6046 Exit;
6048 // Ñèãíàòóðà òðóïà:
6049 sig := CORPSE_SIGNATURE; // 'CORP'
6050 Mem.WriteDWORD(sig);
6051 // Ñîñòîÿíèå:
6052 Mem.WriteByte(FState);
6053 // Íàêîïëåííûé óðîí:
6054 Mem.WriteByte(FDamage);
6055 // Öâåò:
6056 Mem.WriteByte(FColor.R);
6057 Mem.WriteByte(FColor.G);
6058 Mem.WriteByte(FColor.B);
6059 // Îáúåêò òðóïà:
6060 Obj_SaveState(@FObj, Mem);
6061 // Åñòü ëè àíèìàöèÿ:
6062 anim := FAnimation <> nil;
6063 Mem.WriteBoolean(anim);
6064 // Åñëè åñòü - ñîõðàíÿåì:
6065 if anim then
6066 FAnimation.SaveState(Mem);
6067 // Åñòü ëè ìàñêà àíèìàöèè:
6068 anim := FAnimationMask <> nil;
6069 Mem.WriteBoolean(anim);
6070 // Åñëè åñòü - ñîõðàíÿåì:
6071 if anim then
6072 FAnimationMask.SaveState(Mem);
6073 end;
6075 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6076 var
6077 sig: DWORD;
6078 anim: Boolean;
6079 begin
6080 if Mem = nil then
6081 Exit;
6083 // Ñèãíàòóðà òðóïà:
6084 Mem.ReadDWORD(sig);
6085 if sig <> CORPSE_SIGNATURE then // 'CORP'
6086 begin
6087 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6088 end;
6089 // Ñîñòîÿíèå:
6090 Mem.ReadByte(FState);
6091 // Íàêîïëåííûé óðîí:
6092 Mem.ReadByte(FDamage);
6093 // Öâåò:
6094 Mem.ReadByte(FColor.R);
6095 Mem.ReadByte(FColor.G);
6096 Mem.ReadByte(FColor.B);
6097 // Îáúåêò òðóïà:
6098 Obj_LoadState(@FObj, Mem);
6099 // Åñòü ëè àíèìàöèÿ:
6100 Mem.ReadBoolean(anim);
6101 // Åñëè åñòü - çàãðóæàåì:
6102 if anim then
6103 begin
6104 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6105 FAnimation.LoadState(Mem);
6106 end;
6107 // Åñòü ëè ìàñêà àíèìàöèè:
6108 Mem.ReadBoolean(anim);
6109 // Åñëè åñòü - çàãðóæàåì:
6110 if anim then
6111 begin
6112 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6113 FAnimationMask.LoadState(Mem);
6114 end;
6115 end;
6117 { T B o t : }
6119 constructor TBot.Create();
6120 var
6121 a: Integer;
6122 begin
6123 inherited Create();
6125 FPhysics := True;
6126 FSpectator := False;
6127 FGhost := False;
6129 FIamBot := True;
6131 Inc(gNumBots);
6133 for a := WP_FIRST to WP_LAST do
6134 begin
6135 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6136 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6137 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6138 end;
6139 end;
6141 destructor TBot.Destroy();
6142 begin
6143 Dec(gNumBots);
6144 inherited Destroy();
6145 end;
6147 procedure TBot.Draw();
6148 begin
6149 inherited Draw();
6151 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6152 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6153 end;
6155 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6156 begin
6157 inherited Respawn(Silent, Force);
6159 FAIFlags := nil;
6160 FSelectedWeapon := FCurrWeap;
6161 resetWeaponQueue();
6162 FTargetUID := 0;
6163 end;
6165 procedure TBot.UpdateCombat();
6166 type
6167 TTarget = record
6168 UID: Word;
6169 X, Y: Integer;
6170 Rect: TRectWH;
6171 cX, cY: Integer;
6172 Dist: Word;
6173 Line: Boolean;
6174 Visible: Boolean;
6175 IsPlayer: Boolean;
6176 end;
6178 TTargetRecord = array of TTarget;
6180 function Compare(a, b: TTarget): Integer;
6181 begin
6182 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6183 Result := -1
6184 else
6185 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6186 Result := 1
6187 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6188 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6189 begin
6190 if a.Dist > b.Dist then // B áëèæå
6191 Result := 1
6192 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6193 Result := -1;
6194 end
6195 else // Ñòðàííî -> A
6196 Result := -1;
6197 end;
6199 var
6200 a, x1, y1, x2, y2: Integer;
6201 targets: TTargetRecord;
6202 ammo: Word;
6203 Target, BestTarget: TTarget;
6204 firew, fireh: Integer;
6205 angle: SmallInt;
6206 mon: TMonster;
6207 pla: TPlayer;
6208 vsPlayer, vsMonster, ok: Boolean;
6209 begin
6210 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6211 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6213 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6214 if FCurrWeap <> FSelectedWeapon then
6215 NextWeapon();
6217 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6218 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6219 begin
6220 RemoveAIFlag('NEEDFIRE');
6222 case FCurrWeap of
6223 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6224 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6225 else PressKey(KEY_FIRE);
6226 end;
6227 end;
6229 // Êîîðäèíàòû ñòâîëà:
6230 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6231 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6233 Target.UID := FTargetUID;
6235 ok := False;
6236 if Target.UID <> 0 then
6237 begin // Öåëü åñòü - íàñòðàèâàåì
6238 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6239 vsPlayer then
6240 begin // Èãðîê
6241 with g_Player_Get(Target.UID) do
6242 begin
6243 if (@FObj) <> nil then
6244 begin
6245 Target.X := FObj.X;
6246 Target.Y := FObj.Y;
6247 end;
6248 end;
6250 Target.cX := Target.X + PLAYER_RECT_CX;
6251 Target.cY := Target.Y + PLAYER_RECT_CY;
6252 Target.Rect := PLAYER_RECT;
6253 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6254 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6255 (y1-4 > Target.Y+PLAYER_RECT.Y);
6256 Target.IsPlayer := True;
6257 ok := True;
6258 end
6259 else
6260 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6261 vsMonster then
6262 begin // Ìîíñòð
6263 mon := g_Monsters_Get(Target.UID);
6264 if mon <> nil then
6265 begin
6266 Target.X := mon.Obj.X;
6267 Target.Y := mon.Obj.Y;
6269 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6270 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6271 Target.Rect := mon.Obj.Rect;
6272 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6273 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6274 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6275 Target.IsPlayer := False;
6276 ok := True;
6277 end;
6278 end;
6279 end;
6281 if not ok then
6282 begin // Öåëè íåò - îáíóëÿåì
6283 Target.X := 0;
6284 Target.Y := 0;
6285 Target.cX := 0;
6286 Target.cY := 0;
6287 Target.Visible := False;
6288 Target.Line := False;
6289 Target.IsPlayer := False;
6290 end;
6292 targets := nil;
6294 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6295 if (not Target.Line) or (not Target.Visible) then
6296 begin
6297 // Èãðîêè:
6298 if vsPlayer then
6299 for a := 0 to High(gPlayers) do
6300 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6301 (gPlayers[a].FUID <> FUID) and
6302 (not SameTeam(FUID, gPlayers[a].FUID)) and
6303 (not gPlayers[a].NoTarget) and
6304 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6305 begin
6306 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6307 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6308 Continue;
6310 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6311 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6313 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6314 if g_TraceVector(x1, y1, x2, y2) then
6315 begin
6316 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6317 SetLength(targets, Length(targets)+1);
6318 with targets[High(targets)] do
6319 begin
6320 UID := gPlayers[a].FUID;
6321 X := gPlayers[a].FObj.X;
6322 Y := gPlayers[a].FObj.Y;
6323 cX := x2;
6324 cY := y2;
6325 Rect := PLAYER_RECT;
6326 Dist := g_PatchLength(x1, y1, x2, y2);
6327 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6328 (y1-4 > Target.Y+PLAYER_RECT.Y);
6329 Visible := True;
6330 IsPlayer := True;
6331 end;
6332 end;
6333 end;
6335 // Ìîíñòðû:
6336 if vsMonster and (gMonsters <> nil) then
6337 for a := 0 to High(gMonsters) do
6338 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6339 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6340 begin
6341 mon := gMonsters[a];
6343 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6344 mon.Obj.Y + mon.Obj.Rect.Y) then
6345 Continue;
6347 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6348 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6350 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6351 if g_TraceVector(x1, y1, x2, y2) then
6352 begin
6353 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6354 SetLength(targets, Length(targets)+1);
6355 with targets[High(targets)] do
6356 begin
6357 UID := mon.UID;
6358 X := mon.Obj.X;
6359 Y := mon.Obj.Y;
6360 cX := x2;
6361 cY := y2;
6362 Rect := mon.Obj.Rect;
6363 Dist := g_PatchLength(x1, y1, x2, y2);
6364 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6365 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6366 Visible := True;
6367 IsPlayer := False;
6368 end;
6369 end;
6370 end;
6371 end;
6373 // Åñëè åñòü âîçìîæíûå öåëè:
6374 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6375 if targets <> nil then
6376 begin
6377 // Âûáèðàåì íàèëó÷øóþ öåëü:
6378 BestTarget := targets[0];
6379 if Length(targets) > 1 then
6380 for a := 1 to High(targets) do
6381 if Compare(BestTarget, targets[a]) = 1 then
6382 BestTarget := targets[a];
6384 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6385 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6386 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6387 begin
6388 Target := BestTarget;
6390 if (Healthy() = 3) or ((Healthy() = 2)) then
6391 begin // Åñëè çäîðîâû - äîãîíÿåì
6392 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6393 SetAIFlag('GORIGHT', '1');
6394 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6395 SetAIFlag('GOLEFT', '1');
6396 end
6397 else
6398 begin // Åñëè ïîáèòû - óáåãàåì
6399 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6400 SetAIFlag('GORIGHT', '1');
6401 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6402 SetAIFlag('GOLEFT', '1');
6403 end;
6405 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6406 SelectWeapon(Abs(x1-Target.cX));
6407 end;
6408 end;
6410 // Åñëè åñòü öåëü:
6411 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6412 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6413 if Target.UID <> 0 then
6414 begin
6415 if not TargetOnScreen(Target.X + Target.Rect.X,
6416 Target.Y + Target.Rect.Y) then
6417 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6418 if (Healthy() = 3) or ((Healthy() = 2)) then
6419 begin // Åñëè çäîðîâû - äîãîíÿåì
6420 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6421 SetAIFlag('GORIGHT', '1');
6422 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6423 SetAIFlag('GOLEFT', '1');
6424 end
6425 else
6426 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6427 Target.UID := 0;
6428 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6429 SetAIFlag('GORIGHT', '1');
6430 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6431 SetAIFlag('GOLEFT', '1');
6432 end;
6433 end
6434 else
6435 begin // Öåëü ïîêà íà "ýêðàíå"
6436 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6437 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6438 FLastVisible := gTime;
6439 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6440 if (Abs(FObj.Y-Target.Y) <= 128) then
6441 begin
6442 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6443 SetAIFlag('GORIGHT', '1');
6444 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6445 SetAIFlag('GOLEFT', '1');
6446 end;
6447 end;
6449 // Âûáèðàåì óãîë ââåðõ:
6450 if FDirection = D_LEFT then
6451 angle := ANGLE_LEFTUP
6452 else
6453 angle := ANGLE_RIGHTUP;
6455 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6456 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6458 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6459 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6460 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6461 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6462 Target.Rect.Width, Target.Rect.Height) and
6463 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6464 begin // òî íóæíî ñòðåëÿòü ââåðõ
6465 SetAIFlag('NEEDFIRE', '1');
6466 SetAIFlag('NEEDSEEUP', '1');
6467 end;
6469 // Âûáèðàåì óãîë âíèç:
6470 if FDirection = D_LEFT then
6471 angle := ANGLE_LEFTDOWN
6472 else
6473 angle := ANGLE_RIGHTDOWN;
6475 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6476 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6478 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6479 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6480 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6481 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6482 Target.Rect.Width, Target.Rect.Height) and
6483 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6484 begin // òî íóæíî ñòðåëÿòü âíèç
6485 SetAIFlag('NEEDFIRE', '1');
6486 SetAIFlag('NEEDSEEDOWN', '1');
6487 end;
6489 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6490 if Target.Visible and
6491 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6492 (y1-4 > Target.Y+Target.Rect.Y) then
6493 begin
6494 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6495 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6496 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6497 begin // òî íóæíî ñòðåëÿòü âïåðåä
6498 SetAIFlag('NEEDFIRE', '1');
6499 SetAIFlag('NEEDSEEDOWN', '');
6500 SetAIFlag('NEEDSEEUP', '');
6501 end;
6502 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6503 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6504 if GetRnd(FDifficult.CloseJump) then
6505 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6506 if Abs(FObj.X-Target.X) < 128 then
6507 a := 4
6508 else
6509 a := 30;
6510 if Random(a) = 0 then
6511 SetAIFlag('NEEDJUMP', '1');
6512 end;
6513 end;
6515 // Åñëè öåëü âñå åùå åñòü:
6516 if Target.UID <> 0 then
6517 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6518 Target.UID := 0 // òî çàáûòü öåëü
6519 else // Åñëè âèäåëè íåäàâíî
6520 begin // íî öåëü óáèëè
6521 if Target.IsPlayer then
6522 begin // Öåëü - èãðîê
6523 pla := g_Player_Get(Target.UID);
6524 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6525 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6526 Target.UID := 0; // òî çàáûòü öåëü
6527 end
6528 else
6529 begin // Öåëü - ìîíñòð
6530 mon := g_Monsters_Get(Target.UID);
6531 if (mon = nil) or (not mon.Live) then
6532 Target.UID := 0; // òî çàáûòü öåëü
6533 end;
6534 end;
6535 end; // if Target.UID <> 0
6537 FTargetUID := Target.UID;
6539 // Åñëè âîçìîæíûõ öåëåé íåò:
6540 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6541 if targets = nil then
6542 if GetAIFlag('ATTACKLEFT') <> '' then
6543 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6544 RemoveAIFlag('ATTACKLEFT');
6546 SetAIFlag('NEEDJUMP', '1');
6548 if RunDirection() = D_RIGHT then
6549 begin // Èäåì íå â òó ñòîðîíó
6550 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6551 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6552 SetAIFlag('NEEDFIRE', '1');
6553 SetAIFlag('GOLEFT', '1');
6554 end;
6555 end
6556 else
6557 begin // Èäåì â íóæíóþ ñòîðîíó
6558 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6559 SetAIFlag('NEEDFIRE', '1');
6560 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6561 SetAIFlag('GORIGHT', '1');
6562 end;
6563 end
6564 else
6565 if GetAIFlag('ATTACKRIGHT') <> '' then
6566 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6567 RemoveAIFlag('ATTACKRIGHT');
6569 SetAIFlag('NEEDJUMP', '1');
6571 if RunDirection() = D_LEFT then
6572 begin // Èäåì íå â òó ñòîðîíó
6573 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6574 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6575 SetAIFlag('NEEDFIRE', '1');
6576 SetAIFlag('GORIGHT', '1');
6577 end;
6578 end
6579 else
6580 begin
6581 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6582 SetAIFlag('NEEDFIRE', '1');
6583 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6584 SetAIFlag('GOLEFT', '1');
6585 end;
6586 end;
6588 //HACK! (does it belongs there?)
6589 RealizeCurrentWeapon();
6591 // Åñëè åñòü âîçìîæíûå öåëè:
6592 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6593 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6594 for a := 0 to High(targets) do
6595 begin
6596 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6597 if GetRnd(FDifficult.DiagFire) then
6598 begin
6599 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6600 if FDirection = D_LEFT then
6601 angle := ANGLE_LEFTUP
6602 else
6603 angle := ANGLE_RIGHTUP;
6605 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6606 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6608 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6609 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6610 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6611 targets[a].Rect.Width, targets[a].Rect.Height) and
6612 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6613 begin
6614 SetAIFlag('NEEDFIRE', '1');
6615 SetAIFlag('NEEDSEEUP', '1');
6616 end;
6618 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6619 if FDirection = D_LEFT then
6620 angle := ANGLE_LEFTDOWN
6621 else
6622 angle := ANGLE_RIGHTDOWN;
6624 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6625 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6627 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6628 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6629 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6630 targets[a].Rect.Width, targets[a].Rect.Height) and
6631 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6632 begin
6633 SetAIFlag('NEEDFIRE', '1');
6634 SetAIFlag('NEEDSEEDOWN', '1');
6635 end;
6636 end;
6638 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6639 if targets[a].Line and targets[a].Visible and
6640 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6641 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6642 begin
6643 SetAIFlag('NEEDFIRE', '1');
6644 Break;
6645 end;
6646 end;
6648 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6649 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6650 PLAYER_RECT.Width, PLAYER_RECT.Height,
6651 40+GetInterval(FDifficult.Cover, 40)) then
6652 SetAIFlag('NEEDJUMP', '1');
6654 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6655 ammo := GetAmmoByWeapon(FCurrWeap);
6656 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6657 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6658 (ammo = 0) then
6659 SetAIFlag('SELECTWEAPON', '1');
6661 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6662 if GetAIFlag('SELECTWEAPON') = '1' then
6663 begin
6664 SelectWeapon(-1);
6665 RemoveAIFlag('SELECTWEAPON');
6666 end;
6667 end;
6669 procedure TBot.Update();
6670 var
6671 EnableAI: Boolean;
6672 begin
6673 if not FLive then
6674 begin // Respawn
6675 ReleaseKeys();
6676 PressKey(KEY_UP);
6677 end
6678 else
6679 begin
6680 EnableAI := True;
6682 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6683 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6684 EnableAI := False;
6685 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6686 EnableAI := False;
6687 if g_debug_BotAIOff = 3 then
6688 EnableAI := False;
6690 if EnableAI then
6691 begin
6692 UpdateMove();
6693 UpdateCombat();
6694 end
6695 else
6696 begin
6697 RealizeCurrentWeapon();
6698 end;
6699 end;
6701 inherited Update();
6702 end;
6704 procedure TBot.ReleaseKey(Key: Byte);
6705 begin
6706 with FKeys[Key] do
6707 begin
6708 Pressed := False;
6709 Time := 0;
6710 end;
6711 end;
6713 function TBot.KeyPressed(Key: Word): Boolean;
6714 begin
6715 Result := FKeys[Key].Pressed;
6716 end;
6718 function TBot.GetAIFlag(fName: String20): String20;
6719 var
6720 a: Integer;
6721 begin
6722 Result := '';
6724 fName := LowerCase(fName);
6726 if FAIFlags <> nil then
6727 for a := 0 to High(FAIFlags) do
6728 if LowerCase(FAIFlags[a].Name) = fName then
6729 begin
6730 Result := FAIFlags[a].Value;
6731 Break;
6732 end;
6733 end;
6735 procedure TBot.RemoveAIFlag(fName: String20);
6736 var
6737 a, b: Integer;
6738 begin
6739 if FAIFlags = nil then Exit;
6741 fName := LowerCase(fName);
6743 for a := 0 to High(FAIFlags) do
6744 if LowerCase(FAIFlags[a].Name) = fName then
6745 begin
6746 if a <> High(FAIFlags) then
6747 for b := a to High(FAIFlags)-1 do
6748 FAIFlags[b] := FAIFlags[b+1];
6750 SetLength(FAIFlags, Length(FAIFlags)-1);
6751 Break;
6752 end;
6753 end;
6755 procedure TBot.SetAIFlag(fName, fValue: String20);
6756 var
6757 a: Integer;
6758 ok: Boolean;
6759 begin
6760 a := 0;
6761 ok := False;
6763 fName := LowerCase(fName);
6765 if FAIFlags <> nil then
6766 for a := 0 to High(FAIFlags) do
6767 if LowerCase(FAIFlags[a].Name) = fName then
6768 begin
6769 ok := True;
6770 Break;
6771 end;
6773 if ok then FAIFlags[a].Value := fValue
6774 else
6775 begin
6776 SetLength(FAIFlags, Length(FAIFlags)+1);
6777 with FAIFlags[High(FAIFlags)] do
6778 begin
6779 Name := fName;
6780 Value := fValue;
6781 end;
6782 end;
6783 end;
6785 procedure TBot.UpdateMove;
6787 procedure GoLeft(Time: Word = 1);
6788 begin
6789 ReleaseKey(KEY_LEFT);
6790 ReleaseKey(KEY_RIGHT);
6791 PressKey(KEY_LEFT, Time);
6792 SetDirection(D_LEFT);
6793 end;
6795 procedure GoRight(Time: Word = 1);
6796 begin
6797 ReleaseKey(KEY_LEFT);
6798 ReleaseKey(KEY_RIGHT);
6799 PressKey(KEY_RIGHT, Time);
6800 SetDirection(D_RIGHT);
6801 end;
6803 function Rnd(a: Word): Boolean;
6804 begin
6805 Result := Random(a) = 0;
6806 end;
6808 procedure Turn(Time: Word = 1200);
6809 begin
6810 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6811 end;
6813 procedure Stop();
6814 begin
6815 ReleaseKey(KEY_LEFT);
6816 ReleaseKey(KEY_RIGHT);
6817 end;
6819 function CanRunLeft(): Boolean;
6820 begin
6821 Result := not CollideLevel(-1, 0);
6822 end;
6824 function CanRunRight(): Boolean;
6825 begin
6826 Result := not CollideLevel(1, 0);
6827 end;
6829 function CanRun(): Boolean;
6830 begin
6831 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6832 end;
6834 procedure Jump(Time: Word = 30);
6835 begin
6836 PressKey(KEY_JUMP, Time);
6837 end;
6839 function NearHole(): Boolean;
6840 var
6841 x, sx: Integer;
6842 begin
6843 { TODO 5 : Ëåñòíèöû }
6844 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6845 for x := 1 to PLAYER_RECT.Width do
6846 if (not StayOnStep(x*sx, 0)) and
6847 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6848 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6849 begin
6850 Result := True;
6851 Exit;
6852 end;
6854 Result := False;
6855 end;
6857 function BorderHole(): Boolean;
6858 var
6859 x, sx, xx: Integer;
6860 begin
6861 { TODO 5 : Ëåñòíèöû }
6862 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6863 for x := 1 to PLAYER_RECT.Width do
6864 if (not StayOnStep(x*sx, 0)) and
6865 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6866 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6867 begin
6868 for xx := x to x+32 do
6869 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6870 begin
6871 Result := True;
6872 Exit;
6873 end;
6874 end;
6876 Result := False;
6877 end;
6879 function NearDeepHole(): Boolean;
6880 var
6881 x, sx, y: Integer;
6882 begin
6883 Result := False;
6885 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6886 y := 3;
6888 for x := 1 to PLAYER_RECT.Width do
6889 if (not StayOnStep(x*sx, 0)) and
6890 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6891 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6892 begin
6893 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6894 begin
6895 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6896 y := y+1;
6897 end;
6899 Result := True;
6900 end else Result := False;
6901 end;
6903 function OverDeepHole(): Boolean;
6904 var
6905 y: Integer;
6906 begin
6907 Result := False;
6909 y := 1;
6910 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6911 begin
6912 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6913 y := y+1;
6914 end;
6916 Result := True;
6917 end;
6919 function OnGround(): Boolean;
6920 begin
6921 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6922 end;
6924 function OnLadder(): Boolean;
6925 begin
6926 Result := FullInStep(0, 0);
6927 end;
6929 function BelowLadder(): Boolean;
6930 begin
6931 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6932 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6933 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6934 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6935 end;
6937 function BelowLiftUp(): Boolean;
6938 begin
6939 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6940 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6941 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6942 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6943 end;
6945 function OnTopLift(): Boolean;
6946 begin
6947 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6948 end;
6950 function CanJumpOver(): Boolean;
6951 var
6952 sx, y: Integer;
6953 begin
6954 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6956 Result := False;
6958 if not CollideLevel(sx, 0) then Exit;
6960 for y := 1 to BOT_MAXJUMP do
6961 if CollideLevel(0, -y) then Exit else
6962 if not CollideLevel(sx, -y) then
6963 begin
6964 Result := True;
6965 Exit;
6966 end;
6967 end;
6969 function CanJumpUp(Dist: ShortInt): Boolean;
6970 var
6971 y, yy: Integer;
6972 c: Boolean;
6973 begin
6974 Result := False;
6976 if CollideLevel(Dist, 0) then Exit;
6978 c := False;
6979 for y := 0 to BOT_MAXJUMP do
6980 if CollideLevel(Dist, -y) then
6981 begin
6982 c := True;
6983 Break;
6984 end;
6986 if not c then Exit;
6988 c := False;
6989 for yy := y+1 to BOT_MAXJUMP do
6990 if not CollideLevel(Dist, -yy) then
6991 begin
6992 c := True;
6993 Break;
6994 end;
6996 if not c then Exit;
6998 c := False;
6999 for y := 0 to BOT_MAXJUMP do
7000 if CollideLevel(0, -y) then
7001 begin
7002 c := True;
7003 Break;
7004 end;
7006 if c then Exit;
7008 if y < yy then Exit;
7010 Result := True;
7011 end;
7013 function IsSafeTrigger(): Boolean;
7014 var
7015 a: Integer;
7016 begin
7017 Result := True;
7018 if gTriggers = nil then
7019 Exit;
7020 for a := 0 to High(gTriggers) do
7021 if Collide(gTriggers[a].X,
7022 gTriggers[a].Y,
7023 gTriggers[a].Width,
7024 gTriggers[a].Height) and
7025 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7026 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7027 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7028 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7029 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7030 Result := False;
7031 end;
7033 begin
7034 // Âîçìîæíî, íàæèìàåì êíîïêó:
7035 if Rnd(16) and IsSafeTrigger() then
7036 PressKey(KEY_OPEN);
7038 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7039 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7040 begin
7041 ReleaseKey(KEY_LEFT);
7042 ReleaseKey(KEY_RIGHT);
7043 Jump();
7044 end;
7046 // Èäåì âëåâî, åñëè íàäî áûëî:
7047 if GetAIFlag('GOLEFT') <> '' then
7048 begin
7049 RemoveAIFlag('GOLEFT');
7050 if CanRunLeft() then
7051 GoLeft(360);
7052 end;
7054 // Èäåì âïðàâî, åñëè íàäî áûëî:
7055 if GetAIFlag('GORIGHT') <> '' then
7056 begin
7057 RemoveAIFlag('GORIGHT');
7058 if CanRunRight() then
7059 GoRight(360);
7060 end;
7062 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7063 if FObj.X < -32 then
7064 GoRight(360)
7065 else
7066 if FObj.X+32 > gMapInfo.Width then
7067 GoLeft(360);
7069 // Ïðûãàåì, åñëè íàäî áûëî:
7070 if GetAIFlag('NEEDJUMP') <> '' then
7071 begin
7072 Jump(0);
7073 RemoveAIFlag('NEEDJUMP');
7074 end;
7076 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7077 if GetAIFlag('NEEDSEEUP') <> '' then
7078 begin
7079 ReleaseKey(KEY_UP);
7080 ReleaseKey(KEY_DOWN);
7081 PressKey(KEY_UP, 20);
7082 RemoveAIFlag('NEEDSEEUP');
7083 end;
7085 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7086 if GetAIFlag('NEEDSEEDOWN') <> '' then
7087 begin
7088 ReleaseKey(KEY_UP);
7089 ReleaseKey(KEY_DOWN);
7090 PressKey(KEY_DOWN, 20);
7091 RemoveAIFlag('NEEDSEEDOWN');
7092 end;
7094 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7095 if GetAIFlag('GOINHOLE') <> '' then
7096 if not OnGround() then
7097 begin
7098 ReleaseKey(KEY_LEFT);
7099 ReleaseKey(KEY_RIGHT);
7100 RemoveAIFlag('GOINHOLE');
7101 SetAIFlag('FALLINHOLE', '1');
7102 end;
7104 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7105 if GetAIFlag('FALLINHOLE') <> '' then
7106 if OnGround() then
7107 RemoveAIFlag('FALLINHOLE');
7109 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7110 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7111 if GetAIFlag('FALLINHOLE') = '' then
7112 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7113 if Rnd(2) then
7114 GoLeft(360)
7115 else
7116 GoRight(360);
7118 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7119 if OnGround() and
7120 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7121 Rnd(8) then
7122 Jump();
7124 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7125 if OnGround() and NearHole() then
7126 if NearDeepHole() then // Åñëè ýòî áåçäíà
7127 case Random(6) of
7128 0..3: Turn(); // Áåæèì îáðàòíî
7129 4: Jump(); // Ïðûãàåì
7130 5: begin // Ïðûãàåì îáðàòíî
7131 Turn();
7132 Jump();
7133 end;
7134 end
7135 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7136 if GetAIFlag('GOINHOLE') = '' then
7137 case Random(6) of
7138 0: Turn(); // Íå íóæíî òóäà
7139 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7140 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7141 if BorderHole() then
7142 SetAIFlag('GOINHOLE', '1');
7143 end;
7145 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7146 if (not CanRun()) and OnGround() then
7147 begin
7148 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7149 if CanJumpOver() or OnLadder() then
7150 Jump()
7151 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7152 if Random(2) = 0 then
7153 begin
7154 if IsSafeTrigger() then
7155 PressKey(KEY_OPEN);
7156 end else
7157 Turn();
7158 end;
7160 // Îñòàëîñü ìàëî âîçäóõà:
7161 if FAir < 36 * 2 then
7162 Jump(20);
7164 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7165 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7166 if BodyInAcid(0, 0) then
7167 Jump();
7168 end;
7170 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7171 begin
7172 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7173 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7174 end;
7176 {function TBot.NeedItem(Item: Byte): Byte;
7177 begin
7178 Result := 4;
7179 end;}
7181 procedure TBot.SelectWeapon(Dist: Integer);
7182 var
7183 a: Integer;
7185 function HaveAmmo(weapon: Byte): Boolean;
7186 begin
7187 case weapon of
7188 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7189 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7190 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7191 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7192 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7193 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7194 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7195 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7196 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7197 else Result := True;
7198 end;
7199 end;
7201 begin
7202 if Dist = -1 then Dist := BOT_LONGDIST;
7204 if Dist > BOT_LONGDIST then
7205 begin // Äàëüíèé áîé
7206 for a := 0 to 9 do
7207 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7208 begin
7209 FSelectedWeapon := FDifficult.WeaponPrior[a];
7210 Break;
7211 end;
7212 end
7213 else //if Dist > BOT_UNSAFEDIST then
7214 begin // Áëèæíèé áîé
7215 for a := 0 to 9 do
7216 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7217 begin
7218 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7219 Break;
7220 end;
7221 end;
7222 { else
7223 begin
7224 for a := 0 to 9 do
7225 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7226 begin
7227 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7228 Break;
7229 end;
7230 end;}
7231 end;
7233 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7234 begin
7235 Result := inherited PickItem(ItemType, force, remove);
7237 if Result then SetAIFlag('SELECTWEAPON', '1');
7238 end;
7240 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7241 begin
7242 Result := inherited Heal(value, Soft);
7243 end;
7245 function TBot.Healthy(): Byte;
7246 begin
7247 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7248 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7249 else if (FHealth > 50) then Result := 2
7250 else if (FHealth > 20) then Result := 1
7251 else Result := 0;
7252 end;
7254 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7255 begin
7256 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7257 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7258 end;
7260 procedure TBot.OnDamage(Angle: SmallInt);
7261 var
7262 pla: TPlayer;
7263 mon: TMonster;
7264 ok: Boolean;
7265 begin
7266 inherited;
7268 if (Angle = 0) or (Angle = 180) then
7269 begin
7270 ok := False;
7271 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7272 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7273 begin // Èãðîê
7274 pla := g_Player_Get(FLastSpawnerUID);
7275 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7276 pla.FObj.Y + PLAYER_RECT.Y);
7277 end
7278 else
7279 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7280 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7281 begin // Ìîíñòð
7282 mon := g_Monsters_Get(FLastSpawnerUID);
7283 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7284 mon.Obj.Y + mon.Obj.Rect.Y);
7285 end;
7287 if ok then
7288 if Angle = 0 then
7289 SetAIFlag('ATTACKLEFT', '1')
7290 else
7291 SetAIFlag('ATTACKRIGHT', '1');
7292 end;
7293 end;
7295 function TBot.RunDirection(): TDirection;
7296 begin
7297 if Abs(Vel.X) >= 1 then
7298 begin
7299 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7300 end else
7301 Result := FDirection;
7302 end;
7304 function TBot.GetRnd(a: Byte): Boolean;
7305 begin
7306 if a = 0 then Result := False
7307 else if a = 255 then Result := True
7308 else Result := Random(256) > 255-a;
7309 end;
7311 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7312 begin
7313 Result := Round((255-a)/255*radius*(Random(2)-1));
7314 end;
7316 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7317 var
7318 i: Integer;
7319 dw: DWORD;
7320 p: Pointer;
7321 begin
7322 inherited SaveState(Mem);
7324 // Âûáðàííîå îðóæèå:
7325 Mem.WriteByte(FSelectedWeapon);
7326 // UID öåëè:
7327 Mem.WriteWord(FTargetUID);
7328 // Âðåìÿ ïîòåðè öåëè:
7329 Mem.WriteDWORD(FLastVisible);
7330 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7331 dw := Length(FAIFlags);
7332 Mem.WriteDWORD(dw);
7333 // Ôëàãè ÈÈ:
7334 for i := 0 to Integer(dw)-1 do
7335 begin
7336 Mem.WriteString(FAIFlags[i].Name, 20);
7337 Mem.WriteString(FAIFlags[i].Value, 20);
7338 end;
7339 // Íàñòðîéêè ñëîæíîñòè:
7340 p := @FDifficult;
7341 Mem.WriteMemory(p, SizeOf(TDifficult));
7342 end;
7344 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7345 var
7346 i: Integer;
7347 dw: DWORD;
7348 p: Pointer;
7349 begin
7350 inherited LoadState(Mem);
7352 // Âûáðàííîå îðóæèå:
7353 Mem.ReadByte(FSelectedWeapon);
7354 // UID öåëè:
7355 Mem.ReadWord(FTargetUID);
7356 // Âðåìÿ ïîòåðè öåëè:
7357 Mem.ReadDWORD(FLastVisible);
7358 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7359 Mem.ReadDWORD(dw);
7360 SetLength(FAIFlags, dw);
7361 // Ôëàãè ÈÈ:
7362 for i := 0 to Integer(dw)-1 do
7363 begin
7364 Mem.ReadString(FAIFlags[i].Name);
7365 Mem.ReadString(FAIFlags[i].Value);
7366 end;
7367 // Íàñòðîéêè ñëîæíîñòè:
7368 Mem.ReadMemory(p, dw);
7369 if dw <> SizeOf(TDifficult) then
7370 begin
7371 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7372 end;
7373 FDifficult := TDifficult(p^);
7374 end;
7376 end.