DEADSOFTWARE

a6f07ac6f6e258522a8f867445f588e8efa9eab3
[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;
171 FFireAttacker: Word;
173 FSavedState: TPlayerSavedState;
175 FModel: TPlayerModel;
176 FActionPrior: Byte;
177 FActionAnim: Byte;
178 FActionForce: Boolean;
179 FActionChanged: Boolean;
180 FAngle: SmallInt;
181 FFireAngle: SmallInt;
182 FIncCam: Integer;
183 FShellTimer: Integer;
184 FShellType: Byte;
185 FSawSound: TPlayableSound;
186 FSawSoundIdle: TPlayableSound;
187 FSawSoundHit: TPlayableSound;
188 FSawSoundSelect: TPlayableSound;
189 FJetSoundOn: TPlayableSound;
190 FJetSoundOff: TPlayableSound;
191 FJetSoundFly: TPlayableSound;
192 FGodMode: Boolean;
193 FNoTarget: Boolean;
194 FNoReload: Boolean;
195 FJustTeleported: Boolean;
196 FNetTime: LongWord;
198 function CollideLevel(XInc, YInc: Integer): Boolean;
199 function StayOnStep(XInc, YInc: Integer): Boolean;
200 function HeadInLiquid(XInc, YInc: Integer): Boolean;
201 function BodyInLiquid(XInc, YInc: Integer): Boolean;
202 function BodyInAcid(XInc, YInc: Integer): Boolean;
203 function FullInLift(XInc, YInc: Integer): Integer;
204 {procedure CollideItem();}
205 procedure FlySmoke(Times: DWORD = 1);
206 procedure OnFireFlame(Times: DWORD = 1);
207 function GetAmmoByWeapon(Weapon: Byte): Word;
208 procedure SetAction(Action: Byte; Force: Boolean = False);
209 procedure OnDamage(Angle: SmallInt); virtual;
210 function firediry(): Integer;
212 procedure Run(Direction: TDirection);
213 procedure NextWeapon();
214 procedure PrevWeapon();
215 procedure SeeUp();
216 procedure SeeDown();
217 procedure Fire();
218 procedure Jump();
219 procedure Use();
221 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
222 procedure resetWeaponQueue ();
223 function hasAmmoForWeapon (weapon: Byte): Boolean;
225 public
226 FDamageBuffer: Integer;
228 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
229 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
230 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
231 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
232 FBerserk: Integer;
233 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
234 FReloading: Array [WP_FIRST..WP_LAST] of Word;
235 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
236 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
237 FColor: TRGB;
238 FPreferredTeam: Byte;
239 FSpectator: Boolean;
240 FNoRespawn: Boolean;
241 FWantsInGame: Boolean;
242 FGhost: Boolean;
243 FPhysics: Boolean;
244 FJetpack: Boolean;
245 FActualModelName: string;
246 FClientID: SmallInt;
247 FPing: Word;
248 FLoss: Byte;
249 FDummy: Boolean;
250 FFireTime: Integer;
252 constructor Create(); virtual;
253 destructor Destroy(); override;
254 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
255 function GetRespawnPoint(): Byte;
256 procedure PressKey(Key: Byte; Time: Word = 1);
257 procedure ReleaseKeys();
258 procedure SetModel(ModelName: String);
259 procedure SetColor(Color: TRGB);
260 procedure SetWeapon(W: Byte);
261 function IsKeyPressed(K: Byte): Boolean;
262 function GetKeys(): Byte;
263 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
264 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
265 function Collide(Panel: TPanel): Boolean; overload;
266 function Collide(X, Y: Integer): Boolean; overload;
267 procedure SetDirection(Direction: TDirection);
268 procedure GetSecret();
269 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
270 procedure Touch();
271 procedure Push(vx, vy: Integer);
272 procedure ChangeModel(ModelName: String);
273 procedure SwitchTeam;
274 procedure ChangeTeam(Team: Byte);
275 procedure BFGHit();
276 function GetFlag(Flag: Byte): Boolean;
277 procedure SetFlag(Flag: Byte);
278 function DropFlag(): Boolean;
279 procedure AllRulez(Health: Boolean);
280 procedure RestoreHealthArmor();
281 procedure FragCombo();
282 procedure GiveItem(ItemType: Byte);
283 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
284 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
285 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
286 procedure MakeBloodSimple(Count: Word);
287 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
288 procedure Reset(Force: Boolean);
289 procedure Spectate(NoMove: Boolean = False);
290 procedure SwitchNoClip;
291 procedure SoftReset();
292 procedure Draw(); virtual;
293 procedure DrawPain();
294 procedure DrawPickup();
295 procedure DrawRulez();
296 procedure DrawAim();
297 procedure DrawBubble();
298 procedure DrawGUI();
299 procedure Update(); virtual;
300 procedure RememberState();
301 procedure RecallState();
302 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
303 procedure LoadState(var Mem: TBinMemoryReader); virtual;
304 procedure PauseSounds(Enable: Boolean);
305 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
306 procedure DoLerp(Level: Integer = 2);
307 procedure SetLerp(XTo, YTo: Integer);
308 procedure QueueWeaponSwitch(Weapon: Byte);
309 procedure RealizeCurrentWeapon();
310 procedure JetpackOn;
311 procedure JetpackOff;
312 procedure CatchFire(Attacker: Word);
314 property Name: String read FName write FName;
315 property Model: TPlayerModel read FModel;
316 property Health: Integer read FHealth write FHealth;
317 property Lives: Byte read FLives write FLives;
318 property Armor: Integer read FArmor write FArmor;
319 property Air: Integer read FAir write FAir;
320 property JetFuel: Integer read FJetFuel write FJetFuel;
321 property Frags: Integer read FFrags write FFrags;
322 property Death: Integer read FDeath write FDeath;
323 property Kills: Integer read FKills write FKills;
324 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
325 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
326 property Secrets: Integer read FSecrets;
327 property GodMode: Boolean read FGodMode write FGodMode;
328 property NoTarget: Boolean read FNoTarget write FNoTarget;
329 property NoReload: Boolean read FNoReload write FNoReload;
330 property Live: Boolean read FLive write FLive;
331 property Flag: Byte read FFlag;
332 property Team: Byte read FTeam write FTeam;
333 property Direction: TDirection read FDirection;
334 property GameX: Integer read FObj.X write FObj.X;
335 property GameY: Integer read FObj.Y write FObj.Y;
336 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
337 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
338 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
339 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
340 property Vel: TPoint2i read FObj.Vel;
341 property Obj: TObj read FObj;
342 property IncCam: Integer read FIncCam write FIncCam;
343 property UID: Word read FUID write FUID;
344 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
345 property NetTime: LongWord read FNetTime write FNetTime;
346 end;
348 TDifficult = record
349 DiagFire: Byte;
350 InvisFire: Byte;
351 DiagPrecision: Byte;
352 FlyPrecision: Byte;
353 Cover: Byte;
354 CloseJump: Byte;
355 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
356 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
357 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
358 end;
360 TAIFlag = record
361 Name: String;
362 Value: String;
363 end;
365 TBot = class (TPlayer)
366 private
367 FSelectedWeapon: Byte;
368 FTargetUID: Word;
369 FLastVisible: DWORD;
370 FAIFlags: Array of TAIFlag;
371 FDifficult: TDifficult;
373 function GetRnd(a: Byte): Boolean;
374 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
375 function RunDirection(): TDirection;
376 function FullInStep(XInc, YInc: Integer): Boolean;
377 //function NeedItem(Item: Byte): Byte;
378 procedure SelectWeapon(Dist: Integer);
379 procedure SetAIFlag(fName, fValue: String20);
380 function GetAIFlag(fName: String20): String20;
381 procedure RemoveAIFlag(fName: String20);
382 function Healthy(): Byte;
383 procedure UpdateMove();
384 procedure UpdateCombat();
385 function KeyPressed(Key: Word): Boolean;
386 procedure ReleaseKey(Key: Byte);
387 function TargetOnScreen(TX, TY: Integer): Boolean;
388 procedure OnDamage(Angle: SmallInt); override;
390 public
391 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
392 constructor Create(); override;
393 destructor Destroy(); override;
394 procedure Draw(); override;
395 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
396 function Heal(value: Word; Soft: Boolean): Boolean; override;
397 procedure Update(); override;
398 procedure SaveState(var Mem: TBinMemoryWriter); override;
399 procedure LoadState(var Mem: TBinMemoryReader); override;
400 end;
402 TGib = record
403 Live: Boolean;
404 ID: DWORD;
405 MaskID: DWORD;
406 RAngle: Integer;
407 Color: TRGB;
408 Obj: TObj;
409 end;
411 TShell = record
412 SpriteID: DWORD;
413 Live: Boolean;
414 SType: Byte;
415 RAngle: Integer;
416 Timeout: Cardinal;
417 CX, CY: Integer;
418 Obj: TObj;
419 end;
421 TCorpse = class (TObject)
422 private
423 FModelName: String;
424 FMess: Boolean;
425 FState: Byte;
426 FDamage: Byte;
427 FColor: TRGB;
428 FObj: TObj;
429 FAnimation: TAnimation;
430 FAnimationMask: TAnimation;
432 public
433 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
434 destructor Destroy(); override;
435 procedure Damage(Value: Word; vx, vy: Integer);
436 procedure Update();
437 procedure Draw();
438 procedure SaveState(var Mem: TBinMemoryWriter);
439 procedure LoadState(var Mem: TBinMemoryReader);
441 property Obj: TObj read FObj;
442 property State: Byte read FState;
443 property Mess: Boolean read FMess;
444 end;
446 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
447 record
448 Goals: SmallInt;
449 end;
451 var
452 gPlayers: Array of TPlayer;
453 gCorpses: Array of TCorpse;
454 gGibs: Array of TGib;
455 gShells: Array of TShell;
456 gTeamStat: TTeamStat;
457 gFly: Boolean = False;
458 gAimLine: Boolean = False;
459 gChatBubble: Byte = 0;
460 gNumBots: Word = 0;
461 gLMSPID1: Word = 0;
462 gLMSPID2: Word = 0;
463 MAX_RUNVEL: Integer = 8;
464 VEL_JUMP: Integer = 10;
465 SHELL_TIMEOUT: Cardinal = 60000;
467 function Lerp(X, Y, Factor: Integer): Integer;
469 procedure g_Gibs_SetMax(Count: Word);
470 function g_Gibs_GetMax(): Word;
471 procedure g_Corpses_SetMax(Count: Word);
472 function g_Corpses_GetMax(): Word;
473 procedure g_Shells_SetMax(Count: Word);
474 function g_Shells_GetMax(): Word;
476 procedure g_Player_Init();
477 procedure g_Player_Free();
478 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
479 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
480 procedure g_Player_Remove(UID: Word);
481 procedure g_Player_ResetTeams();
482 procedure g_Player_UpdateAll();
483 procedure g_Player_DrawAll();
484 procedure g_Player_DrawDebug(p: TPlayer);
485 procedure g_Player_DrawHealth();
486 procedure g_Player_RememberAll();
487 procedure g_Player_ResetAll(Force, Silent: Boolean);
488 function g_Player_Get(UID: Word): TPlayer;
489 function g_Player_GetCount(): Byte;
490 function g_Player_GetStats(): TPlayerStatArray;
491 function g_Player_ValidName(Name: String): Boolean;
492 procedure g_Player_CreateCorpse(Player: TPlayer);
493 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
494 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
495 procedure g_Player_UpdatePhysicalObjects();
496 procedure g_Player_DrawCorpses();
497 procedure g_Player_DrawShells();
498 procedure g_Player_RemoveAllCorpses();
499 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
500 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
501 procedure g_Bot_Add(Team, Difficult: Byte);
502 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
503 procedure g_Bot_MixNames();
504 procedure g_Bot_RemoveAll();
506 implementation
508 uses
509 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
510 g_options, g_triggers, g_menu, MAPDEF, g_game,
511 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
513 type
514 TBotProfile = record
515 name: ShortString;
516 model: ShortString;
517 team: Byte;
518 color: TRGB;
519 diag_fire: Byte;
520 invis_fire: Byte;
521 diag_precision: Byte;
522 fly_precision: Byte;
523 cover: Byte;
524 close_jump: Byte;
525 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
526 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
527 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
528 end;
530 const
531 TIME_RESPAWN1 = 1500;
532 TIME_RESPAWN2 = 2000;
533 TIME_RESPAWN3 = 3000;
534 AIR_DEF = 360;
535 AIR_MAX = 1091;
536 JET_MAX = 540; // ~30 sec
537 PLAYER_SUIT_TIME = 30000;
538 PLAYER_INVUL_TIME = 30000;
539 PLAYER_INVIS_TIME = 35000;
540 FRAG_COMBO_TIME = 3000;
541 VEL_SW = 4;
542 VEL_FLY = 6;
543 ANGLE_RIGHTUP = 55;
544 ANGLE_RIGHTDOWN = -35;
545 ANGLE_LEFTUP = 125;
546 ANGLE_LEFTDOWN = -145;
547 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
548 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
549 BOT_MAXJUMP = 84;
550 BOT_LONGDIST = 300;
551 BOT_UNSAFEDIST = 128;
552 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
553 (R:0; G:0; B:255));
554 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
555 FlyPrecision: 32; Cover: 32; CloseJump: 32;
556 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
557 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
558 FlyPrecision: 127; Cover: 127; CloseJump: 127;
559 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
560 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
561 FlyPrecision: 255; Cover: 255; CloseJump: 255;
562 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
563 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
564 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
565 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
566 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
567 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
568 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
569 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
570 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
571 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
572 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
573 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
574 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
575 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
576 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
577 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
578 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
579 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
581 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
582 CORPSE_SIGNATURE = $50524F43; // 'CORP'
584 BOTNAMES_FILENAME = 'botnames.txt';
585 BOTLIST_FILENAME = 'botlist.txt';
587 var
588 MaxGibs: Word = 150;
589 MaxCorpses: Word = 20;
590 MaxShells: Word = 300;
591 CurrentGib: Integer = 0;
592 CurrentShell: Integer = 0;
593 BotNames: Array of String;
594 BotList: Array of TBotProfile;
596 function Lerp(X, Y, Factor: Integer): Integer;
597 begin
598 Result := X + ((Y - X) div Factor);
599 end;
601 function SameTeam(UID1, UID2: Word): Boolean;
602 begin
603 Result := False;
605 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
606 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
608 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
610 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
611 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
613 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
614 end;
616 procedure g_Gibs_SetMax(Count: Word);
617 begin
618 MaxGibs := Count;
619 SetLength(gGibs, Count);
621 if CurrentGib >= Count then
622 CurrentGib := 0;
623 end;
625 function g_Gibs_GetMax(): Word;
626 begin
627 Result := MaxGibs;
628 end;
630 procedure g_Shells_SetMax(Count: Word);
631 begin
632 MaxShells := Count;
633 SetLength(gShells, Count);
635 if CurrentShell >= Count then
636 CurrentShell := 0;
637 end;
639 function g_Shells_GetMax(): Word;
640 begin
641 Result := MaxShells;
642 end;
645 procedure g_Corpses_SetMax(Count: Word);
646 begin
647 MaxCorpses := Count;
648 SetLength(gCorpses, Count);
649 end;
651 function g_Corpses_GetMax(): Word;
652 begin
653 Result := MaxCorpses;
654 end;
656 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
657 var
658 a: Integer;
659 ok: Boolean;
660 begin
661 Result := 0;
663 ok := False;
664 a := 0;
666 // Åñòü ëè ìåñòî â gPlayers:
667 if gPlayers <> nil then
668 for a := 0 to High(gPlayers) do
669 if gPlayers[a] = nil then
670 begin
671 ok := True;
672 Break;
673 end;
675 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
676 if not ok then
677 begin
678 SetLength(gPlayers, Length(gPlayers)+1);
679 a := High(gPlayers);
680 end;
682 // Ñîçäàåì îáúåêò èãðîêà:
683 if Bot then
684 gPlayers[a] := TBot.Create()
685 else
686 gPlayers[a] := TPlayer.Create();
689 gPlayers[a].FActualModelName := ModelName;
690 gPlayers[a].SetModel(ModelName);
692 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
693 if gPlayers[a].FModel = nil then
694 begin
695 gPlayers[a].Free();
696 gPlayers[a] := nil;
697 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
698 Exit;
699 end;
701 if not (Team in [TEAM_RED, TEAM_BLUE]) then
702 if Random(2) = 0 then
703 Team := TEAM_RED
704 else
705 Team := TEAM_BLUE;
706 gPlayers[a].FPreferredTeam := Team;
708 case gGameSettings.GameMode of
709 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
710 GM_TDM,
711 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
712 GM_SINGLE,
713 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
714 end;
716 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
717 gPlayers[a].FColor := Color;
718 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
719 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
720 else
721 gPlayers[a].FModel.Color := Color;
723 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
724 gPlayers[a].FLive := False;
726 Result := gPlayers[a].FUID;
727 end;
729 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
730 var
731 a, i: Integer;
732 ok, Bot: Boolean;
733 sig: DWORD;
734 b: Byte;
735 begin
736 Result := 0;
737 if Mem = nil then
738 Exit;
740 // Ñèãíàòóðà èãðîêà:
741 Mem.ReadDWORD(sig);
742 if sig <> PLAYER_SIGNATURE then // 'PLYR'
743 begin
744 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
745 end;
747 // Áîò èëè ÷åëîâåê:
748 Mem.ReadBoolean(Bot);
750 ok := False;
751 a := 0;
753 // Åñòü ëè ìåñòî â gPlayers:
754 if gPlayers <> nil then
755 for a := 0 to High(gPlayers) do
756 if gPlayers[a] = nil then
757 begin
758 ok := True;
759 Break;
760 end;
762 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
763 if not ok then
764 begin
765 SetLength(gPlayers, Length(gPlayers)+1);
766 a := High(gPlayers);
767 end;
769 // Ñîçäàåì îáúåêò èãðîêà:
770 if Bot then
771 gPlayers[a] := TBot.Create()
772 else
773 gPlayers[a] := TPlayer.Create();
774 gPlayers[a].FIamBot := Bot;
775 gPlayers[a].FPhysics := True;
777 // UID èãðîêà:
778 Mem.ReadWord(gPlayers[a].FUID);
779 // Èìÿ èãðîêà:
780 Mem.ReadString(gPlayers[a].FName);
781 // Êîìàíäà:
782 Mem.ReadByte(gPlayers[a].FTeam);
783 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
784 // Æèâ ëè:
785 Mem.ReadBoolean(gPlayers[a].FLive);
786 // Èçðàñõîäîâàë ëè âñå æèçíè:
787 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
788 // Íàïðàâëåíèå:
789 Mem.ReadByte(b);
790 if b = 1 then
791 gPlayers[a].FDirection := D_LEFT
792 else // b = 2
793 gPlayers[a].FDirection := D_RIGHT;
794 // Çäîðîâüå:
795 Mem.ReadInt(gPlayers[a].FHealth);
796 // Æèçíè:
797 Mem.ReadByte(gPlayers[a].FLives);
798 // Áðîíÿ:
799 Mem.ReadInt(gPlayers[a].FArmor);
800 // Çàïàñ âîçäóõà:
801 Mem.ReadInt(gPlayers[a].FAir);
802 // Çàïàñ ãîðþ÷åãî:
803 Mem.ReadInt(gPlayers[a].FJetFuel);
804 // Áîëü:
805 Mem.ReadInt(gPlayers[a].FPain);
806 // Óáèë:
807 Mem.ReadInt(gPlayers[a].FKills);
808 // Óáèë ìîíñòðîâ:
809 Mem.ReadInt(gPlayers[a].FMonsterKills);
810 // Ôðàãîâ:
811 Mem.ReadInt(gPlayers[a].FFrags);
812 // Ôðàãîâ ïîäðÿä:
813 Mem.ReadByte(gPlayers[a].FFragCombo);
814 // Âðåìÿ ïîñëåäíåãî ôðàãà:
815 Mem.ReadDWORD(gPlayers[a].FLastFrag);
816 // Ñìåðòåé:
817 Mem.ReadInt(gPlayers[a].FDeath);
818 // Êàêîé ôëàã íåñåò:
819 Mem.ReadByte(gPlayers[a].FFlag);
820 // Íàøåë ñåêðåòîâ:
821 Mem.ReadInt(gPlayers[a].FSecrets);
822 // Òåêóùåå îðóæèå:
823 Mem.ReadByte(gPlayers[a].FCurrWeap);
824 // Ñëåäóþùåå æåëàåìîå îðóæèå:
825 Mem.ReadWord(gPlayers[a].FNextWeap);
826 // ...è ïàóçà:
827 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
828 // Âðåìÿ çàðÿäêè BFG:
829 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
830 // Áóôåð óðîíà:
831 Mem.ReadInt(gPlayers[a].FDamageBuffer);
832 // Ïîñëåäíèé óäàðèâøèé:
833 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
834 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
835 Mem.ReadByte(gPlayers[a].FLastHit);
836 // Îáúåêò èãðîêà:
837 Obj_LoadState(@gPlayers[a].FObj, Mem);
838 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
839 for i := A_BULLETS to A_HIGH do
840 Mem.ReadWord(gPlayers[a].FAmmo[i]);
841 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
842 for i := A_BULLETS to A_HIGH do
843 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
844 // Íàëè÷èå îðóæèÿ:
845 for i := WP_FIRST to WP_LAST do
846 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
847 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
848 for i := WP_FIRST to WP_LAST do
849 Mem.ReadWord(gPlayers[a].FReloading[i]);
850 // Íàëè÷èå ðþêçàêà:
851 Mem.ReadByte(b);
852 if b = 1 then
853 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
854 // Íàëè÷èå êðàñíîãî êëþ÷à:
855 Mem.ReadByte(b);
856 if b = 1 then
857 Include(gPlayers[a].FRulez, R_KEY_RED);
858 // Íàëè÷èå çåëåíîãî êëþ÷à:
859 Mem.ReadByte(b);
860 if b = 1 then
861 Include(gPlayers[a].FRulez, R_KEY_GREEN);
862 // Íàëè÷èå ñèíåãî êëþ÷à:
863 Mem.ReadByte(b);
864 if b = 1 then
865 Include(gPlayers[a].FRulez, R_KEY_BLUE);
866 // Íàëè÷èå áåðñåðêà:
867 Mem.ReadByte(b);
868 if b = 1 then
869 Include(gPlayers[a].FRulez, R_BERSERK);
870 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
871 for i := MR_SUIT to MR_MAX do
872 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
873 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
874 for i := T_RESPAWN to T_FLAGCAP do
875 Mem.ReadDWORD(gPlayers[a].FTime[i]);
877 // Íàçâàíèå ìîäåëè:
878 Mem.ReadString(gPlayers[a].FActualModelName);
879 // Öâåò ìîäåëè:
880 Mem.ReadByte(gPlayers[a].FColor.R);
881 Mem.ReadByte(gPlayers[a].FColor.G);
882 Mem.ReadByte(gPlayers[a].FColor.B);
883 // Îáíîâëÿåì ìîäåëü èãðîêà:
884 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
886 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
887 if gPlayers[a].FModel = nil then
888 begin
889 gPlayers[a].Free();
890 gPlayers[a] := nil;
891 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
892 Exit;
893 end;
895 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
896 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
897 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
898 else
899 gPlayers[a].FModel.Color := gPlayers[a].FColor;
901 Result := gPlayers[a].FUID;
902 end;
904 procedure g_Player_ResetTeams();
905 var
906 a: Integer;
907 begin
908 if g_Game_IsClient then
909 Exit;
910 if gPlayers = nil then
911 Exit;
912 for a := Low(gPlayers) to High(gPlayers) do
913 if gPlayers[a] <> nil then
914 case gGameSettings.GameMode of
915 GM_DM:
916 gPlayers[a].ChangeTeam(TEAM_NONE);
917 GM_TDM, GM_CTF:
918 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
919 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
920 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
921 else
922 if a mod 2 = 0 then
923 gPlayers[a].ChangeTeam(TEAM_RED)
924 else
925 gPlayers[a].ChangeTeam(TEAM_BLUE);
926 GM_SINGLE,
927 GM_COOP:
928 gPlayers[a].ChangeTeam(TEAM_COOP);
929 end;
930 end;
932 procedure g_Bot_Add(Team, Difficult: Byte);
933 var
934 m: SArray;
935 _name, _model: String;
936 a, tr, tb: Integer;
937 begin
938 if not g_Game_IsServer then Exit;
940 // Ñïèñîê íàçâàíèé ìîäåëåé:
941 m := g_PlayerModel_GetNames();
942 if m = nil then
943 Exit;
945 // Êîìàíäà:
946 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
947 Team := TEAM_COOP // COOP
948 else
949 if gGameSettings.GameMode = GM_DM then
950 Team := TEAM_NONE // DM
951 else
952 if Team = TEAM_NONE then // CTF / TDM
953 begin
954 // Àâòîáàëàíñ êîìàíä:
955 tr := 0;
956 tb := 0;
958 for a := 0 to High(gPlayers) do
959 if gPlayers[a] <> nil then
960 begin
961 if gPlayers[a].Team = TEAM_RED then
962 Inc(tr)
963 else
964 if gPlayers[a].Team = TEAM_BLUE then
965 Inc(tb);
966 end;
968 if tr > tb then
969 Team := TEAM_BLUE
970 else
971 if tb > tr then
972 Team := TEAM_RED
973 else // tr = tb
974 if Random(2) = 0 then
975 Team := TEAM_RED
976 else
977 Team := TEAM_BLUE;
978 end;
980 // Âûáèðàåì áîòó èìÿ:
981 _name := '';
982 if BotNames <> nil then
983 for a := 0 to High(BotNames) do
984 if g_Player_ValidName(BotNames[a]) then
985 begin
986 _name := BotNames[a];
987 Break;
988 end;
990 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
991 if _name = '' then
992 repeat
993 _name := Format('DFBOT%.2d', [Random(100)]);
994 until g_Player_ValidName(_name);
996 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
997 _model := m[Random(Length(m))];
999 // Ñîçäàåì áîòà:
1000 with g_Player_Get(g_Player_Create(_model,
1001 _RGB(Min(Random(9)*32, 255),
1002 Min(Random(9)*32, 255),
1003 Min(Random(9)*32, 255)),
1004 Team, True)) as TBot do
1005 begin
1006 Name := _name;
1008 case Difficult of
1009 1: FDifficult := DIFFICULT_EASY;
1010 2: FDifficult := DIFFICULT_MEDIUM;
1011 else FDifficult := DIFFICULT_HARD;
1012 end;
1014 for a := WP_FIRST to WP_LAST do
1015 begin
1016 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1017 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1018 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1019 end;
1021 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1023 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1024 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1025 Spectate();
1026 end;
1027 end;
1029 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1030 var
1031 m: SArray;
1032 _name, _model: String;
1033 a: Integer;
1034 begin
1035 if not g_Game_IsServer then Exit;
1037 // Ñïèñîê íàçâàíèé ìîäåëåé:
1038 m := g_PlayerModel_GetNames();
1039 if m = nil then
1040 Exit;
1042 // Êîìàíäà:
1043 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1044 Team := TEAM_COOP // COOP
1045 else
1046 if gGameSettings.GameMode = GM_DM then
1047 Team := TEAM_NONE // DM
1048 else
1049 if Team = TEAM_NONE then
1050 Team := BotList[num].team; // CTF / TDM
1052 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1053 lName := AnsiLowerCase(lName);
1054 if (num < 0) or (num > Length(BotList)-1) then
1055 num := -1;
1056 if (num = -1) and (lName <> '') and (BotList <> nil) then
1057 for a := 0 to High(BotList) do
1058 if AnsiLowerCase(BotList[a].name) = lName then
1059 begin
1060 num := a;
1061 Break;
1062 end;
1063 if num = -1 then
1064 Exit;
1066 // Èìÿ áîòà:
1067 _name := BotList[num].name;
1068 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1069 if not g_Player_ValidName(_name) then
1070 repeat
1071 _name := Format('DFBOT%.2d', [Random(100)]);
1072 until g_Player_ValidName(_name);
1074 // Ìîäåëü:
1075 _model := BotList[num].model;
1076 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1077 if not InSArray(_model, m) then
1078 _model := m[Random(Length(m))];
1080 // Ñîçäàåì áîòà:
1081 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1082 begin
1083 Name := _name;
1085 FDifficult.DiagFire := BotList[num].diag_fire;
1086 FDifficult.InvisFire := BotList[num].invis_fire;
1087 FDifficult.DiagPrecision := BotList[num].diag_precision;
1088 FDifficult.FlyPrecision := BotList[num].fly_precision;
1089 FDifficult.Cover := BotList[num].cover;
1090 FDifficult.CloseJump := BotList[num].close_jump;
1092 for a := WP_FIRST to WP_LAST do
1093 begin
1094 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1095 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1096 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1097 end;
1099 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1101 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1102 end;
1103 end;
1105 procedure g_Bot_RemoveAll();
1106 var
1107 a: Integer;
1108 begin
1109 if not g_Game_IsServer then Exit;
1110 if gPlayers = nil then Exit;
1112 for a := 0 to High(gPlayers) do
1113 if gPlayers[a] <> nil then
1114 if gPlayers[a] is TBot then
1115 begin
1116 gPlayers[a].Lives := 0;
1117 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1118 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1119 g_Player_Remove(gPlayers[a].FUID);
1120 end;
1122 g_Bot_MixNames();
1123 end;
1125 procedure g_Bot_MixNames();
1126 var
1127 s: String;
1128 a, b: Integer;
1129 begin
1130 if BotNames <> nil then
1131 for a := 0 to High(BotNames) do
1132 begin
1133 b := Random(Length(BotNames));
1134 s := BotNames[a];
1135 Botnames[a] := BotNames[b];
1136 BotNames[b] := s;
1137 end;
1138 end;
1140 procedure g_Player_Remove(UID: Word);
1141 var
1142 i: Integer;
1143 begin
1144 if gPlayers = nil then Exit;
1146 if g_Game_IsServer and g_Game_IsNet then
1147 MH_SEND_PlayerDelete(UID);
1149 for i := 0 to High(gPlayers) do
1150 if gPlayers[i] <> nil then
1151 if gPlayers[i].FUID = UID then
1152 begin
1153 if gPlayers[i] is TPlayer then
1154 TPlayer(gPlayers[i]).Free()
1155 else
1156 TBot(gPlayers[i]).Free();
1157 gPlayers[i] := nil;
1158 Exit;
1159 end;
1160 end;
1162 procedure g_Player_Init();
1163 var
1164 F: TextFile;
1165 s: String;
1166 a, b: Integer;
1167 config: TConfig;
1168 sa: SArray;
1169 begin
1170 BotNames := nil;
1172 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1173 Exit;
1175 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1176 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1177 Reset(F);
1179 while not EOF(F) do
1180 begin
1181 ReadLn(F, s);
1183 s := Trim(s);
1184 if s = '' then
1185 Continue;
1187 SetLength(BotNames, Length(BotNames)+1);
1188 BotNames[High(BotNames)] := s;
1189 end;
1191 CloseFile(F);
1193 // Ïåðåìåøèâàåì èõ:
1194 g_Bot_MixNames();
1196 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1197 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1198 BotList := nil;
1199 a := 0;
1201 while config.SectionExists(IntToStr(a)) do
1202 begin
1203 SetLength(BotList, Length(BotList)+1);
1205 with BotList[High(BotList)] do
1206 begin
1207 // Èìÿ áîòà:
1208 name := config.ReadStr(IntToStr(a), 'name', '');
1209 // Ìîäåëü:
1210 model := config.ReadStr(IntToStr(a), 'model', '');
1211 // Êîìàíäà:
1212 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1213 team := TEAM_RED
1214 else
1215 team := TEAM_BLUE;
1216 // Öâåò ìîäåëè:
1217 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1218 color.R := StrToIntDef(sa[0], 0);
1219 color.G := StrToIntDef(sa[1], 0);
1220 color.B := StrToIntDef(sa[2], 0);
1221 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1222 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1223 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1224 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1225 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1226 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1227 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1228 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1229 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1230 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1231 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1232 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1233 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1234 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1235 if Length(sa) = 10 then
1236 for b := 0 to 9 do
1237 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1238 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1239 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1240 if Length(sa) = 10 then
1241 for b := 0 to 9 do
1242 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1244 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1245 if Length(sa) = 10 then
1246 for b := 0 to 9 do
1247 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1248 end;
1250 a := a + 1;
1251 end;
1253 config.Free();
1254 end;
1256 procedure g_Player_Free();
1257 var
1258 i: Integer;
1259 begin
1260 if gPlayers <> nil then
1261 begin
1262 for i := 0 to High(gPlayers) do
1263 if gPlayers[i] <> nil then
1264 begin
1265 if gPlayers[i] is TPlayer then
1266 TPlayer(gPlayers[i]).Free()
1267 else
1268 TBot(gPlayers[i]).Free();
1269 gPlayers[i] := nil;
1270 end;
1272 gPlayers := nil;
1273 end;
1275 gPlayer1 := nil;
1276 gPlayer2 := nil;
1277 end;
1279 procedure g_Player_UpdateAll();
1280 var
1281 i: Integer;
1282 begin
1283 if gPlayers = nil then Exit;
1285 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1286 for i := 0 to High(gPlayers) do
1287 begin
1288 if gPlayers[i] <> nil then
1289 begin
1290 if gPlayers[i] is TPlayer then
1291 begin
1292 gPlayers[i].Update();
1293 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1294 end
1295 else
1296 begin
1297 // bot updates weapons in `UpdateCombat()`
1298 TBot(gPlayers[i]).Update();
1299 end;
1300 end;
1301 end;
1302 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1303 end;
1305 procedure g_Player_DrawAll();
1306 var
1307 i: Integer;
1308 begin
1309 if gPlayers = nil then Exit;
1311 for i := 0 to High(gPlayers) do
1312 if gPlayers[i] <> nil then
1313 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1314 else TBot(gPlayers[i]).Draw();
1315 end;
1317 procedure g_Player_DrawDebug(p: TPlayer);
1318 var
1319 fW, fH: Byte;
1320 begin
1321 if p = nil then Exit;
1322 if (@p.FObj) = nil then Exit;
1324 e_TextureFontGetSize(gStdFont, fW, fH);
1326 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1327 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1328 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1329 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1330 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1331 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1332 end;
1334 procedure g_Player_DrawHealth();
1335 var
1336 i: Integer;
1337 fW, fH: Byte;
1338 begin
1339 if gPlayers = nil then Exit;
1340 e_TextureFontGetSize(gStdFont, fW, fH);
1342 for i := 0 to High(gPlayers) do
1343 if gPlayers[i] <> nil then
1344 begin
1345 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1346 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1347 IntToStr(gPlayers[i].FHealth), gStdFont);
1348 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1349 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1350 IntToStr(gPlayers[i].FArmor), gStdFont);
1351 end;
1352 end;
1354 function g_Player_Get(UID: Word): TPlayer;
1355 var
1356 a: Integer;
1357 begin
1358 Result := nil;
1360 if gPlayers = nil then
1361 Exit;
1363 for a := 0 to High(gPlayers) do
1364 if gPlayers[a] <> nil then
1365 if gPlayers[a].FUID = UID then
1366 begin
1367 Result := gPlayers[a];
1368 Exit;
1369 end;
1370 end;
1372 function g_Player_GetCount(): Byte;
1373 var
1374 a: Integer;
1375 begin
1376 Result := 0;
1378 if gPlayers = nil then
1379 Exit;
1381 for a := 0 to High(gPlayers) do
1382 if gPlayers[a] <> nil then
1383 Result := Result + 1;
1384 end;
1386 function g_Player_GetStats(): TPlayerStatArray;
1387 var
1388 a: Integer;
1389 begin
1390 Result := nil;
1392 if gPlayers = nil then Exit;
1394 for a := 0 to High(gPlayers) do
1395 if gPlayers[a] <> nil then
1396 begin
1397 SetLength(Result, Length(Result)+1);
1398 with Result[High(Result)] do
1399 begin
1400 Ping := gPlayers[a].FPing;
1401 Loss := gPlayers[a].FLoss;
1402 Name := gPlayers[a].FName;
1403 Team := gPlayers[a].FTeam;
1404 Frags := gPlayers[a].FFrags;
1405 Deaths := gPlayers[a].FDeath;
1406 Kills := gPlayers[a].FKills;
1407 Color := gPlayers[a].FModel.Color;
1408 Lives := gPlayers[a].FLives;
1409 Spectator := gPlayers[a].FSpectator;
1410 end;
1411 end;
1412 end;
1414 procedure g_Player_RememberAll;
1415 var
1416 i: Integer;
1417 begin
1418 for i := Low(gPlayers) to High(gPlayers) do
1419 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1420 gPlayers[i].RememberState;
1421 end;
1423 procedure g_Player_ResetAll(Force, Silent: Boolean);
1424 var
1425 i: Integer;
1426 begin
1427 gTeamStat[TEAM_RED].Goals := 0;
1428 gTeamStat[TEAM_BLUE].Goals := 0;
1430 if gPlayers <> nil then
1431 for i := 0 to High(gPlayers) do
1432 if gPlayers[i] <> nil then
1433 begin
1434 gPlayers[i].Reset(Force);
1436 if gPlayers[i] is TPlayer then
1437 begin
1438 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1439 gPlayers[i].Respawn(Silent)
1440 else
1441 gPlayers[i].Spectate();
1442 end
1443 else
1444 TBot(gPlayers[i]).Respawn(Silent);
1445 end;
1446 end;
1448 procedure g_Player_CreateCorpse(Player: TPlayer);
1449 var
1450 find_id: DWORD;
1451 ok: Boolean;
1452 begin
1453 if Player.Live then
1454 Exit;
1455 if Player.FObj.Y >= gMapInfo.Height+128 then
1456 Exit;
1458 with Player do
1459 begin
1460 if (FHealth >= -50) or (gGibsCount = 0) then
1461 begin
1462 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1463 Exit;
1465 ok := False;
1466 for find_id := 0 to High(gCorpses) do
1467 if gCorpses[find_id] = nil then
1468 begin
1469 ok := True;
1470 Break;
1471 end;
1473 if not ok then
1474 find_id := Random(Length(gCorpses));
1476 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1477 gCorpses[find_id].FColor := FModel.Color;
1478 gCorpses[find_id].FObj.Vel := FObj.Vel;
1479 gCorpses[find_id].FObj.Accel := FObj.Accel;
1480 end
1481 else
1482 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1483 FObj.Y + PLAYER_RECT_CY,
1484 FModel.Name, FModel.Color);
1485 end;
1486 end;
1488 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1489 var
1490 SID: DWORD;
1491 begin
1492 if (gShells = nil) or (Length(gShells) = 0) then
1493 Exit;
1495 with gShells[CurrentShell] do
1496 begin
1497 SpriteID := 0;
1498 g_Obj_Init(@Obj);
1499 Obj.Rect.X := 0;
1500 Obj.Rect.Y := 0;
1501 if T = SHELL_BULLET then
1502 begin
1503 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1504 SpriteID := SID;
1505 CX := 2;
1506 CY := 1;
1507 Obj.Rect.Width := 4;
1508 Obj.Rect.Height := 2;
1509 end
1510 else
1511 begin
1512 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1513 SpriteID := SID;
1514 CX := 4;
1515 CY := 2;
1516 Obj.Rect.Width := 7;
1517 Obj.Rect.Height := 3;
1518 end;
1519 SType := T;
1520 Live := True;
1521 Obj.X := fX;
1522 Obj.Y := fY;
1523 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1524 RAngle := Random(360);
1525 Timeout := gTime + SHELL_TIMEOUT;
1527 if CurrentShell >= High(gShells) then
1528 CurrentShell := 0
1529 else
1530 Inc(CurrentShell);
1531 end;
1532 end;
1534 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1535 var
1536 a: Integer;
1537 GibsArray: TGibsArray;
1538 begin
1539 if (gGibs = nil) or (Length(gGibs) = 0) then
1540 Exit;
1541 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1542 Exit;
1544 for a := 0 to High(GibsArray) do
1545 with gGibs[CurrentGib] do
1546 begin
1547 Color := fColor;
1548 ID := GibsArray[a].ID;
1549 MaskID := GibsArray[a].MaskID;
1550 Live := True;
1551 g_Obj_Init(@Obj);
1552 Obj.Rect := GibsArray[a].Rect;
1553 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1554 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1555 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1556 RAngle := Random(360);
1558 if gBloodCount > 0 then
1559 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1560 Random(48), Random(48), 150, 0, 0);
1562 if CurrentGib >= High(gGibs) then
1563 CurrentGib := 0
1564 else
1565 Inc(CurrentGib);
1566 end;
1567 end;
1569 procedure g_Player_UpdatePhysicalObjects();
1570 var
1571 i: Integer;
1572 vel: TPoint2i;
1573 mr: Word;
1575 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1576 var
1577 k: Integer;
1578 begin
1579 k := 1 + Random(2);
1580 if T = SHELL_BULLET then
1581 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1582 else
1583 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1584 end;
1586 begin
1587 // Êóñêè ìÿñà:
1588 if gGibs <> nil then
1589 for i := 0 to High(gGibs) do
1590 if gGibs[i].Live then
1591 with gGibs[i] do
1592 begin
1593 vel := Obj.Vel;
1594 mr := g_Obj_Move(@Obj, True, False, True);
1596 if WordBool(mr and MOVE_FALLOUT) then
1597 begin
1598 Live := False;
1599 Continue;
1600 end;
1602 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1603 if WordBool(mr and MOVE_HITWALL) then
1604 Obj.Vel.X := -(vel.X div 2);
1605 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1606 Obj.Vel.Y := -(vel.Y div 2);
1608 if (Obj.Vel.X >= 0) then
1609 begin // Clockwise
1610 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1611 if RAngle >= 360 then
1612 RAngle := RAngle mod 360;
1613 end else begin // Counter-clockwise
1614 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1615 if RAngle < 0 then
1616 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1617 end;
1619 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1620 if gTime mod (GAME_TICK*3) = 0 then
1621 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1622 end;
1624 // Òðóïû:
1625 if gCorpses <> nil then
1626 for i := 0 to High(gCorpses) do
1627 if gCorpses[i] <> nil then
1628 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1629 begin
1630 gCorpses[i].Free();
1631 gCorpses[i] := nil;
1632 end
1633 else
1634 gCorpses[i].Update();
1636 // Ãèëüçû:
1637 if gShells <> nil then
1638 for i := 0 to High(gShells) do
1639 if gShells[i].Live then
1640 with gShells[i] do
1641 begin
1642 vel := Obj.Vel;
1643 mr := g_Obj_Move(@Obj, True, False, True);
1645 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1646 begin
1647 Live := False;
1648 Continue;
1649 end;
1651 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1652 if WordBool(mr and MOVE_HITWALL) then
1653 begin
1654 Obj.Vel.X := -(vel.X div 2);
1655 if not WordBool(mr and MOVE_INWATER) then
1656 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1657 end;
1658 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1659 begin
1660 Obj.Vel.Y := -(vel.Y div 2);
1661 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1662 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1663 begin
1664 if RAngle mod 90 <> 0 then
1665 RAngle := (RAngle div 90) * 90;
1666 end
1667 else if not WordBool(mr and MOVE_INWATER) then
1668 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1669 end;
1671 if (Obj.Vel.X >= 0) then
1672 begin // Clockwise
1673 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1674 if RAngle >= 360 then
1675 RAngle := RAngle mod 360;
1676 end else begin // Counter-clockwise
1677 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1678 if RAngle < 0 then
1679 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1680 end;
1681 end;
1682 end;
1684 procedure g_Player_DrawCorpses();
1685 var
1686 i: Integer;
1687 a: TPoint;
1688 begin
1689 if gGibs <> nil then
1690 for i := 0 to High(gGibs) do
1691 if gGibs[i].Live then
1692 with gGibs[i] do
1693 begin
1694 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1695 Continue;
1697 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1698 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1700 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1702 e_Colors := Color;
1703 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1704 e_Colors.R := 255;
1705 e_Colors.G := 255;
1706 e_Colors.B := 255;
1707 end;
1709 if gCorpses <> nil then
1710 for i := 0 to High(gCorpses) do
1711 if gCorpses[i] <> nil then
1712 gCorpses[i].Draw();
1713 end;
1715 procedure g_Player_DrawShells();
1716 var
1717 i: Integer;
1718 a: TPoint;
1719 begin
1720 if gShells <> nil then
1721 for i := 0 to High(gShells) do
1722 if gShells[i].Live then
1723 with gShells[i] do
1724 begin
1725 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1726 Continue;
1728 a.X := CX;
1729 a.Y := CY;
1731 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1732 end;
1733 end;
1735 procedure g_Player_RemoveAllCorpses();
1736 var
1737 i: Integer;
1738 begin
1739 gGibs := nil;
1740 gShells := nil;
1741 SetLength(gGibs, MaxGibs);
1742 SetLength(gShells, MaxGibs);
1743 CurrentGib := 0;
1744 CurrentShell := 0;
1746 if gCorpses <> nil then
1747 for i := 0 to High(gCorpses) do
1748 gCorpses[i].Free();
1750 gCorpses := nil;
1751 SetLength(gCorpses, MaxCorpses);
1752 end;
1754 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1755 var
1756 count, i: Integer;
1757 b: Boolean;
1758 begin
1759 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1760 count := 0;
1761 if gCorpses <> nil then
1762 for i := 0 to High(gCorpses) do
1763 if gCorpses[i] <> nil then
1764 count := count + 1;
1766 Mem := TBinMemoryWriter.Create((count+1) * 128);
1768 // Êîëè÷åñòâî òðóïîâ:
1769 Mem.WriteInt(count);
1771 if count = 0 then
1772 Exit;
1774 // Ñîõðàíÿåì òðóïû:
1775 for i := 0 to High(gCorpses) do
1776 if gCorpses[i] <> nil then
1777 begin
1778 // Íàçâàíèå ìîäåëè:
1779 Mem.WriteString(gCorpses[i].FModelName);
1780 // Òèï ñìåðòè:
1781 b := gCorpses[i].Mess;
1782 Mem.WriteBoolean(b);
1783 // Ñîõðàíÿåì äàííûå òðóïà:
1784 gCorpses[i].SaveState(Mem);
1785 end;
1786 end;
1788 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1789 var
1790 count, i: Integer;
1791 str: String;
1792 b: Boolean;
1793 begin
1794 if Mem = nil then
1795 Exit;
1797 g_Player_RemoveAllCorpses();
1799 // Êîëè÷åñòâî òðóïîâ:
1800 Mem.ReadInt(count);
1802 if count > Length(gCorpses) then
1803 begin
1804 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1805 end;
1807 if count = 0 then
1808 Exit;
1810 // Çàãðóæàåì òðóïû:
1811 for i := 0 to count-1 do
1812 begin
1813 // Íàçâàíèå ìîäåëè:
1814 Mem.ReadString(str);
1815 // Òèï ñìåðòè:
1816 Mem.ReadBoolean(b);
1817 // Ñîçäàåì òðóï:
1818 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1819 // Çàãðóæàåì äàííûå òðóïà:
1820 gCorpses[i].LoadState(Mem);
1821 end;
1822 end;
1824 { T P l a y e r : }
1826 procedure TPlayer.BFGHit();
1827 begin
1828 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1829 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1830 if g_Game_IsServer and g_Game_IsNet then
1831 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1832 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1833 0, NET_GFX_BFGHIT);
1834 end;
1836 procedure TPlayer.ChangeModel(ModelName: string);
1837 var
1838 Model: TPlayerModel;
1839 begin
1840 Model := g_PlayerModel_Get(ModelName);
1841 if Model = nil then Exit;
1843 FModel.Free();
1844 FModel := Model;
1845 end;
1847 procedure TPlayer.SetModel(ModelName: string);
1848 var
1849 m: TPlayerModel;
1850 begin
1851 m := g_PlayerModel_Get(ModelName);
1852 if m = nil then
1853 begin
1854 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1855 m := g_PlayerModel_Get('doomer');
1856 if m = nil then
1857 begin
1858 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1859 Exit;
1860 end;
1861 end;
1863 if FModel <> nil then
1864 FModel.Free();
1866 FModel := m;
1868 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1869 FModel.Color := FColor
1870 else
1871 FModel.Color := TEAMCOLOR[FTeam];
1872 FModel.SetWeapon(FCurrWeap);
1873 FModel.SetFlag(FFlag);
1874 SetDirection(FDirection);
1875 end;
1877 procedure TPlayer.SetColor(Color: TRGB);
1878 begin
1879 FColor := Color;
1880 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1881 if FModel <> nil then FModel.Color := Color;
1882 end;
1884 procedure TPlayer.SwitchTeam;
1885 begin
1886 if g_Game_IsClient then
1887 Exit;
1888 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1890 if gGameOn and FLive then
1891 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1893 if FTeam = TEAM_RED then
1894 begin
1895 ChangeTeam(TEAM_BLUE);
1896 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1897 if g_Game_IsNet then
1898 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1899 end
1900 else
1901 begin
1902 ChangeTeam(TEAM_RED);
1903 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1904 if g_Game_IsNet then
1905 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1906 end;
1907 FPreferredTeam := FTeam;
1908 end;
1910 procedure TPlayer.ChangeTeam(Team: Byte);
1911 var
1912 OldTeam: Byte;
1913 begin
1914 OldTeam := FTeam;
1915 FTeam := Team;
1916 case Team of
1917 TEAM_RED, TEAM_BLUE:
1918 FModel.Color := TEAMCOLOR[Team];
1919 else
1920 FModel.Color := FColor;
1921 end;
1922 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1923 MH_SEND_PlayerStats(FUID);
1924 end;
1927 procedure TPlayer.CollideItem();
1928 var
1929 i: Integer;
1930 r: Boolean;
1931 begin
1932 if gItems = nil then Exit;
1933 if not FLive then Exit;
1935 for i := 0 to High(gItems) do
1936 with gItems[i] do
1937 begin
1938 if (ItemType <> ITEM_NONE) and Live then
1939 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1940 PLAYER_RECT.Height, @Obj) then
1941 begin
1942 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1944 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1945 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1946 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1947 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1948 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1950 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1951 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1952 (gGameSettings.GameType = GT_SINGLE) and
1953 (g_Player_GetCount() > 1)) then
1954 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1955 end;
1956 end;
1957 end;
1960 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1961 begin
1962 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1963 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1964 False);
1965 end;
1967 constructor TPlayer.Create();
1968 begin
1969 FIamBot := False;
1970 FDummy := False;
1971 FSpawned := False;
1973 FSawSound := TPlayableSound.Create();
1974 FSawSoundIdle := TPlayableSound.Create();
1975 FSawSoundHit := TPlayableSound.Create();
1976 FSawSoundSelect := TPlayableSound.Create();
1977 FJetSoundFly := TPlayableSound.Create();
1978 FJetSoundOn := TPlayableSound.Create();
1979 FJetSoundOff := TPlayableSound.Create();
1981 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1982 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1983 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1984 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1985 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1986 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1987 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1989 FSpectatePlayer := -1;
1990 FClientID := -1;
1991 FPing := 0;
1992 FLoss := 0;
1993 FSavedState.WaitRecall := False;
1994 FShellTimer := -1;
1995 FFireTime := 0;
1996 FFirePainTime := 0;
1997 FFireAttacker := 0;
1999 FActualModelName := 'doomer';
2001 g_Obj_Init(@FObj);
2002 FObj.Rect := PLAYER_RECT;
2004 FBFGFireCounter := -1;
2005 FJustTeleported := False;
2006 FNetTime := 0;
2008 resetWeaponQueue();
2009 end;
2011 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2012 var
2013 c: Word;
2014 begin
2015 if (not g_Game_IsClient) and (not FLive) then
2016 Exit;
2018 FLastHit := t;
2020 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2021 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2022 begin
2023 if not g_Game_IsClient then
2024 begin
2025 FArmor := 0;
2026 if t = HIT_TRAP then
2027 begin
2028 // Ëîâóøêà óáèâàåò ñðàçó:
2029 FHealth := -100;
2030 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2031 end;
2032 if t = HIT_SELF then
2033 begin
2034 // Ñàìîóáèéñòâî:
2035 FHealth := 0;
2036 Kill(K_SIMPLEKILL, SpawnerUID, t);
2037 end;
2038 end;
2039 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2040 FMegaRulez[MR_SUIT] := 0;
2041 FMegaRulez[MR_INVUL] := 0;
2042 FMegaRulez[MR_INVIS] := 0;
2043 FBerserk := 0;
2044 end;
2046 // Íî îò îñòàëüíîãî ñïàñàåò:
2047 if FMegaRulez[MR_INVUL] >= gTime then
2048 Exit;
2050 // ×èò-êîä "ÃÎÐÅÖ":
2051 if FGodMode then
2052 Exit;
2054 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2055 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2056 (SpawnerUID = FUID) or
2057 (not SameTeam(FUID, SpawnerUID)) then
2058 begin
2059 FLastSpawnerUID := SpawnerUID;
2061 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2062 if gBloodCount > 0 then
2063 begin
2064 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2065 if value div 4 <= c then
2066 c := c - (value div 4)
2067 else
2068 c := 0;
2070 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2071 MakeBloodSimple(c)
2072 else
2073 case t of
2074 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2075 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2076 end;
2078 if t = HIT_WATER then
2079 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2080 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2081 end;
2083 // Áóôåð óðîíà:
2084 if FLive then
2085 Inc(FDamageBuffer, value);
2087 // Âñïûøêà áîëè:
2088 if gFlash <> 0 then
2089 FPain := FPain + value;
2090 end;
2092 if g_Game_IsServer and g_Game_IsNet then
2093 begin
2094 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2095 MH_SEND_PlayerStats(FUID);
2096 MH_SEND_PlayerPos(False, FUID);
2097 end;
2098 end;
2100 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2101 begin
2102 Result := False;
2103 if g_Game_IsClient then
2104 Exit;
2105 if not FLive then
2106 Exit;
2108 if Soft and (FHealth < PLAYER_HP_SOFT) then
2109 begin
2110 IncMax(FHealth, value, PLAYER_HP_SOFT);
2111 Result := True;
2112 end;
2113 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2114 begin
2115 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2116 Result := True;
2117 end;
2119 if Result and g_Game_IsServer and g_Game_IsNet then
2120 MH_SEND_PlayerStats(FUID);
2121 end;
2123 destructor TPlayer.Destroy();
2124 begin
2125 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2126 gPlayer1 := nil;
2127 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2128 gPlayer2 := nil;
2130 FSawSound.Free();
2131 FSawSoundIdle.Free();
2132 FSawSoundHit.Free();
2133 FJetSoundFly.Free();
2134 FJetSoundOn.Free();
2135 FJetSoundOff.Free();
2136 FModel.Free();
2138 inherited;
2139 end;
2141 procedure TPlayer.DrawBubble();
2142 var
2143 bubX, bubY: Integer;
2144 ID: LongWord;
2145 Rb, Gb, Bb,
2146 Rw, Gw, Bw: SmallInt;
2147 Dot: Byte;
2148 begin
2149 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2150 bubY := FObj.Y+FObj.Rect.Y - 18;
2151 Rb := 64;
2152 Gb := 64;
2153 Bb := 64;
2154 Rw := 240;
2155 Gw := 240;
2156 Bw := 240;
2157 case gChatBubble of
2158 1: // simple textual non-bubble
2159 begin
2160 bubX := FObj.X+FObj.Rect.X - 11;
2161 bubY := FObj.Y+FObj.Rect.Y - 17;
2162 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2163 Exit;
2164 end;
2165 2: // advanced pixel-perfect bubble
2166 begin
2167 if FTeam = TEAM_RED then
2168 Rb := 255
2169 else
2170 if FTeam = TEAM_BLUE then
2171 Bb := 255;
2172 end;
2173 3: // colored bubble
2174 begin
2175 Rb := FModel.Color.R;
2176 Gb := FModel.Color.G;
2177 Bb := FModel.Color.B;
2178 Rw := Min(Rb * 2 + 64, 255);
2179 Gw := Min(Gb * 2 + 64, 255);
2180 Bw := Min(Bb * 2 + 64, 255);
2181 if (Abs(Rw - Rb) < 32)
2182 or (Abs(Gw - Gb) < 32)
2183 or (Abs(Bw - Bb) < 32) then
2184 begin
2185 Rb := Max(Rw div 2 - 16, 0);
2186 Gb := Max(Gw div 2 - 16, 0);
2187 Bb := Max(Bw div 2 - 16, 0);
2188 end;
2189 end;
2190 4: // custom textured bubble
2191 begin
2192 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2193 if FDirection = D_RIGHT then
2194 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2195 else
2196 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2197 Exit;
2198 end;
2199 end;
2201 // Outer borders
2202 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2203 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2204 // Inner box
2205 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2207 // Tail
2208 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2209 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2210 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);
2211 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);
2212 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);
2213 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);
2215 // Dots
2216 Dot := 6;
2217 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2218 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2219 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2220 end;
2222 procedure TPlayer.Draw();
2223 var
2224 ID: DWORD;
2225 w, h: Word;
2226 dr: Boolean;
2227 begin
2228 if FLive then
2229 begin
2230 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2231 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2232 begin
2233 e_GetTextureSize(ID, @w, @h);
2234 if FDirection = D_LEFT then
2235 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2236 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2237 else
2238 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2239 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2240 end;
2242 if FMegaRulez[MR_INVIS] > gTime then
2243 begin
2244 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2245 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2246 begin
2247 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2248 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2249 else
2250 dr := True;
2251 if dr then
2252 FModel.Draw(FObj.X, FObj.Y, 200)
2253 else
2254 FModel.Draw(FObj.X, FObj.Y);
2255 end
2256 else
2257 FModel.Draw(FObj.X, FObj.Y, 254);
2258 end
2259 else
2260 FModel.Draw(FObj.X, FObj.Y);
2261 end;
2263 if g_debug_Frames then
2264 begin
2265 e_DrawQuad(FObj.X+FObj.Rect.X,
2266 FObj.Y+FObj.Rect.Y,
2267 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2268 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2269 0, 255, 0);
2270 end;
2272 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2273 DrawBubble();
2274 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2275 if gAimLine and Live and
2276 ((Self = gPlayer1) or (Self = gPlayer2)) then
2277 DrawAim();
2278 end;
2280 procedure TPlayer.DrawAim();
2281 var
2282 wx, wy, xx, yy: Integer;
2283 angle: SmallInt;
2284 sz, len: Word;
2285 begin
2286 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2287 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2288 angle := FAngle;
2289 len := 1024;
2290 sz := 2;
2291 case FCurrWeap of
2292 0: begin // Punch
2293 len := 12;
2294 sz := 4;
2295 end;
2296 1: begin // Chainsaw
2297 len := 24;
2298 sz := 6;
2299 end;
2300 2: begin // Pistol
2301 len := 1024;
2302 sz := 2;
2303 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2304 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2305 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2306 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2307 end;
2308 3: begin // Shotgun
2309 len := 1024;
2310 sz := 3;
2311 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2312 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2313 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2314 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2315 end;
2316 4: begin // Double Shotgun
2317 len := 1024;
2318 sz := 4;
2319 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2320 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2321 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2322 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2323 end;
2324 5: begin // Chaingun
2325 len := 1024;
2326 sz := 3;
2327 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2328 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2329 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2330 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2331 end;
2332 6: begin // Rocket Launcher
2333 len := 1024;
2334 sz := 7;
2335 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2336 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2337 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2338 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2339 end;
2340 7: begin // Plasmagun
2341 len := 1024;
2342 sz := 5;
2343 if angle = ANGLE_RIGHTUP then Inc(angle);
2344 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2345 if angle = ANGLE_LEFTUP then Dec(angle);
2346 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2347 end;
2348 8: begin // BFG
2349 len := 1024;
2350 sz := 12;
2351 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2352 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2353 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2354 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2355 end;
2356 9: begin // Super Chaingun
2357 len := 1024;
2358 sz := 4;
2359 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2360 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2361 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2362 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2363 end;
2364 end;
2365 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2366 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2367 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2368 end;
2370 procedure TPlayer.DrawGUI();
2371 var
2372 ID: DWORD;
2373 X, Y, SY, a, p, m: Integer;
2374 tw, th: Word;
2375 cw, ch: Byte;
2376 s: string;
2377 stat: TPlayerStatArray;
2378 begin
2379 X := gPlayerScreenSize.X;
2380 SY := gPlayerScreenSize.Y;
2381 Y := 0;
2383 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2384 begin
2385 if gGameSettings.GameMode = GM_CTF then
2386 a := 32 + 8
2387 else
2388 a := 0;
2389 if gGameSettings.GameMode = GM_CTF then
2390 begin
2391 s := 'TEXTURE_PLAYER_REDFLAG';
2392 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2393 s := 'TEXTURE_PLAYER_REDFLAG_S';
2394 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2395 s := 'TEXTURE_PLAYER_REDFLAG_D';
2396 if g_Texture_Get(s, ID) then
2397 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2398 end;
2400 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2401 e_CharFont_GetSize(gMenuFont, s, tw, th);
2402 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2404 if gGameSettings.GameMode = GM_CTF then
2405 begin
2406 s := 'TEXTURE_PLAYER_BLUEFLAG';
2407 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2408 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2409 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2410 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2411 if g_Texture_Get(s, ID) then
2412 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2413 end;
2415 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2416 e_CharFont_GetSize(gMenuFont, s, tw, th);
2417 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2418 end;
2420 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2421 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2422 0, False, False);
2424 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2425 e_Draw(ID, X+2, Y, 0, True, False);
2427 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2428 begin
2429 if gShowStat then
2430 begin
2431 s := IntToStr(Frags);
2432 e_CharFont_GetSize(gMenuFont, s, tw, th);
2433 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2435 s := '';
2436 p := 1;
2437 m := 0;
2438 stat := g_Player_GetStats();
2439 if stat <> nil then
2440 begin
2441 p := 1;
2443 for a := 0 to High(stat) do
2444 if stat[a].Name <> Name then
2445 begin
2446 if stat[a].Frags > m then m := stat[a].Frags;
2447 if stat[a].Frags > Frags then p := p+1;
2448 end;
2449 end;
2451 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2452 if Frags >= m then s := s+'+' else s := s+'-';
2453 s := s+IntToStr(Abs(Frags-m));
2455 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2456 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2457 end;
2459 if gShowLives and (gGameSettings.MaxLives > 0) then
2460 begin
2461 s := IntToStr(Lives);
2462 e_CharFont_GetSize(gMenuFont, s, tw, th);
2463 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2464 end;
2465 end;
2467 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2468 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2470 if R_BERSERK in FRulez then
2471 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2472 else
2473 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2475 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2476 e_Draw(ID, X+36, Y+77, 0, True, False);
2478 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2479 e_CharFont_GetSize(gMenuFont, s, tw, th);
2480 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2482 s := IntToStr(FArmor);
2483 e_CharFont_GetSize(gMenuFont, s, tw, th);
2484 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2486 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2488 case FCurrWeap of
2489 WEAPON_KASTET:
2490 begin
2491 s := '--';
2492 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2493 end;
2494 WEAPON_SAW:
2495 begin
2496 s := '--';
2497 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2498 end;
2499 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2500 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2501 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2502 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2503 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2504 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2505 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2506 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2507 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2508 end;
2510 e_CharFont_GetSize(gMenuFont, s, tw, th);
2511 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2512 e_Draw(ID, X+20, Y+160, 0, True, False);
2514 if R_KEY_RED in FRulez then
2515 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2517 if R_KEY_GREEN in FRulez then
2518 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2520 if R_KEY_BLUE in FRulez then
2521 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2523 if FJetFuel > 0 then
2524 begin
2525 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2526 e_Draw(ID, X+2, Y+116, 0, True, False);
2527 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2528 e_Draw(ID, X+2, Y+126, 0, True, False);
2529 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2530 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2531 end
2532 else
2533 begin
2534 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2535 e_Draw(ID, X+2, Y+124, 0, True, False);
2536 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2537 end;
2539 if gShowPing and g_Game_IsClient then
2540 begin
2541 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2542 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2543 Y := Y + 16;
2544 end;
2546 if FSpectator then
2547 begin
2548 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2549 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2550 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2551 if FNoRespawn then
2552 begin
2553 e_TextureFontGetSize(gStdFont, cw, ch);
2554 s := _lc[I_PLAYER_SPECT4];
2555 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2556 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2557 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2558 end;
2560 end;
2561 end;
2563 procedure TPlayer.DrawRulez();
2564 var
2565 dr: Boolean;
2566 begin
2567 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2568 if FMegaRulez[MR_INVUL] >= gTime then
2569 begin
2570 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2571 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2572 else
2573 dr := True;
2575 if dr then
2576 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2577 191, 191, 191, 0, B_INVERT);
2578 end;
2580 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2581 if FMegaRulez[MR_SUIT] >= gTime then
2582 begin
2583 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2584 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2585 else
2586 dr := True;
2588 if dr then
2589 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2590 0, 96, 0, 200, B_NONE);
2591 end;
2593 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2594 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2595 begin
2596 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2597 255, 0, 0, 200, B_NONE);
2598 end;
2599 end;
2601 procedure TPlayer.DrawPain();
2602 var
2603 a, h: Integer;
2604 begin
2605 if FPain = 0 then Exit;
2607 a := FPain;
2609 if a < 15 then h := 0
2610 else if a < 35 then h := 1
2611 else if a < 55 then h := 2
2612 else if a < 75 then h := 3
2613 else if a < 95 then h := 4
2614 else h := 5;
2616 //if a > 255 then a := 255;
2618 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2619 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2620 end;
2622 procedure TPlayer.DrawPickup();
2623 var
2624 a, h: Integer;
2625 begin
2626 if FPickup = 0 then Exit;
2628 a := FPickup;
2630 if a < 15 then h := 1
2631 else if a < 35 then h := 2
2632 else if a < 55 then h := 3
2633 else if a < 75 then h := 4
2634 else h := 5;
2636 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2637 end;
2639 procedure TPlayer.Fire();
2640 var
2641 f, DidFire: Boolean;
2642 wx, wy, xd, yd: Integer;
2643 obj: TObj;
2644 begin
2645 if g_Game_IsClient then Exit;
2646 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2647 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2649 if FSpectator then
2650 begin
2651 Respawn(False);
2652 Exit;
2653 end;
2655 if FReloading[FCurrWeap] <> 0 then Exit;
2657 DidFire := False;
2659 f := False;
2660 wx := FObj.X+WEAPONPOINT[FDirection].X;
2661 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2662 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2663 yd := wy+firediry();
2665 case FCurrWeap of
2666 WEAPON_KASTET:
2667 begin
2668 if R_BERSERK in FRulez then
2669 begin
2670 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2671 obj.X := FObj.X+FObj.Rect.X;
2672 obj.Y := FObj.Y+FObj.Rect.Y;
2673 obj.rect.X := 0;
2674 obj.rect.Y := 0;
2675 obj.rect.Width := 39;
2676 obj.rect.Height := 52;
2677 obj.Vel.X := (xd-wx) div 2;
2678 obj.Vel.Y := (yd-wy) div 2;
2679 obj.Accel.X := xd-wx;
2680 obj.Accel.y := yd-wy;
2682 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2683 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2684 else
2685 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2687 if gFlash = 1 then
2688 if FPain < 50 then
2689 FPain := min(FPain + 25, 50);
2690 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2692 DidFire := True;
2693 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2694 end;
2696 WEAPON_SAW:
2697 begin
2698 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2699 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2700 begin
2701 FSawSoundSelect.Stop();
2702 FSawSound.Stop();
2703 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2704 end
2705 else if not FSawSoundHit.IsPlaying() then
2706 begin
2707 FSawSoundSelect.Stop();
2708 FSawSound.PlayAt(FObj.X, FObj.Y);
2709 end;
2711 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2712 DidFire := True;
2713 f := True;
2714 end;
2716 WEAPON_PISTOL:
2717 if FAmmo[A_BULLETS] > 0 then
2718 begin
2719 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2720 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2721 Dec(FAmmo[A_BULLETS]);
2722 FFireAngle := FAngle;
2723 f := True;
2724 DidFire := True;
2725 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2726 GameVelX, GameVelY-2, SHELL_BULLET);
2727 end;
2729 WEAPON_SHOTGUN1:
2730 if FAmmo[A_SHELLS] > 0 then
2731 begin
2732 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2733 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2734 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2735 Dec(FAmmo[A_SHELLS]);
2736 FFireAngle := FAngle;
2737 f := True;
2738 DidFire := True;
2739 FShellTimer := 10;
2740 FShellType := SHELL_SHELL;
2741 end;
2743 WEAPON_SHOTGUN2:
2744 if FAmmo[A_SHELLS] >= 2 then
2745 begin
2746 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2747 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2748 Dec(FAmmo[A_SHELLS], 2);
2749 FFireAngle := FAngle;
2750 f := True;
2751 DidFire := True;
2752 FShellTimer := 13;
2753 FShellType := SHELL_DBLSHELL;
2754 end;
2756 WEAPON_CHAINGUN:
2757 if FAmmo[A_BULLETS] > 0 then
2758 begin
2759 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2760 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2761 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2762 Dec(FAmmo[A_BULLETS]);
2763 FFireAngle := FAngle;
2764 f := True;
2765 DidFire := True;
2766 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2767 GameVelX, GameVelY-2, SHELL_BULLET);
2768 end;
2770 WEAPON_ROCKETLAUNCHER:
2771 if FAmmo[A_ROCKETS] > 0 then
2772 begin
2773 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2774 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2775 Dec(FAmmo[A_ROCKETS]);
2776 FFireAngle := FAngle;
2777 f := True;
2778 DidFire := True;
2779 end;
2781 WEAPON_PLASMA:
2782 if FAmmo[A_CELLS] > 0 then
2783 begin
2784 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2785 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2786 Dec(FAmmo[A_CELLS]);
2787 FFireAngle := FAngle;
2788 f := True;
2789 DidFire := True;
2790 end;
2792 WEAPON_BFG:
2793 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2794 begin
2795 FBFGFireCounter := 17;
2796 if not FNoReload then
2797 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2798 Dec(FAmmo[A_CELLS], 40);
2799 DidFire := True;
2800 end;
2802 WEAPON_SUPERPULEMET:
2803 if FAmmo[A_SHELLS] > 0 then
2804 begin
2805 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2806 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2807 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2808 Dec(FAmmo[A_SHELLS]);
2809 FFireAngle := FAngle;
2810 f := True;
2811 DidFire := True;
2812 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2813 GameVelX, GameVelY-2, SHELL_SHELL);
2814 end;
2816 WEAPON_FLAMETHROWER:
2817 if FAmmo[A_FUEL] > 0 then
2818 begin
2819 g_Weapon_flame(wx, wy, xd, yd, FUID);
2820 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2821 Dec(FAmmo[A_FUEL]);
2822 FFireAngle := FAngle;
2823 f := True;
2824 DidFire := True;
2825 end;
2826 end;
2828 if g_Game_IsNet then
2829 begin
2830 if DidFire then
2831 begin
2832 if FCurrWeap <> WEAPON_BFG then
2833 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2834 else
2835 if not FNoReload then
2836 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2837 end;
2839 MH_SEND_PlayerStats(FUID);
2840 end;
2842 if not f then Exit;
2844 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2845 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2846 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2847 end;
2849 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2850 begin
2851 case Weapon of
2852 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2853 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2854 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2855 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2856 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2857 else Result := 0;
2858 end;
2859 end;
2861 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2862 begin
2863 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2864 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2865 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2866 end;
2868 procedure TPlayer.JetpackOn;
2869 begin
2870 FJetSoundFly.Stop;
2871 FJetSoundOff.Stop;
2872 FJetSoundOn.SetPosition(0);
2873 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2874 FlySmoke(8);
2875 end;
2877 procedure TPlayer.JetpackOff;
2878 begin
2879 FJetSoundFly.Stop;
2880 FJetSoundOn.Stop;
2881 FJetSoundOff.SetPosition(0);
2882 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2883 end;
2885 procedure TPlayer.CatchFire(Attacker: Word);
2886 begin
2887 if FMegaRulez[MR_SUIT] >= gTime then
2888 Exit;
2889 FFireTime := 100;
2890 FFireAttacker := Attacker;
2891 if g_Game_IsNet and g_Game_IsServer then
2892 MH_SEND_PlayerStats(FUID);
2893 end;
2895 procedure TPlayer.Jump();
2896 begin
2897 if gFly or FJetpack then
2898 begin
2899 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2900 if FObj.Vel.Y > -VEL_FLY then
2901 FObj.Vel.Y := FObj.Vel.Y - 3;
2902 if FJetpack then
2903 begin
2904 if FJetFuel > 0 then
2905 Dec(FJetFuel);
2906 if (FJetFuel < 1) and g_Game_IsServer then
2907 begin
2908 FJetpack := False;
2909 JetpackOff;
2910 if g_Game_IsNet then
2911 MH_SEND_PlayerStats(FUID);
2912 end;
2913 end;
2914 Exit;
2915 end;
2917 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2918 if FGhost then
2919 FCanJetpack := False;
2921 // Ïðûãàåì èëè âñïëûâàåì:
2922 if (CollideLevel(0, 1) or
2923 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2924 PLAYER_RECT.Height-33, PANEL_STEP, False)
2925 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2926 begin
2927 FObj.Vel.Y := -VEL_JUMP;
2928 FCanJetpack := False;
2929 end
2930 else
2931 begin
2932 if BodyInLiquid(0, 0) then
2933 FObj.Vel.Y := -VEL_SW
2934 else if (FJetFuel > 0) and FCanJetpack and
2935 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2936 begin
2937 FJetpack := True;
2938 JetpackOn;
2939 if g_Game_IsNet then
2940 MH_SEND_PlayerStats(FUID);
2941 end;
2942 end;
2943 end;
2945 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2946 var
2947 a, i, k, ab, ar: Byte;
2948 s: String;
2949 mon: TMonster;
2950 plr: TPlayer;
2951 srv, netsrv: Boolean;
2952 DoFrags: Boolean;
2953 OldLR: Byte;
2954 KP: TPlayer;
2956 procedure PushItem(t: Byte);
2957 var
2958 id: DWORD;
2959 begin
2960 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2961 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2962 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2963 (FObj.Vel.Y div 2)-Random(9))
2964 else
2965 if KillType = K_HARDKILL then // -5..+5; -5..0
2966 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2967 (FObj.Vel.Y div 2)-Random(6))
2968 else // -3..+3; -3..0
2969 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2970 (FObj.Vel.Y div 2)-Random(4));
2972 if g_Game_IsNet and g_Game_IsServer then
2973 MH_SEND_ItemSpawn(True, id);
2974 end;
2976 begin
2977 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2978 Srv := g_Game_IsServer;
2979 Netsrv := g_Game_IsServer and g_Game_IsNet;
2980 if Srv then FDeath := FDeath + 1;
2981 if FLive then
2982 begin
2983 if FGhost then
2984 FGhost := False;
2985 if not FPhysics then
2986 FPhysics := True;
2987 FLive := False;
2988 end;
2989 FShellTimer := -1;
2991 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2992 begin
2993 if FLives > 0 then FLives := FLives - 1;
2994 if FLives = 0 then FNoRespawn := True;
2995 end;
2997 // Íîìåð òèïà ñìåðòè:
2998 a := 1;
2999 case KillType of
3000 K_SIMPLEKILL: a := 1;
3001 K_HARDKILL: a := 2;
3002 K_EXTRAHARDKILL: a := 3;
3003 K_FALLKILL: a := 4;
3004 end;
3006 // Çâóê ñìåðòè:
3007 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3008 for i := 1 to 3 do
3009 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3010 Break;
3012 // Âðåìÿ ðåñïàóíà:
3013 if Srv then
3014 case KillType of
3015 K_SIMPLEKILL:
3016 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3017 K_HARDKILL:
3018 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3019 K_EXTRAHARDKILL, K_FALLKILL:
3020 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3021 end;
3023 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3024 case KillType of
3025 K_SIMPLEKILL:
3026 SetAction(A_DIE1);
3027 K_HARDKILL, K_EXTRAHARDKILL:
3028 SetAction(A_DIE2);
3029 end;
3031 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3032 if (KillType <> K_FALLKILL) and (Srv) then
3033 g_Monsters_killedp();
3035 if SpawnerUID = FUID then
3036 begin // Ñàìîóáèëñÿ
3037 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3038 begin
3039 Dec(FFrags);
3040 FLastFrag := 0;
3041 end;
3042 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3043 end
3044 else
3045 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3046 begin // Óáèò äðóãèì èãðîêîì
3047 KP := g_Player_Get(SpawnerUID);
3048 if (KP <> nil) and Srv then
3049 begin
3050 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3051 if SameTeam(FUID, SpawnerUID) then
3052 begin
3053 Dec(KP.FFrags);
3054 KP.FLastFrag := 0;
3055 end else
3056 begin
3057 Inc(KP.FFrags);
3058 KP.FragCombo();
3059 end;
3061 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3062 Inc(gTeamStat[KP.Team].Goals,
3063 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3065 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3066 end;
3068 plr := g_Player_Get(SpawnerUID);
3069 if plr = nil then
3070 s := '?'
3071 else
3072 s := plr.FName;
3074 case KillType of
3075 K_HARDKILL:
3076 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3077 [FName, s]),
3078 gShowKillMsg);
3079 K_EXTRAHARDKILL:
3080 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3081 [FName, s]),
3082 gShowKillMsg);
3083 else
3084 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3085 [FName, s]),
3086 gShowKillMsg);
3087 end;
3088 end
3089 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3090 begin // Óáèò ìîíñòðîì
3091 mon := g_Monsters_Get(SpawnerUID);
3092 if mon = nil then
3093 s := '?'
3094 else
3095 s := g_Monsters_GetKilledBy(mon.MonsterType);
3097 case KillType of
3098 K_HARDKILL:
3099 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3100 [FName, s]),
3101 gShowKillMsg);
3102 K_EXTRAHARDKILL:
3103 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3104 [FName, s]),
3105 gShowKillMsg);
3106 else
3107 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3108 [FName, s]),
3109 gShowKillMsg);
3110 end;
3111 end
3112 else // Îñîáûå òèïû ñìåðòè
3113 case t of
3114 HIT_DISCON: ;
3115 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3116 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3117 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3118 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3119 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3120 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3121 end;
3123 if Srv then
3124 begin
3125 // Âûáðîñ îðóæèÿ:
3126 for a := WP_FIRST to WP_LAST do
3127 if FWeapon[a] then
3128 begin
3129 case a of
3130 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3131 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3132 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3133 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3134 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3135 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3136 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3137 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3138 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3139 else i := 0;
3140 end;
3142 if i <> 0 then
3143 PushItem(i);
3144 end;
3146 // Âûáðîñ ðþêçàêà:
3147 if R_ITEM_BACKPACK in FRulez then
3148 PushItem(ITEM_AMMO_BACKPACK);
3150 // Âûáðîñ ðàêåòíîãî ðàíöà:
3151 if FJetFuel > 0 then
3152 PushItem(ITEM_JETPACK);
3154 // Âûáðîñ êëþ÷åé:
3155 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3156 begin
3157 if R_KEY_RED in FRulez then
3158 PushItem(ITEM_KEY_RED);
3160 if R_KEY_GREEN in FRulez then
3161 PushItem(ITEM_KEY_GREEN);
3163 if R_KEY_BLUE in FRulez then
3164 PushItem(ITEM_KEY_BLUE);
3165 end;
3167 // Âûáðîñ ôëàãà:
3168 DropFlag();
3169 end;
3171 g_Player_CreateCorpse(Self);
3173 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3174 (gLMSRespawn = LMS_RESPAWN_NONE) then
3175 begin
3176 a := 0;
3177 k := 0;
3178 ar := 0;
3179 ab := 0;
3180 for i := Low(gPlayers) to High(gPlayers) do
3181 begin
3182 if gPlayers[i] = nil then continue;
3183 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3184 begin
3185 Inc(a);
3186 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3187 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3188 k := i;
3189 end;
3190 end;
3192 OldLR := gLMSRespawn;
3193 if (gGameSettings.GameMode = GM_COOP) then
3194 begin
3195 if (a = 0) then
3196 begin
3197 // everyone is dead, restart the map
3198 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3199 if Netsrv then
3200 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3201 gLMSRespawn := LMS_RESPAWN_FINAL;
3202 gLMSRespawnTime := gTime + 5000;
3203 end
3204 else if (a = 1) then
3205 begin
3206 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3207 if (gPlayers[k] = gPlayer1) or
3208 (gPlayers[k] = gPlayer2) then
3209 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3210 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3211 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3212 end;
3213 end
3214 else if (gGameSettings.GameMode = GM_TDM) then
3215 begin
3216 if (ab = 0) and (ar <> 0) then
3217 begin
3218 // blu team ded
3219 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3220 if Netsrv then
3221 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3222 Inc(gTeamStat[TEAM_RED].Goals);
3223 gLMSRespawn := LMS_RESPAWN_FINAL;
3224 gLMSRespawnTime := gTime + 5000;
3225 end
3226 else if (ar = 0) and (ab <> 0) then
3227 begin
3228 // red team ded
3229 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3230 if Netsrv then
3231 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3232 Inc(gTeamStat[TEAM_BLUE].Goals);
3233 gLMSRespawn := LMS_RESPAWN_FINAL;
3234 gLMSRespawnTime := gTime + 5000;
3235 end
3236 else if (ar = 0) and (ab = 0) then
3237 begin
3238 // everyone ded
3239 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3240 if Netsrv then
3241 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3242 gLMSRespawn := LMS_RESPAWN_FINAL;
3243 gLMSRespawnTime := gTime + 5000;
3244 end;
3245 end
3246 else if (gGameSettings.GameMode = GM_DM) then
3247 begin
3248 if (a = 1) then
3249 begin
3250 if gPlayers[k] <> nil then
3251 with gPlayers[k] do
3252 begin
3253 // survivor is the winner
3254 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3255 if Netsrv then
3256 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3257 Inc(FFrags);
3258 end;
3259 gLMSRespawn := LMS_RESPAWN_FINAL;
3260 gLMSRespawnTime := gTime + 5000;
3261 end
3262 else if (a = 0) then
3263 begin
3264 // everyone is dead, restart the map
3265 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3266 if Netsrv then
3267 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3268 gLMSRespawn := LMS_RESPAWN_FINAL;
3269 gLMSRespawnTime := gTime + 5000;
3270 end;
3271 end;
3272 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3273 begin
3274 if NetMode = NET_SERVER then
3275 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3276 else
3277 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3278 end;
3279 end;
3281 if Netsrv then
3282 begin
3283 MH_SEND_PlayerStats(FUID);
3284 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3285 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3286 end;
3288 if srv and FNoRespawn then Spectate(True);
3289 FWantsInGame := True;
3290 end;
3292 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3293 begin
3294 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3295 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3296 end;
3298 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3299 begin
3300 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3301 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3302 end;
3304 procedure TPlayer.MakeBloodSimple(Count: Word);
3305 begin
3306 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3307 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3308 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3309 150, 0, 0);
3310 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3311 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3312 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3313 150, 0, 0);
3314 end;
3316 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3317 begin
3318 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3319 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3320 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3321 150, 0, 0);
3322 end;
3324 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3325 begin
3326 if g_Game_IsClient then Exit;
3327 if Weapon > High(FWeapon) then Exit;
3328 FNextWeap := FNextWeap or (1 shl Weapon);
3329 end;
3331 procedure TPlayer.resetWeaponQueue ();
3332 begin
3333 FNextWeap := 0;
3334 FNextWeapDelay := 0;
3335 end;
3337 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3338 begin
3339 result := false;
3340 case weapon of
3341 WEAPON_KASTET, WEAPON_SAW: result := true;
3342 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3343 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3344 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3345 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3346 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3347 else result := (weapon < length(FWeapon));
3348 end;
3349 end;
3351 // return 255 for "no switch"
3352 function TPlayer.getNextWeaponIndex (): Byte;
3353 var
3354 i: Word;
3355 wantThisWeapon: array[0..64] of Boolean;
3356 wwc: Integer = 0; //HACK!
3357 dir, cwi: Integer;
3358 begin
3359 result := 255; // default result: "no switch"
3360 // had weapon cycling on previous frame? remove that flag
3361 if (FNextWeap and $2000) <> 0 then begin FNextWeap := FNextWeap and $1FFF; FNextWeapDelay := 0; end;
3362 // cycling has priority
3363 if (FNextWeap and $C000) <> 0 then
3364 begin
3365 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1;
3366 FNextWeap := FNextWeap or $2000; // we need this
3367 if FNextWeapDelay > 0 then exit; // cooldown time
3368 cwi := FCurrWeap;
3369 for i := 0 to High(FWeapon) do
3370 begin
3371 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3372 if FWeapon[cwi] then
3373 begin
3374 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3375 result := Byte(cwi);
3376 FNextWeapDelay := 10;
3377 exit;
3378 end;
3379 end;
3380 resetWeaponQueue();
3381 exit;
3382 end;
3383 // no cycling
3384 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3385 for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
3386 // exclude currently selected weapon from the set
3387 wantThisWeapon[FCurrWeap] := false;
3388 // slow down alterations a little
3389 if wwc > 1 then
3390 begin
3391 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3392 // more than one weapon requested, assume "alteration" and check alteration delay
3393 if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah
3394 end;
3395 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3396 // but clear all counters if no weapon should be switched
3397 if wwc < 1 then begin resetWeaponQueue(); exit; end;
3398 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3399 // try weapons in descending order
3400 for i := High(FWeapon) downto 0 do
3401 begin
3402 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3403 begin
3404 // i found her!
3405 result := Byte(i);
3406 resetWeaponQueue();
3407 FNextWeapDelay := 10; // anyway, 'cause why not
3408 exit;
3409 end;
3410 end;
3411 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3412 resetWeaponQueue();
3413 end;
3415 procedure TPlayer.RealizeCurrentWeapon();
3416 function switchAllowed (): Boolean;
3417 var
3418 i: Byte;
3419 begin
3420 result := false;
3421 if FBFGFireCounter <> -1 then
3422 exit;
3423 if FTime[T_SWITCH] > gTime then
3424 exit;
3425 for i := WP_FIRST to WP_LAST do
3426 if FReloading[i] > 0 then
3427 exit;
3428 result := true;
3429 end;
3431 var
3432 nw: Byte;
3433 begin
3434 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3435 //FNextWeap := FNextWeap and $1FFF;
3436 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3438 if not switchAllowed then
3439 begin
3440 //HACK for weapon cycling
3441 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3442 exit;
3443 end;
3445 nw := getNextWeaponIndex();
3446 if nw = 255 then exit; // don't reset anything here
3447 if nw > High(FWeapon) then
3448 begin
3449 // don't forget to reset queue here!
3450 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3451 resetWeaponQueue();
3452 exit;
3453 end;
3455 if FWeapon[nw] then
3456 begin
3457 FCurrWeap := nw;
3458 FTime[T_SWITCH] := gTime+156;
3459 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3460 FModel.SetWeapon(FCurrWeap);
3461 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3462 end;
3463 end;
3465 procedure TPlayer.NextWeapon();
3466 begin
3467 if g_Game_IsClient then Exit;
3468 FNextWeap := $8000;
3469 end;
3471 procedure TPlayer.PrevWeapon();
3472 begin
3473 if g_Game_IsClient then Exit;
3474 FNextWeap := $4000;
3475 end;
3477 procedure TPlayer.SetWeapon(W: Byte);
3478 begin
3479 if FCurrWeap <> W then
3480 if W = WEAPON_SAW then
3481 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3483 FCurrWeap := W;
3484 FModel.SetWeapon(CurrWeap);
3485 resetWeaponQueue();
3486 end;
3488 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3489 var
3490 a: Boolean;
3491 begin
3492 Result := False;
3493 if g_Game_IsClient then Exit;
3495 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3496 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3497 remove := not a;
3499 case ItemType of
3500 ITEM_MEDKIT_SMALL:
3501 if FHealth < PLAYER_HP_SOFT then
3502 begin
3503 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3504 Result := True;
3505 remove := True;
3506 FFireTime := 0;
3507 if gFlash = 2 then Inc(FPickup, 5);
3508 end;
3510 ITEM_MEDKIT_LARGE:
3511 if FHealth < PLAYER_HP_SOFT then
3512 begin
3513 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3514 Result := True;
3515 remove := True;
3516 FFireTime := 0;
3517 if gFlash = 2 then Inc(FPickup, 5);
3518 end;
3520 ITEM_ARMOR_GREEN:
3521 if FArmor < PLAYER_AP_SOFT then
3522 begin
3523 FArmor := PLAYER_AP_SOFT;
3524 Result := True;
3525 remove := True;
3526 if gFlash = 2 then Inc(FPickup, 5);
3527 end;
3529 ITEM_ARMOR_BLUE:
3530 if FArmor < PLAYER_AP_LIMIT then
3531 begin
3532 FArmor := PLAYER_AP_LIMIT;
3533 Result := True;
3534 remove := True;
3535 if gFlash = 2 then Inc(FPickup, 5);
3536 end;
3538 ITEM_SPHERE_BLUE:
3539 if FHealth < PLAYER_HP_LIMIT then
3540 begin
3541 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3542 Result := True;
3543 remove := True;
3544 FFireTime := 0;
3545 if gFlash = 2 then Inc(FPickup, 5);
3546 end;
3548 ITEM_SPHERE_WHITE:
3549 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3550 begin
3551 if FHealth < PLAYER_HP_LIMIT then
3552 FHealth := PLAYER_HP_LIMIT;
3553 if FArmor < PLAYER_AP_LIMIT then
3554 FArmor := PLAYER_AP_LIMIT;
3555 Result := True;
3556 remove := True;
3557 FFireTime := 0;
3558 if gFlash = 2 then Inc(FPickup, 5);
3559 end;
3561 ITEM_WEAPON_SAW:
3562 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3563 begin
3564 FWeapon[WEAPON_SAW] := True;
3565 Result := True;
3566 if gFlash = 2 then Inc(FPickup, 5);
3567 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3568 end;
3570 ITEM_WEAPON_SHOTGUN1:
3571 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3572 begin
3573 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3574 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3576 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3577 FWeapon[WEAPON_SHOTGUN1] := True;
3578 Result := True;
3579 if gFlash = 2 then Inc(FPickup, 5);
3580 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3581 end;
3583 ITEM_WEAPON_SHOTGUN2:
3584 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3585 begin
3586 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3588 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3589 FWeapon[WEAPON_SHOTGUN2] := True;
3590 Result := True;
3591 if gFlash = 2 then Inc(FPickup, 5);
3592 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3593 end;
3595 ITEM_WEAPON_CHAINGUN:
3596 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3597 begin
3598 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3600 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3601 FWeapon[WEAPON_CHAINGUN] := True;
3602 Result := True;
3603 if gFlash = 2 then Inc(FPickup, 5);
3604 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3605 end;
3607 ITEM_WEAPON_ROCKETLAUNCHER:
3608 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3609 begin
3610 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3612 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3613 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3614 Result := True;
3615 if gFlash = 2 then Inc(FPickup, 5);
3616 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3617 end;
3619 ITEM_WEAPON_PLASMA:
3620 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3621 begin
3622 if a and FWeapon[WEAPON_PLASMA] then Exit;
3624 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3625 FWeapon[WEAPON_PLASMA] := True;
3626 Result := True;
3627 if gFlash = 2 then Inc(FPickup, 5);
3628 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3629 end;
3631 ITEM_WEAPON_BFG:
3632 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3633 begin
3634 if a and FWeapon[WEAPON_BFG] then Exit;
3636 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3637 FWeapon[WEAPON_BFG] := True;
3638 Result := True;
3639 if gFlash = 2 then Inc(FPickup, 5);
3640 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3641 end;
3643 ITEM_WEAPON_SUPERPULEMET:
3644 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3645 begin
3646 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3648 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3649 FWeapon[WEAPON_SUPERPULEMET] := True;
3650 Result := True;
3651 if gFlash = 2 then Inc(FPickup, 5);
3652 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3653 end;
3655 ITEM_WEAPON_FLAMETHROWER:
3656 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3657 begin
3658 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3660 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3661 FWeapon[WEAPON_FLAMETHROWER] := True;
3662 Result := True;
3663 if gFlash = 2 then Inc(FPickup, 5);
3664 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3665 end;
3667 ITEM_AMMO_BULLETS:
3668 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3669 begin
3670 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3671 Result := True;
3672 remove := True;
3673 if gFlash = 2 then Inc(FPickup, 5);
3674 end;
3676 ITEM_AMMO_BULLETS_BOX:
3677 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3678 begin
3679 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3680 Result := True;
3681 remove := True;
3682 if gFlash = 2 then Inc(FPickup, 5);
3683 end;
3685 ITEM_AMMO_SHELLS:
3686 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3687 begin
3688 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3689 Result := True;
3690 remove := True;
3691 if gFlash = 2 then Inc(FPickup, 5);
3692 end;
3694 ITEM_AMMO_SHELLS_BOX:
3695 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3696 begin
3697 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3698 Result := True;
3699 remove := True;
3700 if gFlash = 2 then Inc(FPickup, 5);
3701 end;
3703 ITEM_AMMO_ROCKET:
3704 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3705 begin
3706 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3707 Result := True;
3708 remove := True;
3709 if gFlash = 2 then Inc(FPickup, 5);
3710 end;
3712 ITEM_AMMO_ROCKET_BOX:
3713 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3714 begin
3715 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3716 Result := True;
3717 remove := True;
3718 if gFlash = 2 then Inc(FPickup, 5);
3719 end;
3721 ITEM_AMMO_CELL:
3722 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3723 begin
3724 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3725 Result := True;
3726 remove := True;
3727 if gFlash = 2 then Inc(FPickup, 5);
3728 end;
3730 ITEM_AMMO_CELL_BIG:
3731 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3732 begin
3733 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3734 Result := True;
3735 remove := True;
3736 if gFlash = 2 then Inc(FPickup, 5);
3737 end;
3739 ITEM_AMMO_FUELCAN:
3740 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3741 begin
3742 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3743 Result := True;
3744 remove := True;
3745 if gFlash = 2 then Inc(FPickup, 5);
3746 end;
3748 ITEM_AMMO_BACKPACK:
3749 if not(R_ITEM_BACKPACK in FRulez) or
3750 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3751 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3752 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3753 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3754 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3755 begin
3756 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3757 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3758 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3759 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3760 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3762 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3763 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3764 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3765 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3766 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3767 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3768 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3769 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3771 FRulez := FRulez + [R_ITEM_BACKPACK];
3772 Result := True;
3773 remove := True;
3774 if gFlash = 2 then Inc(FPickup, 5);
3775 end;
3777 ITEM_KEY_RED:
3778 if not(R_KEY_RED in FRulez) then
3779 begin
3780 Include(FRulez, R_KEY_RED);
3781 Result := True;
3782 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3783 if gFlash = 2 then Inc(FPickup, 5);
3784 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3785 end;
3787 ITEM_KEY_GREEN:
3788 if not(R_KEY_GREEN in FRulez) then
3789 begin
3790 Include(FRulez, R_KEY_GREEN);
3791 Result := True;
3792 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3793 if gFlash = 2 then Inc(FPickup, 5);
3794 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3795 end;
3797 ITEM_KEY_BLUE:
3798 if not(R_KEY_BLUE in FRulez) then
3799 begin
3800 Include(FRulez, R_KEY_BLUE);
3801 Result := True;
3802 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3803 if gFlash = 2 then Inc(FPickup, 5);
3804 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3805 end;
3807 ITEM_SUIT:
3808 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3809 begin
3810 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3811 Result := True;
3812 remove := True;
3813 FFireTime := 0;
3814 if gFlash = 2 then Inc(FPickup, 5);
3815 end;
3817 ITEM_OXYGEN:
3818 if FAir < AIR_MAX then
3819 begin
3820 FAir := AIR_MAX;
3821 Result := True;
3822 remove := True;
3823 if gFlash = 2 then Inc(FPickup, 5);
3824 end;
3826 ITEM_MEDKIT_BLACK:
3827 begin
3828 if not (R_BERSERK in FRulez) then
3829 begin
3830 Include(FRulez, R_BERSERK);
3831 if FBFGFireCounter = -1 then
3832 begin
3833 FCurrWeap := WEAPON_KASTET;
3834 resetWeaponQueue();
3835 FModel.SetWeapon(WEAPON_KASTET);
3836 end;
3837 if gFlash <> 0 then
3838 Inc(FPain, 100);
3839 if gFlash = 2 then Inc(FPickup, 5);
3840 FBerserk := gTime+30000;
3841 Result := True;
3842 remove := True;
3843 FFireTime := 0;
3844 end;
3845 if FHealth < PLAYER_HP_SOFT then
3846 begin
3847 FHealth := PLAYER_HP_SOFT;
3848 FBerserk := gTime+30000;
3849 Result := True;
3850 remove := True;
3851 FFireTime := 0;
3852 end;
3853 end;
3855 ITEM_INVUL:
3856 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3857 begin
3858 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3859 Result := True;
3860 remove := True;
3861 if gFlash = 2 then Inc(FPickup, 5);
3862 end;
3864 ITEM_BOTTLE:
3865 if FHealth < PLAYER_HP_LIMIT then
3866 begin
3867 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3868 Result := True;
3869 remove := True;
3870 FFireTime := 0;
3871 if gFlash = 2 then Inc(FPickup, 5);
3872 end;
3874 ITEM_HELMET:
3875 if FArmor < PLAYER_AP_LIMIT then
3876 begin
3877 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3878 Result := True;
3879 remove := True;
3880 if gFlash = 2 then Inc(FPickup, 5);
3881 end;
3883 ITEM_JETPACK:
3884 if FJetFuel < JET_MAX then
3885 begin
3886 FJetFuel := JET_MAX;
3887 Result := True;
3888 remove := True;
3889 if gFlash = 2 then Inc(FPickup, 5);
3890 end;
3892 ITEM_INVIS:
3893 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3894 begin
3895 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3896 Result := True;
3897 remove := True;
3898 if gFlash = 2 then Inc(FPickup, 5);
3899 end;
3900 end;
3901 end;
3903 procedure TPlayer.Touch();
3904 begin
3905 if not FLive then
3906 Exit;
3907 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3908 if FIamBot then
3909 begin
3910 // Áðîñèòü ôëàã òîâàðèùó:
3911 if gGameSettings.GameMode = GM_CTF then
3912 DropFlag();
3913 end;
3914 end;
3916 procedure TPlayer.Push(vx, vy: Integer);
3917 begin
3918 if (not FPhysics) and FGhost then
3919 Exit;
3920 FObj.Accel.X := FObj.Accel.X + vx;
3921 FObj.Accel.Y := FObj.Accel.Y + vy;
3922 if g_Game_IsNet and g_Game_IsServer then
3923 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3924 end;
3926 procedure TPlayer.Reset(Force: Boolean);
3927 begin
3928 if Force then
3929 FLive := False;
3931 FSpawned := False;
3932 FTime[T_RESPAWN] := 0;
3933 FTime[T_FLAGCAP] := 0;
3934 FGodMode := False;
3935 FNoTarget := False;
3936 FNoReload := False;
3937 FFrags := 0;
3938 FLastFrag := 0;
3939 FComboEvnt := -1;
3940 FKills := 0;
3941 FMonsterKills := 0;
3942 FDeath := 0;
3943 FSecrets := 0;
3944 if FNoRespawn then
3945 begin
3946 FSpectator := False;
3947 FGhost := False;
3948 FPhysics := True;
3949 FSpectatePlayer := -1;
3950 FNoRespawn := False;
3951 end;
3952 FLives := gGameSettings.MaxLives;
3954 SetFlag(FLAG_NONE);
3955 end;
3957 procedure TPlayer.SoftReset();
3958 begin
3959 ReleaseKeys();
3961 FDamageBuffer := 0;
3962 FIncCam := 0;
3963 FBFGFireCounter := -1;
3964 FShellTimer := -1;
3965 FPain := 0;
3966 FLastHit := 0;
3967 FLastFrag := 0;
3968 FComboEvnt := -1;
3970 SetFlag(FLAG_NONE);
3971 SetAction(A_STAND, True);
3972 end;
3974 function TPlayer.GetRespawnPoint(): Byte;
3975 var
3976 c: Byte;
3977 begin
3978 Result := 255;
3979 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3981 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3982 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3983 begin
3984 if (Self = gPlayer1) or (Self = gPlayer2) then
3985 begin
3986 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3987 if Self = gPlayer1 then
3988 c := RESPAWNPOINT_PLAYER1
3989 else
3990 c := RESPAWNPOINT_PLAYER2;
3991 if g_Map_GetPointCount(c) > 0 then
3992 begin
3993 Result := c;
3994 Exit;
3995 end;
3997 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3998 if Self = gPlayer1 then
3999 c := RESPAWNPOINT_PLAYER2
4000 else
4001 c := RESPAWNPOINT_PLAYER1;
4002 if g_Map_GetPointCount(c) > 0 then
4003 begin
4004 Result := c;
4005 Exit;
4006 end;
4007 end else
4008 begin
4009 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4010 if Random(2) = 0 then
4011 c := RESPAWNPOINT_PLAYER1
4012 else
4013 c := RESPAWNPOINT_PLAYER2;
4014 if g_Map_GetPointCount(c) > 0 then
4015 begin
4016 Result := c;
4017 Exit;
4018 end;
4019 end;
4021 // Òî÷êà ëþáîé èç êîìàíä
4022 if Random(2) = 0 then
4023 c := RESPAWNPOINT_RED
4024 else
4025 c := RESPAWNPOINT_BLUE;
4026 if g_Map_GetPointCount(c) > 0 then
4027 begin
4028 Result := c;
4029 Exit;
4030 end;
4032 // Òî÷êà DM
4033 c := RESPAWNPOINT_DM;
4034 if g_Map_GetPointCount(c) > 0 then
4035 begin
4036 Result := c;
4037 Exit;
4038 end;
4039 end;
4041 // Ìÿñîïîâàë
4042 if gGameSettings.GameMode = GM_DM then
4043 begin
4044 // Òî÷êà DM
4045 c := RESPAWNPOINT_DM;
4046 if g_Map_GetPointCount(c) > 0 then
4047 begin
4048 Result := c;
4049 Exit;
4050 end;
4052 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4053 if Random(2) = 0 then
4054 c := RESPAWNPOINT_PLAYER1
4055 else
4056 c := RESPAWNPOINT_PLAYER2;
4057 if g_Map_GetPointCount(c) > 0 then
4058 begin
4059 Result := c;
4060 Exit;
4061 end;
4063 // Òî÷êà ëþáîé èç êîìàíä
4064 if Random(2) = 0 then
4065 c := RESPAWNPOINT_RED
4066 else
4067 c := RESPAWNPOINT_BLUE;
4068 if g_Map_GetPointCount(c) > 0 then
4069 begin
4070 Result := c;
4071 Exit;
4072 end;
4073 end;
4075 // Êîìàíäíûå
4076 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4077 begin
4078 // Òî÷êà ñâîåé êîìàíäû
4079 c := RESPAWNPOINT_DM;
4080 if FTeam = TEAM_RED then
4081 c := RESPAWNPOINT_RED;
4082 if FTeam = TEAM_BLUE then
4083 c := RESPAWNPOINT_BLUE;
4084 if g_Map_GetPointCount(c) > 0 then
4085 begin
4086 Result := c;
4087 Exit;
4088 end;
4090 // Òî÷êà DM
4091 c := RESPAWNPOINT_DM;
4092 if g_Map_GetPointCount(c) > 0 then
4093 begin
4094 Result := c;
4095 Exit;
4096 end;
4098 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4099 if Random(2) = 0 then
4100 c := RESPAWNPOINT_PLAYER1
4101 else
4102 c := RESPAWNPOINT_PLAYER2;
4103 if g_Map_GetPointCount(c) > 0 then
4104 begin
4105 Result := c;
4106 Exit;
4107 end;
4109 // Òî÷êà äðóãîé êîìàíäû
4110 c := RESPAWNPOINT_DM;
4111 if FTeam = TEAM_RED then
4112 c := RESPAWNPOINT_BLUE;
4113 if FTeam = TEAM_BLUE then
4114 c := RESPAWNPOINT_RED;
4115 if g_Map_GetPointCount(c) > 0 then
4116 begin
4117 Result := c;
4118 Exit;
4119 end;
4120 end;
4121 end;
4123 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4124 var
4125 RespawnPoint: TRespawnPoint;
4126 a, b, c: Byte;
4127 Anim: TAnimation;
4128 ID: DWORD;
4129 begin
4130 if not g_Game_IsServer then
4131 Exit;
4132 if FDummy then
4133 Exit;
4134 FWantsInGame := True;
4135 FJustTeleported := True;
4136 if Force then
4137 begin
4138 FTime[T_RESPAWN] := 0;
4139 FLive := False;
4140 end;
4141 FNetTime := 0;
4142 // if server changes MaxLives we gotta be ready
4143 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4145 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4146 if FTime[T_RESPAWN] > gTime then
4147 Exit;
4149 // Ïðîñðàë âñå æèçíè:
4150 if FNoRespawn then
4151 begin
4152 if not FSpectator then Spectate(True);
4153 FWantsInGame := True;
4154 Exit;
4155 end;
4157 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4158 begin // "Ñâîÿ èãðà"
4159 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4160 FRulez := FRulez-[R_BERSERK];
4161 end
4162 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4163 begin
4164 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4165 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4166 end;
4168 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4169 c := GetRespawnPoint();
4171 ReleaseKeys();
4172 SetFlag(FLAG_NONE);
4174 // Âîñêðåøåíèå áåç îðóæèÿ:
4175 if not FLive then
4176 begin
4177 FHealth := PLAYER_HP_SOFT;
4178 FArmor := 0;
4179 FLive := True;
4180 FAir := AIR_DEF;
4181 FJetFuel := 0;
4183 for a := WP_FIRST to WP_LAST do
4184 begin
4185 FWeapon[a] := False;
4186 FReloading[a] := 0;
4187 end;
4189 FWeapon[WEAPON_PISTOL] := True;
4190 FWeapon[WEAPON_KASTET] := True;
4191 FCurrWeap := WEAPON_PISTOL;
4192 resetWeaponQueue();
4194 FModel.SetWeapon(FCurrWeap);
4196 for b := A_BULLETS to A_HIGH do
4197 FAmmo[b] := 0;
4199 FAmmo[A_BULLETS] := 50;
4201 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4202 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4203 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4204 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4205 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4207 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4208 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4209 else
4210 FRulez := [];
4211 end;
4213 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4214 if not g_Map_GetPoint(c, RespawnPoint) then
4215 begin
4216 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4217 Exit;
4218 end;
4220 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4221 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4222 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4223 FObj.Vel.X := 0;
4224 FObj.Vel.Y := 0;
4225 FObj.Accel.X := 0;
4226 FObj.Accel.Y := 0;
4228 FDirection := RespawnPoint.Direction;
4229 if FDirection = D_LEFT then
4230 FAngle := 180
4231 else
4232 FAngle := 0;
4234 FIncCam := 0;
4235 FBFGFireCounter := -1;
4236 FShellTimer := -1;
4237 FPain := 0;
4238 FLastHit := 0;
4240 SetAction(A_STAND, True);
4241 FModel.Direction := FDirection;
4243 for a := Low(FTime) to High(FTime) do
4244 FTime[a] := 0;
4246 for a := Low(FMegaRulez) to High(FMegaRulez) do
4247 FMegaRulez[a] := 0;
4249 FDamageBuffer := 0;
4250 FJetpack := False;
4251 FCanJetpack := False;
4252 FFireTime := 0;
4253 FFirePainTime := 0;
4254 FFireAttacker := 0;
4256 // Àíèìàöèÿ âîçðîæäåíèÿ:
4257 if (not gLoadGameMode) and (not Silent) then
4258 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4259 begin
4260 Anim := TAnimation.Create(ID, False, 3);
4261 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4262 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4263 Anim.Free();
4264 end;
4266 FSpectator := False;
4267 FGhost := False;
4268 FPhysics := True;
4269 FSpectatePlayer := -1;
4270 FSpawned := True;
4272 if g_Game_IsNet then
4273 begin
4274 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4275 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4276 if not Silent then
4277 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4278 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4279 0, NET_GFX_TELE);
4280 end;
4281 end;
4283 procedure TPlayer.Spectate(NoMove: Boolean = False);
4284 begin
4285 if FLive then
4286 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4287 else if (not NoMove) then
4288 begin
4289 GameX := gMapInfo.Width div 2;
4290 GameY := gMapInfo.Height div 2;
4291 end;
4292 FXTo := GameX;
4293 FYTo := GameY;
4295 FLive := False;
4296 FSpectator := True;
4297 FGhost := True;
4298 FPhysics := False;
4299 FWantsInGame := False;
4300 FSpawned := False;
4302 if FNoRespawn then
4303 begin
4304 if Self = gPlayer1 then
4305 begin
4306 gLMSPID1 := FUID;
4307 gPlayer1 := nil;
4308 end;
4309 if Self = gPlayer2 then
4310 begin
4311 gLMSPID2 := FUID;
4312 gPlayer2 := nil;
4313 end;
4314 end;
4316 if g_Game_IsNet then
4317 MH_SEND_PlayerStats(FUID);
4318 end;
4320 procedure TPlayer.SwitchNoClip;
4321 begin
4322 if not FLive then
4323 Exit;
4324 FGhost := not FGhost;
4325 FPhysics := not FGhost;
4326 if FGhost then
4327 begin
4328 FXTo := FObj.X;
4329 FYTo := FObj.Y;
4330 end else
4331 begin
4332 FObj.Accel.X := 0;
4333 FObj.Accel.Y := 0;
4334 end;
4335 end;
4337 procedure TPlayer.Run(Direction: TDirection);
4338 var
4339 a, b: Integer;
4340 begin
4341 if MAX_RUNVEL > 8 then
4342 FlySmoke();
4344 // Áåæèì:
4345 if Direction = D_LEFT then
4346 begin
4347 if FObj.Vel.X > -MAX_RUNVEL then
4348 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4349 end
4350 else
4351 if FObj.Vel.X < MAX_RUNVEL then
4352 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4354 // Âîçìîæíî, ïèíàåì êóñêè:
4355 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4356 begin
4357 b := Abs(FObj.Vel.X);
4358 if b > 1 then b := b * (Random(8 div b) + 1);
4359 for a := 0 to High(gGibs) do
4360 if gGibs[a].Live and
4361 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4362 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4363 // Ïèíàåì êóñêè
4364 if FObj.Vel.X < 0 then
4365 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4366 else
4367 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4368 end;
4370 SetAction(A_WALK);
4371 end;
4373 procedure TPlayer.SeeDown();
4374 begin
4375 SetAction(A_SEEDOWN);
4377 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4379 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4380 end;
4382 procedure TPlayer.SeeUp();
4383 begin
4384 SetAction(A_SEEUP);
4386 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4388 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4389 end;
4391 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4392 var
4393 Prior: Byte;
4394 begin
4395 case Action of
4396 A_WALK: Prior := 3;
4397 A_DIE1: Prior := 5;
4398 A_DIE2: Prior := 5;
4399 A_ATTACK: Prior := 2;
4400 A_SEEUP: Prior := 1;
4401 A_SEEDOWN: Prior := 1;
4402 A_ATTACKUP: Prior := 2;
4403 A_ATTACKDOWN: Prior := 2;
4404 A_PAIN: Prior := 4;
4405 else Prior := 0;
4406 end;
4408 if (Prior > FActionPrior) or Force then
4409 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4410 begin
4411 FActionPrior := Prior;
4412 FActionAnim := Action;
4413 FActionForce := Force;
4414 FActionChanged := True;
4415 end;
4417 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4418 end;
4420 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4421 begin
4422 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4423 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4424 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4425 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4426 end;
4428 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4429 var
4430 Anim: TAnimation;
4431 ID: DWORD;
4432 begin
4433 Result := False;
4435 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4436 begin
4437 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4438 if g_Game_IsServer and g_Game_IsNet then
4439 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4440 Exit;
4441 end;
4443 FJustTeleported := True;
4445 Anim := nil;
4446 if not silent then
4447 begin
4448 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4449 begin
4450 Anim := TAnimation.Create(ID, False, 3);
4451 end;
4453 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4454 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4455 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4456 if g_Game_IsServer and g_Game_IsNet then
4457 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4458 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4459 NET_GFX_TELE);
4460 end;
4462 FObj.X := X-PLAYER_RECT.X;
4463 FObj.Y := Y-PLAYER_RECT.Y;
4464 if FLive and FGhost then
4465 begin
4466 FXTo := FObj.X;
4467 FYTo := FObj.Y;
4468 end;
4470 if not g_Game_IsNet then
4471 begin
4472 if dir = 1 then
4473 begin
4474 SetDirection(D_LEFT);
4475 FAngle := 180;
4476 end
4477 else
4478 if dir = 2 then
4479 begin
4480 SetDirection(D_RIGHT);
4481 FAngle := 0;
4482 end
4483 else
4484 if dir = 3 then
4485 begin // îáðàòíîå
4486 if FDirection = D_RIGHT then
4487 begin
4488 SetDirection(D_LEFT);
4489 FAngle := 180;
4490 end
4491 else
4492 begin
4493 SetDirection(D_RIGHT);
4494 FAngle := 0;
4495 end;
4496 end;
4497 end;
4499 if not silent and (Anim <> nil) then
4500 begin
4501 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4502 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4503 Anim.Free();
4505 if g_Game_IsServer and g_Game_IsNet then
4506 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4507 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4508 NET_GFX_TELE);
4509 end;
4511 Result := True;
4512 end;
4514 function nonz(a: Single): Single;
4515 begin
4516 if a <> 0 then
4517 Result := a
4518 else
4519 Result := 1;
4520 end;
4522 procedure TPlayer.Update();
4523 var
4524 b: Byte;
4525 i, ii, wx, wy, xd, yd, k: Integer;
4526 blockmon, headwater, dospawn: Boolean;
4527 NetServer: Boolean;
4528 AnyServer: Boolean;
4529 SetSpect: Boolean;
4530 begin
4531 NetServer := g_Game_IsNet and g_Game_IsServer;
4532 AnyServer := g_Game_IsServer;
4534 if g_Game_IsClient and (NetInterpLevel > 0) then
4535 DoLerp(NetInterpLevel + 1)
4536 else
4537 if FGhost then
4538 DoLerp(4);
4540 if NetServer then
4541 if FClientID >= 0 then
4542 begin
4543 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4544 if NetClients[FClientID].Peer^.packetsSent > 0 then
4545 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4546 else
4547 FLoss := 0;
4548 end else
4549 begin
4550 FPing := 0;
4551 FLoss := 0;
4552 end;
4554 if FLive and (gFly or FJetpack) then
4555 FlySmoke();
4557 if FDirection = D_LEFT then
4558 FAngle := 180
4559 else
4560 FAngle := 0;
4562 if FLive and (not FGhost) then
4563 begin
4564 if FKeys[KEY_UP].Pressed then
4565 SeeUp();
4566 if FKeys[KEY_DOWN].Pressed then
4567 SeeDown();
4568 end;
4570 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4571 (FIncCam <> 0) then
4572 begin
4573 i := g_basic.Sign(FIncCam);
4574 FIncCam := Abs(FIncCam);
4575 DecMin(FIncCam, 5, 0);
4576 FIncCam := FIncCam*i;
4577 end;
4579 // no need to do that each second frame, weapon queue will take care of it
4580 if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4581 if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4583 if gTime mod (GAME_TICK*2) <> 0 then
4584 begin
4585 if (FObj.Vel.X = 0) and FLive then
4586 begin
4587 if FKeys[KEY_LEFT].Pressed then
4588 Run(D_LEFT);
4589 if FKeys[KEY_RIGHT].Pressed then
4590 Run(D_RIGHT);
4591 end;
4593 if FPhysics then
4594 g_Obj_Move(@FObj, True, True, True);
4596 Exit;
4597 end;
4599 FActionChanged := False;
4601 if FLive then
4602 begin
4603 // Let alive player do some actions
4604 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4605 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4606 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4607 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4608 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4609 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4610 if FKeys[KEY_JUMP].Pressed then Jump()
4611 else
4612 begin
4613 if AnyServer and FJetpack then
4614 begin
4615 FJetpack := False;
4616 JetpackOff;
4617 if NetServer then MH_SEND_PlayerStats(FUID);
4618 end;
4619 FCanJetpack := True;
4620 end;
4621 end
4622 else // Dead
4623 begin
4624 dospawn := False;
4625 if not FGhost then
4626 for k := Low(FKeys) to KEY_CHAT-1 do
4627 begin
4628 if FKeys[k].Pressed then
4629 begin
4630 dospawn := True;
4631 break;
4632 end;
4633 end;
4634 if dospawn then
4635 begin
4636 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4637 Respawn(False)
4638 else // Single
4639 if (FTime[T_RESPAWN] <= gTime) and
4640 gGameOn and (not FLive) then
4641 begin
4642 if (g_Player_GetCount() > 1) then
4643 Respawn(False)
4644 else
4645 begin
4646 gExit := EXIT_RESTART;
4647 Exit;
4648 end;
4649 end;
4650 end;
4651 // Dead spectator actions
4652 if FGhost then
4653 begin
4654 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4655 if FKeys[KEY_FIRE].Pressed and AnyServer then
4656 begin
4657 if FSpectator then
4658 begin
4659 if (FSpectatePlayer >= High(gPlayers)) then
4660 FSpectatePlayer := -1
4661 else
4662 begin
4663 SetSpect := False;
4664 for I := FSpectatePlayer + 1 to High(gPlayers) do
4665 if gPlayers[I] <> nil then
4666 if gPlayers[I].Live then
4667 if gPlayers[I].UID <> FUID then
4668 begin
4669 FSpectatePlayer := I;
4670 SetSpect := True;
4671 break;
4672 end;
4674 if not SetSpect then FSpectatePlayer := -1;
4675 end;
4677 ReleaseKeys;
4678 end;
4679 end;
4680 end;
4681 end;
4682 // No clipping
4683 if FGhost then
4684 begin
4685 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4686 begin
4687 FYTo := FObj.Y - 32;
4688 FSpectatePlayer := -1;
4689 end;
4690 if FKeys[KEY_DOWN].Pressed then
4691 begin
4692 FYTo := FObj.Y + 32;
4693 FSpectatePlayer := -1;
4694 end;
4695 if FKeys[KEY_LEFT].Pressed then
4696 begin
4697 FXTo := FObj.X - 32;
4698 FSpectatePlayer := -1;
4699 end;
4700 if FKeys[KEY_RIGHT].Pressed then
4701 begin
4702 FXTo := FObj.X + 32;
4703 FSpectatePlayer := -1;
4704 end;
4706 if (FXTo < -64) then
4707 FXTo := -64
4708 else if (FXTo > gMapInfo.Width + 32) then
4709 FXTo := gMapInfo.Width + 32;
4710 if (FYTo < -72) then
4711 FYTo := -72
4712 else if (FYTo > gMapInfo.Height + 32) then
4713 FYTo := gMapInfo.Height + 32;
4714 end;
4716 if FPhysics then
4717 g_Obj_Move(@FObj, True, True, True)
4718 else
4719 begin
4720 FObj.Vel.X := 0;
4721 FObj.Vel.Y := 0;
4722 if FSpectator then
4723 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4724 if gPlayers[FSpectatePlayer] <> nil then
4725 if gPlayers[FSpectatePlayer].Live then
4726 begin
4727 FXTo := gPlayers[FSpectatePlayer].GameX;
4728 FYTo := gPlayers[FSpectatePlayer].GameY;
4729 end;
4730 end;
4732 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4733 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4734 PANEL_BLOCKMON, True);
4735 headwater := HeadInLiquid(0, 0);
4737 // Ñîïðîòèâëåíèå âîçäóõà:
4738 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4739 if FObj.Vel.X <> 0 then
4740 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4742 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4743 DecMin(FPain, 5, 0);
4744 DecMin(FPickup, 1, 0);
4746 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4747 begin
4748 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4749 FMegaRulez[MR_SUIT] := 0;
4750 FMegaRulez[MR_INVUL] := 0;
4751 FMegaRulez[MR_INVIS] := 0;
4752 Kill(K_FALLKILL, 0, HIT_FALL);
4753 end;
4755 i := 9;
4757 if FLive then
4758 begin
4759 if FCurrWeap = WEAPON_SAW then
4760 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4761 FSawSoundSelect.IsPlaying()) then
4762 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4764 if FJetpack then
4765 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4766 (not FJetSoundOff.IsPlaying()) then
4767 begin
4768 FJetSoundFly.SetPosition(0);
4769 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4770 end;
4772 for b := WP_FIRST to WP_LAST do
4773 if FReloading[b] > 0 then
4774 if FNoReload then
4775 FReloading[b] := 0
4776 else
4777 Dec(FReloading[b]);
4779 if FShellTimer > -1 then
4780 if FShellTimer = 0 then
4781 begin
4782 if FShellType = SHELL_SHELL then
4783 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4784 GameVelX, GameVelY-2, SHELL_SHELL)
4785 else if FShellType = SHELL_DBLSHELL then
4786 begin
4787 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4788 GameVelX+1, GameVelY-2, SHELL_SHELL);
4789 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4790 GameVelX-1, GameVelY-2, SHELL_SHELL);
4791 end;
4792 FShellTimer := -1;
4793 end else Dec(FShellTimer);
4795 if (FBFGFireCounter > -1) then
4796 if FBFGFireCounter = 0 then
4797 begin
4798 if AnyServer then
4799 begin
4800 wx := FObj.X+WEAPONPOINT[FDirection].X;
4801 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4802 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4803 yd := wy+firediry();
4804 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4805 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4806 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4807 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4808 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4809 end;
4811 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4812 FBFGFireCounter := -1;
4813 end else
4814 if FNoReload then
4815 FBFGFireCounter := 0
4816 else
4817 Dec(FBFGFireCounter);
4819 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4820 begin
4821 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4823 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4824 end;
4826 if (headwater or blockmon) then
4827 begin
4828 Dec(FAir);
4830 if FAir < -9 then
4831 begin
4832 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4833 FAir := 0;
4834 end
4835 else if (FAir mod 31 = 0) and not blockmon then
4836 begin
4837 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4838 if Random(2) = 0 then
4839 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4840 else
4841 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4842 end;
4843 end else if FAir < AIR_DEF then
4844 FAir := AIR_DEF;
4846 if FFireTime > 0 then
4847 begin
4848 if BodyInLiquid(0, 0) then
4849 begin
4850 FFireTime := 0;
4851 FFirePainTime := 0;
4852 end
4853 else
4854 begin
4855 OnFireFlame(1);
4856 if FFirePainTime <= 0 then
4857 begin
4858 if g_Game_IsServer then
4859 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
4860 FFirePainTime := 18;
4861 end;
4862 FFirePainTime := FFirePainTime - 1;
4863 FFireTime := FFireTime - 1;
4864 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
4865 MH_SEND_PlayerStats(FUID);
4866 end;
4867 end;
4869 if FDamageBuffer > 0 then
4870 begin
4871 if FDamageBuffer >= 9 then
4872 begin
4873 SetAction(A_PAIN);
4875 if FDamageBuffer < 30 then i := 9
4876 else if FDamageBuffer < 100 then i := 18
4877 else i := 27;
4878 end;
4880 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4881 FArmor := FArmor-(FDamageBuffer-ii);
4882 FHealth := FHealth-ii;
4883 if FArmor < 0 then
4884 begin
4885 FHealth := FHealth+FArmor;
4886 FArmor := 0;
4887 end;
4889 if AnyServer then
4890 if FHealth <= 0 then
4891 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4892 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4893 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4895 if FLive then
4896 begin
4897 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4898 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4899 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4900 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4901 end;
4903 FDamageBuffer := 0;
4904 end;
4906 {CollideItem();}
4907 end; // if FLive then ...
4909 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4910 begin
4911 FModel.ChangeAnimation(FActionAnim, FActionForce);
4912 FModel.GetCurrentAnimation.MinLength := i;
4913 FModel.GetCurrentAnimationMask.MinLength := i;
4914 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4916 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4917 then SetAction(A_STAND, True);
4919 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4921 for b := Low(FKeys) to High(FKeys) do
4922 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4923 end;
4925 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4926 begin
4927 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4928 FObj.Y+PLAYER_RECT.Y,
4929 PLAYER_RECT.Width,
4930 PLAYER_RECT.Height,
4931 X, Y,
4932 Width, Height);
4933 end;
4935 function TPlayer.Collide(Panel: TPanel): Boolean;
4936 begin
4937 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4938 FObj.Y+PLAYER_RECT.Y,
4939 PLAYER_RECT.Width,
4940 PLAYER_RECT.Height,
4941 Panel.X, Panel.Y,
4942 Panel.Width, Panel.Height);
4943 end;
4945 function TPlayer.Collide(X, Y: Integer): Boolean;
4946 begin
4947 X := X-FObj.X-PLAYER_RECT.X;
4948 Y := Y-FObj.Y-PLAYER_RECT.Y;
4949 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4950 (y >= 0) and (y <= PLAYER_RECT.Height);
4951 end;
4953 function g_Player_ValidName(Name: string): Boolean;
4954 var
4955 a: Integer;
4956 begin
4957 Result := True;
4959 if gPlayers = nil then Exit;
4961 for a := 0 to High(gPlayers) do
4962 if gPlayers[a] <> nil then
4963 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4964 begin
4965 Result := False;
4966 Exit;
4967 end;
4968 end;
4970 procedure TPlayer.SetDirection(Direction: TDirection);
4971 var
4972 d: TDirection;
4973 begin
4974 d := FModel.Direction;
4976 FModel.Direction := Direction;
4977 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4979 FDirection := Direction;
4980 end;
4982 function TPlayer.GetKeys(): Byte;
4983 begin
4984 Result := 0;
4986 if R_KEY_RED in FRulez then Result := KEY_RED;
4987 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4988 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4990 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4991 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4992 end;
4994 procedure TPlayer.Use();
4995 var
4996 a: Integer;
4997 begin
4998 if FTime[T_USE] > gTime then Exit;
5000 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5001 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5003 for a := 0 to High(gPlayers) do
5004 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5005 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
5006 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5007 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5008 begin
5009 gPlayers[a].Touch();
5010 if g_Game_IsNet and g_Game_IsServer then
5011 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5012 end;
5014 FTime[T_USE] := gTime+120;
5015 end;
5017 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5018 var
5019 Obj: TObj;
5020 F: Boolean;
5021 WX, WY, XD, YD: Integer;
5022 begin
5023 F := False;
5024 WX := X;
5025 WY := Y;
5026 XD := AX;
5027 YD := AY;
5029 case FCurrWeap of
5030 WEAPON_KASTET:
5031 begin
5032 if R_BERSERK in FRulez then
5033 begin
5034 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5035 obj.X := FObj.X+FObj.Rect.X;
5036 obj.Y := FObj.Y+FObj.Rect.Y;
5037 obj.rect.X := 0;
5038 obj.rect.Y := 0;
5039 obj.rect.Width := 39;
5040 obj.rect.Height := 52;
5041 obj.Vel.X := (xd-wx) div 2;
5042 obj.Vel.Y := (yd-wy) div 2;
5043 obj.Accel.X := xd-wx;
5044 obj.Accel.y := yd-wy;
5046 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
5047 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5048 else
5049 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5051 if gFlash = 1 then
5052 if FPain < 50 then
5053 FPain := min(FPain + 25, 50);
5054 end else
5055 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5056 end;
5058 WEAPON_SAW:
5059 begin
5060 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5061 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5062 begin
5063 FSawSoundSelect.Stop();
5064 FSawSound.Stop();
5065 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5066 end
5067 else if not FSawSoundHit.IsPlaying() then
5068 begin
5069 FSawSoundSelect.Stop();
5070 FSawSound.PlayAt(FObj.X, FObj.Y);
5071 end;
5072 f := True;
5073 end;
5075 WEAPON_PISTOL:
5076 begin
5077 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5078 FFireAngle := FAngle;
5079 f := True;
5080 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5081 GameVelX, GameVelY-2, SHELL_BULLET);
5082 end;
5084 WEAPON_SHOTGUN1:
5085 begin
5086 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5087 FFireAngle := FAngle;
5088 f := True;
5089 FShellTimer := 10;
5090 FShellType := SHELL_SHELL;
5091 end;
5093 WEAPON_SHOTGUN2:
5094 begin
5095 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5096 FFireAngle := FAngle;
5097 f := True;
5098 FShellTimer := 13;
5099 FShellType := SHELL_DBLSHELL;
5100 end;
5102 WEAPON_CHAINGUN:
5103 begin
5104 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5105 FFireAngle := FAngle;
5106 f := True;
5107 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5108 GameVelX, GameVelY-2, SHELL_BULLET);
5109 end;
5111 WEAPON_ROCKETLAUNCHER:
5112 begin
5113 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5114 FFireAngle := FAngle;
5115 f := True;
5116 end;
5118 WEAPON_PLASMA:
5119 begin
5120 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5121 FFireAngle := FAngle;
5122 f := True;
5123 end;
5125 WEAPON_BFG:
5126 begin
5127 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5128 FFireAngle := FAngle;
5129 f := True;
5130 end;
5132 WEAPON_SUPERPULEMET:
5133 begin
5134 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5135 FFireAngle := FAngle;
5136 f := True;
5137 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5138 GameVelX, GameVelY-2, SHELL_SHELL);
5139 end;
5141 WEAPON_FLAMETHROWER:
5142 begin
5143 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5144 FFireAngle := FAngle;
5145 f := True;
5146 end;
5147 end;
5149 if not f then Exit;
5151 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5152 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5153 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5154 end;
5156 procedure TPlayer.DoLerp(Level: Integer = 2);
5157 begin
5158 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5159 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5160 end;
5162 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5163 var
5164 AX, AY: Integer;
5165 begin
5166 if NetInterpLevel < 1 then
5167 begin
5168 FObj.X := XTo;
5169 FObj.Y := YTo;
5170 end
5171 else
5172 begin
5173 FXTo := XTo;
5174 FYTo := YTo;
5176 AX := Abs(FXTo - FObj.X);
5177 AY := Abs(FYTo - FObj.Y);
5178 if (AX > 32) or (AX <= NetInterpLevel) then
5179 FObj.X := FXTo;
5180 if (AY > 32) or (AY <= NetInterpLevel) then
5181 FObj.Y := FYTo;
5182 end;
5183 end;
5185 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5186 begin
5187 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5188 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5189 PANEL_LIFTUP, False) then Result := -1
5190 else
5191 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5192 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5193 PANEL_LIFTDOWN, False) then Result := 1
5194 else Result := 0;
5195 end;
5197 function TPlayer.GetFlag(Flag: Byte): Boolean;
5198 var
5199 s, ts: String;
5200 evtype: Byte;
5201 begin
5202 Result := False;
5204 if Flag = FLAG_NONE then
5205 Exit;
5207 if not g_Game_IsServer then Exit;
5209 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5210 if (Flag = FTeam) and
5211 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5212 (FFlag <> FLAG_NONE) then
5213 begin
5214 if FFlag = FLAG_RED then
5215 s := _lc[I_PLAYER_FLAG_RED]
5216 else
5217 s := _lc[I_PLAYER_FLAG_BLUE];
5219 evtype := FLAG_STATE_SCORED;
5221 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5222 Insert('.', ts, Length(ts) + 1 - 3);
5223 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5225 g_Map_ResetFlag(FFlag);
5226 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5228 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5230 Result := True;
5231 if g_Game_IsNet then
5232 begin
5233 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5234 MH_SEND_GameStats;
5235 end;
5237 gFlags[FFlag].CaptureTime := 0;
5238 SetFlag(FLAG_NONE);
5239 Exit;
5240 end;
5242 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5243 if (Flag = FTeam) and
5244 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5245 begin
5246 if Flag = FLAG_RED then
5247 s := _lc[I_PLAYER_FLAG_RED]
5248 else
5249 s := _lc[I_PLAYER_FLAG_BLUE];
5251 evtype := FLAG_STATE_RETURNED;
5252 gFlags[Flag].CaptureTime := 0;
5254 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5256 g_Map_ResetFlag(Flag);
5257 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5259 Result := True;
5260 if g_Game_IsNet then
5261 begin
5262 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5263 MH_SEND_GameStats;
5264 end;
5265 Exit;
5266 end;
5268 // Ïîäîáðàë ÷óæîé ôëàã:
5269 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5270 begin
5271 SetFlag(Flag);
5273 if Flag = FLAG_RED then
5274 s := _lc[I_PLAYER_FLAG_RED]
5275 else
5276 s := _lc[I_PLAYER_FLAG_BLUE];
5278 evtype := FLAG_STATE_CAPTURED;
5280 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5282 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5284 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5286 Result := True;
5287 if g_Game_IsNet then
5288 begin
5289 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5290 MH_SEND_GameStats;
5291 end;
5292 end;
5293 end;
5295 procedure TPlayer.SetFlag(Flag: Byte);
5296 begin
5297 FFlag := Flag;
5298 if FModel <> nil then
5299 FModel.SetFlag(FFlag);
5300 end;
5302 function TPlayer.DropFlag(): Boolean;
5303 var
5304 s: String;
5305 begin
5306 Result := False;
5307 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5308 Exit;
5309 FTime[T_FLAGCAP] := gTime + 2000;
5310 with gFlags[FFlag] do
5311 begin
5312 Obj.X := FObj.X;
5313 Obj.Y := FObj.Y;
5314 Direction := FDirection;
5315 State := FLAG_STATE_DROPPED;
5316 Count := FLAG_TIME;
5317 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5318 (FObj.Vel.Y div 2)-2+Random(5));
5320 if FFlag = FLAG_RED then
5321 s := _lc[I_PLAYER_FLAG_RED]
5322 else
5323 s := _lc[I_PLAYER_FLAG_BLUE];
5325 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5326 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5328 if g_Game_IsNet then
5329 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5330 end;
5331 SetFlag(FLAG_NONE);
5332 Result := True;
5333 end;
5335 procedure TPlayer.GetSecret();
5336 begin
5337 Inc(FSecrets);
5338 end;
5340 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5341 begin
5342 Assert(Key <= High(FKeys));
5344 FKeys[Key].Pressed := True;
5345 FKeys[Key].Time := Time;
5346 end;
5348 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5349 begin
5350 Result := FKeys[K].Pressed;
5351 end;
5353 procedure TPlayer.ReleaseKeys();
5354 var
5355 a: Integer;
5356 begin
5357 for a := Low(FKeys) to High(FKeys) do
5358 begin
5359 FKeys[a].Pressed := False;
5360 FKeys[a].Time := 0;
5361 end;
5362 end;
5364 procedure TPlayer.OnDamage(Angle: SmallInt);
5365 begin
5366 end;
5368 function TPlayer.firediry(): Integer;
5369 begin
5370 if FKeys[KEY_UP].Pressed then Result := -42
5371 else if FKeys[KEY_DOWN].Pressed then Result := 19
5372 else Result := 0;
5373 end;
5375 procedure TPlayer.RememberState();
5376 var
5377 i: Integer;
5378 begin
5379 FSavedState.Health := FHealth;
5380 FSavedState.Armor := FArmor;
5381 FSavedState.Air := FAir;
5382 FSavedState.JetFuel := FJetFuel;
5383 FSavedState.CurrWeap := FCurrWeap;
5384 FSavedState.NextWeap := FNextWeap;
5385 FSavedState.NextWeapDelay := FNextWeapDelay;
5387 for i := 0 to 3 do
5388 FSavedState.Ammo[i] := FAmmo[i];
5389 for i := 0 to 3 do
5390 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5392 FSavedState.Rulez := FRulez;
5393 FSavedState.WaitRecall := True;
5394 end;
5396 procedure TPlayer.RecallState();
5397 var
5398 i: Integer;
5399 begin
5400 if not FSavedState.WaitRecall then Exit;
5402 FHealth := FSavedState.Health;
5403 FArmor := FSavedState.Armor;
5404 FAir := FSavedState.Air;
5405 FJetFuel := FSavedState.JetFuel;
5406 FCurrWeap := FSavedState.CurrWeap;
5407 FNextWeap := FSavedState.NextWeap;
5408 FNextWeapDelay := FSavedState.NextWeapDelay;
5410 for i := 0 to 3 do
5411 FAmmo[i] := FSavedState.Ammo[i];
5412 for i := 0 to 3 do
5413 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5415 FRulez := FSavedState.Rulez;
5416 FSavedState.WaitRecall := False;
5418 if gGameSettings.GameType = GT_SERVER then
5419 MH_SEND_PlayerStats(FUID);
5420 end;
5422 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5423 var
5424 i: Integer;
5425 sig: DWORD;
5426 str: String;
5427 b: Byte;
5428 begin
5429 if FIamBot then
5430 i := 512
5431 else
5432 i := 256;
5434 Mem := TBinMemoryWriter.Create(i);
5436 // Ñèãíàòóðà èãðîêà:
5437 sig := PLAYER_SIGNATURE; // 'PLYR'
5438 Mem.WriteDWORD(sig);
5439 // Áîò èëè ÷åëîâåê:
5440 Mem.WriteBoolean(FIamBot);
5441 // UID èãðîêà:
5442 Mem.WriteWord(FUID);
5443 // Èìÿ èãðîêà:
5444 Mem.WriteString(FName, 32);
5445 // Êîìàíäà:
5446 Mem.WriteByte(FTeam);
5447 // Æèâ ëè:
5448 Mem.WriteBoolean(FLive);
5449 // Èçðàñõîäîâàë ëè âñå æèçíè:
5450 Mem.WriteBoolean(FNoRespawn);
5451 // Íàïðàâëåíèå:
5452 if FDirection = D_LEFT then
5453 b := 1
5454 else // D_RIGHT
5455 b := 2;
5456 Mem.WriteByte(b);
5457 // Çäîðîâüå:
5458 Mem.WriteInt(FHealth);
5459 // Æèçíè:
5460 Mem.WriteByte(FLives);
5461 // Áðîíÿ:
5462 Mem.WriteInt(FArmor);
5463 // Çàïàñ âîçäóõà:
5464 Mem.WriteInt(FAir);
5465 // Çàïàñ ãîðþ÷åãî:
5466 Mem.WriteInt(FJetFuel);
5467 // Áîëü:
5468 Mem.WriteInt(FPain);
5469 // Óáèë:
5470 Mem.WriteInt(FKills);
5471 // Óáèë ìîíñòðîâ:
5472 Mem.WriteInt(FMonsterKills);
5473 // Ôðàãîâ:
5474 Mem.WriteInt(FFrags);
5475 // Ôðàãîâ ïîäðÿä:
5476 Mem.WriteByte(FFragCombo);
5477 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5478 Mem.WriteDWORD(FLastFrag);
5479 // Ñìåðòåé:
5480 Mem.WriteInt(FDeath);
5481 // Êàêîé ôëàã íåñåò:
5482 Mem.WriteByte(FFlag);
5483 // Íàøåë ñåêðåòîâ:
5484 Mem.WriteInt(FSecrets);
5485 // Òåêóùåå îðóæèå:
5486 Mem.WriteByte(FCurrWeap);
5487 // Æåëàåìîå îðóæèå:
5488 Mem.WriteWord(FNextWeap);
5489 // ...è ïàóçà
5490 Mem.WriteByte(FNextWeapDelay);
5491 // Âðåìÿ çàðÿäêè BFG:
5492 Mem.WriteSmallInt(FBFGFireCounter);
5493 // Áóôåð óðîíà:
5494 Mem.WriteInt(FDamageBuffer);
5495 // Ïîñëåäíèé óäàðèâøèé:
5496 Mem.WriteWord(FLastSpawnerUID);
5497 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5498 Mem.WriteByte(FLastHit);
5499 // Îáúåêò èãðîêà:
5500 Obj_SaveState(@FObj, Mem);
5501 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5502 for i := A_BULLETS to A_HIGH do
5503 Mem.WriteWord(FAmmo[i]);
5504 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5505 for i := A_BULLETS to A_HIGH do
5506 Mem.WriteWord(FMaxAmmo[i]);
5507 // Íàëè÷èå îðóæèÿ:
5508 for i := WP_FIRST to WP_LAST do
5509 Mem.WriteBoolean(FWeapon[i]);
5510 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5511 for i := WP_FIRST to WP_LAST do
5512 Mem.WriteWord(FReloading[i]);
5513 // Íàëè÷èå ðþêçàêà:
5514 if R_ITEM_BACKPACK in FRulez then
5515 b := 1
5516 else
5517 b := 0;
5518 Mem.WriteByte(b);
5519 // Íàëè÷èå êðàñíîãî êëþ÷à:
5520 if R_KEY_RED in FRulez then
5521 b := 1
5522 else
5523 b := 0;
5524 Mem.WriteByte(b);
5525 // Íàëè÷èå çåëåíîãî êëþ÷à:
5526 if R_KEY_GREEN in FRulez then
5527 b := 1
5528 else
5529 b := 0;
5530 Mem.WriteByte(b);
5531 // Íàëè÷èå ñèíåãî êëþ÷à:
5532 if R_KEY_BLUE in FRulez then
5533 b := 1
5534 else
5535 b := 0;
5536 Mem.WriteByte(b);
5537 // Íàëè÷èå áåðñåðêà:
5538 if R_BERSERK in FRulez then
5539 b := 1
5540 else
5541 b := 0;
5542 Mem.WriteByte(b);
5543 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5544 for i := MR_SUIT to MR_MAX do
5545 Mem.WriteDWORD(FMegaRulez[i]);
5546 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5547 for i := T_RESPAWN to T_FLAGCAP do
5548 Mem.WriteDWORD(FTime[i]);
5549 // Íàçâàíèå ìîäåëè:
5550 str := FModel.Name;
5551 Mem.WriteString(str);
5552 // Öâåò ìîäåëè:
5553 b := FColor.R;
5554 Mem.WriteByte(b);
5555 b := FColor.G;
5556 Mem.WriteByte(b);
5557 b := FColor.B;
5558 Mem.WriteByte(b);
5559 end;
5561 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5562 var
5563 i: Integer;
5564 sig: DWORD;
5565 str: String;
5566 b: Byte;
5567 begin
5568 if Mem = nil then
5569 Exit;
5571 // Ñèãíàòóðà èãðîêà:
5572 Mem.ReadDWORD(sig);
5573 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5574 begin
5575 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5576 end;
5577 // Áîò èëè ÷åëîâåê:
5578 Mem.ReadBoolean(FIamBot);
5579 // UID èãðîêà:
5580 Mem.ReadWord(FUID);
5581 // Èìÿ èãðîêà:
5582 Mem.ReadString(str);
5583 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5584 FName := str;
5585 // Êîìàíäà:
5586 Mem.ReadByte(FTeam);
5587 // Æèâ ëè:
5588 Mem.ReadBoolean(FLive);
5589 // Èçðàñõîäîâàë ëè âñå æèçíè:
5590 Mem.ReadBoolean(FNoRespawn);
5591 // Íàïðàâëåíèå:
5592 Mem.ReadByte(b);
5593 if b = 1 then
5594 FDirection := D_LEFT
5595 else // b = 2
5596 FDirection := D_RIGHT;
5597 // Çäîðîâüå:
5598 Mem.ReadInt(FHealth);
5599 // Æèçíè:
5600 Mem.ReadByte(FLives);
5601 // Áðîíÿ:
5602 Mem.ReadInt(FArmor);
5603 // Çàïàñ âîçäóõà:
5604 Mem.ReadInt(FAir);
5605 // Çàïàñ ãîðþ÷åãî:
5606 Mem.ReadInt(FJetFuel);
5607 // Áîëü:
5608 Mem.ReadInt(FPain);
5609 // Óáèë:
5610 Mem.ReadInt(FKills);
5611 // Óáèë ìîíñòðîâ:
5612 Mem.ReadInt(FMonsterKills);
5613 // Ôðàãîâ:
5614 Mem.ReadInt(FFrags);
5615 // Ôðàãîâ ïîäðÿä:
5616 Mem.ReadByte(FFragCombo);
5617 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5618 Mem.ReadDWORD(FLastFrag);
5619 // Ñìåðòåé:
5620 Mem.ReadInt(FDeath);
5621 // Êàêîé ôëàã íåñåò:
5622 Mem.ReadByte(FFlag);
5623 // Íàøåë ñåêðåòîâ:
5624 Mem.ReadInt(FSecrets);
5625 // Òåêóùåå îðóæèå:
5626 Mem.ReadByte(FCurrWeap);
5627 // Æåëàåìîå îðóæèå:
5628 Mem.ReadWord(FNextWeap);
5629 // ...è ïàóçà
5630 Mem.ReadByte(FNextWeapDelay);
5631 // Âðåìÿ çàðÿäêè BFG:
5632 Mem.ReadSmallInt(FBFGFireCounter);
5633 // Áóôåð óðîíà:
5634 Mem.ReadInt(FDamageBuffer);
5635 // Ïîñëåäíèé óäàðèâøèé:
5636 Mem.ReadWord(FLastSpawnerUID);
5637 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5638 Mem.ReadByte(FLastHit);
5639 // Îáúåêò èãðîêà:
5640 Obj_LoadState(@FObj, Mem);
5641 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5642 for i := A_BULLETS to A_HIGH do
5643 Mem.ReadWord(FAmmo[i]);
5644 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5645 for i := A_BULLETS to A_HIGH do
5646 Mem.ReadWord(FMaxAmmo[i]);
5647 // Íàëè÷èå îðóæèÿ:
5648 for i := WP_FIRST to WP_LAST do
5649 Mem.ReadBoolean(FWeapon[i]);
5650 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5651 for i := WP_FIRST to WP_LAST do
5652 Mem.ReadWord(FReloading[i]);
5653 // Íàëè÷èå ðþêçàêà:
5654 Mem.ReadByte(b);
5655 if b = 1 then
5656 Include(FRulez, R_ITEM_BACKPACK);
5657 // Íàëè÷èå êðàñíîãî êëþ÷à:
5658 Mem.ReadByte(b);
5659 if b = 1 then
5660 Include(FRulez, R_KEY_RED);
5661 // Íàëè÷èå çåëåíîãî êëþ÷à:
5662 Mem.ReadByte(b);
5663 if b = 1 then
5664 Include(FRulez, R_KEY_GREEN);
5665 // Íàëè÷èå ñèíåãî êëþ÷à:
5666 Mem.ReadByte(b);
5667 if b = 1 then
5668 Include(FRulez, R_KEY_BLUE);
5669 // Íàëè÷èå áåðñåðêà:
5670 Mem.ReadByte(b);
5671 if b = 1 then
5672 Include(FRulez, R_BERSERK);
5673 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5674 for i := MR_SUIT to MR_MAX do
5675 Mem.ReadDWORD(FMegaRulez[i]);
5676 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5677 for i := T_RESPAWN to T_FLAGCAP do
5678 Mem.ReadDWORD(FTime[i]);
5679 // Íàçâàíèå ìîäåëè:
5680 Mem.ReadString(str);
5681 // Öâåò ìîäåëè:
5682 Mem.ReadByte(FColor.R);
5683 Mem.ReadByte(FColor.G);
5684 Mem.ReadByte(FColor.B);
5685 if Self = gPlayer1 then
5686 begin
5687 str := gPlayer1Settings.Model;
5688 FColor := gPlayer1Settings.Color;
5689 end;
5690 if Self = gPlayer2 then
5691 begin
5692 str := gPlayer2Settings.Model;
5693 FColor := gPlayer2Settings.Color;
5694 end;
5695 // Îáíîâëÿåì ìîäåëü èãðîêà:
5696 SetModel(str);
5697 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5698 FModel.Color := TEAMCOLOR[FTeam]
5699 else
5700 FModel.Color := FColor;
5701 end;
5703 procedure TPlayer.AllRulez(Health: Boolean);
5704 var
5705 a: Integer;
5706 begin
5707 if Health then
5708 begin
5709 FHealth := PLAYER_HP_LIMIT;
5710 FArmor := PLAYER_AP_LIMIT;
5711 Exit;
5712 end;
5714 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5715 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5716 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5717 end;
5719 procedure TPlayer.RestoreHealthArmor();
5720 begin
5721 FHealth := PLAYER_HP_LIMIT;
5722 FArmor := PLAYER_AP_LIMIT;
5723 end;
5725 procedure TPlayer.FragCombo();
5726 var
5727 Param: Integer;
5728 begin
5729 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5730 Exit;
5731 if gTime - FLastFrag < FRAG_COMBO_TIME then
5732 begin
5733 if FFragCombo < 5 then
5734 Inc(FFragCombo);
5735 Param := FUID or (FFragCombo shl 16);
5736 if (FComboEvnt >= Low(gDelayedEvents)) and
5737 (FComboEvnt <= High(gDelayedEvents)) and
5738 gDelayedEvents[FComboEvnt].Pending and
5739 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5740 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5741 begin
5742 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5743 gDelayedEvents[FComboEvnt].DENum := Param;
5744 end
5745 else
5746 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5747 end
5748 else
5749 FFragCombo := 1;
5751 FLastFrag := gTime;
5752 end;
5754 procedure TPlayer.GiveItem(ItemType: Byte);
5755 begin
5756 case ItemType of
5757 ITEM_SUIT:
5758 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5759 begin
5760 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5761 end;
5763 ITEM_OXYGEN:
5764 if FAir < AIR_MAX then
5765 begin
5766 FAir := AIR_MAX;
5767 end;
5769 ITEM_MEDKIT_BLACK:
5770 begin
5771 if not (R_BERSERK in FRulez) then
5772 begin
5773 Include(FRulez, R_BERSERK);
5774 if FBFGFireCounter < 1 then
5775 begin
5776 FCurrWeap := WEAPON_KASTET;
5777 resetWeaponQueue();
5778 FModel.SetWeapon(WEAPON_KASTET);
5779 end;
5780 if gFlash <> 0 then
5781 Inc(FPain, 100);
5782 FBerserk := gTime+30000;
5783 end;
5784 if FHealth < PLAYER_HP_SOFT then
5785 begin
5786 FHealth := PLAYER_HP_SOFT;
5787 FBerserk := gTime+30000;
5788 end;
5789 end;
5791 ITEM_INVUL:
5792 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5793 begin
5794 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5795 end;
5797 ITEM_INVIS:
5798 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5799 begin
5800 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5801 end;
5803 ITEM_JETPACK:
5804 if FJetFuel < JET_MAX then
5805 begin
5806 FJetFuel := JET_MAX;
5807 end;
5809 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5810 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5812 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5813 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5815 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5816 ITEM_SPHERE_WHITE:
5817 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5818 begin
5819 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5820 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5821 end;
5823 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5824 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5825 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5826 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5827 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5828 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5829 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5830 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5831 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5833 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5834 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5835 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5836 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5837 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5838 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5839 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5840 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5841 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
5843 ITEM_AMMO_BACKPACK:
5844 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5845 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5846 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5847 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
5848 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
5849 begin
5850 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
5851 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
5852 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
5853 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
5854 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
5856 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5857 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5858 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5859 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5861 FRulez := FRulez + [R_ITEM_BACKPACK];
5862 end;
5864 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5865 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5866 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5868 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5869 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5871 else
5872 Exit;
5873 end;
5874 if g_Game_IsNet and g_Game_IsServer then
5875 MH_SEND_PlayerStats(FUID);
5876 end;
5878 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5879 var
5880 id, i: DWORD;
5881 Anim: TAnimation;
5882 begin
5883 if (Random(5) = 1) and (Times = 1) then
5884 Exit;
5886 if BodyInLiquid(0, 0) then
5887 begin
5888 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5889 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5890 if Random(2) = 0 then
5891 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5892 else
5893 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5894 Exit;
5895 end;
5897 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5898 begin
5899 for i := 1 to Times do
5900 begin
5901 Anim := TAnimation.Create(id, False, 3);
5902 Anim.Alpha := 150;
5903 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5904 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5905 Anim.Free();
5906 end;
5907 end;
5908 end;
5910 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
5911 var
5912 id, i: DWORD;
5913 Anim: TAnimation;
5914 begin
5915 if (Random(10) = 1) and (Times = 1) then
5916 Exit;
5918 if g_Frames_Get(id, 'FRAMES_FLAME') then
5919 begin
5920 for i := 1 to Times do
5921 begin
5922 Anim := TAnimation.Create(id, False, 3);
5923 Anim.Alpha := 0;
5924 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5925 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5926 Anim.Free();
5927 end;
5928 end;
5929 end;
5931 procedure TPlayer.PauseSounds(Enable: Boolean);
5932 begin
5933 FSawSound.Pause(Enable);
5934 FSawSoundIdle.Pause(Enable);
5935 FSawSoundHit.Pause(Enable);
5936 FSawSoundSelect.Pause(Enable);
5937 end;
5939 { T C o r p s e : }
5941 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5942 begin
5943 g_Obj_Init(@FObj);
5944 FObj.X := X;
5945 FObj.Y := Y;
5946 FObj.Rect := PLAYER_CORPSERECT;
5947 FModelName := ModelName;
5948 FMess := aMess;
5950 if FMess then
5951 begin
5952 FState := CORPSE_STATE_MESS;
5953 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5954 end
5955 else
5956 begin
5957 FState := CORPSE_STATE_NORMAL;
5958 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5959 end;
5960 end;
5962 destructor TCorpse.Destroy();
5963 begin
5964 FAnimation.Free();
5966 inherited;
5967 end;
5969 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5970 var
5971 pm: TPlayerModel;
5972 begin
5973 if FState = CORPSE_STATE_REMOVEME then
5974 Exit;
5976 FDamage := FDamage + Value;
5978 if FDamage > 150 then
5979 begin
5980 if FAnimation <> nil then
5981 begin
5982 FAnimation.Free();
5983 FAnimation := nil;
5985 FState := CORPSE_STATE_REMOVEME;
5987 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5988 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5989 FModelName, FColor);
5990 // Çâóê ìÿñà îò òðóïà:
5991 pm := g_PlayerModel_Get(FModelName);
5992 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
5993 pm.Free;
5994 end;
5995 end
5996 else
5997 begin
5998 FObj.Vel.X := FObj.Vel.X + vx;
5999 FObj.Vel.Y := FObj.Vel.Y + vy;
6000 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6001 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6002 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6003 150, 0, 0);
6004 end;
6005 end;
6007 procedure TCorpse.Draw();
6008 begin
6009 if FState = CORPSE_STATE_REMOVEME then
6010 Exit;
6012 if FAnimation <> nil then
6013 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6015 if FAnimationMask <> nil then
6016 begin
6017 e_Colors := FColor;
6018 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6019 e_Colors.R := 255;
6020 e_Colors.G := 255;
6021 e_Colors.B := 255;
6022 end;
6023 end;
6025 procedure TCorpse.Update();
6026 var
6027 st: Word;
6028 begin
6029 if FState = CORPSE_STATE_REMOVEME then
6030 Exit;
6032 if gTime mod (GAME_TICK*2) <> 0 then
6033 begin
6034 g_Obj_Move(@FObj, True, True, True);
6036 Exit;
6037 end;
6039 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6040 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6042 st := g_Obj_Move(@FObj, True, True, True);
6044 if WordBool(st and MOVE_FALLOUT) then
6045 begin
6046 FState := CORPSE_STATE_REMOVEME;
6047 Exit;
6048 end;
6050 if FAnimation <> nil then
6051 FAnimation.Update();
6052 if FAnimationMask <> nil then
6053 FAnimationMask.Update();
6054 end;
6056 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6057 var
6058 sig: DWORD;
6059 anim: Boolean;
6060 begin
6061 if Mem = nil then
6062 Exit;
6064 // Ñèãíàòóðà òðóïà:
6065 sig := CORPSE_SIGNATURE; // 'CORP'
6066 Mem.WriteDWORD(sig);
6067 // Ñîñòîÿíèå:
6068 Mem.WriteByte(FState);
6069 // Íàêîïëåííûé óðîí:
6070 Mem.WriteByte(FDamage);
6071 // Öâåò:
6072 Mem.WriteByte(FColor.R);
6073 Mem.WriteByte(FColor.G);
6074 Mem.WriteByte(FColor.B);
6075 // Îáúåêò òðóïà:
6076 Obj_SaveState(@FObj, Mem);
6077 // Åñòü ëè àíèìàöèÿ:
6078 anim := FAnimation <> nil;
6079 Mem.WriteBoolean(anim);
6080 // Åñëè åñòü - ñîõðàíÿåì:
6081 if anim then
6082 FAnimation.SaveState(Mem);
6083 // Åñòü ëè ìàñêà àíèìàöèè:
6084 anim := FAnimationMask <> nil;
6085 Mem.WriteBoolean(anim);
6086 // Åñëè åñòü - ñîõðàíÿåì:
6087 if anim then
6088 FAnimationMask.SaveState(Mem);
6089 end;
6091 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6092 var
6093 sig: DWORD;
6094 anim: Boolean;
6095 begin
6096 if Mem = nil then
6097 Exit;
6099 // Ñèãíàòóðà òðóïà:
6100 Mem.ReadDWORD(sig);
6101 if sig <> CORPSE_SIGNATURE then // 'CORP'
6102 begin
6103 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6104 end;
6105 // Ñîñòîÿíèå:
6106 Mem.ReadByte(FState);
6107 // Íàêîïëåííûé óðîí:
6108 Mem.ReadByte(FDamage);
6109 // Öâåò:
6110 Mem.ReadByte(FColor.R);
6111 Mem.ReadByte(FColor.G);
6112 Mem.ReadByte(FColor.B);
6113 // Îáúåêò òðóïà:
6114 Obj_LoadState(@FObj, Mem);
6115 // Åñòü ëè àíèìàöèÿ:
6116 Mem.ReadBoolean(anim);
6117 // Åñëè åñòü - çàãðóæàåì:
6118 if anim then
6119 begin
6120 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6121 FAnimation.LoadState(Mem);
6122 end;
6123 // Åñòü ëè ìàñêà àíèìàöèè:
6124 Mem.ReadBoolean(anim);
6125 // Åñëè åñòü - çàãðóæàåì:
6126 if anim then
6127 begin
6128 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6129 FAnimationMask.LoadState(Mem);
6130 end;
6131 end;
6133 { T B o t : }
6135 constructor TBot.Create();
6136 var
6137 a: Integer;
6138 begin
6139 inherited Create();
6141 FPhysics := True;
6142 FSpectator := False;
6143 FGhost := False;
6145 FIamBot := True;
6147 Inc(gNumBots);
6149 for a := WP_FIRST to WP_LAST do
6150 begin
6151 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6152 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6153 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6154 end;
6155 end;
6157 destructor TBot.Destroy();
6158 begin
6159 Dec(gNumBots);
6160 inherited Destroy();
6161 end;
6163 procedure TBot.Draw();
6164 begin
6165 inherited Draw();
6167 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6168 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6169 end;
6171 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6172 begin
6173 inherited Respawn(Silent, Force);
6175 FAIFlags := nil;
6176 FSelectedWeapon := FCurrWeap;
6177 resetWeaponQueue();
6178 FTargetUID := 0;
6179 end;
6181 procedure TBot.UpdateCombat();
6182 type
6183 TTarget = record
6184 UID: Word;
6185 X, Y: Integer;
6186 Rect: TRectWH;
6187 cX, cY: Integer;
6188 Dist: Word;
6189 Line: Boolean;
6190 Visible: Boolean;
6191 IsPlayer: Boolean;
6192 end;
6194 TTargetRecord = array of TTarget;
6196 function Compare(a, b: TTarget): Integer;
6197 begin
6198 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6199 Result := -1
6200 else
6201 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6202 Result := 1
6203 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6204 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6205 begin
6206 if a.Dist > b.Dist then // B áëèæå
6207 Result := 1
6208 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6209 Result := -1;
6210 end
6211 else // Ñòðàííî -> A
6212 Result := -1;
6213 end;
6215 var
6216 a, x1, y1, x2, y2: Integer;
6217 targets: TTargetRecord;
6218 ammo: Word;
6219 Target, BestTarget: TTarget;
6220 firew, fireh: Integer;
6221 angle: SmallInt;
6222 mon: TMonster;
6223 pla: TPlayer;
6224 vsPlayer, vsMonster, ok: Boolean;
6225 begin
6226 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6227 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6229 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6230 if FCurrWeap <> FSelectedWeapon then
6231 NextWeapon();
6233 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6234 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6235 begin
6236 RemoveAIFlag('NEEDFIRE');
6238 case FCurrWeap of
6239 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6240 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6241 else PressKey(KEY_FIRE);
6242 end;
6243 end;
6245 // Êîîðäèíàòû ñòâîëà:
6246 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6247 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6249 Target.UID := FTargetUID;
6251 ok := False;
6252 if Target.UID <> 0 then
6253 begin // Öåëü åñòü - íàñòðàèâàåì
6254 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6255 vsPlayer then
6256 begin // Èãðîê
6257 with g_Player_Get(Target.UID) do
6258 begin
6259 if (@FObj) <> nil then
6260 begin
6261 Target.X := FObj.X;
6262 Target.Y := FObj.Y;
6263 end;
6264 end;
6266 Target.cX := Target.X + PLAYER_RECT_CX;
6267 Target.cY := Target.Y + PLAYER_RECT_CY;
6268 Target.Rect := PLAYER_RECT;
6269 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6270 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6271 (y1-4 > Target.Y+PLAYER_RECT.Y);
6272 Target.IsPlayer := True;
6273 ok := True;
6274 end
6275 else
6276 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6277 vsMonster then
6278 begin // Ìîíñòð
6279 mon := g_Monsters_Get(Target.UID);
6280 if mon <> nil then
6281 begin
6282 Target.X := mon.Obj.X;
6283 Target.Y := mon.Obj.Y;
6285 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6286 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6287 Target.Rect := mon.Obj.Rect;
6288 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6289 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6290 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6291 Target.IsPlayer := False;
6292 ok := True;
6293 end;
6294 end;
6295 end;
6297 if not ok then
6298 begin // Öåëè íåò - îáíóëÿåì
6299 Target.X := 0;
6300 Target.Y := 0;
6301 Target.cX := 0;
6302 Target.cY := 0;
6303 Target.Visible := False;
6304 Target.Line := False;
6305 Target.IsPlayer := False;
6306 end;
6308 targets := nil;
6310 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6311 if (not Target.Line) or (not Target.Visible) then
6312 begin
6313 // Èãðîêè:
6314 if vsPlayer then
6315 for a := 0 to High(gPlayers) do
6316 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6317 (gPlayers[a].FUID <> FUID) and
6318 (not SameTeam(FUID, gPlayers[a].FUID)) and
6319 (not gPlayers[a].NoTarget) and
6320 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6321 begin
6322 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6323 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6324 Continue;
6326 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6327 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6329 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6330 if g_TraceVector(x1, y1, x2, y2) then
6331 begin
6332 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6333 SetLength(targets, Length(targets)+1);
6334 with targets[High(targets)] do
6335 begin
6336 UID := gPlayers[a].FUID;
6337 X := gPlayers[a].FObj.X;
6338 Y := gPlayers[a].FObj.Y;
6339 cX := x2;
6340 cY := y2;
6341 Rect := PLAYER_RECT;
6342 Dist := g_PatchLength(x1, y1, x2, y2);
6343 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6344 (y1-4 > Target.Y+PLAYER_RECT.Y);
6345 Visible := True;
6346 IsPlayer := True;
6347 end;
6348 end;
6349 end;
6351 // Ìîíñòðû:
6352 if vsMonster and (gMonsters <> nil) then
6353 for a := 0 to High(gMonsters) do
6354 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6355 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6356 begin
6357 mon := gMonsters[a];
6359 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6360 mon.Obj.Y + mon.Obj.Rect.Y) then
6361 Continue;
6363 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6364 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6366 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6367 if g_TraceVector(x1, y1, x2, y2) then
6368 begin
6369 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6370 SetLength(targets, Length(targets)+1);
6371 with targets[High(targets)] do
6372 begin
6373 UID := mon.UID;
6374 X := mon.Obj.X;
6375 Y := mon.Obj.Y;
6376 cX := x2;
6377 cY := y2;
6378 Rect := mon.Obj.Rect;
6379 Dist := g_PatchLength(x1, y1, x2, y2);
6380 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6381 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6382 Visible := True;
6383 IsPlayer := False;
6384 end;
6385 end;
6386 end;
6387 end;
6389 // Åñëè åñòü âîçìîæíûå öåëè:
6390 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6391 if targets <> nil then
6392 begin
6393 // Âûáèðàåì íàèëó÷øóþ öåëü:
6394 BestTarget := targets[0];
6395 if Length(targets) > 1 then
6396 for a := 1 to High(targets) do
6397 if Compare(BestTarget, targets[a]) = 1 then
6398 BestTarget := targets[a];
6400 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6401 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6402 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6403 begin
6404 Target := BestTarget;
6406 if (Healthy() = 3) or ((Healthy() = 2)) then
6407 begin // Åñëè çäîðîâû - äîãîíÿåì
6408 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6409 SetAIFlag('GORIGHT', '1');
6410 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6411 SetAIFlag('GOLEFT', '1');
6412 end
6413 else
6414 begin // Åñëè ïîáèòû - óáåãàåì
6415 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6416 SetAIFlag('GORIGHT', '1');
6417 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6418 SetAIFlag('GOLEFT', '1');
6419 end;
6421 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6422 SelectWeapon(Abs(x1-Target.cX));
6423 end;
6424 end;
6426 // Åñëè åñòü öåëü:
6427 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6428 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6429 if Target.UID <> 0 then
6430 begin
6431 if not TargetOnScreen(Target.X + Target.Rect.X,
6432 Target.Y + Target.Rect.Y) then
6433 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6434 if (Healthy() = 3) or ((Healthy() = 2)) then
6435 begin // Åñëè çäîðîâû - äîãîíÿåì
6436 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6437 SetAIFlag('GORIGHT', '1');
6438 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6439 SetAIFlag('GOLEFT', '1');
6440 end
6441 else
6442 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6443 Target.UID := 0;
6444 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6445 SetAIFlag('GORIGHT', '1');
6446 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6447 SetAIFlag('GOLEFT', '1');
6448 end;
6449 end
6450 else
6451 begin // Öåëü ïîêà íà "ýêðàíå"
6452 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6453 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6454 FLastVisible := gTime;
6455 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6456 if (Abs(FObj.Y-Target.Y) <= 128) then
6457 begin
6458 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6459 SetAIFlag('GORIGHT', '1');
6460 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6461 SetAIFlag('GOLEFT', '1');
6462 end;
6463 end;
6465 // Âûáèðàåì óãîë ââåðõ:
6466 if FDirection = D_LEFT then
6467 angle := ANGLE_LEFTUP
6468 else
6469 angle := ANGLE_RIGHTUP;
6471 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6472 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6474 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6475 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6476 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6477 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6478 Target.Rect.Width, Target.Rect.Height) and
6479 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6480 begin // òî íóæíî ñòðåëÿòü ââåðõ
6481 SetAIFlag('NEEDFIRE', '1');
6482 SetAIFlag('NEEDSEEUP', '1');
6483 end;
6485 // Âûáèðàåì óãîë âíèç:
6486 if FDirection = D_LEFT then
6487 angle := ANGLE_LEFTDOWN
6488 else
6489 angle := ANGLE_RIGHTDOWN;
6491 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6492 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6494 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6495 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6496 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6497 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6498 Target.Rect.Width, Target.Rect.Height) and
6499 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6500 begin // òî íóæíî ñòðåëÿòü âíèç
6501 SetAIFlag('NEEDFIRE', '1');
6502 SetAIFlag('NEEDSEEDOWN', '1');
6503 end;
6505 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6506 if Target.Visible and
6507 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6508 (y1-4 > Target.Y+Target.Rect.Y) then
6509 begin
6510 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6511 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6512 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6513 begin // òî íóæíî ñòðåëÿòü âïåðåä
6514 SetAIFlag('NEEDFIRE', '1');
6515 SetAIFlag('NEEDSEEDOWN', '');
6516 SetAIFlag('NEEDSEEUP', '');
6517 end;
6518 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6519 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6520 if GetRnd(FDifficult.CloseJump) then
6521 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6522 if Abs(FObj.X-Target.X) < 128 then
6523 a := 4
6524 else
6525 a := 30;
6526 if Random(a) = 0 then
6527 SetAIFlag('NEEDJUMP', '1');
6528 end;
6529 end;
6531 // Åñëè öåëü âñå åùå åñòü:
6532 if Target.UID <> 0 then
6533 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6534 Target.UID := 0 // òî çàáûòü öåëü
6535 else // Åñëè âèäåëè íåäàâíî
6536 begin // íî öåëü óáèëè
6537 if Target.IsPlayer then
6538 begin // Öåëü - èãðîê
6539 pla := g_Player_Get(Target.UID);
6540 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6541 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6542 Target.UID := 0; // òî çàáûòü öåëü
6543 end
6544 else
6545 begin // Öåëü - ìîíñòð
6546 mon := g_Monsters_Get(Target.UID);
6547 if (mon = nil) or (not mon.Live) then
6548 Target.UID := 0; // òî çàáûòü öåëü
6549 end;
6550 end;
6551 end; // if Target.UID <> 0
6553 FTargetUID := Target.UID;
6555 // Åñëè âîçìîæíûõ öåëåé íåò:
6556 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6557 if targets = nil then
6558 if GetAIFlag('ATTACKLEFT') <> '' then
6559 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6560 RemoveAIFlag('ATTACKLEFT');
6562 SetAIFlag('NEEDJUMP', '1');
6564 if RunDirection() = D_RIGHT then
6565 begin // Èäåì íå â òó ñòîðîíó
6566 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6567 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6568 SetAIFlag('NEEDFIRE', '1');
6569 SetAIFlag('GOLEFT', '1');
6570 end;
6571 end
6572 else
6573 begin // Èäåì â íóæíóþ ñòîðîíó
6574 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6575 SetAIFlag('NEEDFIRE', '1');
6576 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6577 SetAIFlag('GORIGHT', '1');
6578 end;
6579 end
6580 else
6581 if GetAIFlag('ATTACKRIGHT') <> '' then
6582 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6583 RemoveAIFlag('ATTACKRIGHT');
6585 SetAIFlag('NEEDJUMP', '1');
6587 if RunDirection() = D_LEFT then
6588 begin // Èäåì íå â òó ñòîðîíó
6589 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6590 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6591 SetAIFlag('NEEDFIRE', '1');
6592 SetAIFlag('GORIGHT', '1');
6593 end;
6594 end
6595 else
6596 begin
6597 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6598 SetAIFlag('NEEDFIRE', '1');
6599 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6600 SetAIFlag('GOLEFT', '1');
6601 end;
6602 end;
6604 //HACK! (does it belongs there?)
6605 RealizeCurrentWeapon();
6607 // Åñëè åñòü âîçìîæíûå öåëè:
6608 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6609 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6610 for a := 0 to High(targets) do
6611 begin
6612 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6613 if GetRnd(FDifficult.DiagFire) then
6614 begin
6615 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6616 if FDirection = D_LEFT then
6617 angle := ANGLE_LEFTUP
6618 else
6619 angle := ANGLE_RIGHTUP;
6621 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6622 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6624 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6625 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6626 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6627 targets[a].Rect.Width, targets[a].Rect.Height) and
6628 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6629 begin
6630 SetAIFlag('NEEDFIRE', '1');
6631 SetAIFlag('NEEDSEEUP', '1');
6632 end;
6634 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6635 if FDirection = D_LEFT then
6636 angle := ANGLE_LEFTDOWN
6637 else
6638 angle := ANGLE_RIGHTDOWN;
6640 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6641 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6643 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6644 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6645 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6646 targets[a].Rect.Width, targets[a].Rect.Height) and
6647 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6648 begin
6649 SetAIFlag('NEEDFIRE', '1');
6650 SetAIFlag('NEEDSEEDOWN', '1');
6651 end;
6652 end;
6654 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6655 if targets[a].Line and targets[a].Visible and
6656 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6657 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6658 begin
6659 SetAIFlag('NEEDFIRE', '1');
6660 Break;
6661 end;
6662 end;
6664 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6665 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6666 PLAYER_RECT.Width, PLAYER_RECT.Height,
6667 40+GetInterval(FDifficult.Cover, 40)) then
6668 SetAIFlag('NEEDJUMP', '1');
6670 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6671 ammo := GetAmmoByWeapon(FCurrWeap);
6672 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6673 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6674 (ammo = 0) then
6675 SetAIFlag('SELECTWEAPON', '1');
6677 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6678 if GetAIFlag('SELECTWEAPON') = '1' then
6679 begin
6680 SelectWeapon(-1);
6681 RemoveAIFlag('SELECTWEAPON');
6682 end;
6683 end;
6685 procedure TBot.Update();
6686 var
6687 EnableAI: Boolean;
6688 begin
6689 if not FLive then
6690 begin // Respawn
6691 ReleaseKeys();
6692 PressKey(KEY_UP);
6693 end
6694 else
6695 begin
6696 EnableAI := True;
6698 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6699 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6700 EnableAI := False;
6701 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6702 EnableAI := False;
6703 if g_debug_BotAIOff = 3 then
6704 EnableAI := False;
6706 if EnableAI then
6707 begin
6708 UpdateMove();
6709 UpdateCombat();
6710 end
6711 else
6712 begin
6713 RealizeCurrentWeapon();
6714 end;
6715 end;
6717 inherited Update();
6718 end;
6720 procedure TBot.ReleaseKey(Key: Byte);
6721 begin
6722 with FKeys[Key] do
6723 begin
6724 Pressed := False;
6725 Time := 0;
6726 end;
6727 end;
6729 function TBot.KeyPressed(Key: Word): Boolean;
6730 begin
6731 Result := FKeys[Key].Pressed;
6732 end;
6734 function TBot.GetAIFlag(fName: String20): String20;
6735 var
6736 a: Integer;
6737 begin
6738 Result := '';
6740 fName := LowerCase(fName);
6742 if FAIFlags <> nil then
6743 for a := 0 to High(FAIFlags) do
6744 if LowerCase(FAIFlags[a].Name) = fName then
6745 begin
6746 Result := FAIFlags[a].Value;
6747 Break;
6748 end;
6749 end;
6751 procedure TBot.RemoveAIFlag(fName: String20);
6752 var
6753 a, b: Integer;
6754 begin
6755 if FAIFlags = nil then Exit;
6757 fName := LowerCase(fName);
6759 for a := 0 to High(FAIFlags) do
6760 if LowerCase(FAIFlags[a].Name) = fName then
6761 begin
6762 if a <> High(FAIFlags) then
6763 for b := a to High(FAIFlags)-1 do
6764 FAIFlags[b] := FAIFlags[b+1];
6766 SetLength(FAIFlags, Length(FAIFlags)-1);
6767 Break;
6768 end;
6769 end;
6771 procedure TBot.SetAIFlag(fName, fValue: String20);
6772 var
6773 a: Integer;
6774 ok: Boolean;
6775 begin
6776 a := 0;
6777 ok := False;
6779 fName := LowerCase(fName);
6781 if FAIFlags <> nil then
6782 for a := 0 to High(FAIFlags) do
6783 if LowerCase(FAIFlags[a].Name) = fName then
6784 begin
6785 ok := True;
6786 Break;
6787 end;
6789 if ok then FAIFlags[a].Value := fValue
6790 else
6791 begin
6792 SetLength(FAIFlags, Length(FAIFlags)+1);
6793 with FAIFlags[High(FAIFlags)] do
6794 begin
6795 Name := fName;
6796 Value := fValue;
6797 end;
6798 end;
6799 end;
6801 procedure TBot.UpdateMove;
6803 procedure GoLeft(Time: Word = 1);
6804 begin
6805 ReleaseKey(KEY_LEFT);
6806 ReleaseKey(KEY_RIGHT);
6807 PressKey(KEY_LEFT, Time);
6808 SetDirection(D_LEFT);
6809 end;
6811 procedure GoRight(Time: Word = 1);
6812 begin
6813 ReleaseKey(KEY_LEFT);
6814 ReleaseKey(KEY_RIGHT);
6815 PressKey(KEY_RIGHT, Time);
6816 SetDirection(D_RIGHT);
6817 end;
6819 function Rnd(a: Word): Boolean;
6820 begin
6821 Result := Random(a) = 0;
6822 end;
6824 procedure Turn(Time: Word = 1200);
6825 begin
6826 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6827 end;
6829 procedure Stop();
6830 begin
6831 ReleaseKey(KEY_LEFT);
6832 ReleaseKey(KEY_RIGHT);
6833 end;
6835 function CanRunLeft(): Boolean;
6836 begin
6837 Result := not CollideLevel(-1, 0);
6838 end;
6840 function CanRunRight(): Boolean;
6841 begin
6842 Result := not CollideLevel(1, 0);
6843 end;
6845 function CanRun(): Boolean;
6846 begin
6847 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6848 end;
6850 procedure Jump(Time: Word = 30);
6851 begin
6852 PressKey(KEY_JUMP, Time);
6853 end;
6855 function NearHole(): Boolean;
6856 var
6857 x, sx: Integer;
6858 begin
6859 { TODO 5 : Ëåñòíèöû }
6860 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6861 for x := 1 to PLAYER_RECT.Width do
6862 if (not StayOnStep(x*sx, 0)) and
6863 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6864 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6865 begin
6866 Result := True;
6867 Exit;
6868 end;
6870 Result := False;
6871 end;
6873 function BorderHole(): Boolean;
6874 var
6875 x, sx, xx: Integer;
6876 begin
6877 { TODO 5 : Ëåñòíèöû }
6878 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6879 for x := 1 to PLAYER_RECT.Width do
6880 if (not StayOnStep(x*sx, 0)) and
6881 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6882 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6883 begin
6884 for xx := x to x+32 do
6885 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6886 begin
6887 Result := True;
6888 Exit;
6889 end;
6890 end;
6892 Result := False;
6893 end;
6895 function NearDeepHole(): Boolean;
6896 var
6897 x, sx, y: Integer;
6898 begin
6899 Result := False;
6901 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6902 y := 3;
6904 for x := 1 to PLAYER_RECT.Width do
6905 if (not StayOnStep(x*sx, 0)) and
6906 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6907 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6908 begin
6909 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6910 begin
6911 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6912 y := y+1;
6913 end;
6915 Result := True;
6916 end else Result := False;
6917 end;
6919 function OverDeepHole(): Boolean;
6920 var
6921 y: Integer;
6922 begin
6923 Result := False;
6925 y := 1;
6926 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6927 begin
6928 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6929 y := y+1;
6930 end;
6932 Result := True;
6933 end;
6935 function OnGround(): Boolean;
6936 begin
6937 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6938 end;
6940 function OnLadder(): Boolean;
6941 begin
6942 Result := FullInStep(0, 0);
6943 end;
6945 function BelowLadder(): Boolean;
6946 begin
6947 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6948 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6949 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6950 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6951 end;
6953 function BelowLiftUp(): Boolean;
6954 begin
6955 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6956 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6957 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6958 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6959 end;
6961 function OnTopLift(): Boolean;
6962 begin
6963 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6964 end;
6966 function CanJumpOver(): Boolean;
6967 var
6968 sx, y: Integer;
6969 begin
6970 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6972 Result := False;
6974 if not CollideLevel(sx, 0) then Exit;
6976 for y := 1 to BOT_MAXJUMP do
6977 if CollideLevel(0, -y) then Exit else
6978 if not CollideLevel(sx, -y) then
6979 begin
6980 Result := True;
6981 Exit;
6982 end;
6983 end;
6985 function CanJumpUp(Dist: ShortInt): Boolean;
6986 var
6987 y, yy: Integer;
6988 c: Boolean;
6989 begin
6990 Result := False;
6992 if CollideLevel(Dist, 0) then Exit;
6994 c := False;
6995 for y := 0 to BOT_MAXJUMP do
6996 if CollideLevel(Dist, -y) then
6997 begin
6998 c := True;
6999 Break;
7000 end;
7002 if not c then Exit;
7004 c := False;
7005 for yy := y+1 to BOT_MAXJUMP do
7006 if not CollideLevel(Dist, -yy) then
7007 begin
7008 c := True;
7009 Break;
7010 end;
7012 if not c then Exit;
7014 c := False;
7015 for y := 0 to BOT_MAXJUMP do
7016 if CollideLevel(0, -y) then
7017 begin
7018 c := True;
7019 Break;
7020 end;
7022 if c then Exit;
7024 if y < yy then Exit;
7026 Result := True;
7027 end;
7029 function IsSafeTrigger(): Boolean;
7030 var
7031 a: Integer;
7032 begin
7033 Result := True;
7034 if gTriggers = nil then
7035 Exit;
7036 for a := 0 to High(gTriggers) do
7037 if Collide(gTriggers[a].X,
7038 gTriggers[a].Y,
7039 gTriggers[a].Width,
7040 gTriggers[a].Height) and
7041 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7042 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7043 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7044 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7045 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7046 Result := False;
7047 end;
7049 begin
7050 // Âîçìîæíî, íàæèìàåì êíîïêó:
7051 if Rnd(16) and IsSafeTrigger() then
7052 PressKey(KEY_OPEN);
7054 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7055 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7056 begin
7057 ReleaseKey(KEY_LEFT);
7058 ReleaseKey(KEY_RIGHT);
7059 Jump();
7060 end;
7062 // Èäåì âëåâî, åñëè íàäî áûëî:
7063 if GetAIFlag('GOLEFT') <> '' then
7064 begin
7065 RemoveAIFlag('GOLEFT');
7066 if CanRunLeft() then
7067 GoLeft(360);
7068 end;
7070 // Èäåì âïðàâî, åñëè íàäî áûëî:
7071 if GetAIFlag('GORIGHT') <> '' then
7072 begin
7073 RemoveAIFlag('GORIGHT');
7074 if CanRunRight() then
7075 GoRight(360);
7076 end;
7078 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7079 if FObj.X < -32 then
7080 GoRight(360)
7081 else
7082 if FObj.X+32 > gMapInfo.Width then
7083 GoLeft(360);
7085 // Ïðûãàåì, åñëè íàäî áûëî:
7086 if GetAIFlag('NEEDJUMP') <> '' then
7087 begin
7088 Jump(0);
7089 RemoveAIFlag('NEEDJUMP');
7090 end;
7092 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7093 if GetAIFlag('NEEDSEEUP') <> '' then
7094 begin
7095 ReleaseKey(KEY_UP);
7096 ReleaseKey(KEY_DOWN);
7097 PressKey(KEY_UP, 20);
7098 RemoveAIFlag('NEEDSEEUP');
7099 end;
7101 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7102 if GetAIFlag('NEEDSEEDOWN') <> '' then
7103 begin
7104 ReleaseKey(KEY_UP);
7105 ReleaseKey(KEY_DOWN);
7106 PressKey(KEY_DOWN, 20);
7107 RemoveAIFlag('NEEDSEEDOWN');
7108 end;
7110 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7111 if GetAIFlag('GOINHOLE') <> '' then
7112 if not OnGround() then
7113 begin
7114 ReleaseKey(KEY_LEFT);
7115 ReleaseKey(KEY_RIGHT);
7116 RemoveAIFlag('GOINHOLE');
7117 SetAIFlag('FALLINHOLE', '1');
7118 end;
7120 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7121 if GetAIFlag('FALLINHOLE') <> '' then
7122 if OnGround() then
7123 RemoveAIFlag('FALLINHOLE');
7125 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7126 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7127 if GetAIFlag('FALLINHOLE') = '' then
7128 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7129 if Rnd(2) then
7130 GoLeft(360)
7131 else
7132 GoRight(360);
7134 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7135 if OnGround() and
7136 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7137 Rnd(8) then
7138 Jump();
7140 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7141 if OnGround() and NearHole() then
7142 if NearDeepHole() then // Åñëè ýòî áåçäíà
7143 case Random(6) of
7144 0..3: Turn(); // Áåæèì îáðàòíî
7145 4: Jump(); // Ïðûãàåì
7146 5: begin // Ïðûãàåì îáðàòíî
7147 Turn();
7148 Jump();
7149 end;
7150 end
7151 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7152 if GetAIFlag('GOINHOLE') = '' then
7153 case Random(6) of
7154 0: Turn(); // Íå íóæíî òóäà
7155 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7156 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7157 if BorderHole() then
7158 SetAIFlag('GOINHOLE', '1');
7159 end;
7161 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7162 if (not CanRun()) and OnGround() then
7163 begin
7164 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7165 if CanJumpOver() or OnLadder() then
7166 Jump()
7167 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7168 if Random(2) = 0 then
7169 begin
7170 if IsSafeTrigger() then
7171 PressKey(KEY_OPEN);
7172 end else
7173 Turn();
7174 end;
7176 // Îñòàëîñü ìàëî âîçäóõà:
7177 if FAir < 36 * 2 then
7178 Jump(20);
7180 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7181 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7182 if BodyInAcid(0, 0) then
7183 Jump();
7184 end;
7186 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7187 begin
7188 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7189 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7190 end;
7192 {function TBot.NeedItem(Item: Byte): Byte;
7193 begin
7194 Result := 4;
7195 end;}
7197 procedure TBot.SelectWeapon(Dist: Integer);
7198 var
7199 a: Integer;
7201 function HaveAmmo(weapon: Byte): Boolean;
7202 begin
7203 case weapon of
7204 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7205 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7206 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7207 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7208 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7209 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7210 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7211 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7212 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7213 else Result := True;
7214 end;
7215 end;
7217 begin
7218 if Dist = -1 then Dist := BOT_LONGDIST;
7220 if Dist > BOT_LONGDIST then
7221 begin // Äàëüíèé áîé
7222 for a := 0 to 9 do
7223 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7224 begin
7225 FSelectedWeapon := FDifficult.WeaponPrior[a];
7226 Break;
7227 end;
7228 end
7229 else //if Dist > BOT_UNSAFEDIST then
7230 begin // Áëèæíèé áîé
7231 for a := 0 to 9 do
7232 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7233 begin
7234 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7235 Break;
7236 end;
7237 end;
7238 { else
7239 begin
7240 for a := 0 to 9 do
7241 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7242 begin
7243 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7244 Break;
7245 end;
7246 end;}
7247 end;
7249 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7250 begin
7251 Result := inherited PickItem(ItemType, force, remove);
7253 if Result then SetAIFlag('SELECTWEAPON', '1');
7254 end;
7256 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7257 begin
7258 Result := inherited Heal(value, Soft);
7259 end;
7261 function TBot.Healthy(): Byte;
7262 begin
7263 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7264 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7265 else if (FHealth > 50) then Result := 2
7266 else if (FHealth > 20) then Result := 1
7267 else Result := 0;
7268 end;
7270 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7271 begin
7272 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7273 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7274 end;
7276 procedure TBot.OnDamage(Angle: SmallInt);
7277 var
7278 pla: TPlayer;
7279 mon: TMonster;
7280 ok: Boolean;
7281 begin
7282 inherited;
7284 if (Angle = 0) or (Angle = 180) then
7285 begin
7286 ok := False;
7287 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7288 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7289 begin // Èãðîê
7290 pla := g_Player_Get(FLastSpawnerUID);
7291 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7292 pla.FObj.Y + PLAYER_RECT.Y);
7293 end
7294 else
7295 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7296 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7297 begin // Ìîíñòð
7298 mon := g_Monsters_Get(FLastSpawnerUID);
7299 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7300 mon.Obj.Y + mon.Obj.Rect.Y);
7301 end;
7303 if ok then
7304 if Angle = 0 then
7305 SetAIFlag('ATTACKLEFT', '1')
7306 else
7307 SetAIFlag('ATTACKRIGHT', '1');
7308 end;
7309 end;
7311 function TBot.RunDirection(): TDirection;
7312 begin
7313 if Abs(Vel.X) >= 1 then
7314 begin
7315 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7316 end else
7317 Result := FDirection;
7318 end;
7320 function TBot.GetRnd(a: Byte): Boolean;
7321 begin
7322 if a = 0 then Result := False
7323 else if a = 255 then Result := True
7324 else Result := Random(256) > 255-a;
7325 end;
7327 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7328 begin
7329 Result := Round((255-a)/255*radius*(Random(2)-1));
7330 end;
7332 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7333 var
7334 i: Integer;
7335 dw: DWORD;
7336 p: Pointer;
7337 begin
7338 inherited SaveState(Mem);
7340 // Âûáðàííîå îðóæèå:
7341 Mem.WriteByte(FSelectedWeapon);
7342 // UID öåëè:
7343 Mem.WriteWord(FTargetUID);
7344 // Âðåìÿ ïîòåðè öåëè:
7345 Mem.WriteDWORD(FLastVisible);
7346 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7347 dw := Length(FAIFlags);
7348 Mem.WriteDWORD(dw);
7349 // Ôëàãè ÈÈ:
7350 for i := 0 to Integer(dw)-1 do
7351 begin
7352 Mem.WriteString(FAIFlags[i].Name, 20);
7353 Mem.WriteString(FAIFlags[i].Value, 20);
7354 end;
7355 // Íàñòðîéêè ñëîæíîñòè:
7356 p := @FDifficult;
7357 Mem.WriteMemory(p, SizeOf(TDifficult));
7358 end;
7360 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7361 var
7362 i: Integer;
7363 dw: DWORD;
7364 p: Pointer;
7365 begin
7366 inherited LoadState(Mem);
7368 // Âûáðàííîå îðóæèå:
7369 Mem.ReadByte(FSelectedWeapon);
7370 // UID öåëè:
7371 Mem.ReadWord(FTargetUID);
7372 // Âðåìÿ ïîòåðè öåëè:
7373 Mem.ReadDWORD(FLastVisible);
7374 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7375 Mem.ReadDWORD(dw);
7376 SetLength(FAIFlags, dw);
7377 // Ôëàãè ÈÈ:
7378 for i := 0 to Integer(dw)-1 do
7379 begin
7380 Mem.ReadString(FAIFlags[i].Name);
7381 Mem.ReadString(FAIFlags[i].Value);
7382 end;
7383 // Íàñòðîéêè ñëîæíîñòè:
7384 Mem.ReadMemory(p, dw);
7385 if dw <> SizeOf(TDifficult) then
7386 begin
7387 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7388 end;
7389 FDifficult := TDifficult(p^);
7390 end;
7392 end.