DEADSOFTWARE

a99e5b069ef21ba255f7f4a4e08b2fe6d1b38d3c
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$MODE DELPHI}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
54 K_SIMPLEKILL = 0;
55 K_HARDKILL = 1;
56 K_EXTRAHARDKILL = 2;
57 K_FALLKILL = 3;
59 T_RESPAWN = 0;
60 T_SWITCH = 1;
61 T_USE = 2;
62 T_FLAGCAP = 3;
64 TEAM_NONE = 0;
65 TEAM_RED = 1;
66 TEAM_BLUE = 2;
67 TEAM_COOP = 3;
69 SHELL_BULLET = 0;
70 SHELL_SHELL = 1;
71 SHELL_DBLSHELL = 2;
73 ANGLE_NONE = Low(SmallInt);
75 CORPSE_STATE_REMOVEME = 0;
76 CORPSE_STATE_NORMAL = 1;
77 CORPSE_STATE_MESS = 2;
79 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
80 PLAYER_RECT_CX = 15+(34 div 2);
81 PLAYER_RECT_CY = 12+(52 div 2);
82 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
84 PLAYER_HP_SOFT = 100;
85 PLAYER_HP_LIMIT = 200;
86 PLAYER_AP_SOFT = 100;
87 PLAYER_AP_LIMIT = 200;
88 SUICIDE_DAMAGE = 112;
90 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
91 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
93 type
94 TPlayerStat = record
95 Ping: Word;
96 Loss: Byte;
97 Name: String;
98 Team: Byte;
99 Frags: SmallInt;
100 Deaths: SmallInt;
101 Lives: Byte;
102 Kills: Word;
103 Color: TRGB;
104 Spectator: Boolean;
105 end;
107 TPlayerStatArray = Array of TPlayerStat;
109 TPlayerSavedState = record
110 Health: Integer;
111 Armor: Integer;
112 Air: Integer;
113 JetFuel: Integer;
114 CurrWeap: Byte;
115 Ammo: Array [A_BULLETS..A_CELLS] of Word;
116 MaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
117 Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
118 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
119 WaitRecall: Boolean;
120 end;
122 TKeyState = record
123 Pressed: Boolean;
124 Time: Word;
125 end;
127 TPlayer = class (TObject)
128 private
129 FIamBot: Boolean;
130 FUID: Word;
131 FName: String;
132 FTeam: Byte;
133 FLive: Boolean;
134 FSpawned: Boolean;
135 FDirection: TDirection;
136 FHealth: Integer;
137 FLives: Byte;
138 FArmor: Integer;
139 FAir: Integer;
140 FPain: Integer;
141 FPickup: Integer;
142 FKills: Integer;
143 FMonsterKills: Integer;
144 FFrags: Integer;
145 FFragCombo: Byte;
146 FLastFrag: LongWord;
147 FComboEvnt: Integer;
148 FDeath: Integer;
149 FCanJetpack: Boolean;
150 FJetFuel: Integer;
151 FFlag: Byte;
152 FSecrets: Integer;
153 FCurrWeap: Byte;
154 FBFGFireCounter: SmallInt;
155 FLastSpawnerUID: Word;
156 FLastHit: Byte;
157 FObj: TObj;
158 FXTo, FYTo: Integer;
159 FSpectatePlayer: Integer;
161 FSavedState: TPlayerSavedState;
163 FModel: TPlayerModel;
164 FActionPrior: Byte;
165 FActionAnim: Byte;
166 FActionForce: Boolean;
167 FActionChanged: Boolean;
168 FAngle: SmallInt;
169 FFireAngle: SmallInt;
170 FIncCam: Integer;
171 FShellTimer: Integer;
172 FShellType: Byte;
173 FSawSound: TPlayableSound;
174 FSawSoundIdle: TPlayableSound;
175 FSawSoundHit: TPlayableSound;
176 FSawSoundSelect: TPlayableSound;
177 FJetSoundOn: TPlayableSound;
178 FJetSoundOff: TPlayableSound;
179 FJetSoundFly: TPlayableSound;
180 FGodMode: Boolean;
181 FNoTarget: Boolean;
182 FNoReload: Boolean;
183 FJustTeleported: Boolean;
184 FNetTime: LongWord;
186 function CollideLevel(XInc, YInc: Integer): Boolean;
187 function StayOnStep(XInc, YInc: Integer): Boolean;
188 function HeadInLiquid(XInc, YInc: Integer): Boolean;
189 function BodyInLiquid(XInc, YInc: Integer): Boolean;
190 function BodyInAcid(XInc, YInc: Integer): Boolean;
191 function FullInLift(XInc, YInc: Integer): Integer;
192 {procedure CollideItem();}
193 procedure FlySmoke(Times: DWORD = 1);
194 function GetAmmoByWeapon(Weapon: Byte): Word;
195 procedure SetAction(Action: Byte; Force: Boolean = False);
196 procedure OnDamage(Angle: SmallInt); virtual;
197 function firediry(): Integer;
199 procedure Run(Direction: TDirection);
200 procedure NextWeapon();
201 procedure PrevWeapon();
202 procedure SeeUp();
203 procedure SeeDown();
204 procedure Fire();
205 procedure Jump();
206 procedure Use();
208 public
209 FDamageBuffer: Integer;
211 FAmmo: Array [A_BULLETS..A_CELLS] of Word;
212 FMaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
213 FWeapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
214 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
215 FBerserk: Integer;
216 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
217 FReloading: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Word;
218 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
219 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
220 FColor: TRGB;
221 FPreferredTeam: Byte;
222 FSpectator: Boolean;
223 FNoRespawn: Boolean;
224 FWantsInGame: Boolean;
225 FGhost: Boolean;
226 FPhysics: Boolean;
227 FJetpack: Boolean;
228 FActualModelName: string;
229 FClientID: SmallInt;
230 FPing: Word;
231 FLoss: Byte;
232 FDummy: Boolean;
234 constructor Create(); virtual;
235 destructor Destroy(); override;
236 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
237 function GetRespawnPoint(): Byte;
238 procedure PressKey(Key: Byte; Time: Word = 1);
239 procedure ReleaseKeys();
240 procedure SetModel(ModelName: String);
241 procedure SetColor(Color: TRGB);
242 procedure SetWeapon(W: Byte);
243 function IsKeyPressed(K: Byte): Boolean;
244 function GetKeys(): Byte;
245 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
246 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
247 function Collide(Panel: TPanel): Boolean; overload;
248 function Collide(X, Y: Integer): Boolean; overload;
249 procedure SetDirection(Direction: TDirection);
250 procedure GetSecret();
251 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
252 procedure Touch();
253 procedure Push(vx, vy: Integer);
254 procedure ChangeModel(ModelName: String);
255 procedure SwitchTeam;
256 procedure ChangeTeam(Team: Byte);
257 procedure BFGHit();
258 function GetFlag(Flag: Byte): Boolean;
259 procedure SetFlag(Flag: Byte);
260 function DropFlag(): Boolean;
261 procedure AllRulez(Health: Boolean);
262 procedure RestoreHealthArmor();
263 procedure FragCombo();
264 procedure GiveItem(ItemType: Byte);
265 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
266 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
267 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
268 procedure MakeBloodSimple(Count: Word);
269 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
270 procedure Reset(Force: Boolean);
271 procedure Spectate(NoMove: Boolean = False);
272 procedure SwitchNoClip;
273 procedure SoftReset();
274 procedure Draw(); virtual;
275 procedure DrawPain();
276 procedure DrawPickup();
277 procedure DrawRulez();
278 procedure DrawAim();
279 procedure DrawBubble();
280 procedure DrawGUI();
281 procedure Update(); virtual;
282 procedure RememberState();
283 procedure RecallState();
284 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
285 procedure LoadState(var Mem: TBinMemoryReader); virtual;
286 procedure PauseSounds(Enable: Boolean);
287 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
288 procedure DoLerp(Level: Integer = 2);
289 procedure SetLerp(XTo, YTo: Integer);
290 procedure JetpackOn;
291 procedure JetpackOff;
293 property Name: String read FName write FName;
294 property Model: TPlayerModel read FModel;
295 property Health: Integer read FHealth write FHealth;
296 property Lives: Byte read FLives write FLives;
297 property Armor: Integer read FArmor write FArmor;
298 property Air: Integer read FAir write FAir;
299 property JetFuel: Integer read FJetFuel write FJetFuel;
300 property Frags: Integer read FFrags write FFrags;
301 property Death: Integer read FDeath write FDeath;
302 property Kills: Integer read FKills write FKills;
303 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
304 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
305 property Secrets: Integer read FSecrets;
306 property GodMode: Boolean read FGodMode write FGodMode;
307 property NoTarget: Boolean read FNoTarget write FNoTarget;
308 property NoReload: Boolean read FNoReload write FNoReload;
309 property Live: Boolean read FLive write FLive;
310 property Flag: Byte read FFlag;
311 property Team: Byte read FTeam write FTeam;
312 property Direction: TDirection read FDirection;
313 property GameX: Integer read FObj.X write FObj.X;
314 property GameY: Integer read FObj.Y write FObj.Y;
315 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
316 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
317 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
318 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
319 property Vel: TPoint2i read FObj.Vel;
320 property Obj: TObj read FObj;
321 property IncCam: Integer read FIncCam write FIncCam;
322 property UID: Word read FUID write FUID;
323 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
324 property NetTime: LongWord read FNetTime write FNetTime;
325 end;
327 TDifficult = record
328 DiagFire: Byte;
329 InvisFire: Byte;
330 DiagPrecision: Byte;
331 FlyPrecision: Byte;
332 Cover: Byte;
333 CloseJump: Byte;
334 WeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
335 CloseWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
336 //SafeWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
337 end;
339 TAIFlag = record
340 Name: String;
341 Value: String;
342 end;
344 TBot = class (TPlayer)
345 private
346 FSelectedWeapon: Byte;
347 FTargetUID: Word;
348 FLastVisible: DWORD;
349 FAIFlags: Array of TAIFlag;
350 FDifficult: TDifficult;
352 function GetRnd(a: Byte): Boolean;
353 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
354 function RunDirection(): TDirection;
355 function FullInStep(XInc, YInc: Integer): Boolean;
356 //function NeedItem(Item: Byte): Byte;
357 procedure SelectWeapon(Dist: Integer);
358 procedure SetAIFlag(fName, fValue: String20);
359 function GetAIFlag(fName: String20): String20;
360 procedure RemoveAIFlag(fName: String20);
361 function Healthy(): Byte;
362 procedure UpdateMove();
363 procedure UpdateCombat();
364 function KeyPressed(Key: Word): Boolean;
365 procedure ReleaseKey(Key: Byte);
366 function TargetOnScreen(TX, TY: Integer): Boolean;
367 procedure OnDamage(Angle: SmallInt); override;
369 public
370 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
371 constructor Create(); override;
372 destructor Destroy(); override;
373 procedure Draw(); override;
374 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
375 function Heal(value: Word; Soft: Boolean): Boolean; override;
376 procedure Update(); override;
377 procedure SaveState(var Mem: TBinMemoryWriter); override;
378 procedure LoadState(var Mem: TBinMemoryReader); override;
379 end;
381 TGib = record
382 Live: Boolean;
383 ID: DWORD;
384 MaskID: DWORD;
385 RAngle: Integer;
386 Color: TRGB;
387 Obj: TObj;
388 end;
390 TShell = record
391 SpriteID: DWORD;
392 Live: Boolean;
393 SType: Byte;
394 RAngle: Integer;
395 Timeout: Cardinal;
396 CX, CY: Integer;
397 Obj: TObj;
398 end;
400 TCorpse = class (TObject)
401 private
402 FModelName: String;
403 FMess: Boolean;
404 FState: Byte;
405 FDamage: Byte;
406 FColor: TRGB;
407 FObj: TObj;
408 FAnimation: TAnimation;
409 FAnimationMask: TAnimation;
411 public
412 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
413 destructor Destroy(); override;
414 procedure Damage(Value: Word; vx, vy: Integer);
415 procedure Update();
416 procedure Draw();
417 procedure SaveState(var Mem: TBinMemoryWriter);
418 procedure LoadState(var Mem: TBinMemoryReader);
420 property Obj: TObj read FObj;
421 property State: Byte read FState;
422 property Mess: Boolean read FMess;
423 end;
425 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
426 record
427 Goals: SmallInt;
428 end;
430 var
431 gPlayers: Array of TPlayer;
432 gCorpses: Array of TCorpse;
433 gGibs: Array of TGib;
434 gShells: Array of TShell;
435 gTeamStat: TTeamStat;
436 gFly: Boolean = False;
437 gAimLine: Boolean = False;
438 gChatBubble: Byte = 0;
439 gNumBots: Word = 0;
440 gLMSPID1: Word = 0;
441 gLMSPID2: Word = 0;
442 MAX_RUNVEL: Integer = 8;
443 VEL_JUMP: Integer = 10;
444 SHELL_TIMEOUT: Cardinal = 60000;
446 function Lerp(X, Y, Factor: Integer): Integer;
448 procedure g_Gibs_SetMax(Count: Word);
449 function g_Gibs_GetMax(): Word;
450 procedure g_Corpses_SetMax(Count: Word);
451 function g_Corpses_GetMax(): Word;
452 procedure g_Shells_SetMax(Count: Word);
453 function g_Shells_GetMax(): Word;
455 procedure g_Player_Init();
456 procedure g_Player_Free();
457 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
458 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
459 procedure g_Player_Remove(UID: Word);
460 procedure g_Player_ResetTeams();
461 procedure g_Player_UpdateAll();
462 procedure g_Player_DrawAll();
463 procedure g_Player_DrawDebug(p: TPlayer);
464 procedure g_Player_DrawHealth();
465 procedure g_Player_RememberAll();
466 procedure g_Player_ResetAll(Force, Silent: Boolean);
467 function g_Player_Get(UID: Word): TPlayer;
468 function g_Player_GetCount(): Byte;
469 function g_Player_GetStats(): TPlayerStatArray;
470 function g_Player_ValidName(Name: String): Boolean;
471 procedure g_Player_CreateCorpse(Player: TPlayer);
472 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
473 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
474 procedure g_Player_UpdatePhysicalObjects();
475 procedure g_Player_DrawCorpses();
476 procedure g_Player_DrawShells();
477 procedure g_Player_RemoveAllCorpses();
478 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
479 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
480 procedure g_Bot_Add(Team, Difficult: Byte);
481 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
482 procedure g_Bot_MixNames();
483 procedure g_Bot_RemoveAll();
485 implementation
487 uses
488 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
489 g_options, g_triggers, g_menu, MAPDEF, g_game,
490 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
492 type
493 TBotProfile = record
494 name: ShortString;
495 model: ShortString;
496 team: Byte;
497 color: TRGB;
498 diag_fire: Byte;
499 invis_fire: Byte;
500 diag_precision: Byte;
501 fly_precision: Byte;
502 cover: Byte;
503 close_jump: Byte;
504 w_prior1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
505 w_prior2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
506 w_prior3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
507 end;
509 const
510 TIME_RESPAWN1 = 1500;
511 TIME_RESPAWN2 = 2000;
512 TIME_RESPAWN3 = 3000;
513 AIR_DEF = 360;
514 AIR_MAX = 1091;
515 JET_MAX = 540; // ~30 sec
516 PLAYER_SUIT_TIME = 30000;
517 PLAYER_INVUL_TIME = 30000;
518 PLAYER_INVIS_TIME = 35000;
519 FRAG_COMBO_TIME = 3000;
520 VEL_SW = 4;
521 VEL_FLY = 6;
522 ANGLE_RIGHTUP = 55;
523 ANGLE_RIGHTDOWN = -35;
524 ANGLE_LEFTUP = 125;
525 ANGLE_LEFTDOWN = -145;
526 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
527 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
528 BOT_MAXJUMP = 84;
529 BOT_LONGDIST = 300;
530 BOT_UNSAFEDIST = 128;
531 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
532 (R:0; G:0; B:255));
533 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
534 FlyPrecision: 32; Cover: 32; CloseJump: 32;
535 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
536 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
537 FlyPrecision: 127; Cover: 127; CloseJump: 127;
538 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
539 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
540 FlyPrecision: 255; Cover: 255; CloseJump: 255;
541 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
542 WEAPON_PRIOR1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
543 (WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
544 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
545 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
546 WEAPON_PRIOR2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
547 (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
548 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
549 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
550 //WEAPON_PRIOR3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
551 // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
552 // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
553 // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
554 WEAPON_RELOAD: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
555 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
557 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
558 CORPSE_SIGNATURE = $50524F43; // 'CORP'
560 BOTNAMES_FILENAME = 'botnames.txt';
561 BOTLIST_FILENAME = 'botlist.txt';
563 var
564 MaxGibs: Word = 150;
565 MaxCorpses: Word = 20;
566 MaxShells: Word = 300;
567 CurrentGib: Integer = 0;
568 CurrentShell: Integer = 0;
569 BotNames: Array of String;
570 BotList: Array of TBotProfile;
572 function Lerp(X, Y, Factor: Integer): Integer;
573 begin
574 Result := X + ((Y - X) div Factor);
575 end;
577 function SameTeam(UID1, UID2: Word): Boolean;
578 begin
579 Result := False;
581 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
582 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
584 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
586 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
587 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
589 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
590 end;
592 procedure g_Gibs_SetMax(Count: Word);
593 begin
594 MaxGibs := Count;
595 SetLength(gGibs, Count);
597 if CurrentGib >= Count then
598 CurrentGib := 0;
599 end;
601 function g_Gibs_GetMax(): Word;
602 begin
603 Result := MaxGibs;
604 end;
606 procedure g_Shells_SetMax(Count: Word);
607 begin
608 MaxShells := Count;
609 SetLength(gShells, Count);
611 if CurrentShell >= Count then
612 CurrentShell := 0;
613 end;
615 function g_Shells_GetMax(): Word;
616 begin
617 Result := MaxShells;
618 end;
621 procedure g_Corpses_SetMax(Count: Word);
622 begin
623 MaxCorpses := Count;
624 SetLength(gCorpses, Count);
625 end;
627 function g_Corpses_GetMax(): Word;
628 begin
629 Result := MaxCorpses;
630 end;
632 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
633 var
634 a: Integer;
635 ok: Boolean;
636 begin
637 Result := 0;
639 ok := False;
640 a := 0;
642 // Åñòü ëè ìåñòî â gPlayers:
643 if gPlayers <> nil then
644 for a := 0 to High(gPlayers) do
645 if gPlayers[a] = nil then
646 begin
647 ok := True;
648 Break;
649 end;
651 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
652 if not ok then
653 begin
654 SetLength(gPlayers, Length(gPlayers)+1);
655 a := High(gPlayers);
656 end;
658 // Ñîçäàåì îáúåêò èãðîêà:
659 if Bot then
660 gPlayers[a] := TBot.Create()
661 else
662 gPlayers[a] := TPlayer.Create();
665 gPlayers[a].FActualModelName := ModelName;
666 gPlayers[a].SetModel(ModelName);
668 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
669 if gPlayers[a].FModel = nil then
670 begin
671 gPlayers[a].Free();
672 gPlayers[a] := nil;
673 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
674 Exit;
675 end;
677 if not (Team in [TEAM_RED, TEAM_BLUE]) then
678 if Random(2) = 0 then
679 Team := TEAM_RED
680 else
681 Team := TEAM_BLUE;
682 gPlayers[a].FPreferredTeam := Team;
684 case gGameSettings.GameMode of
685 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
686 GM_TDM,
687 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
688 GM_SINGLE,
689 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
690 end;
692 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
693 gPlayers[a].FColor := Color;
694 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
695 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
696 else
697 gPlayers[a].FModel.Color := Color;
699 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
700 gPlayers[a].FLive := False;
702 Result := gPlayers[a].FUID;
703 end;
705 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
706 var
707 a, i: Integer;
708 ok, Bot: Boolean;
709 sig: DWORD;
710 b: Byte;
711 begin
712 Result := 0;
713 if Mem = nil then
714 Exit;
716 // Ñèãíàòóðà èãðîêà:
717 Mem.ReadDWORD(sig);
718 if sig <> PLAYER_SIGNATURE then // 'PLYR'
719 begin
720 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
721 end;
723 // Áîò èëè ÷åëîâåê:
724 Mem.ReadBoolean(Bot);
726 ok := False;
727 a := 0;
729 // Åñòü ëè ìåñòî â gPlayers:
730 if gPlayers <> nil then
731 for a := 0 to High(gPlayers) do
732 if gPlayers[a] = nil then
733 begin
734 ok := True;
735 Break;
736 end;
738 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
739 if not ok then
740 begin
741 SetLength(gPlayers, Length(gPlayers)+1);
742 a := High(gPlayers);
743 end;
745 // Ñîçäàåì îáúåêò èãðîêà:
746 if Bot then
747 gPlayers[a] := TBot.Create()
748 else
749 gPlayers[a] := TPlayer.Create();
750 gPlayers[a].FIamBot := Bot;
751 gPlayers[a].FPhysics := True;
753 // UID èãðîêà:
754 Mem.ReadWord(gPlayers[a].FUID);
755 // Èìÿ èãðîêà:
756 Mem.ReadString(gPlayers[a].FName);
757 // Êîìàíäà:
758 Mem.ReadByte(gPlayers[a].FTeam);
759 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
760 // Æèâ ëè:
761 Mem.ReadBoolean(gPlayers[a].FLive);
762 // Èçðàñõîäîâàë ëè âñå æèçíè:
763 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
764 // Íàïðàâëåíèå:
765 Mem.ReadByte(b);
766 if b = 1 then
767 gPlayers[a].FDirection := D_LEFT
768 else // b = 2
769 gPlayers[a].FDirection := D_RIGHT;
770 // Çäîðîâüå:
771 Mem.ReadInt(gPlayers[a].FHealth);
772 // Æèçíè:
773 Mem.ReadByte(gPlayers[a].FLives);
774 // Áðîíÿ:
775 Mem.ReadInt(gPlayers[a].FArmor);
776 // Çàïàñ âîçäóõà:
777 Mem.ReadInt(gPlayers[a].FAir);
778 // Çàïàñ ãîðþ÷åãî:
779 Mem.ReadInt(gPlayers[a].FJetFuel);
780 // Áîëü:
781 Mem.ReadInt(gPlayers[a].FPain);
782 // Óáèë:
783 Mem.ReadInt(gPlayers[a].FKills);
784 // Óáèë ìîíñòðîâ:
785 Mem.ReadInt(gPlayers[a].FMonsterKills);
786 // Ôðàãîâ:
787 Mem.ReadInt(gPlayers[a].FFrags);
788 // Ôðàãîâ ïîäðÿä:
789 Mem.ReadByte(gPlayers[a].FFragCombo);
790 // Âðåìÿ ïîñëåäíåãî ôðàãà:
791 Mem.ReadDWORD(gPlayers[a].FLastFrag);
792 // Ñìåðòåé:
793 Mem.ReadInt(gPlayers[a].FDeath);
794 // Êàêîé ôëàã íåñåò:
795 Mem.ReadByte(gPlayers[a].FFlag);
796 // Íàøåë ñåêðåòîâ:
797 Mem.ReadInt(gPlayers[a].FSecrets);
798 // Òåêóùåå îðóæèå:
799 Mem.ReadByte(gPlayers[a].FCurrWeap);
800 // Âðåìÿ çàðÿäêè BFG:
801 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
802 // Áóôåð óðîíà:
803 Mem.ReadInt(gPlayers[a].FDamageBuffer);
804 // Ïîñëåäíèé óäàðèâøèé:
805 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
806 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
807 Mem.ReadByte(gPlayers[a].FLastHit);
808 // Îáúåêò èãðîêà:
809 Obj_LoadState(@gPlayers[a].FObj, Mem);
810 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
811 for i := A_BULLETS to A_CELLS do
812 Mem.ReadWord(gPlayers[a].FAmmo[i]);
813 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
814 for i := A_BULLETS to A_CELLS do
815 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
816 // Íàëè÷èå îðóæèÿ:
817 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
818 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
819 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
820 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
821 Mem.ReadWord(gPlayers[a].FReloading[i]);
822 // Íàëè÷èå ðþêçàêà:
823 Mem.ReadByte(b);
824 if b = 1 then
825 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
826 // Íàëè÷èå êðàñíîãî êëþ÷à:
827 Mem.ReadByte(b);
828 if b = 1 then
829 Include(gPlayers[a].FRulez, R_KEY_RED);
830 // Íàëè÷èå çåëåíîãî êëþ÷à:
831 Mem.ReadByte(b);
832 if b = 1 then
833 Include(gPlayers[a].FRulez, R_KEY_GREEN);
834 // Íàëè÷èå ñèíåãî êëþ÷à:
835 Mem.ReadByte(b);
836 if b = 1 then
837 Include(gPlayers[a].FRulez, R_KEY_BLUE);
838 // Íàëè÷èå áåðñåðêà:
839 Mem.ReadByte(b);
840 if b = 1 then
841 Include(gPlayers[a].FRulez, R_BERSERK);
842 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
843 for i := MR_SUIT to MR_MAX do
844 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
845 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
846 for i := T_RESPAWN to T_FLAGCAP do
847 Mem.ReadDWORD(gPlayers[a].FTime[i]);
849 // Íàçâàíèå ìîäåëè:
850 Mem.ReadString(gPlayers[a].FActualModelName);
851 // Öâåò ìîäåëè:
852 Mem.ReadByte(gPlayers[a].FColor.R);
853 Mem.ReadByte(gPlayers[a].FColor.G);
854 Mem.ReadByte(gPlayers[a].FColor.B);
855 // Îáíîâëÿåì ìîäåëü èãðîêà:
856 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
858 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
859 if gPlayers[a].FModel = nil then
860 begin
861 gPlayers[a].Free();
862 gPlayers[a] := nil;
863 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
864 Exit;
865 end;
867 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
868 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
869 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
870 else
871 gPlayers[a].FModel.Color := gPlayers[a].FColor;
873 Result := gPlayers[a].FUID;
874 end;
876 procedure g_Player_ResetTeams();
877 var
878 a: Integer;
879 begin
880 if g_Game_IsClient then
881 Exit;
882 if gPlayers = nil then
883 Exit;
884 for a := Low(gPlayers) to High(gPlayers) do
885 if gPlayers[a] <> nil then
886 case gGameSettings.GameMode of
887 GM_DM:
888 gPlayers[a].ChangeTeam(TEAM_NONE);
889 GM_TDM, GM_CTF:
890 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
891 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
892 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
893 else
894 if a mod 2 = 0 then
895 gPlayers[a].ChangeTeam(TEAM_RED)
896 else
897 gPlayers[a].ChangeTeam(TEAM_BLUE);
898 GM_SINGLE,
899 GM_COOP:
900 gPlayers[a].ChangeTeam(TEAM_COOP);
901 end;
902 end;
904 procedure g_Bot_Add(Team, Difficult: Byte);
905 var
906 m: SArray;
907 _name, _model: String;
908 a, tr, tb: Integer;
909 begin
910 if not g_Game_IsServer then Exit;
912 // Ñïèñîê íàçâàíèé ìîäåëåé:
913 m := g_PlayerModel_GetNames();
914 if m = nil then
915 Exit;
917 // Êîìàíäà:
918 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
919 Team := TEAM_COOP // COOP
920 else
921 if gGameSettings.GameMode = GM_DM then
922 Team := TEAM_NONE // DM
923 else
924 if Team = TEAM_NONE then // CTF / TDM
925 begin
926 // Àâòîáàëàíñ êîìàíä:
927 tr := 0;
928 tb := 0;
930 for a := 0 to High(gPlayers) do
931 if gPlayers[a] <> nil then
932 begin
933 if gPlayers[a].Team = TEAM_RED then
934 Inc(tr)
935 else
936 if gPlayers[a].Team = TEAM_BLUE then
937 Inc(tb);
938 end;
940 if tr > tb then
941 Team := TEAM_BLUE
942 else
943 if tb > tr then
944 Team := TEAM_RED
945 else // tr = tb
946 if Random(2) = 0 then
947 Team := TEAM_RED
948 else
949 Team := TEAM_BLUE;
950 end;
952 // Âûáèðàåì áîòó èìÿ:
953 _name := '';
954 if BotNames <> nil then
955 for a := 0 to High(BotNames) do
956 if g_Player_ValidName(BotNames[a]) then
957 begin
958 _name := BotNames[a];
959 Break;
960 end;
962 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
963 if _name = '' then
964 repeat
965 _name := Format('DFBOT%.2d', [Random(100)]);
966 until g_Player_ValidName(_name);
968 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
969 _model := m[Random(Length(m))];
971 // Ñîçäàåì áîòà:
972 with g_Player_Get(g_Player_Create(_model,
973 _RGB(Min(Random(9)*32, 255),
974 Min(Random(9)*32, 255),
975 Min(Random(9)*32, 255)),
976 Team, True)) as TBot do
977 begin
978 Name := _name;
980 case Difficult of
981 1: FDifficult := DIFFICULT_EASY;
982 2: FDifficult := DIFFICULT_MEDIUM;
983 else FDifficult := DIFFICULT_HARD;
984 end;
986 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
987 begin
988 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
989 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
990 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
991 end;
993 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
995 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
996 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
997 Spectate();
998 end;
999 end;
1001 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1002 var
1003 m: SArray;
1004 _name, _model: String;
1005 a: Integer;
1006 begin
1007 if not g_Game_IsServer then Exit;
1009 // Ñïèñîê íàçâàíèé ìîäåëåé:
1010 m := g_PlayerModel_GetNames();
1011 if m = nil then
1012 Exit;
1014 // Êîìàíäà:
1015 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1016 Team := TEAM_COOP // COOP
1017 else
1018 if gGameSettings.GameMode = GM_DM then
1019 Team := TEAM_NONE // DM
1020 else
1021 if Team = TEAM_NONE then
1022 Team := BotList[num].team; // CTF / TDM
1024 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1025 lName := AnsiLowerCase(lName);
1026 if (num < 0) or (num > Length(BotList)-1) then
1027 num := -1;
1028 if (num = -1) and (lName <> '') and (BotList <> nil) then
1029 for a := 0 to High(BotList) do
1030 if AnsiLowerCase(BotList[a].name) = lName then
1031 begin
1032 num := a;
1033 Break;
1034 end;
1035 if num = -1 then
1036 Exit;
1038 // Èìÿ áîòà:
1039 _name := BotList[num].name;
1040 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1041 if not g_Player_ValidName(_name) then
1042 repeat
1043 _name := Format('DFBOT%.2d', [Random(100)]);
1044 until g_Player_ValidName(_name);
1046 // Ìîäåëü:
1047 _model := BotList[num].model;
1048 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1049 if not InSArray(_model, m) then
1050 _model := m[Random(Length(m))];
1052 // Ñîçäàåì áîòà:
1053 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1054 begin
1055 Name := _name;
1057 FDifficult.DiagFire := BotList[num].diag_fire;
1058 FDifficult.InvisFire := BotList[num].invis_fire;
1059 FDifficult.DiagPrecision := BotList[num].diag_precision;
1060 FDifficult.FlyPrecision := BotList[num].fly_precision;
1061 FDifficult.Cover := BotList[num].cover;
1062 FDifficult.CloseJump := BotList[num].close_jump;
1064 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
1065 begin
1066 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1067 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1068 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1069 end;
1071 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1073 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1074 end;
1075 end;
1077 procedure g_Bot_RemoveAll();
1078 var
1079 a: Integer;
1080 begin
1081 if not g_Game_IsServer then Exit;
1082 if gPlayers = nil then Exit;
1084 for a := 0 to High(gPlayers) do
1085 if gPlayers[a] <> nil then
1086 if gPlayers[a] is TBot then
1087 begin
1088 gPlayers[a].Lives := 0;
1089 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1090 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1091 g_Player_Remove(gPlayers[a].FUID);
1092 end;
1094 g_Bot_MixNames();
1095 end;
1097 procedure g_Bot_MixNames();
1098 var
1099 s: String;
1100 a, b: Integer;
1101 begin
1102 if BotNames <> nil then
1103 for a := 0 to High(BotNames) do
1104 begin
1105 b := Random(Length(BotNames));
1106 s := BotNames[a];
1107 Botnames[a] := BotNames[b];
1108 BotNames[b] := s;
1109 end;
1110 end;
1112 procedure g_Player_Remove(UID: Word);
1113 var
1114 i: Integer;
1115 begin
1116 if gPlayers = nil then Exit;
1118 if g_Game_IsServer and g_Game_IsNet then
1119 MH_SEND_PlayerDelete(UID);
1121 for i := 0 to High(gPlayers) do
1122 if gPlayers[i] <> nil then
1123 if gPlayers[i].FUID = UID then
1124 begin
1125 if gPlayers[i] is TPlayer then
1126 TPlayer(gPlayers[i]).Free()
1127 else
1128 TBot(gPlayers[i]).Free();
1129 gPlayers[i] := nil;
1130 Exit;
1131 end;
1132 end;
1134 procedure g_Player_Init();
1135 var
1136 F: TextFile;
1137 s: String;
1138 a, b: Integer;
1139 config: TConfig;
1140 sa: SArray;
1141 begin
1142 BotNames := nil;
1144 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1145 Exit;
1147 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1148 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1149 Reset(F);
1151 while not EOF(F) do
1152 begin
1153 ReadLn(F, s);
1155 s := Trim(s);
1156 if s = '' then
1157 Continue;
1159 SetLength(BotNames, Length(BotNames)+1);
1160 BotNames[High(BotNames)] := s;
1161 end;
1163 CloseFile(F);
1165 // Ïåðåìåøèâàåì èõ:
1166 g_Bot_MixNames();
1168 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1169 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1170 BotList := nil;
1171 a := 0;
1173 while config.SectionExists(IntToStr(a)) do
1174 begin
1175 SetLength(BotList, Length(BotList)+1);
1177 with BotList[High(BotList)] do
1178 begin
1179 // Èìÿ áîòà:
1180 name := config.ReadStr(IntToStr(a), 'name', '');
1181 // Ìîäåëü:
1182 model := config.ReadStr(IntToStr(a), 'model', '');
1183 // Êîìàíäà:
1184 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1185 team := TEAM_RED
1186 else
1187 team := TEAM_BLUE;
1188 // Öâåò ìîäåëè:
1189 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1190 color.R := StrToIntDef(sa[0], 0);
1191 color.G := StrToIntDef(sa[1], 0);
1192 color.B := StrToIntDef(sa[2], 0);
1193 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1194 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1195 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1196 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1197 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1198 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1199 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1200 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1201 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1202 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1203 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1204 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1205 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1206 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1207 if Length(sa) = 10 then
1208 for b := 0 to 9 do
1209 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1210 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1211 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1212 if Length(sa) = 10 then
1213 for b := 0 to 9 do
1214 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1216 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1217 if Length(sa) = 10 then
1218 for b := 0 to 9 do
1219 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1220 end;
1222 a := a + 1;
1223 end;
1225 config.Free();
1226 end;
1228 procedure g_Player_Free();
1229 var
1230 i: Integer;
1231 begin
1232 if gPlayers <> nil then
1233 begin
1234 for i := 0 to High(gPlayers) do
1235 if gPlayers[i] <> nil then
1236 begin
1237 if gPlayers[i] is TPlayer then
1238 TPlayer(gPlayers[i]).Free()
1239 else
1240 TBot(gPlayers[i]).Free();
1241 gPlayers[i] := nil;
1242 end;
1244 gPlayers := nil;
1245 end;
1247 gPlayer1 := nil;
1248 gPlayer2 := nil;
1249 end;
1251 procedure g_Player_UpdateAll();
1252 var
1253 i: Integer;
1254 begin
1255 if gPlayers = nil then Exit;
1257 for i := 0 to High(gPlayers) do
1258 if gPlayers[i] <> nil then
1259 if gPlayers[i] is TPlayer then gPlayers[i].Update()
1260 else TBot(gPlayers[i]).Update();
1261 end;
1263 procedure g_Player_DrawAll();
1264 var
1265 i: Integer;
1266 begin
1267 if gPlayers = nil then Exit;
1269 for i := 0 to High(gPlayers) do
1270 if gPlayers[i] <> nil then
1271 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1272 else TBot(gPlayers[i]).Draw();
1273 end;
1275 procedure g_Player_DrawDebug(p: TPlayer);
1276 var
1277 fW, fH: Byte;
1278 begin
1279 if p = nil then Exit;
1280 if (@p.FObj) = nil then Exit;
1282 e_TextureFontGetSize(gStdFont, fW, fH);
1284 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1285 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1286 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1287 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1288 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1289 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1290 end;
1292 procedure g_Player_DrawHealth();
1293 var
1294 i: Integer;
1295 fW, fH: Byte;
1296 begin
1297 if gPlayers = nil then Exit;
1298 e_TextureFontGetSize(gStdFont, fW, fH);
1300 for i := 0 to High(gPlayers) do
1301 if gPlayers[i] <> nil then
1302 begin
1303 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1304 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1305 IntToStr(gPlayers[i].FHealth), gStdFont);
1306 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1307 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1308 IntToStr(gPlayers[i].FArmor), gStdFont);
1309 end;
1310 end;
1312 function g_Player_Get(UID: Word): TPlayer;
1313 var
1314 a: Integer;
1315 begin
1316 Result := nil;
1318 if gPlayers = nil then
1319 Exit;
1321 for a := 0 to High(gPlayers) do
1322 if gPlayers[a] <> nil then
1323 if gPlayers[a].FUID = UID then
1324 begin
1325 Result := gPlayers[a];
1326 Exit;
1327 end;
1328 end;
1330 function g_Player_GetCount(): Byte;
1331 var
1332 a: Integer;
1333 begin
1334 Result := 0;
1336 if gPlayers = nil then
1337 Exit;
1339 for a := 0 to High(gPlayers) do
1340 if gPlayers[a] <> nil then
1341 Result := Result + 1;
1342 end;
1344 function g_Player_GetStats(): TPlayerStatArray;
1345 var
1346 a: Integer;
1347 begin
1348 Result := nil;
1350 if gPlayers = nil then Exit;
1352 for a := 0 to High(gPlayers) do
1353 if gPlayers[a] <> nil then
1354 begin
1355 SetLength(Result, Length(Result)+1);
1356 with Result[High(Result)] do
1357 begin
1358 Ping := gPlayers[a].FPing;
1359 Loss := gPlayers[a].FLoss;
1360 Name := gPlayers[a].FName;
1361 Team := gPlayers[a].FTeam;
1362 Frags := gPlayers[a].FFrags;
1363 Deaths := gPlayers[a].FDeath;
1364 Kills := gPlayers[a].FKills;
1365 Color := gPlayers[a].FModel.Color;
1366 Lives := gPlayers[a].FLives;
1367 Spectator := gPlayers[a].FSpectator;
1368 end;
1369 end;
1370 end;
1372 procedure g_Player_RememberAll;
1373 var
1374 i: Integer;
1375 begin
1376 for i := Low(gPlayers) to High(gPlayers) do
1377 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1378 gPlayers[i].RememberState;
1379 end;
1381 procedure g_Player_ResetAll(Force, Silent: Boolean);
1382 var
1383 i: Integer;
1384 begin
1385 gTeamStat[TEAM_RED].Goals := 0;
1386 gTeamStat[TEAM_BLUE].Goals := 0;
1388 if gPlayers <> nil then
1389 for i := 0 to High(gPlayers) do
1390 if gPlayers[i] <> nil then
1391 begin
1392 gPlayers[i].Reset(Force);
1394 if gPlayers[i] is TPlayer then
1395 begin
1396 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1397 gPlayers[i].Respawn(Silent)
1398 else
1399 gPlayers[i].Spectate();
1400 end
1401 else
1402 TBot(gPlayers[i]).Respawn(Silent);
1403 end;
1404 end;
1406 procedure g_Player_CreateCorpse(Player: TPlayer);
1407 var
1408 find_id: DWORD;
1409 ok: Boolean;
1410 begin
1411 if Player.Live then
1412 Exit;
1413 if Player.FObj.Y >= gMapInfo.Height+128 then
1414 Exit;
1416 with Player do
1417 begin
1418 if (FHealth >= -50) or (gGibsCount = 0) then
1419 begin
1420 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1421 Exit;
1423 ok := False;
1424 for find_id := 0 to High(gCorpses) do
1425 if gCorpses[find_id] = nil then
1426 begin
1427 ok := True;
1428 Break;
1429 end;
1431 if not ok then
1432 find_id := Random(Length(gCorpses));
1434 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1435 gCorpses[find_id].FColor := FModel.Color;
1436 gCorpses[find_id].FObj.Vel := FObj.Vel;
1437 gCorpses[find_id].FObj.Accel := FObj.Accel;
1438 end
1439 else
1440 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1441 FObj.Y + PLAYER_RECT_CY,
1442 FModel.Name, FModel.Color);
1443 end;
1444 end;
1446 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1447 var
1448 SID: DWORD;
1449 begin
1450 if (gShells = nil) or (Length(gShells) = 0) then
1451 Exit;
1453 with gShells[CurrentShell] do
1454 begin
1455 SpriteID := 0;
1456 g_Obj_Init(@Obj);
1457 Obj.Rect.X := 0;
1458 Obj.Rect.Y := 0;
1459 if T = SHELL_BULLET then
1460 begin
1461 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1462 SpriteID := SID;
1463 CX := 2;
1464 CY := 1;
1465 Obj.Rect.Width := 4;
1466 Obj.Rect.Height := 2;
1467 end
1468 else
1469 begin
1470 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1471 SpriteID := SID;
1472 CX := 4;
1473 CY := 2;
1474 Obj.Rect.Width := 7;
1475 Obj.Rect.Height := 3;
1476 end;
1477 SType := T;
1478 Live := True;
1479 Obj.X := fX;
1480 Obj.Y := fY;
1481 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1482 RAngle := Random(360);
1483 Timeout := gTime + SHELL_TIMEOUT;
1485 if CurrentShell >= High(gShells) then
1486 CurrentShell := 0
1487 else
1488 Inc(CurrentShell);
1489 end;
1490 end;
1492 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1493 var
1494 a: Integer;
1495 GibsArray: TGibsArray;
1496 begin
1497 if (gGibs = nil) or (Length(gGibs) = 0) then
1498 Exit;
1499 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1500 Exit;
1502 for a := 0 to High(GibsArray) do
1503 with gGibs[CurrentGib] do
1504 begin
1505 Color := fColor;
1506 ID := GibsArray[a].ID;
1507 MaskID := GibsArray[a].MaskID;
1508 Live := True;
1509 g_Obj_Init(@Obj);
1510 Obj.Rect := GibsArray[a].Rect;
1511 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1512 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1513 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1514 RAngle := Random(360);
1516 if gBloodCount > 0 then
1517 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1518 Random(48), Random(48), 150, 0, 0);
1520 if CurrentGib >= High(gGibs) then
1521 CurrentGib := 0
1522 else
1523 Inc(CurrentGib);
1524 end;
1525 end;
1527 procedure g_Player_UpdatePhysicalObjects();
1528 var
1529 i: Integer;
1530 vel: TPoint2i;
1531 mr: Word;
1533 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1534 var
1535 k: Integer;
1536 begin
1537 k := 1 + Random(2);
1538 if T = SHELL_BULLET then
1539 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1540 else
1541 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1542 end;
1544 begin
1545 // Êóñêè ìÿñà:
1546 if gGibs <> nil then
1547 for i := 0 to High(gGibs) do
1548 if gGibs[i].Live then
1549 with gGibs[i] do
1550 begin
1551 vel := Obj.Vel;
1552 mr := g_Obj_Move(@Obj, True, False, True);
1554 if WordBool(mr and MOVE_FALLOUT) then
1555 begin
1556 Live := False;
1557 Continue;
1558 end;
1560 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1561 if WordBool(mr and MOVE_HITWALL) then
1562 Obj.Vel.X := -(vel.X div 2);
1563 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1564 Obj.Vel.Y := -(vel.Y div 2);
1566 if (Obj.Vel.X >= 0) then
1567 begin // Clockwise
1568 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1569 if RAngle >= 360 then
1570 RAngle := RAngle mod 360;
1571 end else begin // Counter-clockwise
1572 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1573 if RAngle < 0 then
1574 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1575 end;
1577 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1578 if gTime mod (GAME_TICK*3) = 0 then
1579 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1580 end;
1582 // Òðóïû:
1583 if gCorpses <> nil then
1584 for i := 0 to High(gCorpses) do
1585 if gCorpses[i] <> nil then
1586 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1587 begin
1588 gCorpses[i].Free();
1589 gCorpses[i] := nil;
1590 end
1591 else
1592 gCorpses[i].Update();
1594 // Ãèëüçû:
1595 if gShells <> nil then
1596 for i := 0 to High(gShells) do
1597 if gShells[i].Live then
1598 with gShells[i] do
1599 begin
1600 vel := Obj.Vel;
1601 mr := g_Obj_Move(@Obj, True, False, True);
1603 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1604 begin
1605 Live := False;
1606 Continue;
1607 end;
1609 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1610 if WordBool(mr and MOVE_HITWALL) then
1611 begin
1612 Obj.Vel.X := -(vel.X div 2);
1613 if not WordBool(mr and MOVE_INWATER) then
1614 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1615 end;
1616 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1617 begin
1618 Obj.Vel.Y := -(vel.Y div 2);
1619 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1620 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1621 begin
1622 if RAngle mod 90 <> 0 then
1623 RAngle := (RAngle div 90) * 90;
1624 end
1625 else if not WordBool(mr and MOVE_INWATER) then
1626 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1627 end;
1629 if (Obj.Vel.X >= 0) then
1630 begin // Clockwise
1631 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1632 if RAngle >= 360 then
1633 RAngle := RAngle mod 360;
1634 end else begin // Counter-clockwise
1635 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1636 if RAngle < 0 then
1637 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1638 end;
1639 end;
1640 end;
1642 procedure g_Player_DrawCorpses();
1643 var
1644 i: Integer;
1645 a: TPoint;
1646 begin
1647 if gGibs <> nil then
1648 for i := 0 to High(gGibs) do
1649 if gGibs[i].Live then
1650 with gGibs[i] do
1651 begin
1652 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1653 Continue;
1655 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1656 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1658 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1660 e_Colors := Color;
1661 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1662 e_Colors.R := 255;
1663 e_Colors.G := 255;
1664 e_Colors.B := 255;
1665 end;
1667 if gCorpses <> nil then
1668 for i := 0 to High(gCorpses) do
1669 if gCorpses[i] <> nil then
1670 gCorpses[i].Draw();
1671 end;
1673 procedure g_Player_DrawShells();
1674 var
1675 i: Integer;
1676 a: TPoint;
1677 begin
1678 if gShells <> nil then
1679 for i := 0 to High(gShells) do
1680 if gShells[i].Live then
1681 with gShells[i] do
1682 begin
1683 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1684 Continue;
1686 a.X := CX;
1687 a.Y := CY;
1689 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1690 end;
1691 end;
1693 procedure g_Player_RemoveAllCorpses();
1694 var
1695 i: Integer;
1696 begin
1697 gGibs := nil;
1698 gShells := nil;
1699 SetLength(gGibs, MaxGibs);
1700 SetLength(gShells, MaxGibs);
1701 CurrentGib := 0;
1702 CurrentShell := 0;
1704 if gCorpses <> nil then
1705 for i := 0 to High(gCorpses) do
1706 gCorpses[i].Free();
1708 gCorpses := nil;
1709 SetLength(gCorpses, MaxCorpses);
1710 end;
1712 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1713 var
1714 count, i: Integer;
1715 b: Boolean;
1716 begin
1717 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1718 count := 0;
1719 if gCorpses <> nil then
1720 for i := 0 to High(gCorpses) do
1721 if gCorpses[i] <> nil then
1722 count := count + 1;
1724 Mem := TBinMemoryWriter.Create((count+1) * 128);
1726 // Êîëè÷åñòâî òðóïîâ:
1727 Mem.WriteInt(count);
1729 if count = 0 then
1730 Exit;
1732 // Ñîõðàíÿåì òðóïû:
1733 for i := 0 to High(gCorpses) do
1734 if gCorpses[i] <> nil then
1735 begin
1736 // Íàçâàíèå ìîäåëè:
1737 Mem.WriteString(gCorpses[i].FModelName);
1738 // Òèï ñìåðòè:
1739 b := gCorpses[i].Mess;
1740 Mem.WriteBoolean(b);
1741 // Ñîõðàíÿåì äàííûå òðóïà:
1742 gCorpses[i].SaveState(Mem);
1743 end;
1744 end;
1746 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1747 var
1748 count, i: Integer;
1749 str: String;
1750 b: Boolean;
1751 begin
1752 if Mem = nil then
1753 Exit;
1755 g_Player_RemoveAllCorpses();
1757 // Êîëè÷åñòâî òðóïîâ:
1758 Mem.ReadInt(count);
1760 if count > Length(gCorpses) then
1761 begin
1762 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1763 end;
1765 if count = 0 then
1766 Exit;
1768 // Çàãðóæàåì òðóïû:
1769 for i := 0 to count-1 do
1770 begin
1771 // Íàçâàíèå ìîäåëè:
1772 Mem.ReadString(str);
1773 // Òèï ñìåðòè:
1774 Mem.ReadBoolean(b);
1775 // Ñîçäàåì òðóï:
1776 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1777 // Çàãðóæàåì äàííûå òðóïà:
1778 gCorpses[i].LoadState(Mem);
1779 end;
1780 end;
1782 { T P l a y e r : }
1784 procedure TPlayer.BFGHit();
1785 begin
1786 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1787 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1788 if g_Game_IsServer and g_Game_IsNet then
1789 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1790 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1791 0, NET_GFX_BFGHIT);
1792 end;
1794 procedure TPlayer.ChangeModel(ModelName: string);
1795 var
1796 Model: TPlayerModel;
1797 begin
1798 Model := g_PlayerModel_Get(ModelName);
1799 if Model = nil then Exit;
1801 FModel.Free();
1802 FModel := Model;
1803 end;
1805 procedure TPlayer.SetModel(ModelName: string);
1806 var
1807 m: TPlayerModel;
1808 begin
1809 m := g_PlayerModel_Get(ModelName);
1810 if m = nil then
1811 begin
1812 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1813 m := g_PlayerModel_Get('doomer');
1814 if m = nil then
1815 begin
1816 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1817 Exit;
1818 end;
1819 end;
1821 if FModel <> nil then
1822 FModel.Free();
1824 FModel := m;
1826 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1827 FModel.Color := FColor
1828 else
1829 FModel.Color := TEAMCOLOR[FTeam];
1830 FModel.SetWeapon(FCurrWeap);
1831 FModel.SetFlag(FFlag);
1832 SetDirection(FDirection);
1833 end;
1835 procedure TPlayer.SetColor(Color: TRGB);
1836 begin
1837 FColor := Color;
1838 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1839 if FModel <> nil then FModel.Color := Color;
1840 end;
1842 procedure TPlayer.SwitchTeam;
1843 begin
1844 if g_Game_IsClient then
1845 Exit;
1846 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1848 if gGameOn and FLive then
1849 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1851 if FTeam = TEAM_RED then
1852 begin
1853 ChangeTeam(TEAM_BLUE);
1854 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1855 if g_Game_IsNet then
1856 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1857 end
1858 else
1859 begin
1860 ChangeTeam(TEAM_RED);
1861 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1862 if g_Game_IsNet then
1863 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1864 end;
1865 FPreferredTeam := FTeam;
1866 end;
1868 procedure TPlayer.ChangeTeam(Team: Byte);
1869 var
1870 OldTeam: Byte;
1871 begin
1872 OldTeam := FTeam;
1873 FTeam := Team;
1874 case Team of
1875 TEAM_RED, TEAM_BLUE:
1876 FModel.Color := TEAMCOLOR[Team];
1877 else
1878 FModel.Color := FColor;
1879 end;
1880 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1881 MH_SEND_PlayerStats(FUID);
1882 end;
1885 procedure TPlayer.CollideItem();
1886 var
1887 i: Integer;
1888 r: Boolean;
1889 begin
1890 if gItems = nil then Exit;
1891 if not FLive then Exit;
1893 for i := 0 to High(gItems) do
1894 with gItems[i] do
1895 begin
1896 if (ItemType <> ITEM_NONE) and Live then
1897 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1898 PLAYER_RECT.Height, @Obj) then
1899 begin
1900 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1902 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1903 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1904 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1905 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1906 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1908 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1909 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1910 (gGameSettings.GameType = GT_SINGLE) and
1911 (g_Player_GetCount() > 1)) then
1912 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1913 end;
1914 end;
1915 end;
1918 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1919 begin
1920 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1921 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1922 False);
1923 end;
1925 constructor TPlayer.Create();
1926 begin
1927 FIamBot := False;
1928 FDummy := False;
1929 FSpawned := False;
1931 FSawSound := TPlayableSound.Create();
1932 FSawSoundIdle := TPlayableSound.Create();
1933 FSawSoundHit := TPlayableSound.Create();
1934 FSawSoundSelect := TPlayableSound.Create();
1935 FJetSoundFly := TPlayableSound.Create();
1936 FJetSoundOn := TPlayableSound.Create();
1937 FJetSoundOff := TPlayableSound.Create();
1939 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1940 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1941 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1942 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1943 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1944 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1945 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1947 FSpectatePlayer := -1;
1948 FClientID := -1;
1949 FPing := 0;
1950 FLoss := 0;
1951 FSavedState.WaitRecall := False;
1952 FShellTimer := -1;
1954 FActualModelName := 'doomer';
1956 g_Obj_Init(@FObj);
1957 FObj.Rect := PLAYER_RECT;
1959 FBFGFireCounter := -1;
1960 FJustTeleported := False;
1961 FNetTime := 0;
1962 end;
1964 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
1965 var
1966 c: Word;
1967 begin
1968 if (not g_Game_IsClient) and (not FLive) then
1969 Exit;
1971 FLastHit := t;
1973 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
1974 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
1975 begin
1976 if not g_Game_IsClient then
1977 begin
1978 FArmor := 0;
1979 if t = HIT_TRAP then
1980 begin
1981 // Ëîâóøêà óáèâàåò ñðàçó:
1982 FHealth := -100;
1983 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
1984 end;
1985 if t = HIT_SELF then
1986 begin
1987 // Ñàìîóáèéñòâî:
1988 FHealth := 0;
1989 Kill(K_SIMPLEKILL, SpawnerUID, t);
1990 end;
1991 end;
1992 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
1993 FMegaRulez[MR_SUIT] := 0;
1994 FMegaRulez[MR_INVUL] := 0;
1995 FMegaRulez[MR_INVIS] := 0;
1996 FBerserk := 0;
1997 end;
1999 // Íî îò îñòàëüíîãî ñïàñàåò:
2000 if FMegaRulez[MR_INVUL] >= gTime then
2001 Exit;
2003 // ×èò-êîä "ÃÎÐÅÖ":
2004 if FGodMode then
2005 Exit;
2007 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2008 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2009 (SpawnerUID = FUID) or
2010 (not SameTeam(FUID, SpawnerUID)) then
2011 begin
2012 FLastSpawnerUID := SpawnerUID;
2014 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2015 if gBloodCount > 0 then
2016 begin
2017 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2018 if value div 4 <= c then
2019 c := c - (value div 4)
2020 else
2021 c := 0;
2023 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2024 MakeBloodSimple(c)
2025 else
2026 case t of
2027 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2028 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2029 end;
2031 if t = HIT_WATER then
2032 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2033 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2034 end;
2036 // Áóôåð óðîíà:
2037 if FLive then
2038 Inc(FDamageBuffer, value);
2040 // Âñïûøêà áîëè:
2041 if gFlash <> 0 then
2042 FPain := FPain + value;
2043 end;
2045 if g_Game_IsServer and g_Game_IsNet then
2046 begin
2047 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2048 MH_SEND_PlayerStats(FUID);
2049 MH_SEND_PlayerPos(False, FUID);
2050 end;
2051 end;
2053 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2054 begin
2055 Result := False;
2056 if g_Game_IsClient then
2057 Exit;
2058 if not FLive then
2059 Exit;
2061 if Soft and (FHealth < PLAYER_HP_SOFT) then
2062 begin
2063 IncMax(FHealth, value, PLAYER_HP_SOFT);
2064 Result := True;
2065 end;
2066 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2067 begin
2068 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2069 Result := True;
2070 end;
2072 if Result and g_Game_IsServer and g_Game_IsNet then
2073 MH_SEND_PlayerStats(FUID);
2074 end;
2076 destructor TPlayer.Destroy();
2077 begin
2078 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2079 gPlayer1 := nil;
2080 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2081 gPlayer2 := nil;
2083 FSawSound.Free();
2084 FSawSoundIdle.Free();
2085 FSawSoundHit.Free();
2086 FJetSoundFly.Free();
2087 FJetSoundOn.Free();
2088 FJetSoundOff.Free();
2089 FModel.Free();
2091 inherited;
2092 end;
2094 procedure TPlayer.DrawBubble();
2095 var
2096 bubX, bubY: Integer;
2097 ID: LongWord;
2098 Rb, Gb, Bb,
2099 Rw, Gw, Bw: SmallInt;
2100 Dot: Byte;
2101 begin
2102 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2103 bubY := FObj.Y+FObj.Rect.Y - 18;
2104 Rb := 64;
2105 Gb := 64;
2106 Bb := 64;
2107 Rw := 240;
2108 Gw := 240;
2109 Bw := 240;
2110 case gChatBubble of
2111 1: // simple textual non-bubble
2112 begin
2113 bubX := FObj.X+FObj.Rect.X - 11;
2114 bubY := FObj.Y+FObj.Rect.Y - 17;
2115 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2116 Exit;
2117 end;
2118 2: // advanced pixel-perfect bubble
2119 begin
2120 if FTeam = TEAM_RED then
2121 Rb := 255
2122 else
2123 if FTeam = TEAM_BLUE then
2124 Bb := 255;
2125 end;
2126 3: // colored bubble
2127 begin
2128 Rb := FModel.Color.R;
2129 Gb := FModel.Color.G;
2130 Bb := FModel.Color.B;
2131 Rw := Min(Rb * 2 + 64, 255);
2132 Gw := Min(Gb * 2 + 64, 255);
2133 Bw := Min(Bb * 2 + 64, 255);
2134 if (Abs(Rw - Rb) < 32)
2135 or (Abs(Gw - Gb) < 32)
2136 or (Abs(Bw - Bb) < 32) then
2137 begin
2138 Rb := Max(Rw div 2 - 16, 0);
2139 Gb := Max(Gw div 2 - 16, 0);
2140 Bb := Max(Bw div 2 - 16, 0);
2141 end;
2142 end;
2143 4: // custom textured bubble
2144 begin
2145 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2146 if FDirection = D_RIGHT then
2147 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2148 else
2149 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2150 Exit;
2151 end;
2152 end;
2154 // Outer borders
2155 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2156 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2157 // Inner box
2158 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2160 // Tail
2161 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2162 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2163 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);
2164 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);
2165 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);
2166 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);
2168 // Dots
2169 Dot := 6;
2170 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2171 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2172 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2173 end;
2175 procedure TPlayer.Draw();
2176 var
2177 ID: DWORD;
2178 w, h: Word;
2179 begin
2180 if FLive then
2181 begin
2182 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2183 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2184 begin
2185 e_GetTextureSize(ID, @w, @h);
2186 if FDirection = D_LEFT then
2187 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2188 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2189 else
2190 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2191 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2192 end;
2194 if FMegaRulez[MR_INVIS] > gTime then
2195 begin
2196 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2197 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2198 FModel.Draw(FObj.X, FObj.Y, 200)
2199 else
2200 FModel.Draw(FObj.X, FObj.Y, 254);
2201 end
2202 else
2203 FModel.Draw(FObj.X, FObj.Y);
2204 end;
2206 if g_debug_Frames then
2207 begin
2208 e_DrawQuad(FObj.X+FObj.Rect.X,
2209 FObj.Y+FObj.Rect.Y,
2210 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2211 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2212 0, 255, 0);
2213 end;
2215 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2216 DrawBubble();
2217 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2218 if gAimLine and Live and
2219 ((Self = gPlayer1) or (Self = gPlayer2)) then
2220 DrawAim();
2221 end;
2223 procedure TPlayer.DrawAim();
2224 var
2225 wx, wy, xx, yy: Integer;
2226 angle: SmallInt;
2227 sz, len: Word;
2228 begin
2229 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2230 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2231 angle := FAngle;
2232 len := 1024;
2233 sz := 2;
2234 case FCurrWeap of
2235 0: begin // Punch
2236 len := 12;
2237 sz := 4;
2238 end;
2239 1: begin // Chainsaw
2240 len := 24;
2241 sz := 6;
2242 end;
2243 2: begin // Pistol
2244 len := 1024;
2245 sz := 2;
2246 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2247 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2248 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2249 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2250 end;
2251 3: begin // Shotgun
2252 len := 1024;
2253 sz := 3;
2254 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2255 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2256 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2257 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2258 end;
2259 4: begin // Double Shotgun
2260 len := 1024;
2261 sz := 4;
2262 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2263 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2264 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2265 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2266 end;
2267 5: begin // Chaingun
2268 len := 1024;
2269 sz := 3;
2270 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2271 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2272 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2273 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2274 end;
2275 6: begin // Rocket Launcher
2276 len := 1024;
2277 sz := 7;
2278 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2279 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2280 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2281 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2282 end;
2283 7: begin // Plasmagun
2284 len := 1024;
2285 sz := 5;
2286 if angle = ANGLE_RIGHTUP then Inc(angle);
2287 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2288 if angle = ANGLE_LEFTUP then Dec(angle);
2289 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2290 end;
2291 8: begin // BFG
2292 len := 1024;
2293 sz := 12;
2294 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2295 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2296 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2297 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2298 end;
2299 9: begin // Super Chaingun
2300 len := 1024;
2301 sz := 4;
2302 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2303 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2304 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2305 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2306 end;
2307 end;
2308 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2309 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2310 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2311 end;
2313 procedure TPlayer.DrawGUI();
2314 var
2315 ID: DWORD;
2316 X, Y, SY, a, p, m: Integer;
2317 tw, th: Word;
2318 cw, ch: Byte;
2319 s: string;
2320 stat: TPlayerStatArray;
2321 begin
2322 X := gPlayerScreenSize.X;
2323 SY := gPlayerScreenSize.Y;
2324 Y := 0;
2326 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2327 begin
2328 if gGameSettings.GameMode = GM_CTF then
2329 a := 32 + 8
2330 else
2331 a := 0;
2332 if gGameSettings.GameMode = GM_CTF then
2333 begin
2334 s := 'TEXTURE_PLAYER_REDFLAG';
2335 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2336 s := 'TEXTURE_PLAYER_REDFLAG_S';
2337 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2338 s := 'TEXTURE_PLAYER_REDFLAG_D';
2339 if g_Texture_Get(s, ID) then
2340 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2341 end;
2343 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2344 e_CharFont_GetSize(gMenuFont, s, tw, th);
2345 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2347 if gGameSettings.GameMode = GM_CTF then
2348 begin
2349 s := 'TEXTURE_PLAYER_BLUEFLAG';
2350 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2351 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2352 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2353 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2354 if g_Texture_Get(s, ID) then
2355 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2356 end;
2358 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2359 e_CharFont_GetSize(gMenuFont, s, tw, th);
2360 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2361 end;
2363 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2364 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2365 0, False, False);
2367 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2368 e_Draw(ID, X+2, Y, 0, True, False);
2370 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2371 begin
2372 if gShowStat then
2373 begin
2374 s := IntToStr(Frags);
2375 e_CharFont_GetSize(gMenuFont, s, tw, th);
2376 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2378 s := '';
2379 p := 1;
2380 m := 0;
2381 stat := g_Player_GetStats();
2382 if stat <> nil then
2383 begin
2384 p := 1;
2386 for a := 0 to High(stat) do
2387 if stat[a].Name <> Name then
2388 begin
2389 if stat[a].Frags > m then m := stat[a].Frags;
2390 if stat[a].Frags > Frags then p := p+1;
2391 end;
2392 end;
2394 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2395 if Frags >= m then s := s+'+' else s := s+'-';
2396 s := s+IntToStr(Abs(Frags-m));
2398 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2399 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2400 end;
2402 if gShowLives and (gGameSettings.MaxLives > 0) then
2403 begin
2404 s := IntToStr(Lives);
2405 e_CharFont_GetSize(gMenuFont, s, tw, th);
2406 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2407 end;
2408 end;
2410 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2411 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2413 if R_BERSERK in FRulez then
2414 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2415 else
2416 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2418 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2419 e_Draw(ID, X+36, Y+77, 0, True, False);
2421 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2422 e_CharFont_GetSize(gMenuFont, s, tw, th);
2423 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2425 s := IntToStr(FArmor);
2426 e_CharFont_GetSize(gMenuFont, s, tw, th);
2427 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2429 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2431 case FCurrWeap of
2432 WEAPON_KASTET:
2433 begin
2434 s := '--';
2435 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2436 end;
2437 WEAPON_SAW:
2438 begin
2439 s := '--';
2440 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2441 end;
2442 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2443 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2444 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2445 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2446 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2447 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2448 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2449 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2450 end;
2452 e_CharFont_GetSize(gMenuFont, s, tw, th);
2453 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2454 e_Draw(ID, X+20, Y+160, 0, True, False);
2456 if R_KEY_RED in FRulez then
2457 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2459 if R_KEY_GREEN in FRulez then
2460 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2462 if R_KEY_BLUE in FRulez then
2463 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2465 if FJetFuel > 0 then
2466 begin
2467 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2468 e_Draw(ID, X+2, Y+116, 0, True, False);
2469 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2470 e_Draw(ID, X+2, Y+126, 0, True, False);
2471 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2472 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2473 end
2474 else
2475 begin
2476 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2477 e_Draw(ID, X+2, Y+124, 0, True, False);
2478 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2479 end;
2481 if gShowPing and g_Game_IsClient then
2482 begin
2483 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2484 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2485 Y := Y + 16;
2486 end;
2488 if FSpectator then
2489 begin
2490 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2491 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2492 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2493 if FNoRespawn then
2494 begin
2495 e_TextureFontGetSize(gStdFont, cw, ch);
2496 s := _lc[I_PLAYER_SPECT4];
2497 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2498 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2499 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2500 end;
2502 end;
2503 end;
2505 procedure TPlayer.DrawRulez();
2506 var
2507 dr: Boolean;
2508 begin
2509 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2510 if FMegaRulez[MR_INVUL] >= gTime then
2511 begin
2512 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2513 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2514 else
2515 dr := True;
2517 if dr then
2518 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2519 191, 191, 191, 0, B_INVERT);
2520 end;
2522 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2523 if FMegaRulez[MR_SUIT] >= gTime then
2524 begin
2525 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2526 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2527 else
2528 dr := True;
2530 if dr then
2531 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2532 0, 96, 0, 200, B_NONE);
2533 end;
2535 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2536 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2537 begin
2538 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2539 255, 0, 0, 200, B_NONE);
2540 end;
2541 end;
2543 procedure TPlayer.DrawPain();
2544 var
2545 a, h: Integer;
2546 begin
2547 if FPain = 0 then Exit;
2549 a := FPain;
2551 if a < 15 then h := 0
2552 else if a < 35 then h := 1
2553 else if a < 55 then h := 2
2554 else if a < 75 then h := 3
2555 else if a < 95 then h := 4
2556 else h := 5;
2558 //if a > 255 then a := 255;
2560 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2561 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2562 end;
2564 procedure TPlayer.DrawPickup();
2565 var
2566 a, h: Integer;
2567 begin
2568 if FPickup = 0 then Exit;
2570 a := FPickup;
2572 if a < 15 then h := 1
2573 else if a < 35 then h := 2
2574 else if a < 55 then h := 3
2575 else if a < 75 then h := 4
2576 else h := 5;
2578 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2579 end;
2581 procedure TPlayer.Fire();
2582 var
2583 f, DidFire: Boolean;
2584 wx, wy, xd, yd: Integer;
2585 obj: TObj;
2586 begin
2587 if g_Game_IsClient then Exit;
2588 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2589 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2591 if FSpectator then
2592 begin
2593 Respawn(False);
2594 Exit;
2595 end;
2597 if FReloading[FCurrWeap] <> 0 then Exit;
2599 DidFire := False;
2601 f := False;
2602 wx := FObj.X+WEAPONPOINT[FDirection].X;
2603 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2604 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2605 yd := wy+firediry();
2607 case FCurrWeap of
2608 WEAPON_KASTET:
2609 begin
2610 if R_BERSERK in FRulez then
2611 begin
2612 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2613 obj.X := FObj.X+FObj.Rect.X;
2614 obj.Y := FObj.Y+FObj.Rect.Y;
2615 obj.rect.X := 0;
2616 obj.rect.Y := 0;
2617 obj.rect.Width := 39;
2618 obj.rect.Height := 52;
2619 obj.Vel.X := (xd-wx) div 2;
2620 obj.Vel.Y := (yd-wy) div 2;
2621 obj.Accel.X := xd-wx;
2622 obj.Accel.y := yd-wy;
2624 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2625 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2626 else
2627 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2629 if gFlash = 1 then
2630 if FPain < 50 then
2631 FPain := min(FPain + 25, 50);
2632 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2634 DidFire := True;
2635 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2636 end;
2638 WEAPON_SAW:
2639 begin
2640 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2641 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2642 begin
2643 FSawSoundSelect.Stop();
2644 FSawSound.Stop();
2645 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2646 end
2647 else if not FSawSoundHit.IsPlaying() then
2648 begin
2649 FSawSoundSelect.Stop();
2650 FSawSound.PlayAt(FObj.X, FObj.Y);
2651 end;
2653 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2654 DidFire := True;
2655 f := True;
2656 end;
2658 WEAPON_PISTOL:
2659 if FAmmo[A_BULLETS] > 0 then
2660 begin
2661 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2662 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2663 Dec(FAmmo[A_BULLETS]);
2664 FFireAngle := FAngle;
2665 f := True;
2666 DidFire := True;
2667 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2668 GameVelX, GameVelY-2, SHELL_BULLET);
2669 end;
2671 WEAPON_SHOTGUN1:
2672 if FAmmo[A_SHELLS] > 0 then
2673 begin
2674 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2675 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2676 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2677 Dec(FAmmo[A_SHELLS]);
2678 FFireAngle := FAngle;
2679 f := True;
2680 DidFire := True;
2681 FShellTimer := 10;
2682 FShellType := SHELL_SHELL;
2683 end;
2685 WEAPON_SHOTGUN2:
2686 if FAmmo[A_SHELLS] >= 2 then
2687 begin
2688 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2689 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2690 Dec(FAmmo[A_SHELLS], 2);
2691 FFireAngle := FAngle;
2692 f := True;
2693 DidFire := True;
2694 FShellTimer := 13;
2695 FShellType := SHELL_DBLSHELL;
2696 end;
2698 WEAPON_CHAINGUN:
2699 if FAmmo[A_BULLETS] > 0 then
2700 begin
2701 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2702 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2703 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2704 Dec(FAmmo[A_BULLETS]);
2705 FFireAngle := FAngle;
2706 f := True;
2707 DidFire := True;
2708 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2709 GameVelX, GameVelY-2, SHELL_BULLET);
2710 end;
2712 WEAPON_ROCKETLAUNCHER:
2713 if FAmmo[A_ROCKETS] > 0 then
2714 begin
2715 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2716 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2717 Dec(FAmmo[A_ROCKETS]);
2718 FFireAngle := FAngle;
2719 f := True;
2720 DidFire := True;
2721 end;
2723 WEAPON_PLASMA:
2724 if FAmmo[A_CELLS] > 0 then
2725 begin
2726 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2727 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2728 Dec(FAmmo[A_CELLS]);
2729 FFireAngle := FAngle;
2730 f := True;
2731 DidFire := True;
2732 end;
2734 WEAPON_BFG:
2735 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2736 begin
2737 FBFGFireCounter := 17;
2738 if not FNoReload then
2739 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2740 Dec(FAmmo[A_CELLS], 40);
2741 DidFire := True;
2742 end;
2744 WEAPON_SUPERPULEMET:
2745 if FAmmo[A_SHELLS] > 0 then
2746 begin
2747 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2748 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2749 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2750 Dec(FAmmo[A_SHELLS]);
2751 FFireAngle := FAngle;
2752 f := True;
2753 DidFire := True;
2754 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2755 GameVelX, GameVelY-2, SHELL_SHELL);
2756 end;
2757 end;
2759 if g_Game_IsNet then
2760 begin
2761 if DidFire then
2762 begin
2763 if FCurrWeap <> WEAPON_BFG then
2764 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2765 else
2766 if not FNoReload then
2767 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2768 end;
2770 MH_SEND_PlayerStats(FUID);
2771 end;
2773 if not f then Exit;
2775 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2776 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2777 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2778 end;
2780 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2781 begin
2782 case Weapon of
2783 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2784 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2785 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2786 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2787 else Result := 0;
2788 end;
2789 end;
2791 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2792 begin
2793 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2794 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2795 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2796 end;
2798 procedure TPlayer.JetpackOn;
2799 begin
2800 FJetSoundFly.Stop;
2801 FJetSoundOff.Stop;
2802 FJetSoundOn.SetPosition(0);
2803 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2804 FlySmoke(8);
2805 end;
2807 procedure TPlayer.JetpackOff;
2808 begin
2809 FJetSoundFly.Stop;
2810 FJetSoundOn.Stop;
2811 FJetSoundOff.SetPosition(0);
2812 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2813 end;
2815 procedure TPlayer.Jump();
2816 begin
2817 if gFly or FJetpack then
2818 begin
2819 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2820 if FObj.Vel.Y > -VEL_FLY then
2821 FObj.Vel.Y := FObj.Vel.Y - 3;
2822 if FJetpack then
2823 begin
2824 if FJetFuel > 0 then
2825 Dec(FJetFuel);
2826 if (FJetFuel < 1) and g_Game_IsServer then
2827 begin
2828 FJetpack := False;
2829 JetpackOff;
2830 if g_Game_IsNet then
2831 MH_SEND_PlayerStats(FUID);
2832 end;
2833 end;
2834 Exit;
2835 end;
2837 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2838 if FGhost then
2839 FCanJetpack := False;
2841 // Ïðûãàåì èëè âñïëûâàåì:
2842 if (CollideLevel(0, 1) or
2843 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2844 PLAYER_RECT.Height-33, PANEL_STEP, False)
2845 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2846 begin
2847 FObj.Vel.Y := -VEL_JUMP;
2848 FCanJetpack := False;
2849 end
2850 else
2851 begin
2852 if BodyInLiquid(0, 0) then
2853 FObj.Vel.Y := -VEL_SW
2854 else if (FJetFuel > 0) and FCanJetpack and
2855 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2856 begin
2857 FJetpack := True;
2858 JetpackOn;
2859 if g_Game_IsNet then
2860 MH_SEND_PlayerStats(FUID);
2861 end;
2862 end;
2863 end;
2865 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2866 var
2867 a, i, k, ab, ar: Byte;
2868 s: String;
2869 mon: TMonster;
2870 plr: TPlayer;
2871 srv, netsrv: Boolean;
2872 DoFrags: Boolean;
2873 OldLR: Byte;
2874 KP: TPlayer;
2876 procedure PushItem(t: Byte);
2877 var
2878 id: DWORD;
2879 begin
2880 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2881 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2882 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2883 (FObj.Vel.Y div 2)-Random(9))
2884 else
2885 if KillType = K_HARDKILL then // -5..+5; -5..0
2886 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2887 (FObj.Vel.Y div 2)-Random(6))
2888 else // -3..+3; -3..0
2889 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2890 (FObj.Vel.Y div 2)-Random(4));
2892 if g_Game_IsNet and g_Game_IsServer then
2893 MH_SEND_ItemSpawn(True, id);
2894 end;
2896 begin
2897 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2898 Srv := g_Game_IsServer;
2899 Netsrv := g_Game_IsServer and g_Game_IsNet;
2900 if Srv then FDeath := FDeath + 1;
2901 if FLive then
2902 begin
2903 if FGhost then
2904 FGhost := False;
2905 if not FPhysics then
2906 FPhysics := True;
2907 FLive := False;
2908 end;
2909 FShellTimer := -1;
2911 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2912 begin
2913 if FLives > 0 then FLives := FLives - 1;
2914 if FLives = 0 then FNoRespawn := True;
2915 end;
2917 // Íîìåð òèïà ñìåðòè:
2918 a := 1;
2919 case KillType of
2920 K_SIMPLEKILL: a := 1;
2921 K_HARDKILL: a := 2;
2922 K_EXTRAHARDKILL: a := 3;
2923 K_FALLKILL: a := 4;
2924 end;
2926 // Çâóê ñìåðòè:
2927 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
2928 for i := 1 to 3 do
2929 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
2930 Break;
2932 // Âðåìÿ ðåñïàóíà:
2933 if Srv then
2934 case KillType of
2935 K_SIMPLEKILL:
2936 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
2937 K_HARDKILL:
2938 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
2939 K_EXTRAHARDKILL, K_FALLKILL:
2940 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
2941 end;
2943 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
2944 case KillType of
2945 K_SIMPLEKILL:
2946 SetAction(A_DIE1);
2947 K_HARDKILL, K_EXTRAHARDKILL:
2948 SetAction(A_DIE2);
2949 end;
2951 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
2952 if (KillType <> K_FALLKILL) and (Srv) then
2953 g_Monsters_killedp();
2955 if SpawnerUID = FUID then
2956 begin // Ñàìîóáèëñÿ
2957 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2958 begin
2959 Dec(FFrags);
2960 FLastFrag := 0;
2961 end;
2962 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
2963 end
2964 else
2965 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
2966 begin // Óáèò äðóãèì èãðîêîì
2967 KP := g_Player_Get(SpawnerUID);
2968 if (KP <> nil) and Srv then
2969 begin
2970 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2971 if SameTeam(FUID, SpawnerUID) then
2972 begin
2973 Dec(KP.FFrags);
2974 KP.FLastFrag := 0;
2975 end else
2976 begin
2977 Inc(KP.FFrags);
2978 KP.FragCombo();
2979 end;
2981 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
2982 Inc(gTeamStat[KP.Team].Goals,
2983 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
2985 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
2986 end;
2988 plr := g_Player_Get(SpawnerUID);
2989 if plr = nil then
2990 s := '?'
2991 else
2992 s := plr.FName;
2994 case KillType of
2995 K_HARDKILL:
2996 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
2997 [FName, s]),
2998 gShowKillMsg);
2999 K_EXTRAHARDKILL:
3000 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3001 [FName, s]),
3002 gShowKillMsg);
3003 else
3004 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3005 [FName, s]),
3006 gShowKillMsg);
3007 end;
3008 end
3009 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3010 begin // Óáèò ìîíñòðîì
3011 mon := g_Monsters_Get(SpawnerUID);
3012 if mon = nil then
3013 s := '?'
3014 else
3015 s := g_Monsters_GetKilledBy(mon.MonsterType);
3017 case KillType of
3018 K_HARDKILL:
3019 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3020 [FName, s]),
3021 gShowKillMsg);
3022 K_EXTRAHARDKILL:
3023 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3024 [FName, s]),
3025 gShowKillMsg);
3026 else
3027 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3028 [FName, s]),
3029 gShowKillMsg);
3030 end;
3031 end
3032 else // Îñîáûå òèïû ñìåðòè
3033 case t of
3034 HIT_DISCON: ;
3035 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3036 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3037 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3038 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3039 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3040 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3041 end;
3043 if Srv then
3044 begin
3045 // Âûáðîñ îðóæèÿ:
3046 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3047 if FWeapon[a] then
3048 begin
3049 case a of
3050 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3051 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3052 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3053 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3054 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3055 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3056 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3057 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3058 else i := 0;
3059 end;
3061 if i <> 0 then
3062 PushItem(i);
3063 end;
3065 // Âûáðîñ ðþêçàêà:
3066 if R_ITEM_BACKPACK in FRulez then
3067 PushItem(ITEM_AMMO_BACKPACK);
3069 // Âûáðîñ ðàêåòíîãî ðàíöà:
3070 if FJetFuel > 0 then
3071 PushItem(ITEM_JETPACK);
3073 // Âûáðîñ êëþ÷åé:
3074 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3075 begin
3076 if R_KEY_RED in FRulez then
3077 PushItem(ITEM_KEY_RED);
3079 if R_KEY_GREEN in FRulez then
3080 PushItem(ITEM_KEY_GREEN);
3082 if R_KEY_BLUE in FRulez then
3083 PushItem(ITEM_KEY_BLUE);
3084 end;
3086 // Âûáðîñ ôëàãà:
3087 DropFlag();
3088 end;
3090 g_Player_CreateCorpse(Self);
3092 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3093 (gLMSRespawn = LMS_RESPAWN_NONE) then
3094 begin
3095 a := 0;
3096 k := 0;
3097 ar := 0;
3098 ab := 0;
3099 for i := Low(gPlayers) to High(gPlayers) do
3100 begin
3101 if gPlayers[i] = nil then continue;
3102 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3103 begin
3104 Inc(a);
3105 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3106 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3107 k := i;
3108 end;
3109 end;
3111 OldLR := gLMSRespawn;
3112 if (gGameSettings.GameMode = GM_COOP) then
3113 begin
3114 if (a = 0) then
3115 begin
3116 // everyone is dead, restart the map
3117 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3118 if Netsrv then
3119 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3120 gLMSRespawn := LMS_RESPAWN_FINAL;
3121 gLMSRespawnTime := gTime + 5000;
3122 end
3123 else if (a = 1) then
3124 begin
3125 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3126 if (gPlayers[k] = gPlayer1) or
3127 (gPlayers[k] = gPlayer2) then
3128 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3129 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3130 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3131 end;
3132 end
3133 else if (gGameSettings.GameMode = GM_TDM) then
3134 begin
3135 if (ab = 0) and (ar <> 0) then
3136 begin
3137 // blu team ded
3138 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3139 if Netsrv then
3140 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3141 Inc(gTeamStat[TEAM_RED].Goals);
3142 gLMSRespawn := LMS_RESPAWN_FINAL;
3143 gLMSRespawnTime := gTime + 5000;
3144 end
3145 else if (ar = 0) and (ab <> 0) then
3146 begin
3147 // red team ded
3148 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3149 if Netsrv then
3150 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3151 Inc(gTeamStat[TEAM_BLUE].Goals);
3152 gLMSRespawn := LMS_RESPAWN_FINAL;
3153 gLMSRespawnTime := gTime + 5000;
3154 end
3155 else if (ar = 0) and (ab = 0) then
3156 begin
3157 // everyone ded
3158 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3159 if Netsrv then
3160 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3161 gLMSRespawn := LMS_RESPAWN_FINAL;
3162 gLMSRespawnTime := gTime + 5000;
3163 end;
3164 end
3165 else if (gGameSettings.GameMode = GM_DM) then
3166 begin
3167 if (a = 1) then
3168 begin
3169 if gPlayers[k] <> nil then
3170 with gPlayers[k] do
3171 begin
3172 // survivor is the winner
3173 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3174 if Netsrv then
3175 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3176 Inc(FFrags);
3177 end;
3178 gLMSRespawn := LMS_RESPAWN_FINAL;
3179 gLMSRespawnTime := gTime + 5000;
3180 end
3181 else if (a = 0) then
3182 begin
3183 // everyone is dead, restart the map
3184 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3185 if Netsrv then
3186 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3187 gLMSRespawn := LMS_RESPAWN_FINAL;
3188 gLMSRespawnTime := gTime + 5000;
3189 end;
3190 end;
3191 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3192 begin
3193 if NetMode = NET_SERVER then
3194 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3195 else
3196 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3197 end;
3198 end;
3200 if Netsrv then
3201 begin
3202 MH_SEND_PlayerStats(FUID);
3203 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3204 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3205 end;
3207 if srv and FNoRespawn then Spectate(True);
3208 FWantsInGame := True;
3209 end;
3211 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3212 begin
3213 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3214 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3215 end;
3217 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3218 begin
3219 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3220 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3221 end;
3223 procedure TPlayer.MakeBloodSimple(Count: Word);
3224 begin
3225 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3226 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3227 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3228 150, 0, 0);
3229 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3230 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3231 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3232 150, 0, 0);
3233 end;
3235 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3236 begin
3237 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3238 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3239 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3240 150, 0, 0);
3241 end;
3243 procedure TPlayer.NextWeapon();
3244 var
3245 i: Byte;
3246 ok: Boolean;
3247 begin
3248 if g_Game_IsClient then Exit;
3249 if FBFGFireCounter <> -1 then Exit;
3251 if FTime[T_SWITCH] > gTime then Exit;
3253 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3254 if FReloading[i] > 0 then Exit;
3256 ok := False;
3258 for i := FCurrWeap+1 to WEAPON_SUPERPULEMET do
3259 if FWeapon[i] then
3260 begin
3261 FCurrWeap := i;
3262 ok := True;
3263 Break;
3264 end;
3266 if not ok then
3267 for i := WEAPON_KASTET to FCurrWeap-1 do
3268 if FWeapon[i] then
3269 begin
3270 FCurrWeap := i;
3271 Break;
3272 end;
3274 FTime[T_SWITCH] := gTime+156;
3276 if FCurrWeap = WEAPON_SAW then
3277 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3279 FModel.SetWeapon(FCurrWeap);
3281 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3282 end;
3284 procedure TPlayer.PrevWeapon();
3285 var
3286 i: Byte;
3287 ok: Boolean;
3288 begin
3289 if g_Game_IsClient then Exit;
3290 if FBFGFireCounter <> -1 then Exit;
3292 if FTime[T_SWITCH] > gTime then Exit;
3294 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3295 if FReloading[i] > 0 then Exit;
3297 ok := False;
3299 if FCurrWeap > 0 then
3300 for i := FCurrWeap-1 downto WEAPON_KASTET do
3301 if FWeapon[i] then
3302 begin
3303 FCurrWeap := i;
3304 ok := True;
3305 Break;
3306 end;
3308 if not ok then
3309 for i := WEAPON_SUPERPULEMET downto FCurrWeap+1 do
3310 if FWeapon[i] then
3311 begin
3312 FCurrWeap := i;
3313 Break;
3314 end;
3316 FTime[T_SWITCH] := gTime+156;
3318 if FCurrWeap = WEAPON_SAW then
3319 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3321 FModel.SetWeapon(FCurrWeap);
3323 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3324 end;
3326 procedure TPlayer.SetWeapon(W: Byte);
3327 begin
3328 if FCurrWeap <> W then
3329 if W = WEAPON_SAW then
3330 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3332 FCurrWeap := W;
3333 FModel.SetWeapon(CurrWeap);
3334 end;
3336 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3337 var
3338 a: Boolean;
3339 begin
3340 Result := False;
3341 if g_Game_IsClient then Exit;
3343 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3344 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3345 remove := not a;
3347 case ItemType of
3348 ITEM_MEDKIT_SMALL:
3349 if FHealth < PLAYER_HP_SOFT then
3350 begin
3351 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3352 Result := True;
3353 remove := True;
3354 if gFlash = 2 then Inc(FPickup, 5);
3355 end;
3357 ITEM_MEDKIT_LARGE:
3358 if FHealth < PLAYER_HP_SOFT then
3359 begin
3360 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3361 Result := True;
3362 remove := True;
3363 if gFlash = 2 then Inc(FPickup, 5);
3364 end;
3366 ITEM_ARMOR_GREEN:
3367 if FArmor < PLAYER_AP_SOFT then
3368 begin
3369 FArmor := PLAYER_AP_SOFT;
3370 Result := True;
3371 remove := True;
3372 if gFlash = 2 then Inc(FPickup, 5);
3373 end;
3375 ITEM_ARMOR_BLUE:
3376 if FArmor < PLAYER_AP_LIMIT then
3377 begin
3378 FArmor := PLAYER_AP_LIMIT;
3379 Result := True;
3380 remove := True;
3381 if gFlash = 2 then Inc(FPickup, 5);
3382 end;
3384 ITEM_SPHERE_BLUE:
3385 if FHealth < PLAYER_HP_LIMIT then
3386 begin
3387 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3388 Result := True;
3389 remove := True;
3390 if gFlash = 2 then Inc(FPickup, 5);
3391 end;
3393 ITEM_SPHERE_WHITE:
3394 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3395 begin
3396 if FHealth < PLAYER_HP_LIMIT then
3397 FHealth := PLAYER_HP_LIMIT;
3398 if FArmor < PLAYER_AP_LIMIT then
3399 FArmor := PLAYER_AP_LIMIT;
3400 Result := True;
3401 remove := True;
3402 if gFlash = 2 then Inc(FPickup, 5);
3403 end;
3405 ITEM_WEAPON_SAW:
3406 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3407 begin
3408 FWeapon[WEAPON_SAW] := True;
3409 Result := True;
3410 if gFlash = 2 then Inc(FPickup, 5);
3411 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3412 end;
3414 ITEM_WEAPON_SHOTGUN1:
3415 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3416 begin
3417 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3418 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3420 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3421 FWeapon[WEAPON_SHOTGUN1] := True;
3422 Result := True;
3423 if gFlash = 2 then Inc(FPickup, 5);
3424 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3425 end;
3427 ITEM_WEAPON_SHOTGUN2:
3428 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3429 begin
3430 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3432 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3433 FWeapon[WEAPON_SHOTGUN2] := True;
3434 Result := True;
3435 if gFlash = 2 then Inc(FPickup, 5);
3436 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3437 end;
3439 ITEM_WEAPON_CHAINGUN:
3440 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3441 begin
3442 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3444 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3445 FWeapon[WEAPON_CHAINGUN] := True;
3446 Result := True;
3447 if gFlash = 2 then Inc(FPickup, 5);
3448 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3449 end;
3451 ITEM_WEAPON_ROCKETLAUNCHER:
3452 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3453 begin
3454 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3456 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3457 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3458 Result := True;
3459 if gFlash = 2 then Inc(FPickup, 5);
3460 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3461 end;
3463 ITEM_WEAPON_PLASMA:
3464 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3465 begin
3466 if a and FWeapon[WEAPON_PLASMA] then Exit;
3468 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3469 FWeapon[WEAPON_PLASMA] := True;
3470 Result := True;
3471 if gFlash = 2 then Inc(FPickup, 5);
3472 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3473 end;
3475 ITEM_WEAPON_BFG:
3476 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3477 begin
3478 if a and FWeapon[WEAPON_BFG] then Exit;
3480 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3481 FWeapon[WEAPON_BFG] := True;
3482 Result := True;
3483 if gFlash = 2 then Inc(FPickup, 5);
3484 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3485 end;
3487 ITEM_WEAPON_SUPERPULEMET:
3488 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3489 begin
3490 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3492 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3493 FWeapon[WEAPON_SUPERPULEMET] := True;
3494 Result := True;
3495 if gFlash = 2 then Inc(FPickup, 5);
3496 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3497 end;
3499 ITEM_AMMO_BULLETS:
3500 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3501 begin
3502 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3503 Result := True;
3504 remove := True;
3505 if gFlash = 2 then Inc(FPickup, 5);
3506 end;
3508 ITEM_AMMO_BULLETS_BOX:
3509 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3510 begin
3511 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3512 Result := True;
3513 remove := True;
3514 if gFlash = 2 then Inc(FPickup, 5);
3515 end;
3517 ITEM_AMMO_SHELLS:
3518 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3519 begin
3520 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3521 Result := True;
3522 remove := True;
3523 if gFlash = 2 then Inc(FPickup, 5);
3524 end;
3526 ITEM_AMMO_SHELLS_BOX:
3527 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3528 begin
3529 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3530 Result := True;
3531 remove := True;
3532 if gFlash = 2 then Inc(FPickup, 5);
3533 end;
3535 ITEM_AMMO_ROCKET:
3536 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3537 begin
3538 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3539 Result := True;
3540 remove := True;
3541 if gFlash = 2 then Inc(FPickup, 5);
3542 end;
3544 ITEM_AMMO_ROCKET_BOX:
3545 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3546 begin
3547 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3548 Result := True;
3549 remove := True;
3550 if gFlash = 2 then Inc(FPickup, 5);
3551 end;
3553 ITEM_AMMO_CELL:
3554 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3555 begin
3556 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3557 Result := True;
3558 remove := True;
3559 if gFlash = 2 then Inc(FPickup, 5);
3560 end;
3562 ITEM_AMMO_CELL_BIG:
3563 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3564 begin
3565 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3566 Result := True;
3567 remove := True;
3568 if gFlash = 2 then Inc(FPickup, 5);
3569 end;
3571 ITEM_AMMO_BACKPACK:
3572 if not(R_ITEM_BACKPACK in FRulez) or
3573 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3574 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3575 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3576 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
3577 begin
3578 FMaxAmmo[A_BULLETS] := 400;
3579 FMaxAmmo[A_SHELLS] := 100;
3580 FMaxAmmo[A_ROCKETS] := 100;
3581 FMaxAmmo[A_CELLS] := 600;
3583 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3584 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3585 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3586 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3587 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3588 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3589 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3590 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3592 FRulez := FRulez + [R_ITEM_BACKPACK];
3593 Result := True;
3594 remove := True;
3595 if gFlash = 2 then Inc(FPickup, 5);
3596 end;
3598 ITEM_KEY_RED:
3599 if not(R_KEY_RED in FRulez) then
3600 begin
3601 Include(FRulez, R_KEY_RED);
3602 Result := True;
3603 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3604 if gFlash = 2 then Inc(FPickup, 5);
3605 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3606 end;
3608 ITEM_KEY_GREEN:
3609 if not(R_KEY_GREEN in FRulez) then
3610 begin
3611 Include(FRulez, R_KEY_GREEN);
3612 Result := True;
3613 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3614 if gFlash = 2 then Inc(FPickup, 5);
3615 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3616 end;
3618 ITEM_KEY_BLUE:
3619 if not(R_KEY_BLUE in FRulez) then
3620 begin
3621 Include(FRulez, R_KEY_BLUE);
3622 Result := True;
3623 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3624 if gFlash = 2 then Inc(FPickup, 5);
3625 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3626 end;
3628 ITEM_SUIT:
3629 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3630 begin
3631 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3632 Result := True;
3633 remove := True;
3634 if gFlash = 2 then Inc(FPickup, 5);
3635 end;
3637 ITEM_OXYGEN:
3638 if FAir < AIR_MAX then
3639 begin
3640 FAir := AIR_MAX;
3641 Result := True;
3642 remove := True;
3643 if gFlash = 2 then Inc(FPickup, 5);
3644 end;
3646 ITEM_MEDKIT_BLACK:
3647 begin
3648 if not (R_BERSERK in FRulez) then
3649 begin
3650 Include(FRulez, R_BERSERK);
3651 if FBFGFireCounter = -1 then
3652 begin
3653 FCurrWeap := WEAPON_KASTET;
3654 FModel.SetWeapon(WEAPON_KASTET);
3655 end;
3656 if gFlash <> 0 then
3657 Inc(FPain, 100);
3658 if gFlash = 2 then Inc(FPickup, 5);
3659 FBerserk := gTime+30000;
3660 Result := True;
3661 remove := True;
3662 end;
3663 if FHealth < PLAYER_HP_SOFT then
3664 begin
3665 FHealth := PLAYER_HP_SOFT;
3666 FBerserk := gTime+30000;
3667 Result := True;
3668 remove := True;
3669 end;
3670 end;
3672 ITEM_INVUL:
3673 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3674 begin
3675 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3676 Result := True;
3677 remove := True;
3678 if gFlash = 2 then Inc(FPickup, 5);
3679 end;
3681 ITEM_BOTTLE:
3682 if FHealth < PLAYER_HP_LIMIT then
3683 begin
3684 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3685 Result := True;
3686 remove := True;
3687 if gFlash = 2 then Inc(FPickup, 5);
3688 end;
3690 ITEM_HELMET:
3691 if FArmor < PLAYER_AP_LIMIT then
3692 begin
3693 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3694 Result := True;
3695 remove := True;
3696 if gFlash = 2 then Inc(FPickup, 5);
3697 end;
3699 ITEM_JETPACK:
3700 if FJetFuel < JET_MAX then
3701 begin
3702 FJetFuel := JET_MAX;
3703 Result := True;
3704 remove := True;
3705 if gFlash = 2 then Inc(FPickup, 5);
3706 end;
3708 ITEM_INVIS:
3709 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3710 begin
3711 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3712 Result := True;
3713 remove := True;
3714 if gFlash = 2 then Inc(FPickup, 5);
3715 end;
3716 end;
3717 end;
3719 procedure TPlayer.Touch();
3720 begin
3721 if not FLive then
3722 Exit;
3723 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3724 if FIamBot then
3725 begin
3726 // Áðîñèòü ôëàã òîâàðèùó:
3727 if gGameSettings.GameMode = GM_CTF then
3728 DropFlag();
3729 end;
3730 end;
3732 procedure TPlayer.Push(vx, vy: Integer);
3733 begin
3734 if (not FPhysics) and FGhost then
3735 Exit;
3736 FObj.Accel.X := FObj.Accel.X + vx;
3737 FObj.Accel.Y := FObj.Accel.Y + vy;
3738 if g_Game_IsNet and g_Game_IsServer then
3739 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3740 end;
3742 procedure TPlayer.Reset(Force: Boolean);
3743 begin
3744 if Force then
3745 FLive := False;
3747 FSpawned := False;
3748 FTime[T_RESPAWN] := 0;
3749 FTime[T_FLAGCAP] := 0;
3750 FGodMode := False;
3751 FNoTarget := False;
3752 FNoReload := False;
3753 FFrags := 0;
3754 FLastFrag := 0;
3755 FComboEvnt := -1;
3756 FKills := 0;
3757 FMonsterKills := 0;
3758 FDeath := 0;
3759 FSecrets := 0;
3760 if FNoRespawn then
3761 begin
3762 FSpectator := False;
3763 FGhost := False;
3764 FPhysics := True;
3765 FSpectatePlayer := -1;
3766 FNoRespawn := False;
3767 end;
3768 FLives := gGameSettings.MaxLives;
3770 SetFlag(FLAG_NONE);
3771 end;
3773 procedure TPlayer.SoftReset();
3774 begin
3775 ReleaseKeys();
3777 FDamageBuffer := 0;
3778 FIncCam := 0;
3779 FBFGFireCounter := -1;
3780 FShellTimer := -1;
3781 FPain := 0;
3782 FLastHit := 0;
3783 FLastFrag := 0;
3784 FComboEvnt := -1;
3786 SetFlag(FLAG_NONE);
3787 SetAction(A_STAND, True);
3788 end;
3790 function TPlayer.GetRespawnPoint(): Byte;
3791 var
3792 c: Byte;
3793 begin
3794 Result := 255;
3795 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3797 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3798 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3799 begin
3800 if (Self = gPlayer1) or (Self = gPlayer2) then
3801 begin
3802 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3803 if Self = gPlayer1 then
3804 c := RESPAWNPOINT_PLAYER1
3805 else
3806 c := RESPAWNPOINT_PLAYER2;
3807 if g_Map_GetPointCount(c) > 0 then
3808 begin
3809 Result := c;
3810 Exit;
3811 end;
3813 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3814 if Self = gPlayer1 then
3815 c := RESPAWNPOINT_PLAYER2
3816 else
3817 c := RESPAWNPOINT_PLAYER1;
3818 if g_Map_GetPointCount(c) > 0 then
3819 begin
3820 Result := c;
3821 Exit;
3822 end;
3823 end else
3824 begin
3825 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3826 if Random(2) = 0 then
3827 c := RESPAWNPOINT_PLAYER1
3828 else
3829 c := RESPAWNPOINT_PLAYER2;
3830 if g_Map_GetPointCount(c) > 0 then
3831 begin
3832 Result := c;
3833 Exit;
3834 end;
3835 end;
3837 // Òî÷êà ëþáîé èç êîìàíä
3838 if Random(2) = 0 then
3839 c := RESPAWNPOINT_RED
3840 else
3841 c := RESPAWNPOINT_BLUE;
3842 if g_Map_GetPointCount(c) > 0 then
3843 begin
3844 Result := c;
3845 Exit;
3846 end;
3848 // Òî÷êà DM
3849 c := RESPAWNPOINT_DM;
3850 if g_Map_GetPointCount(c) > 0 then
3851 begin
3852 Result := c;
3853 Exit;
3854 end;
3855 end;
3857 // Ìÿñîïîâàë
3858 if gGameSettings.GameMode = GM_DM then
3859 begin
3860 // Òî÷êà DM
3861 c := RESPAWNPOINT_DM;
3862 if g_Map_GetPointCount(c) > 0 then
3863 begin
3864 Result := c;
3865 Exit;
3866 end;
3868 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3869 if Random(2) = 0 then
3870 c := RESPAWNPOINT_PLAYER1
3871 else
3872 c := RESPAWNPOINT_PLAYER2;
3873 if g_Map_GetPointCount(c) > 0 then
3874 begin
3875 Result := c;
3876 Exit;
3877 end;
3879 // Òî÷êà ëþáîé èç êîìàíä
3880 if Random(2) = 0 then
3881 c := RESPAWNPOINT_RED
3882 else
3883 c := RESPAWNPOINT_BLUE;
3884 if g_Map_GetPointCount(c) > 0 then
3885 begin
3886 Result := c;
3887 Exit;
3888 end;
3889 end;
3891 // Êîìàíäíûå
3892 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
3893 begin
3894 // Òî÷êà ñâîåé êîìàíäû
3895 c := RESPAWNPOINT_DM;
3896 if FTeam = TEAM_RED then
3897 c := RESPAWNPOINT_RED;
3898 if FTeam = TEAM_BLUE then
3899 c := RESPAWNPOINT_BLUE;
3900 if g_Map_GetPointCount(c) > 0 then
3901 begin
3902 Result := c;
3903 Exit;
3904 end;
3906 // Òî÷êà DM
3907 c := RESPAWNPOINT_DM;
3908 if g_Map_GetPointCount(c) > 0 then
3909 begin
3910 Result := c;
3911 Exit;
3912 end;
3914 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3915 if Random(2) = 0 then
3916 c := RESPAWNPOINT_PLAYER1
3917 else
3918 c := RESPAWNPOINT_PLAYER2;
3919 if g_Map_GetPointCount(c) > 0 then
3920 begin
3921 Result := c;
3922 Exit;
3923 end;
3925 // Òî÷êà äðóãîé êîìàíäû
3926 c := RESPAWNPOINT_DM;
3927 if FTeam = TEAM_RED then
3928 c := RESPAWNPOINT_BLUE;
3929 if FTeam = TEAM_BLUE then
3930 c := RESPAWNPOINT_RED;
3931 if g_Map_GetPointCount(c) > 0 then
3932 begin
3933 Result := c;
3934 Exit;
3935 end;
3936 end;
3937 end;
3939 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
3940 var
3941 RespawnPoint: TRespawnPoint;
3942 a, b, c: Byte;
3943 Anim: TAnimation;
3944 ID: DWORD;
3945 begin
3946 if not g_Game_IsServer then
3947 Exit;
3948 if FDummy then
3949 Exit;
3950 FWantsInGame := True;
3951 FJustTeleported := True;
3952 if Force then
3953 begin
3954 FTime[T_RESPAWN] := 0;
3955 FLive := False;
3956 end;
3957 FNetTime := 0;
3958 // if server changes MaxLives we gotta be ready
3959 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
3961 // Åùå íåëüçÿ âîçðîäèòüñÿ:
3962 if FTime[T_RESPAWN] > gTime then
3963 Exit;
3965 // Ïðîñðàë âñå æèçíè:
3966 if FNoRespawn then
3967 begin
3968 if not FSpectator then Spectate(True);
3969 FWantsInGame := True;
3970 Exit;
3971 end;
3973 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
3974 begin // "Ñâîÿ èãðà"
3975 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
3976 FRulez := FRulez-[R_BERSERK];
3977 end
3978 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
3979 begin
3980 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
3981 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
3982 end;
3984 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
3985 c := GetRespawnPoint();
3987 ReleaseKeys();
3988 SetFlag(FLAG_NONE);
3990 // Âîñêðåøåíèå áåç îðóæèÿ:
3991 if not FLive then
3992 begin
3993 FHealth := PLAYER_HP_SOFT;
3994 FArmor := 0;
3995 FLive := True;
3996 FAir := AIR_DEF;
3997 FJetFuel := 0;
3999 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4000 begin
4001 FWeapon[a] := False;
4002 FReloading[a] := 0;
4003 end;
4005 FWeapon[WEAPON_PISTOL] := True;
4006 FWeapon[WEAPON_KASTET] := True;
4007 FCurrWeap := WEAPON_PISTOL;
4009 FModel.SetWeapon(FCurrWeap);
4011 for b := A_BULLETS to A_CELLS do
4012 FAmmo[b] := 0;
4014 FAmmo[A_BULLETS] := 50;
4016 FMaxAmmo[A_BULLETS] := 200;
4017 FMaxAmmo[A_SHELLS] := 50;
4018 FMaxAmmo[A_ROCKETS] := 50;
4019 FMaxAmmo[A_CELLS] := 300;
4021 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4022 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4023 else
4024 FRulez := [];
4025 end;
4027 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4028 if not g_Map_GetPoint(c, RespawnPoint) then
4029 begin
4030 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4031 Exit;
4032 end;
4034 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4035 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4036 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4037 FObj.Vel.X := 0;
4038 FObj.Vel.Y := 0;
4039 FObj.Accel.X := 0;
4040 FObj.Accel.Y := 0;
4042 FDirection := RespawnPoint.Direction;
4043 if FDirection = D_LEFT then
4044 FAngle := 180
4045 else
4046 FAngle := 0;
4048 FIncCam := 0;
4049 FBFGFireCounter := -1;
4050 FShellTimer := -1;
4051 FPain := 0;
4052 FLastHit := 0;
4054 SetAction(A_STAND, True);
4055 FModel.Direction := FDirection;
4057 for a := Low(FTime) to High(FTime) do
4058 FTime[a] := 0;
4060 for a := Low(FMegaRulez) to High(FMegaRulez) do
4061 FMegaRulez[a] := 0;
4063 FDamageBuffer := 0;
4064 FJetpack := False;
4065 FCanJetpack := False;
4067 // Àíèìàöèÿ âîçðîæäåíèÿ:
4068 if (not gLoadGameMode) and (not Silent) then
4069 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4070 begin
4071 Anim := TAnimation.Create(ID, False, 3);
4072 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4073 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4074 Anim.Free();
4075 end;
4077 FSpectator := False;
4078 FGhost := False;
4079 FPhysics := True;
4080 FSpectatePlayer := -1;
4081 FSpawned := True;
4083 if g_Game_IsNet then
4084 begin
4085 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4086 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4087 if not Silent then
4088 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4089 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4090 0, NET_GFX_TELE);
4091 end;
4092 end;
4094 procedure TPlayer.Spectate(NoMove: Boolean = False);
4095 begin
4096 if FLive then
4097 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4098 else if (not NoMove) then
4099 begin
4100 GameX := gMapInfo.Width div 2;
4101 GameY := gMapInfo.Height div 2;
4102 end;
4103 FXTo := GameX;
4104 FYTo := GameY;
4106 FLive := False;
4107 FSpectator := True;
4108 FGhost := True;
4109 FPhysics := False;
4110 FWantsInGame := False;
4111 FSpawned := False;
4113 if FNoRespawn then
4114 begin
4115 if Self = gPlayer1 then
4116 begin
4117 gLMSPID1 := FUID;
4118 gPlayer1 := nil;
4119 end;
4120 if Self = gPlayer2 then
4121 begin
4122 gLMSPID2 := FUID;
4123 gPlayer2 := nil;
4124 end;
4125 end;
4127 if g_Game_IsNet then
4128 MH_SEND_PlayerStats(FUID);
4129 end;
4131 procedure TPlayer.SwitchNoClip;
4132 begin
4133 if not FLive then
4134 Exit;
4135 FGhost := not FGhost;
4136 FPhysics := not FGhost;
4137 if FGhost then
4138 begin
4139 FXTo := FObj.X;
4140 FYTo := FObj.Y;
4141 end else
4142 begin
4143 FObj.Accel.X := 0;
4144 FObj.Accel.Y := 0;
4145 end;
4146 end;
4148 procedure TPlayer.Run(Direction: TDirection);
4149 var
4150 a, b: Integer;
4151 begin
4152 if MAX_RUNVEL > 8 then
4153 FlySmoke();
4155 // Áåæèì:
4156 if Direction = D_LEFT then
4157 begin
4158 if FObj.Vel.X > -MAX_RUNVEL then
4159 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4160 end
4161 else
4162 if FObj.Vel.X < MAX_RUNVEL then
4163 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4165 // Âîçìîæíî, ïèíàåì êóñêè:
4166 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4167 begin
4168 b := Abs(FObj.Vel.X);
4169 if b > 1 then b := b * (Random(8 div b) + 1);
4170 for a := 0 to High(gGibs) do
4171 if gGibs[a].Live and
4172 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4173 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4174 // Ïèíàåì êóñêè
4175 if FObj.Vel.X < 0 then
4176 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4177 else
4178 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4179 end;
4181 SetAction(A_WALK);
4182 end;
4184 procedure TPlayer.SeeDown();
4185 begin
4186 SetAction(A_SEEDOWN);
4188 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4190 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4191 end;
4193 procedure TPlayer.SeeUp();
4194 begin
4195 SetAction(A_SEEUP);
4197 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4199 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4200 end;
4202 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4203 var
4204 Prior: Byte;
4205 begin
4206 case Action of
4207 A_WALK: Prior := 3;
4208 A_DIE1: Prior := 5;
4209 A_DIE2: Prior := 5;
4210 A_ATTACK: Prior := 2;
4211 A_SEEUP: Prior := 1;
4212 A_SEEDOWN: Prior := 1;
4213 A_ATTACKUP: Prior := 2;
4214 A_ATTACKDOWN: Prior := 2;
4215 A_PAIN: Prior := 4;
4216 else Prior := 0;
4217 end;
4219 if (Prior > FActionPrior) or Force then
4220 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4221 begin
4222 FActionPrior := Prior;
4223 FActionAnim := Action;
4224 FActionForce := Force;
4225 FActionChanged := True;
4226 end;
4228 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4229 end;
4231 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4232 begin
4233 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4234 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4235 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4236 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4237 end;
4239 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4240 var
4241 Anim: TAnimation;
4242 ID: DWORD;
4243 begin
4244 Result := False;
4246 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4247 begin
4248 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4249 if g_Game_IsServer and g_Game_IsNet then
4250 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4251 Exit;
4252 end;
4254 FJustTeleported := True;
4256 Anim := nil;
4257 if not silent then
4258 begin
4259 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4260 begin
4261 Anim := TAnimation.Create(ID, False, 3);
4262 end;
4264 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4265 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4266 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4267 if g_Game_IsServer and g_Game_IsNet then
4268 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4269 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4270 NET_GFX_TELE);
4271 end;
4273 FObj.X := X-PLAYER_RECT.X;
4274 FObj.Y := Y-PLAYER_RECT.Y;
4275 if FLive and FGhost then
4276 begin
4277 FXTo := FObj.X;
4278 FYTo := FObj.Y;
4279 end;
4281 if not g_Game_IsNet then
4282 begin
4283 if dir = 1 then
4284 begin
4285 SetDirection(D_LEFT);
4286 FAngle := 180;
4287 end
4288 else
4289 if dir = 2 then
4290 begin
4291 SetDirection(D_RIGHT);
4292 FAngle := 0;
4293 end
4294 else
4295 if dir = 3 then
4296 begin // îáðàòíîå
4297 if FDirection = D_RIGHT then
4298 begin
4299 SetDirection(D_LEFT);
4300 FAngle := 180;
4301 end
4302 else
4303 begin
4304 SetDirection(D_RIGHT);
4305 FAngle := 0;
4306 end;
4307 end;
4308 end;
4310 if not silent and (Anim <> nil) then
4311 begin
4312 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4313 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4314 Anim.Free();
4316 if g_Game_IsServer and g_Game_IsNet then
4317 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4318 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4319 NET_GFX_TELE);
4320 end;
4322 Result := True;
4323 end;
4325 function nonz(a: Single): Single;
4326 begin
4327 if a <> 0 then
4328 Result := a
4329 else
4330 Result := 1;
4331 end;
4333 procedure TPlayer.Update();
4334 var
4335 b: Byte;
4336 i, ii, wx, wy, xd, yd, k: Integer;
4337 blockmon, headwater, dospawn: Boolean;
4338 NetServer: Boolean;
4339 AnyServer: Boolean;
4340 SetSpect: Boolean;
4341 begin
4342 NetServer := g_Game_IsNet and g_Game_IsServer;
4343 AnyServer := g_Game_IsServer;
4345 if g_Game_IsClient and (NetInterpLevel > 0) then
4346 DoLerp(NetInterpLevel + 1)
4347 else
4348 if FGhost then
4349 DoLerp(4);
4351 if NetServer then
4352 if FClientID >= 0 then
4353 begin
4354 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4355 if NetClients[FClientID].Peer^.packetsSent > 0 then
4356 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4357 else
4358 FLoss := 0;
4359 end else
4360 begin
4361 FPing := 0;
4362 FLoss := 0;
4363 end;
4365 if FLive and (gFly or FJetpack) then
4366 FlySmoke();
4368 if FDirection = D_LEFT then
4369 FAngle := 180
4370 else
4371 FAngle := 0;
4373 if FLive and (not FGhost) then
4374 begin
4375 if FKeys[KEY_UP].Pressed then
4376 SeeUp();
4377 if FKeys[KEY_DOWN].Pressed then
4378 SeeDown();
4379 end;
4381 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4382 (FIncCam <> 0) then
4383 begin
4384 i := g_basic.Sign(FIncCam);
4385 FIncCam := Abs(FIncCam);
4386 DecMin(FIncCam, 5, 0);
4387 FIncCam := FIncCam*i;
4388 end;
4390 if gTime mod (GAME_TICK*2) <> 0 then
4391 begin
4392 if (FObj.Vel.X = 0) and FLive then
4393 begin
4394 if FKeys[KEY_LEFT].Pressed then
4395 Run(D_LEFT);
4396 if FKeys[KEY_RIGHT].Pressed then
4397 Run(D_RIGHT);
4398 end;
4400 if FPhysics then
4401 g_Obj_Move(@FObj, True, True, True);
4403 Exit;
4404 end;
4406 FActionChanged := False;
4408 if FLive then
4409 begin
4410 // Let alive player do some actions
4411 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4412 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4413 if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4414 if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4415 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4416 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4417 if FKeys[KEY_JUMP].Pressed then Jump()
4418 else
4419 begin
4420 if AnyServer and FJetpack then
4421 begin
4422 FJetpack := False;
4423 JetpackOff;
4424 if NetServer then MH_SEND_PlayerStats(FUID);
4425 end;
4426 FCanJetpack := True;
4427 end;
4428 end
4429 else // Dead
4430 begin
4431 dospawn := False;
4432 if not FGhost then
4433 for k := Low(FKeys) to KEY_CHAT-1 do
4434 begin
4435 if FKeys[k].Pressed then
4436 begin
4437 dospawn := True;
4438 break;
4439 end;
4440 end;
4441 if dospawn then
4442 begin
4443 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4444 Respawn(False)
4445 else // Single
4446 if (FTime[T_RESPAWN] <= gTime) and
4447 gGameOn and (not FLive) then
4448 begin
4449 if (g_Player_GetCount() > 1) then
4450 Respawn(False)
4451 else
4452 begin
4453 gExit := EXIT_RESTART;
4454 Exit;
4455 end;
4456 end;
4457 end;
4458 // Dead spectator actions
4459 if FGhost then
4460 begin
4461 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4462 if FKeys[KEY_FIRE].Pressed and AnyServer then
4463 begin
4464 if FSpectator then
4465 begin
4466 if (FSpectatePlayer >= High(gPlayers)) then
4467 FSpectatePlayer := -1
4468 else
4469 begin
4470 SetSpect := False;
4471 for I := FSpectatePlayer + 1 to High(gPlayers) do
4472 if gPlayers[I] <> nil then
4473 if gPlayers[I].Live then
4474 if gPlayers[I].UID <> FUID then
4475 begin
4476 FSpectatePlayer := I;
4477 SetSpect := True;
4478 break;
4479 end;
4481 if not SetSpect then FSpectatePlayer := -1;
4482 end;
4484 ReleaseKeys;
4485 end;
4486 end;
4487 end;
4488 end;
4489 // No clipping
4490 if FGhost then
4491 begin
4492 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4493 begin
4494 FYTo := FObj.Y - 32;
4495 FSpectatePlayer := -1;
4496 end;
4497 if FKeys[KEY_DOWN].Pressed then
4498 begin
4499 FYTo := FObj.Y + 32;
4500 FSpectatePlayer := -1;
4501 end;
4502 if FKeys[KEY_LEFT].Pressed then
4503 begin
4504 FXTo := FObj.X - 32;
4505 FSpectatePlayer := -1;
4506 end;
4507 if FKeys[KEY_RIGHT].Pressed then
4508 begin
4509 FXTo := FObj.X + 32;
4510 FSpectatePlayer := -1;
4511 end;
4513 if (FXTo < -64) then
4514 FXTo := -64
4515 else if (FXTo > gMapInfo.Width + 32) then
4516 FXTo := gMapInfo.Width + 32;
4517 if (FYTo < -72) then
4518 FYTo := -72
4519 else if (FYTo > gMapInfo.Height + 32) then
4520 FYTo := gMapInfo.Height + 32;
4521 end;
4523 if FPhysics then
4524 g_Obj_Move(@FObj, True, True, True)
4525 else
4526 begin
4527 FObj.Vel.X := 0;
4528 FObj.Vel.Y := 0;
4529 if FSpectator then
4530 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4531 if gPlayers[FSpectatePlayer] <> nil then
4532 if gPlayers[FSpectatePlayer].Live then
4533 begin
4534 FXTo := gPlayers[FSpectatePlayer].GameX;
4535 FYTo := gPlayers[FSpectatePlayer].GameY;
4536 end;
4537 end;
4539 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4540 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4541 PANEL_BLOCKMON, True);
4542 headwater := HeadInLiquid(0, 0);
4544 // Ñîïðîòèâëåíèå âîçäóõà:
4545 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4546 if FObj.Vel.X <> 0 then
4547 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4549 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4550 DecMin(FPain, 5, 0);
4551 DecMin(FPickup, 1, 0);
4553 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4554 begin
4555 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4556 FMegaRulez[MR_SUIT] := 0;
4557 FMegaRulez[MR_INVUL] := 0;
4558 FMegaRulez[MR_INVIS] := 0;
4559 Kill(K_FALLKILL, 0, HIT_FALL);
4560 end;
4562 i := 9;
4564 if FLive then
4565 begin
4566 if FCurrWeap = WEAPON_SAW then
4567 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4568 FSawSoundSelect.IsPlaying()) then
4569 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4571 if FJetpack then
4572 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4573 (not FJetSoundOff.IsPlaying()) then
4574 begin
4575 FJetSoundFly.SetPosition(0);
4576 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4577 end;
4579 for b := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4580 if FReloading[b] > 0 then
4581 if FNoReload then
4582 FReloading[b] := 0
4583 else
4584 Dec(FReloading[b]);
4586 if FShellTimer > -1 then
4587 if FShellTimer = 0 then
4588 begin
4589 if FShellType = SHELL_SHELL then
4590 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4591 GameVelX, GameVelY-2, SHELL_SHELL)
4592 else if FShellType = SHELL_DBLSHELL then
4593 begin
4594 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4595 GameVelX+1, GameVelY-2, SHELL_SHELL);
4596 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4597 GameVelX-1, GameVelY-2, SHELL_SHELL);
4598 end;
4599 FShellTimer := -1;
4600 end else Dec(FShellTimer);
4602 if (FBFGFireCounter > -1) then
4603 if FBFGFireCounter = 0 then
4604 begin
4605 if AnyServer then
4606 begin
4607 wx := FObj.X+WEAPONPOINT[FDirection].X;
4608 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4609 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4610 yd := wy+firediry();
4611 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4612 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4613 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4614 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4615 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4616 end;
4618 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4619 FBFGFireCounter := -1;
4620 end else
4621 if FNoReload then
4622 FBFGFireCounter := 0
4623 else
4624 Dec(FBFGFireCounter);
4626 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4627 begin
4628 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4630 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4631 end;
4633 if (headwater or blockmon) then
4634 begin
4635 Dec(FAir);
4637 if FAir < -9 then
4638 begin
4639 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4640 FAir := 0;
4641 end
4642 else if (FAir mod 31 = 0) and not blockmon then
4643 begin
4644 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4645 if Random(2) = 0 then
4646 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4647 else
4648 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4649 end;
4650 end else if FAir < AIR_DEF then
4651 FAir := AIR_DEF;
4653 if FDamageBuffer > 0 then
4654 begin
4655 if FDamageBuffer >= 9 then
4656 begin
4657 SetAction(A_PAIN);
4659 if FDamageBuffer < 30 then i := 9
4660 else if FDamageBuffer < 100 then i := 18
4661 else i := 27;
4662 end;
4664 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4665 FArmor := FArmor-(FDamageBuffer-ii);
4666 FHealth := FHealth-ii;
4667 if FArmor < 0 then
4668 begin
4669 FHealth := FHealth+FArmor;
4670 FArmor := 0;
4671 end;
4673 if AnyServer then
4674 if FHealth <= 0 then
4675 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4676 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4677 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4679 if FLive then
4680 begin
4681 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4682 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4683 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4684 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4685 end;
4687 FDamageBuffer := 0;
4688 end;
4690 {CollideItem();}
4691 end; // if FLive then ...
4693 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4694 begin
4695 FModel.ChangeAnimation(FActionAnim, FActionForce);
4696 FModel.GetCurrentAnimation.MinLength := i;
4697 FModel.GetCurrentAnimationMask.MinLength := i;
4698 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4700 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4701 then SetAction(A_STAND, True);
4703 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4705 for b := Low(FKeys) to High(FKeys) do
4706 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4707 end;
4709 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4710 begin
4711 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4712 FObj.Y+PLAYER_RECT.Y,
4713 PLAYER_RECT.Width,
4714 PLAYER_RECT.Height,
4715 X, Y,
4716 Width, Height);
4717 end;
4719 function TPlayer.Collide(Panel: TPanel): Boolean;
4720 begin
4721 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4722 FObj.Y+PLAYER_RECT.Y,
4723 PLAYER_RECT.Width,
4724 PLAYER_RECT.Height,
4725 Panel.X, Panel.Y,
4726 Panel.Width, Panel.Height);
4727 end;
4729 function TPlayer.Collide(X, Y: Integer): Boolean;
4730 begin
4731 X := X-FObj.X-PLAYER_RECT.X;
4732 Y := Y-FObj.Y-PLAYER_RECT.Y;
4733 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4734 (y >= 0) and (y <= PLAYER_RECT.Height);
4735 end;
4737 function g_Player_ValidName(Name: string): Boolean;
4738 var
4739 a: Integer;
4740 begin
4741 Result := True;
4743 if gPlayers = nil then Exit;
4745 for a := 0 to High(gPlayers) do
4746 if gPlayers[a] <> nil then
4747 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4748 begin
4749 Result := False;
4750 Exit;
4751 end;
4752 end;
4754 procedure TPlayer.SetDirection(Direction: TDirection);
4755 var
4756 d: TDirection;
4757 begin
4758 d := FModel.Direction;
4760 FModel.Direction := Direction;
4761 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4763 FDirection := Direction;
4764 end;
4766 function TPlayer.GetKeys(): Byte;
4767 begin
4768 Result := 0;
4770 if R_KEY_RED in FRulez then Result := KEY_RED;
4771 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4772 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4774 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4775 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4776 end;
4778 procedure TPlayer.Use();
4779 var
4780 a: Integer;
4781 begin
4782 if FTime[T_USE] > gTime then Exit;
4784 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
4785 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
4787 for a := 0 to High(gPlayers) do
4788 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
4789 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
4790 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4791 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
4792 begin
4793 gPlayers[a].Touch();
4794 if g_Game_IsNet and g_Game_IsServer then
4795 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
4796 end;
4798 FTime[T_USE] := gTime+120;
4799 end;
4801 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
4802 var
4803 Obj: TObj;
4804 F: Boolean;
4805 WX, WY, XD, YD: Integer;
4806 begin
4807 F := False;
4808 WX := X;
4809 WY := Y;
4810 XD := AX;
4811 YD := AY;
4813 case FCurrWeap of
4814 WEAPON_KASTET:
4815 begin
4816 if R_BERSERK in FRulez then
4817 begin
4818 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4819 obj.X := FObj.X+FObj.Rect.X;
4820 obj.Y := FObj.Y+FObj.Rect.Y;
4821 obj.rect.X := 0;
4822 obj.rect.Y := 0;
4823 obj.rect.Width := 39;
4824 obj.rect.Height := 52;
4825 obj.Vel.X := (xd-wx) div 2;
4826 obj.Vel.Y := (yd-wy) div 2;
4827 obj.Accel.X := xd-wx;
4828 obj.Accel.y := yd-wy;
4830 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
4831 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
4832 else
4833 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
4835 if gFlash = 1 then
4836 if FPain < 50 then
4837 FPain := min(FPain + 25, 50);
4838 end else
4839 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
4840 end;
4842 WEAPON_SAW:
4843 begin
4844 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4845 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
4846 begin
4847 FSawSoundSelect.Stop();
4848 FSawSound.Stop();
4849 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
4850 end
4851 else if not FSawSoundHit.IsPlaying() then
4852 begin
4853 FSawSoundSelect.Stop();
4854 FSawSound.PlayAt(FObj.X, FObj.Y);
4855 end;
4856 f := True;
4857 end;
4859 WEAPON_PISTOL:
4860 begin
4861 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
4862 FFireAngle := FAngle;
4863 f := True;
4864 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4865 GameVelX, GameVelY-2, SHELL_BULLET);
4866 end;
4868 WEAPON_SHOTGUN1:
4869 begin
4870 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4871 FFireAngle := FAngle;
4872 f := True;
4873 FShellTimer := 10;
4874 FShellType := SHELL_SHELL;
4875 end;
4877 WEAPON_SHOTGUN2:
4878 begin
4879 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
4880 FFireAngle := FAngle;
4881 f := True;
4882 FShellTimer := 13;
4883 FShellType := SHELL_DBLSHELL;
4884 end;
4886 WEAPON_CHAINGUN:
4887 begin
4888 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
4889 FFireAngle := FAngle;
4890 f := True;
4891 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4892 GameVelX, GameVelY-2, SHELL_BULLET);
4893 end;
4895 WEAPON_ROCKETLAUNCHER:
4896 begin
4897 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
4898 FFireAngle := FAngle;
4899 f := True;
4900 end;
4902 WEAPON_PLASMA:
4903 begin
4904 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
4905 FFireAngle := FAngle;
4906 f := True;
4907 end;
4909 WEAPON_BFG:
4910 begin
4911 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
4912 FFireAngle := FAngle;
4913 f := True;
4914 end;
4916 WEAPON_SUPERPULEMET:
4917 begin
4918 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4919 FFireAngle := FAngle;
4920 f := True;
4921 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4922 GameVelX, GameVelY-2, SHELL_SHELL);
4923 end;
4924 end;
4926 if not f then Exit;
4928 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4929 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4930 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4931 end;
4933 procedure TPlayer.DoLerp(Level: Integer = 2);
4934 begin
4935 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
4936 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
4937 end;
4939 procedure TPlayer.SetLerp(XTo, YTo: Integer);
4940 var
4941 AX, AY: Integer;
4942 begin
4943 if NetInterpLevel < 1 then
4944 begin
4945 FObj.X := XTo;
4946 FObj.Y := YTo;
4947 end
4948 else
4949 begin
4950 FXTo := XTo;
4951 FYTo := YTo;
4953 AX := Abs(FXTo - FObj.X);
4954 AY := Abs(FYTo - FObj.Y);
4955 if (AX > 32) or (AX <= NetInterpLevel) then
4956 FObj.X := FXTo;
4957 if (AY > 32) or (AY <= NetInterpLevel) then
4958 FObj.Y := FYTo;
4959 end;
4960 end;
4962 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
4963 begin
4964 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
4965 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
4966 PANEL_LIFTUP, False) then Result := -1
4967 else
4968 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
4969 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
4970 PANEL_LIFTDOWN, False) then Result := 1
4971 else Result := 0;
4972 end;
4974 function TPlayer.GetFlag(Flag: Byte): Boolean;
4975 var
4976 s, ts: String;
4977 evtype: Byte;
4978 begin
4979 Result := False;
4981 if Flag = FLAG_NONE then
4982 Exit;
4984 if not g_Game_IsServer then Exit;
4986 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
4987 if (Flag = FTeam) and
4988 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
4989 (FFlag <> FLAG_NONE) then
4990 begin
4991 if FFlag = FLAG_RED then
4992 s := _lc[I_PLAYER_FLAG_RED]
4993 else
4994 s := _lc[I_PLAYER_FLAG_BLUE];
4996 evtype := FLAG_STATE_SCORED;
4998 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
4999 Insert('.', ts, Length(ts) + 1 - 3);
5000 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5002 g_Map_ResetFlag(FFlag);
5003 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5005 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5007 Result := True;
5008 if g_Game_IsNet then
5009 begin
5010 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5011 MH_SEND_GameStats;
5012 end;
5014 gFlags[FFlag].CaptureTime := 0;
5015 SetFlag(FLAG_NONE);
5016 Exit;
5017 end;
5019 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5020 if (Flag = FTeam) and
5021 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5022 begin
5023 if Flag = FLAG_RED then
5024 s := _lc[I_PLAYER_FLAG_RED]
5025 else
5026 s := _lc[I_PLAYER_FLAG_BLUE];
5028 evtype := FLAG_STATE_RETURNED;
5029 gFlags[Flag].CaptureTime := 0;
5031 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5033 g_Map_ResetFlag(Flag);
5034 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5036 Result := True;
5037 if g_Game_IsNet then
5038 begin
5039 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5040 MH_SEND_GameStats;
5041 end;
5042 Exit;
5043 end;
5045 // Ïîäîáðàë ÷óæîé ôëàã:
5046 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5047 begin
5048 SetFlag(Flag);
5050 if Flag = FLAG_RED then
5051 s := _lc[I_PLAYER_FLAG_RED]
5052 else
5053 s := _lc[I_PLAYER_FLAG_BLUE];
5055 evtype := FLAG_STATE_CAPTURED;
5057 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5059 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5061 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5063 Result := True;
5064 if g_Game_IsNet then
5065 begin
5066 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5067 MH_SEND_GameStats;
5068 end;
5069 end;
5070 end;
5072 procedure TPlayer.SetFlag(Flag: Byte);
5073 begin
5074 FFlag := Flag;
5075 if FModel <> nil then
5076 FModel.SetFlag(FFlag);
5077 end;
5079 function TPlayer.DropFlag(): Boolean;
5080 var
5081 s: String;
5082 begin
5083 Result := False;
5084 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5085 Exit;
5086 FTime[T_FLAGCAP] := gTime + 2000;
5087 with gFlags[FFlag] do
5088 begin
5089 Obj.X := FObj.X;
5090 Obj.Y := FObj.Y;
5091 Direction := FDirection;
5092 State := FLAG_STATE_DROPPED;
5093 Count := FLAG_TIME;
5094 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5095 (FObj.Vel.Y div 2)-2+Random(5));
5097 if FFlag = FLAG_RED then
5098 s := _lc[I_PLAYER_FLAG_RED]
5099 else
5100 s := _lc[I_PLAYER_FLAG_BLUE];
5102 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5103 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5105 if g_Game_IsNet then
5106 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5107 end;
5108 SetFlag(FLAG_NONE);
5109 Result := True;
5110 end;
5112 procedure TPlayer.GetSecret();
5113 begin
5114 Inc(FSecrets);
5115 end;
5117 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5118 begin
5119 Assert(Key <= High(FKeys));
5121 FKeys[Key].Pressed := True;
5122 FKeys[Key].Time := Time;
5123 end;
5125 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5126 begin
5127 Result := FKeys[K].Pressed;
5128 end;
5130 procedure TPlayer.ReleaseKeys();
5131 var
5132 a: Integer;
5133 begin
5134 for a := Low(FKeys) to High(FKeys) do
5135 begin
5136 FKeys[a].Pressed := False;
5137 FKeys[a].Time := 0;
5138 end;
5139 end;
5141 procedure TPlayer.OnDamage(Angle: SmallInt);
5142 begin
5143 end;
5145 function TPlayer.firediry(): Integer;
5146 begin
5147 if FKeys[KEY_UP].Pressed then Result := -42
5148 else if FKeys[KEY_DOWN].Pressed then Result := 19
5149 else Result := 0;
5150 end;
5152 procedure TPlayer.RememberState();
5153 var
5154 i: Integer;
5155 begin
5156 FSavedState.Health := FHealth;
5157 FSavedState.Armor := FArmor;
5158 FSavedState.Air := FAir;
5159 FSavedState.JetFuel := FJetFuel;
5160 FSavedState.CurrWeap := FCurrWeap;
5162 for i := 0 to 3 do
5163 FSavedState.Ammo[i] := FAmmo[i];
5164 for i := 0 to 3 do
5165 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5167 FSavedState.Rulez := FRulez;
5168 FSavedState.WaitRecall := True;
5169 end;
5171 procedure TPlayer.RecallState();
5172 var
5173 i: Integer;
5174 begin
5175 if not FSavedState.WaitRecall then Exit;
5177 FHealth := FSavedState.Health;
5178 FArmor := FSavedState.Armor;
5179 FAir := FSavedState.Air;
5180 FJetFuel := FSavedState.JetFuel;
5181 FCurrWeap := FSavedState.CurrWeap;
5183 for i := 0 to 3 do
5184 FAmmo[i] := FSavedState.Ammo[i];
5185 for i := 0 to 3 do
5186 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5188 FRulez := FSavedState.Rulez;
5189 FSavedState.WaitRecall := False;
5191 if gGameSettings.GameType = GT_SERVER then
5192 MH_SEND_PlayerStats(FUID);
5193 end;
5195 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5196 var
5197 i: Integer;
5198 sig: DWORD;
5199 str: String;
5200 b: Byte;
5201 begin
5202 if FIamBot then
5203 i := 512
5204 else
5205 i := 256;
5207 Mem := TBinMemoryWriter.Create(i);
5209 // Ñèãíàòóðà èãðîêà:
5210 sig := PLAYER_SIGNATURE; // 'PLYR'
5211 Mem.WriteDWORD(sig);
5212 // Áîò èëè ÷åëîâåê:
5213 Mem.WriteBoolean(FIamBot);
5214 // UID èãðîêà:
5215 Mem.WriteWord(FUID);
5216 // Èìÿ èãðîêà:
5217 Mem.WriteString(FName, 32);
5218 // Êîìàíäà:
5219 Mem.WriteByte(FTeam);
5220 // Æèâ ëè:
5221 Mem.WriteBoolean(FLive);
5222 // Èçðàñõîäîâàë ëè âñå æèçíè:
5223 Mem.WriteBoolean(FNoRespawn);
5224 // Íàïðàâëåíèå:
5225 if FDirection = D_LEFT then
5226 b := 1
5227 else // D_RIGHT
5228 b := 2;
5229 Mem.WriteByte(b);
5230 // Çäîðîâüå:
5231 Mem.WriteInt(FHealth);
5232 // Æèçíè:
5233 Mem.WriteByte(FLives);
5234 // Áðîíÿ:
5235 Mem.WriteInt(FArmor);
5236 // Çàïàñ âîçäóõà:
5237 Mem.WriteInt(FAir);
5238 // Çàïàñ ãîðþ÷åãî:
5239 Mem.WriteInt(FJetFuel);
5240 // Áîëü:
5241 Mem.WriteInt(FPain);
5242 // Óáèë:
5243 Mem.WriteInt(FKills);
5244 // Óáèë ìîíñòðîâ:
5245 Mem.WriteInt(FMonsterKills);
5246 // Ôðàãîâ:
5247 Mem.WriteInt(FFrags);
5248 // Ôðàãîâ ïîäðÿä:
5249 Mem.WriteByte(FFragCombo);
5250 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5251 Mem.WriteDWORD(FLastFrag);
5252 // Ñìåðòåé:
5253 Mem.WriteInt(FDeath);
5254 // Êàêîé ôëàã íåñåò:
5255 Mem.WriteByte(FFlag);
5256 // Íàøåë ñåêðåòîâ:
5257 Mem.WriteInt(FSecrets);
5258 // Òåêóùåå îðóæèå:
5259 Mem.WriteByte(FCurrWeap);
5260 // Âðåìÿ çàðÿäêè BFG:
5261 Mem.WriteSmallInt(FBFGFireCounter);
5262 // Áóôåð óðîíà:
5263 Mem.WriteInt(FDamageBuffer);
5264 // Ïîñëåäíèé óäàðèâøèé:
5265 Mem.WriteWord(FLastSpawnerUID);
5266 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5267 Mem.WriteByte(FLastHit);
5268 // Îáúåêò èãðîêà:
5269 Obj_SaveState(@FObj, Mem);
5270 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5271 for i := A_BULLETS to A_CELLS do
5272 Mem.WriteWord(FAmmo[i]);
5273 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5274 for i := A_BULLETS to A_CELLS do
5275 Mem.WriteWord(FMaxAmmo[i]);
5276 // Íàëè÷èå îðóæèÿ:
5277 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5278 Mem.WriteBoolean(FWeapon[i]);
5279 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5280 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5281 Mem.WriteWord(FReloading[i]);
5282 // Íàëè÷èå ðþêçàêà:
5283 if R_ITEM_BACKPACK in FRulez then
5284 b := 1
5285 else
5286 b := 0;
5287 Mem.WriteByte(b);
5288 // Íàëè÷èå êðàñíîãî êëþ÷à:
5289 if R_KEY_RED in FRulez then
5290 b := 1
5291 else
5292 b := 0;
5293 Mem.WriteByte(b);
5294 // Íàëè÷èå çåëåíîãî êëþ÷à:
5295 if R_KEY_GREEN in FRulez then
5296 b := 1
5297 else
5298 b := 0;
5299 Mem.WriteByte(b);
5300 // Íàëè÷èå ñèíåãî êëþ÷à:
5301 if R_KEY_BLUE in FRulez then
5302 b := 1
5303 else
5304 b := 0;
5305 Mem.WriteByte(b);
5306 // Íàëè÷èå áåðñåðêà:
5307 if R_BERSERK in FRulez then
5308 b := 1
5309 else
5310 b := 0;
5311 Mem.WriteByte(b);
5312 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5313 for i := MR_SUIT to MR_MAX do
5314 Mem.WriteDWORD(FMegaRulez[i]);
5315 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5316 for i := T_RESPAWN to T_FLAGCAP do
5317 Mem.WriteDWORD(FTime[i]);
5318 // Íàçâàíèå ìîäåëè:
5319 str := FModel.Name;
5320 Mem.WriteString(str);
5321 // Öâåò ìîäåëè:
5322 b := FColor.R;
5323 Mem.WriteByte(b);
5324 b := FColor.G;
5325 Mem.WriteByte(b);
5326 b := FColor.B;
5327 Mem.WriteByte(b);
5328 end;
5330 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5331 var
5332 i: Integer;
5333 sig: DWORD;
5334 str: String;
5335 b: Byte;
5336 begin
5337 if Mem = nil then
5338 Exit;
5340 // Ñèãíàòóðà èãðîêà:
5341 Mem.ReadDWORD(sig);
5342 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5343 begin
5344 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5345 end;
5346 // Áîò èëè ÷åëîâåê:
5347 Mem.ReadBoolean(FIamBot);
5348 // UID èãðîêà:
5349 Mem.ReadWord(FUID);
5350 // Èìÿ èãðîêà:
5351 Mem.ReadString(str);
5352 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5353 FName := str;
5354 // Êîìàíäà:
5355 Mem.ReadByte(FTeam);
5356 // Æèâ ëè:
5357 Mem.ReadBoolean(FLive);
5358 // Èçðàñõîäîâàë ëè âñå æèçíè:
5359 Mem.ReadBoolean(FNoRespawn);
5360 // Íàïðàâëåíèå:
5361 Mem.ReadByte(b);
5362 if b = 1 then
5363 FDirection := D_LEFT
5364 else // b = 2
5365 FDirection := D_RIGHT;
5366 // Çäîðîâüå:
5367 Mem.ReadInt(FHealth);
5368 // Æèçíè:
5369 Mem.ReadByte(FLives);
5370 // Áðîíÿ:
5371 Mem.ReadInt(FArmor);
5372 // Çàïàñ âîçäóõà:
5373 Mem.ReadInt(FAir);
5374 // Çàïàñ ãîðþ÷åãî:
5375 Mem.ReadInt(FJetFuel);
5376 // Áîëü:
5377 Mem.ReadInt(FPain);
5378 // Óáèë:
5379 Mem.ReadInt(FKills);
5380 // Óáèë ìîíñòðîâ:
5381 Mem.ReadInt(FMonsterKills);
5382 // Ôðàãîâ:
5383 Mem.ReadInt(FFrags);
5384 // Ôðàãîâ ïîäðÿä:
5385 Mem.ReadByte(FFragCombo);
5386 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5387 Mem.ReadDWORD(FLastFrag);
5388 // Ñìåðòåé:
5389 Mem.ReadInt(FDeath);
5390 // Êàêîé ôëàã íåñåò:
5391 Mem.ReadByte(FFlag);
5392 // Íàøåë ñåêðåòîâ:
5393 Mem.ReadInt(FSecrets);
5394 // Òåêóùåå îðóæèå:
5395 Mem.ReadByte(FCurrWeap);
5396 // Âðåìÿ çàðÿäêè BFG:
5397 Mem.ReadSmallInt(FBFGFireCounter);
5398 // Áóôåð óðîíà:
5399 Mem.ReadInt(FDamageBuffer);
5400 // Ïîñëåäíèé óäàðèâøèé:
5401 Mem.ReadWord(FLastSpawnerUID);
5402 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5403 Mem.ReadByte(FLastHit);
5404 // Îáúåêò èãðîêà:
5405 Obj_LoadState(@FObj, Mem);
5406 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5407 for i := A_BULLETS to A_CELLS do
5408 Mem.ReadWord(FAmmo[i]);
5409 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5410 for i := A_BULLETS to A_CELLS do
5411 Mem.ReadWord(FMaxAmmo[i]);
5412 // Íàëè÷èå îðóæèÿ:
5413 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5414 Mem.ReadBoolean(FWeapon[i]);
5415 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5416 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5417 Mem.ReadWord(FReloading[i]);
5418 // Íàëè÷èå ðþêçàêà:
5419 Mem.ReadByte(b);
5420 if b = 1 then
5421 Include(FRulez, R_ITEM_BACKPACK);
5422 // Íàëè÷èå êðàñíîãî êëþ÷à:
5423 Mem.ReadByte(b);
5424 if b = 1 then
5425 Include(FRulez, R_KEY_RED);
5426 // Íàëè÷èå çåëåíîãî êëþ÷à:
5427 Mem.ReadByte(b);
5428 if b = 1 then
5429 Include(FRulez, R_KEY_GREEN);
5430 // Íàëè÷èå ñèíåãî êëþ÷à:
5431 Mem.ReadByte(b);
5432 if b = 1 then
5433 Include(FRulez, R_KEY_BLUE);
5434 // Íàëè÷èå áåðñåðêà:
5435 Mem.ReadByte(b);
5436 if b = 1 then
5437 Include(FRulez, R_BERSERK);
5438 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5439 for i := MR_SUIT to MR_MAX do
5440 Mem.ReadDWORD(FMegaRulez[i]);
5441 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5442 for i := T_RESPAWN to T_FLAGCAP do
5443 Mem.ReadDWORD(FTime[i]);
5444 // Íàçâàíèå ìîäåëè:
5445 Mem.ReadString(str);
5446 // Öâåò ìîäåëè:
5447 Mem.ReadByte(FColor.R);
5448 Mem.ReadByte(FColor.G);
5449 Mem.ReadByte(FColor.B);
5450 if Self = gPlayer1 then
5451 begin
5452 str := gPlayer1Settings.Model;
5453 FColor := gPlayer1Settings.Color;
5454 end;
5455 if Self = gPlayer2 then
5456 begin
5457 str := gPlayer2Settings.Model;
5458 FColor := gPlayer2Settings.Color;
5459 end;
5460 // Îáíîâëÿåì ìîäåëü èãðîêà:
5461 SetModel(str);
5462 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5463 FModel.Color := TEAMCOLOR[FTeam]
5464 else
5465 FModel.Color := FColor;
5466 end;
5468 procedure TPlayer.AllRulez(Health: Boolean);
5469 var
5470 a: Integer;
5471 begin
5472 if Health then
5473 begin
5474 FHealth := PLAYER_HP_LIMIT;
5475 FArmor := PLAYER_AP_LIMIT;
5476 Exit;
5477 end;
5479 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do FWeapon[a] := True;
5480 for a := A_BULLETS to A_CELLS do FAmmo[a] := 30000;
5481 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5482 end;
5484 procedure TPlayer.RestoreHealthArmor();
5485 begin
5486 FHealth := PLAYER_HP_LIMIT;
5487 FArmor := PLAYER_AP_LIMIT;
5488 end;
5490 procedure TPlayer.FragCombo();
5491 var
5492 Param: Integer;
5493 begin
5494 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5495 Exit;
5496 if gTime - FLastFrag < FRAG_COMBO_TIME then
5497 begin
5498 if FFragCombo < 5 then
5499 Inc(FFragCombo);
5500 Param := FUID or (FFragCombo shl 16);
5501 if (FComboEvnt >= Low(gDelayedEvents)) and
5502 (FComboEvnt <= High(gDelayedEvents)) and
5503 gDelayedEvents[FComboEvnt].Pending and
5504 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5505 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5506 begin
5507 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5508 gDelayedEvents[FComboEvnt].DENum := Param;
5509 end
5510 else
5511 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5512 end
5513 else
5514 FFragCombo := 1;
5516 FLastFrag := gTime;
5517 end;
5519 procedure TPlayer.GiveItem(ItemType: Byte);
5520 begin
5521 case ItemType of
5522 ITEM_SUIT:
5523 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5524 begin
5525 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5526 end;
5528 ITEM_OXYGEN:
5529 if FAir < AIR_MAX then
5530 begin
5531 FAir := AIR_MAX;
5532 end;
5534 ITEM_MEDKIT_BLACK:
5535 begin
5536 if not (R_BERSERK in FRulez) then
5537 begin
5538 Include(FRulez, R_BERSERK);
5539 if FBFGFireCounter < 1 then
5540 begin
5541 FCurrWeap := WEAPON_KASTET;
5542 FModel.SetWeapon(WEAPON_KASTET);
5543 end;
5544 if gFlash <> 0 then
5545 Inc(FPain, 100);
5546 FBerserk := gTime+30000;
5547 end;
5548 if FHealth < PLAYER_HP_SOFT then
5549 begin
5550 FHealth := PLAYER_HP_SOFT;
5551 FBerserk := gTime+30000;
5552 end;
5553 end;
5555 ITEM_INVUL:
5556 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5557 begin
5558 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5559 end;
5561 ITEM_INVIS:
5562 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5563 begin
5564 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5565 end;
5567 ITEM_JETPACK:
5568 if FJetFuel < JET_MAX then
5569 begin
5570 FJetFuel := JET_MAX;
5571 end;
5573 else
5574 Exit;
5575 end;
5576 if g_Game_IsNet and g_Game_IsServer then
5577 MH_SEND_PlayerStats(FUID);
5578 end;
5580 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5581 var
5582 id, i: DWORD;
5583 Anim: TAnimation;
5584 begin
5585 if (Random(5) = 1) and (Times = 1) then
5586 Exit;
5588 if BodyInLiquid(0, 0) then
5589 begin
5590 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5591 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5592 if Random(2) = 0 then
5593 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5594 else
5595 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5596 Exit;
5597 end;
5599 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5600 begin
5601 for i := 1 to Times do
5602 begin
5603 Anim := TAnimation.Create(id, False, 3);
5604 Anim.Alpha := 150;
5605 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5606 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5607 Anim.Free();
5608 end;
5609 end;
5610 end;
5612 procedure TPlayer.PauseSounds(Enable: Boolean);
5613 begin
5614 FSawSound.Pause(Enable);
5615 FSawSoundIdle.Pause(Enable);
5616 FSawSoundHit.Pause(Enable);
5617 FSawSoundSelect.Pause(Enable);
5618 end;
5620 { T C o r p s e : }
5622 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5623 begin
5624 g_Obj_Init(@FObj);
5625 FObj.X := X;
5626 FObj.Y := Y;
5627 FObj.Rect := PLAYER_CORPSERECT;
5628 FModelName := ModelName;
5629 FMess := aMess;
5631 if FMess then
5632 begin
5633 FState := CORPSE_STATE_MESS;
5634 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5635 end
5636 else
5637 begin
5638 FState := CORPSE_STATE_NORMAL;
5639 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5640 end;
5641 end;
5643 destructor TCorpse.Destroy();
5644 begin
5645 FAnimation.Free();
5647 inherited;
5648 end;
5650 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5651 var
5652 pm: TPlayerModel;
5653 begin
5654 if FState = CORPSE_STATE_REMOVEME then
5655 Exit;
5657 FDamage := FDamage + Value;
5659 if FDamage > 150 then
5660 begin
5661 if FAnimation <> nil then
5662 begin
5663 FAnimation.Free();
5664 FAnimation := nil;
5666 FState := CORPSE_STATE_REMOVEME;
5668 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5669 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5670 FModelName, FColor);
5671 // Çâóê ìÿñà îò òðóïà:
5672 pm := g_PlayerModel_Get(FModelName);
5673 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
5674 pm.Free;
5675 end;
5676 end
5677 else
5678 begin
5679 FObj.Vel.X := FObj.Vel.X + vx;
5680 FObj.Vel.Y := FObj.Vel.Y + vy;
5681 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
5682 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
5683 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
5684 150, 0, 0);
5685 end;
5686 end;
5688 procedure TCorpse.Draw();
5689 begin
5690 if FState = CORPSE_STATE_REMOVEME then
5691 Exit;
5693 if FAnimation <> nil then
5694 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
5696 if FAnimationMask <> nil then
5697 begin
5698 e_Colors := FColor;
5699 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
5700 e_Colors.R := 255;
5701 e_Colors.G := 255;
5702 e_Colors.B := 255;
5703 end;
5704 end;
5706 procedure TCorpse.Update();
5707 var
5708 st: Word;
5709 begin
5710 if FState = CORPSE_STATE_REMOVEME then
5711 Exit;
5713 if gTime mod (GAME_TICK*2) <> 0 then
5714 begin
5715 g_Obj_Move(@FObj, True, True, True);
5717 Exit;
5718 end;
5720 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
5721 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5723 st := g_Obj_Move(@FObj, True, True, True);
5725 if WordBool(st and MOVE_FALLOUT) then
5726 begin
5727 FState := CORPSE_STATE_REMOVEME;
5728 Exit;
5729 end;
5731 if FAnimation <> nil then
5732 FAnimation.Update();
5733 if FAnimationMask <> nil then
5734 FAnimationMask.Update();
5735 end;
5737 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
5738 var
5739 sig: DWORD;
5740 anim: Boolean;
5741 begin
5742 if Mem = nil then
5743 Exit;
5745 // Ñèãíàòóðà òðóïà:
5746 sig := CORPSE_SIGNATURE; // 'CORP'
5747 Mem.WriteDWORD(sig);
5748 // Ñîñòîÿíèå:
5749 Mem.WriteByte(FState);
5750 // Íàêîïëåííûé óðîí:
5751 Mem.WriteByte(FDamage);
5752 // Öâåò:
5753 Mem.WriteByte(FColor.R);
5754 Mem.WriteByte(FColor.G);
5755 Mem.WriteByte(FColor.B);
5756 // Îáúåêò òðóïà:
5757 Obj_SaveState(@FObj, Mem);
5758 // Åñòü ëè àíèìàöèÿ:
5759 anim := FAnimation <> nil;
5760 Mem.WriteBoolean(anim);
5761 // Åñëè åñòü - ñîõðàíÿåì:
5762 if anim then
5763 FAnimation.SaveState(Mem);
5764 // Åñòü ëè ìàñêà àíèìàöèè:
5765 anim := FAnimationMask <> nil;
5766 Mem.WriteBoolean(anim);
5767 // Åñëè åñòü - ñîõðàíÿåì:
5768 if anim then
5769 FAnimationMask.SaveState(Mem);
5770 end;
5772 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
5773 var
5774 sig: DWORD;
5775 anim: Boolean;
5776 begin
5777 if Mem = nil then
5778 Exit;
5780 // Ñèãíàòóðà òðóïà:
5781 Mem.ReadDWORD(sig);
5782 if sig <> CORPSE_SIGNATURE then // 'CORP'
5783 begin
5784 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
5785 end;
5786 // Ñîñòîÿíèå:
5787 Mem.ReadByte(FState);
5788 // Íàêîïëåííûé óðîí:
5789 Mem.ReadByte(FDamage);
5790 // Öâåò:
5791 Mem.ReadByte(FColor.R);
5792 Mem.ReadByte(FColor.G);
5793 Mem.ReadByte(FColor.B);
5794 // Îáúåêò òðóïà:
5795 Obj_LoadState(@FObj, Mem);
5796 // Åñòü ëè àíèìàöèÿ:
5797 Mem.ReadBoolean(anim);
5798 // Åñëè åñòü - çàãðóæàåì:
5799 if anim then
5800 begin
5801 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
5802 FAnimation.LoadState(Mem);
5803 end;
5804 // Åñòü ëè ìàñêà àíèìàöèè:
5805 Mem.ReadBoolean(anim);
5806 // Åñëè åñòü - çàãðóæàåì:
5807 if anim then
5808 begin
5809 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
5810 FAnimationMask.LoadState(Mem);
5811 end;
5812 end;
5814 { T B o t : }
5816 constructor TBot.Create();
5817 var
5818 a: Integer;
5819 begin
5820 inherited Create();
5822 FPhysics := True;
5823 FSpectator := False;
5824 FGhost := False;
5826 FIamBot := True;
5828 Inc(gNumBots);
5830 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5831 begin
5832 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
5833 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
5834 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
5835 end;
5836 end;
5838 destructor TBot.Destroy();
5839 begin
5840 Dec(gNumBots);
5841 inherited Destroy();
5842 end;
5844 procedure TBot.Draw();
5845 begin
5846 inherited Draw();
5848 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
5849 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
5850 end;
5852 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
5853 begin
5854 inherited Respawn(Silent, Force);
5856 FAIFlags := nil;
5857 FSelectedWeapon := FCurrWeap;
5858 FTargetUID := 0;
5859 end;
5861 procedure TBot.UpdateCombat();
5862 type
5863 TTarget = record
5864 UID: Word;
5865 X, Y: Integer;
5866 Rect: TRectWH;
5867 cX, cY: Integer;
5868 Dist: Word;
5869 Line: Boolean;
5870 Visible: Boolean;
5871 IsPlayer: Boolean;
5872 end;
5874 TTargetRecord = array of TTarget;
5876 function Compare(a, b: TTarget): Integer;
5877 begin
5878 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
5879 Result := -1
5880 else
5881 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
5882 Result := 1
5883 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
5884 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
5885 begin
5886 if a.Dist > b.Dist then // B áëèæå
5887 Result := 1
5888 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
5889 Result := -1;
5890 end
5891 else // Ñòðàííî -> A
5892 Result := -1;
5893 end;
5895 var
5896 a, x1, y1, x2, y2: Integer;
5897 targets: TTargetRecord;
5898 ammo: Word;
5899 Target, BestTarget: TTarget;
5900 firew, fireh: Integer;
5901 angle: SmallInt;
5902 mon: TMonster;
5903 pla: TPlayer;
5904 vsPlayer, vsMonster, ok: Boolean;
5905 begin
5906 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
5907 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
5909 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
5910 if FCurrWeap <> FSelectedWeapon then
5911 NextWeapon();
5913 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
5914 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
5915 begin
5916 RemoveAIFlag('NEEDFIRE');
5918 case FCurrWeap of
5919 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
5920 WEAPON_SAW, WEAPON_KASTET, WEAPON_MEGAKASTET: PressKey(KEY_FIRE, 40);
5921 else PressKey(KEY_FIRE);
5922 end;
5923 end;
5925 // Êîîðäèíàòû ñòâîëà:
5926 x1 := FObj.X + WEAPONPOINT[FDirection].X;
5927 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
5929 Target.UID := FTargetUID;
5931 ok := False;
5932 if Target.UID <> 0 then
5933 begin // Öåëü åñòü - íàñòðàèâàåì
5934 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
5935 vsPlayer then
5936 begin // Èãðîê
5937 with g_Player_Get(Target.UID) do
5938 begin
5939 if (@FObj) <> nil then
5940 begin
5941 Target.X := FObj.X;
5942 Target.Y := FObj.Y;
5943 end;
5944 end;
5946 Target.cX := Target.X + PLAYER_RECT_CX;
5947 Target.cY := Target.Y + PLAYER_RECT_CY;
5948 Target.Rect := PLAYER_RECT;
5949 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
5950 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
5951 (y1-4 > Target.Y+PLAYER_RECT.Y);
5952 Target.IsPlayer := True;
5953 ok := True;
5954 end
5955 else
5956 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
5957 vsMonster then
5958 begin // Ìîíñòð
5959 mon := g_Monsters_Get(Target.UID);
5960 if mon <> nil then
5961 begin
5962 Target.X := mon.Obj.X;
5963 Target.Y := mon.Obj.Y;
5965 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
5966 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
5967 Target.Rect := mon.Obj.Rect;
5968 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
5969 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
5970 (y1-4 > Target.Y + mon.Obj.Rect.Y);
5971 Target.IsPlayer := False;
5972 ok := True;
5973 end;
5974 end;
5975 end;
5977 if not ok then
5978 begin // Öåëè íåò - îáíóëÿåì
5979 Target.X := 0;
5980 Target.Y := 0;
5981 Target.cX := 0;
5982 Target.cY := 0;
5983 Target.Visible := False;
5984 Target.Line := False;
5985 Target.IsPlayer := False;
5986 end;
5988 targets := nil;
5990 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
5991 if (not Target.Line) or (not Target.Visible) then
5992 begin
5993 // Èãðîêè:
5994 if vsPlayer then
5995 for a := 0 to High(gPlayers) do
5996 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
5997 (gPlayers[a].FUID <> FUID) and
5998 (not SameTeam(FUID, gPlayers[a].FUID)) and
5999 (not gPlayers[a].NoTarget) and
6000 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6001 begin
6002 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6003 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6004 Continue;
6006 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6007 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6009 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6010 if g_TraceVector(x1, y1, x2, y2) then
6011 begin
6012 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6013 SetLength(targets, Length(targets)+1);
6014 with targets[High(targets)] do
6015 begin
6016 UID := gPlayers[a].FUID;
6017 X := gPlayers[a].FObj.X;
6018 Y := gPlayers[a].FObj.Y;
6019 cX := x2;
6020 cY := y2;
6021 Rect := PLAYER_RECT;
6022 Dist := g_PatchLength(x1, y1, x2, y2);
6023 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6024 (y1-4 > Target.Y+PLAYER_RECT.Y);
6025 Visible := True;
6026 IsPlayer := True;
6027 end;
6028 end;
6029 end;
6031 // Ìîíñòðû:
6032 if vsMonster and (gMonsters <> nil) then
6033 for a := 0 to High(gMonsters) do
6034 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6035 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6036 begin
6037 mon := gMonsters[a];
6039 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6040 mon.Obj.Y + mon.Obj.Rect.Y) then
6041 Continue;
6043 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6044 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6046 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6047 if g_TraceVector(x1, y1, x2, y2) then
6048 begin
6049 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6050 SetLength(targets, Length(targets)+1);
6051 with targets[High(targets)] do
6052 begin
6053 UID := mon.UID;
6054 X := mon.Obj.X;
6055 Y := mon.Obj.Y;
6056 cX := x2;
6057 cY := y2;
6058 Rect := mon.Obj.Rect;
6059 Dist := g_PatchLength(x1, y1, x2, y2);
6060 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6061 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6062 Visible := True;
6063 IsPlayer := False;
6064 end;
6065 end;
6066 end;
6067 end;
6069 // Åñëè åñòü âîçìîæíûå öåëè:
6070 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6071 if targets <> nil then
6072 begin
6073 // Âûáèðàåì íàèëó÷øóþ öåëü:
6074 BestTarget := targets[0];
6075 if Length(targets) > 1 then
6076 for a := 1 to High(targets) do
6077 if Compare(BestTarget, targets[a]) = 1 then
6078 BestTarget := targets[a];
6080 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6081 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6082 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6083 begin
6084 Target := BestTarget;
6086 if (Healthy() = 3) or ((Healthy() = 2)) then
6087 begin // Åñëè çäîðîâû - äîãîíÿåì
6088 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6089 SetAIFlag('GORIGHT', '1');
6090 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6091 SetAIFlag('GOLEFT', '1');
6092 end
6093 else
6094 begin // Åñëè ïîáèòû - óáåãàåì
6095 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6096 SetAIFlag('GORIGHT', '1');
6097 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6098 SetAIFlag('GOLEFT', '1');
6099 end;
6101 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6102 SelectWeapon(Abs(x1-Target.cX));
6103 end;
6104 end;
6106 // Åñëè åñòü öåëü:
6107 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6108 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6109 if Target.UID <> 0 then
6110 begin
6111 if not TargetOnScreen(Target.X + Target.Rect.X,
6112 Target.Y + Target.Rect.Y) then
6113 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6114 if (Healthy() = 3) or ((Healthy() = 2)) then
6115 begin // Åñëè çäîðîâû - äîãîíÿåì
6116 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6117 SetAIFlag('GORIGHT', '1');
6118 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6119 SetAIFlag('GOLEFT', '1');
6120 end
6121 else
6122 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6123 Target.UID := 0;
6124 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6125 SetAIFlag('GORIGHT', '1');
6126 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6127 SetAIFlag('GOLEFT', '1');
6128 end;
6129 end
6130 else
6131 begin // Öåëü ïîêà íà "ýêðàíå"
6132 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6133 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6134 FLastVisible := gTime;
6135 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6136 if (Abs(FObj.Y-Target.Y) <= 128) then
6137 begin
6138 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6139 SetAIFlag('GORIGHT', '1');
6140 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6141 SetAIFlag('GOLEFT', '1');
6142 end;
6143 end;
6145 // Âûáèðàåì óãîë ââåðõ:
6146 if FDirection = D_LEFT then
6147 angle := ANGLE_LEFTUP
6148 else
6149 angle := ANGLE_RIGHTUP;
6151 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6152 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6154 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6155 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6156 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6157 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6158 Target.Rect.Width, Target.Rect.Height) and
6159 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6160 begin // òî íóæíî ñòðåëÿòü ââåðõ
6161 SetAIFlag('NEEDFIRE', '1');
6162 SetAIFlag('NEEDSEEUP', '1');
6163 end;
6165 // Âûáèðàåì óãîë âíèç:
6166 if FDirection = D_LEFT then
6167 angle := ANGLE_LEFTDOWN
6168 else
6169 angle := ANGLE_RIGHTDOWN;
6171 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6172 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6174 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6175 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6176 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6177 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6178 Target.Rect.Width, Target.Rect.Height) and
6179 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6180 begin // òî íóæíî ñòðåëÿòü âíèç
6181 SetAIFlag('NEEDFIRE', '1');
6182 SetAIFlag('NEEDSEEDOWN', '1');
6183 end;
6185 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6186 if Target.Visible and
6187 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6188 (y1-4 > Target.Y+Target.Rect.Y) then
6189 begin
6190 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6191 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6192 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6193 begin // òî íóæíî ñòðåëÿòü âïåðåä
6194 SetAIFlag('NEEDFIRE', '1');
6195 SetAIFlag('NEEDSEEDOWN', '');
6196 SetAIFlag('NEEDSEEUP', '');
6197 end;
6198 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6199 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6200 if GetRnd(FDifficult.CloseJump) then
6201 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6202 if Abs(FObj.X-Target.X) < 128 then
6203 a := 4
6204 else
6205 a := 30;
6206 if Random(a) = 0 then
6207 SetAIFlag('NEEDJUMP', '1');
6208 end;
6209 end;
6211 // Åñëè öåëü âñå åùå åñòü:
6212 if Target.UID <> 0 then
6213 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6214 Target.UID := 0 // òî çàáûòü öåëü
6215 else // Åñëè âèäåëè íåäàâíî
6216 begin // íî öåëü óáèëè
6217 if Target.IsPlayer then
6218 begin // Öåëü - èãðîê
6219 pla := g_Player_Get(Target.UID);
6220 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6221 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6222 Target.UID := 0; // òî çàáûòü öåëü
6223 end
6224 else
6225 begin // Öåëü - ìîíñòð
6226 mon := g_Monsters_Get(Target.UID);
6227 if (mon = nil) or (not mon.Live) then
6228 Target.UID := 0; // òî çàáûòü öåëü
6229 end;
6230 end;
6231 end; // if Target.UID <> 0
6233 FTargetUID := Target.UID;
6235 // Åñëè âîçìîæíûõ öåëåé íåò:
6236 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6237 if targets = nil then
6238 if GetAIFlag('ATTACKLEFT') <> '' then
6239 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6240 RemoveAIFlag('ATTACKLEFT');
6242 SetAIFlag('NEEDJUMP', '1');
6244 if RunDirection() = D_RIGHT then
6245 begin // Èäåì íå â òó ñòîðîíó
6246 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6247 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6248 SetAIFlag('NEEDFIRE', '1');
6249 SetAIFlag('GOLEFT', '1');
6250 end;
6251 end
6252 else
6253 begin // Èäåì â íóæíóþ ñòîðîíó
6254 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6255 SetAIFlag('NEEDFIRE', '1');
6256 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6257 SetAIFlag('GORIGHT', '1');
6258 end;
6259 end
6260 else
6261 if GetAIFlag('ATTACKRIGHT') <> '' then
6262 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6263 RemoveAIFlag('ATTACKRIGHT');
6265 SetAIFlag('NEEDJUMP', '1');
6267 if RunDirection() = D_LEFT then
6268 begin // Èäåì íå â òó ñòîðîíó
6269 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6270 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6271 SetAIFlag('NEEDFIRE', '1');
6272 SetAIFlag('GORIGHT', '1');
6273 end;
6274 end
6275 else
6276 begin
6277 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6278 SetAIFlag('NEEDFIRE', '1');
6279 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6280 SetAIFlag('GOLEFT', '1');
6281 end;
6282 end;
6284 // Åñëè åñòü âîçìîæíûå öåëè:
6285 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6286 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6287 for a := 0 to High(targets) do
6288 begin
6289 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6290 if GetRnd(FDifficult.DiagFire) then
6291 begin
6292 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6293 if FDirection = D_LEFT then
6294 angle := ANGLE_LEFTUP
6295 else
6296 angle := ANGLE_RIGHTUP;
6298 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6299 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6301 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6302 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6303 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6304 targets[a].Rect.Width, targets[a].Rect.Height) and
6305 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6306 begin
6307 SetAIFlag('NEEDFIRE', '1');
6308 SetAIFlag('NEEDSEEUP', '1');
6309 end;
6311 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6312 if FDirection = D_LEFT then
6313 angle := ANGLE_LEFTDOWN
6314 else
6315 angle := ANGLE_RIGHTDOWN;
6317 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6318 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6320 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6321 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6322 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6323 targets[a].Rect.Width, targets[a].Rect.Height) and
6324 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6325 begin
6326 SetAIFlag('NEEDFIRE', '1');
6327 SetAIFlag('NEEDSEEDOWN', '1');
6328 end;
6329 end;
6331 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6332 if targets[a].Line and targets[a].Visible and
6333 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6334 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6335 begin
6336 SetAIFlag('NEEDFIRE', '1');
6337 Break;
6338 end;
6339 end;
6341 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6342 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6343 PLAYER_RECT.Width, PLAYER_RECT.Height,
6344 40+GetInterval(FDifficult.Cover, 40)) then
6345 SetAIFlag('NEEDJUMP', '1');
6347 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6348 ammo := GetAmmoByWeapon(FCurrWeap);
6349 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6350 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6351 (ammo = 0) then
6352 SetAIFlag('SELECTWEAPON', '1');
6354 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6355 if GetAIFlag('SELECTWEAPON') = '1' then
6356 begin
6357 SelectWeapon(-1);
6358 RemoveAIFlag('SELECTWEAPON');
6359 end;
6360 end;
6362 procedure TBot.Update();
6363 var
6364 EnableAI: Boolean;
6365 begin
6366 if not FLive then
6367 begin // Respawn
6368 ReleaseKeys();
6369 PressKey(KEY_UP);
6370 end
6371 else
6372 begin
6373 EnableAI := True;
6375 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6376 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6377 EnableAI := False;
6378 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6379 EnableAI := False;
6380 if g_debug_BotAIOff = 3 then
6381 EnableAI := False;
6383 if EnableAI then
6384 begin
6385 UpdateMove();
6386 UpdateCombat();
6387 end;
6388 end;
6390 inherited Update();
6391 end;
6393 procedure TBot.ReleaseKey(Key: Byte);
6394 begin
6395 with FKeys[Key] do
6396 begin
6397 Pressed := False;
6398 Time := 0;
6399 end;
6400 end;
6402 function TBot.KeyPressed(Key: Word): Boolean;
6403 begin
6404 Result := FKeys[Key].Pressed;
6405 end;
6407 function TBot.GetAIFlag(fName: String20): String20;
6408 var
6409 a: Integer;
6410 begin
6411 Result := '';
6413 fName := LowerCase(fName);
6415 if FAIFlags <> nil then
6416 for a := 0 to High(FAIFlags) do
6417 if LowerCase(FAIFlags[a].Name) = fName then
6418 begin
6419 Result := FAIFlags[a].Value;
6420 Break;
6421 end;
6422 end;
6424 procedure TBot.RemoveAIFlag(fName: String20);
6425 var
6426 a, b: Integer;
6427 begin
6428 if FAIFlags = nil then Exit;
6430 fName := LowerCase(fName);
6432 for a := 0 to High(FAIFlags) do
6433 if LowerCase(FAIFlags[a].Name) = fName then
6434 begin
6435 if a <> High(FAIFlags) then
6436 for b := a to High(FAIFlags)-1 do
6437 FAIFlags[b] := FAIFlags[b+1];
6439 SetLength(FAIFlags, Length(FAIFlags)-1);
6440 Break;
6441 end;
6442 end;
6444 procedure TBot.SetAIFlag(fName, fValue: String20);
6445 var
6446 a: Integer;
6447 ok: Boolean;
6448 begin
6449 a := 0;
6450 ok := False;
6452 fName := LowerCase(fName);
6454 if FAIFlags <> nil then
6455 for a := 0 to High(FAIFlags) do
6456 if LowerCase(FAIFlags[a].Name) = fName then
6457 begin
6458 ok := True;
6459 Break;
6460 end;
6462 if ok then FAIFlags[a].Value := fValue
6463 else
6464 begin
6465 SetLength(FAIFlags, Length(FAIFlags)+1);
6466 with FAIFlags[High(FAIFlags)] do
6467 begin
6468 Name := fName;
6469 Value := fValue;
6470 end;
6471 end;
6472 end;
6474 procedure TBot.UpdateMove;
6476 procedure GoLeft(Time: Word = 1);
6477 begin
6478 ReleaseKey(KEY_LEFT);
6479 ReleaseKey(KEY_RIGHT);
6480 PressKey(KEY_LEFT, Time);
6481 SetDirection(D_LEFT);
6482 end;
6484 procedure GoRight(Time: Word = 1);
6485 begin
6486 ReleaseKey(KEY_LEFT);
6487 ReleaseKey(KEY_RIGHT);
6488 PressKey(KEY_RIGHT, Time);
6489 SetDirection(D_RIGHT);
6490 end;
6492 function Rnd(a: Word): Boolean;
6493 begin
6494 Result := Random(a) = 0;
6495 end;
6497 procedure Turn(Time: Word = 1200);
6498 begin
6499 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6500 end;
6502 procedure Stop();
6503 begin
6504 ReleaseKey(KEY_LEFT);
6505 ReleaseKey(KEY_RIGHT);
6506 end;
6508 function CanRunLeft(): Boolean;
6509 begin
6510 Result := not CollideLevel(-1, 0);
6511 end;
6513 function CanRunRight(): Boolean;
6514 begin
6515 Result := not CollideLevel(1, 0);
6516 end;
6518 function CanRun(): Boolean;
6519 begin
6520 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6521 end;
6523 procedure Jump(Time: Word = 30);
6524 begin
6525 PressKey(KEY_JUMP, Time);
6526 end;
6528 function NearHole(): Boolean;
6529 var
6530 x, sx: Integer;
6531 begin
6532 { TODO 5 : Ëåñòíèöû }
6533 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6534 for x := 1 to PLAYER_RECT.Width do
6535 if (not StayOnStep(x*sx, 0)) and
6536 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6537 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6538 begin
6539 Result := True;
6540 Exit;
6541 end;
6543 Result := False;
6544 end;
6546 function BorderHole(): Boolean;
6547 var
6548 x, sx, xx: Integer;
6549 begin
6550 { TODO 5 : Ëåñòíèöû }
6551 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6552 for x := 1 to PLAYER_RECT.Width do
6553 if (not StayOnStep(x*sx, 0)) and
6554 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6555 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6556 begin
6557 for xx := x to x+32 do
6558 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6559 begin
6560 Result := True;
6561 Exit;
6562 end;
6563 end;
6565 Result := False;
6566 end;
6568 function NearDeepHole(): Boolean;
6569 var
6570 x, sx, y: Integer;
6571 begin
6572 Result := False;
6574 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6575 y := 3;
6577 for x := 1 to PLAYER_RECT.Width do
6578 if (not StayOnStep(x*sx, 0)) and
6579 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6580 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6581 begin
6582 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6583 begin
6584 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6585 y := y+1;
6586 end;
6588 Result := True;
6589 end else Result := False;
6590 end;
6592 function OverDeepHole(): Boolean;
6593 var
6594 y: Integer;
6595 begin
6596 Result := False;
6598 y := 1;
6599 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6600 begin
6601 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6602 y := y+1;
6603 end;
6605 Result := True;
6606 end;
6608 function OnGround(): Boolean;
6609 begin
6610 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6611 end;
6613 function OnLadder(): Boolean;
6614 begin
6615 Result := FullInStep(0, 0);
6616 end;
6618 function BelowLadder(): Boolean;
6619 begin
6620 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6621 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6622 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6623 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6624 end;
6626 function BelowLiftUp(): Boolean;
6627 begin
6628 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6629 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6630 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6631 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6632 end;
6634 function OnTopLift(): Boolean;
6635 begin
6636 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6637 end;
6639 function CanJumpOver(): Boolean;
6640 var
6641 sx, y: Integer;
6642 begin
6643 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6645 Result := False;
6647 if not CollideLevel(sx, 0) then Exit;
6649 for y := 1 to BOT_MAXJUMP do
6650 if CollideLevel(0, -y) then Exit else
6651 if not CollideLevel(sx, -y) then
6652 begin
6653 Result := True;
6654 Exit;
6655 end;
6656 end;
6658 function CanJumpUp(Dist: ShortInt): Boolean;
6659 var
6660 y, yy: Integer;
6661 c: Boolean;
6662 begin
6663 Result := False;
6665 if CollideLevel(Dist, 0) then Exit;
6667 c := False;
6668 for y := 0 to BOT_MAXJUMP do
6669 if CollideLevel(Dist, -y) then
6670 begin
6671 c := True;
6672 Break;
6673 end;
6675 if not c then Exit;
6677 c := False;
6678 for yy := y+1 to BOT_MAXJUMP do
6679 if not CollideLevel(Dist, -yy) then
6680 begin
6681 c := True;
6682 Break;
6683 end;
6685 if not c then Exit;
6687 c := False;
6688 for y := 0 to BOT_MAXJUMP do
6689 if CollideLevel(0, -y) then
6690 begin
6691 c := True;
6692 Break;
6693 end;
6695 if c then Exit;
6697 if y < yy then Exit;
6699 Result := True;
6700 end;
6702 function IsSafeTrigger(): Boolean;
6703 var
6704 a: Integer;
6705 begin
6706 Result := True;
6707 if gTriggers = nil then
6708 Exit;
6709 for a := 0 to High(gTriggers) do
6710 if Collide(gTriggers[a].X,
6711 gTriggers[a].Y,
6712 gTriggers[a].Width,
6713 gTriggers[a].Height) and
6714 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
6715 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
6716 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
6717 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
6718 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
6719 Result := False;
6720 end;
6722 begin
6723 // Âîçìîæíî, íàæèìàåì êíîïêó:
6724 if Rnd(16) and IsSafeTrigger() then
6725 PressKey(KEY_OPEN);
6727 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
6728 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6729 begin
6730 ReleaseKey(KEY_LEFT);
6731 ReleaseKey(KEY_RIGHT);
6732 Jump();
6733 end;
6735 // Èäåì âëåâî, åñëè íàäî áûëî:
6736 if GetAIFlag('GOLEFT') <> '' then
6737 begin
6738 RemoveAIFlag('GOLEFT');
6739 if CanRunLeft() then
6740 GoLeft(360);
6741 end;
6743 // Èäåì âïðàâî, åñëè íàäî áûëî:
6744 if GetAIFlag('GORIGHT') <> '' then
6745 begin
6746 RemoveAIFlag('GORIGHT');
6747 if CanRunRight() then
6748 GoRight(360);
6749 end;
6751 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
6752 if FObj.X < -32 then
6753 GoRight(360)
6754 else
6755 if FObj.X+32 > gMapInfo.Width then
6756 GoLeft(360);
6758 // Ïðûãàåì, åñëè íàäî áûëî:
6759 if GetAIFlag('NEEDJUMP') <> '' then
6760 begin
6761 Jump(0);
6762 RemoveAIFlag('NEEDJUMP');
6763 end;
6765 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
6766 if GetAIFlag('NEEDSEEUP') <> '' then
6767 begin
6768 ReleaseKey(KEY_UP);
6769 ReleaseKey(KEY_DOWN);
6770 PressKey(KEY_UP, 20);
6771 RemoveAIFlag('NEEDSEEUP');
6772 end;
6774 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
6775 if GetAIFlag('NEEDSEEDOWN') <> '' then
6776 begin
6777 ReleaseKey(KEY_UP);
6778 ReleaseKey(KEY_DOWN);
6779 PressKey(KEY_DOWN, 20);
6780 RemoveAIFlag('NEEDSEEDOWN');
6781 end;
6783 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
6784 if GetAIFlag('GOINHOLE') <> '' then
6785 if not OnGround() then
6786 begin
6787 ReleaseKey(KEY_LEFT);
6788 ReleaseKey(KEY_RIGHT);
6789 RemoveAIFlag('GOINHOLE');
6790 SetAIFlag('FALLINHOLE', '1');
6791 end;
6793 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
6794 if GetAIFlag('FALLINHOLE') <> '' then
6795 if OnGround() then
6796 RemoveAIFlag('FALLINHOLE');
6798 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
6799 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
6800 if GetAIFlag('FALLINHOLE') = '' then
6801 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
6802 if Rnd(2) then
6803 GoLeft(360)
6804 else
6805 GoRight(360);
6807 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
6808 if OnGround() and
6809 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
6810 Rnd(8) then
6811 Jump();
6813 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
6814 if OnGround() and NearHole() then
6815 if NearDeepHole() then // Åñëè ýòî áåçäíà
6816 case Random(6) of
6817 0..3: Turn(); // Áåæèì îáðàòíî
6818 4: Jump(); // Ïðûãàåì
6819 5: begin // Ïðûãàåì îáðàòíî
6820 Turn();
6821 Jump();
6822 end;
6823 end
6824 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
6825 if GetAIFlag('GOINHOLE') = '' then
6826 case Random(6) of
6827 0: Turn(); // Íå íóæíî òóäà
6828 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
6829 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
6830 if BorderHole() then
6831 SetAIFlag('GOINHOLE', '1');
6832 end;
6834 // Åñëè íà çåìëå, íî íåêóäà èäòè:
6835 if (not CanRun()) and OnGround() then
6836 begin
6837 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
6838 if CanJumpOver() or OnLadder() then
6839 Jump()
6840 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
6841 if Random(2) = 0 then
6842 begin
6843 if IsSafeTrigger() then
6844 PressKey(KEY_OPEN);
6845 end else
6846 Turn();
6847 end;
6849 // Îñòàëîñü ìàëî âîçäóõà:
6850 if FAir < 36 * 2 then
6851 Jump(20);
6853 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
6854 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
6855 if BodyInAcid(0, 0) then
6856 Jump();
6857 end;
6859 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
6860 begin
6861 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
6862 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
6863 end;
6865 {function TBot.NeedItem(Item: Byte): Byte;
6866 begin
6867 Result := 4;
6868 end;}
6870 procedure TBot.SelectWeapon(Dist: Integer);
6871 var
6872 a: Integer;
6874 function HaveAmmo(weapon: Byte): Boolean;
6875 begin
6876 case weapon of
6877 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
6878 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
6879 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
6880 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
6881 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
6882 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
6883 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
6884 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
6885 else Result := True;
6886 end;
6887 end;
6889 begin
6890 if Dist = -1 then Dist := BOT_LONGDIST;
6892 if Dist > BOT_LONGDIST then
6893 begin // Äàëüíèé áîé
6894 for a := 0 to 9 do
6895 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
6896 begin
6897 FSelectedWeapon := FDifficult.WeaponPrior[a];
6898 Break;
6899 end;
6900 end
6901 else //if Dist > BOT_UNSAFEDIST then
6902 begin // Áëèæíèé áîé
6903 for a := 0 to 9 do
6904 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
6905 begin
6906 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
6907 Break;
6908 end;
6909 end;
6910 { else
6911 begin
6912 for a := 0 to 9 do
6913 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
6914 begin
6915 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
6916 Break;
6917 end;
6918 end;}
6919 end;
6921 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
6922 begin
6923 Result := inherited PickItem(ItemType, force, remove);
6925 if Result then SetAIFlag('SELECTWEAPON', '1');
6926 end;
6928 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
6929 begin
6930 Result := inherited Heal(value, Soft);
6931 end;
6933 function TBot.Healthy(): Byte;
6934 begin
6935 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
6936 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
6937 else if (FHealth > 50) then Result := 2
6938 else if (FHealth > 20) then Result := 1
6939 else Result := 0;
6940 end;
6942 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
6943 begin
6944 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
6945 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
6946 end;
6948 procedure TBot.OnDamage(Angle: SmallInt);
6949 var
6950 pla: TPlayer;
6951 mon: TMonster;
6952 ok: Boolean;
6953 begin
6954 inherited;
6956 if (Angle = 0) or (Angle = 180) then
6957 begin
6958 ok := False;
6959 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
6960 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
6961 begin // Èãðîê
6962 pla := g_Player_Get(FLastSpawnerUID);
6963 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
6964 pla.FObj.Y + PLAYER_RECT.Y);
6965 end
6966 else
6967 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
6968 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
6969 begin // Ìîíñòð
6970 mon := g_Monsters_Get(FLastSpawnerUID);
6971 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6972 mon.Obj.Y + mon.Obj.Rect.Y);
6973 end;
6975 if ok then
6976 if Angle = 0 then
6977 SetAIFlag('ATTACKLEFT', '1')
6978 else
6979 SetAIFlag('ATTACKRIGHT', '1');
6980 end;
6981 end;
6983 function TBot.RunDirection(): TDirection;
6984 begin
6985 if Abs(Vel.X) >= 1 then
6986 begin
6987 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
6988 end else
6989 Result := FDirection;
6990 end;
6992 function TBot.GetRnd(a: Byte): Boolean;
6993 begin
6994 if a = 0 then Result := False
6995 else if a = 255 then Result := True
6996 else Result := Random(256) > 255-a;
6997 end;
6999 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7000 begin
7001 Result := Round((255-a)/255*radius*(Random(2)-1));
7002 end;
7004 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7005 var
7006 i: Integer;
7007 dw: DWORD;
7008 p: Pointer;
7009 begin
7010 inherited SaveState(Mem);
7012 // Âûáðàííîå îðóæèå:
7013 Mem.WriteByte(FSelectedWeapon);
7014 // UID öåëè:
7015 Mem.WriteWord(FTargetUID);
7016 // Âðåìÿ ïîòåðè öåëè:
7017 Mem.WriteDWORD(FLastVisible);
7018 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7019 dw := Length(FAIFlags);
7020 Mem.WriteDWORD(dw);
7021 // Ôëàãè ÈÈ:
7022 for i := 0 to Integer(dw)-1 do
7023 begin
7024 Mem.WriteString(FAIFlags[i].Name, 20);
7025 Mem.WriteString(FAIFlags[i].Value, 20);
7026 end;
7027 // Íàñòðîéêè ñëîæíîñòè:
7028 p := @FDifficult;
7029 Mem.WriteMemory(p, SizeOf(TDifficult));
7030 end;
7032 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7033 var
7034 i: Integer;
7035 dw: DWORD;
7036 p: Pointer;
7037 begin
7038 inherited LoadState(Mem);
7040 // Âûáðàííîå îðóæèå:
7041 Mem.ReadByte(FSelectedWeapon);
7042 // UID öåëè:
7043 Mem.ReadWord(FTargetUID);
7044 // Âðåìÿ ïîòåðè öåëè:
7045 Mem.ReadDWORD(FLastVisible);
7046 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7047 Mem.ReadDWORD(dw);
7048 SetLength(FAIFlags, dw);
7049 // Ôëàãè ÈÈ:
7050 for i := 0 to Integer(dw)-1 do
7051 begin
7052 Mem.ReadString(FAIFlags[i].Name);
7053 Mem.ReadString(FAIFlags[i].Value);
7054 end;
7055 // Íàñòðîéêè ñëîæíîñòè:
7056 Mem.ReadMemory(p, dw);
7057 if dw <> SizeOf(TDifficult) then
7058 begin
7059 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7060 end;
7061 FDifficult := TDifficult(p^);
7062 end;
7064 end.