DEADSOFTWARE

b6a6bc16f507b818f7b7ffc6491cfff79b3adb1a
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$MODE DELPHI}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
53 A_FUEL = 4;
54 A_HIGH = 4;
56 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
57 ((200, 50, 50, 300, 100),
58 (400, 100, 100, 600, 200));
60 K_SIMPLEKILL = 0;
61 K_HARDKILL = 1;
62 K_EXTRAHARDKILL = 2;
63 K_FALLKILL = 3;
65 T_RESPAWN = 0;
66 T_SWITCH = 1;
67 T_USE = 2;
68 T_FLAGCAP = 3;
70 TEAM_NONE = 0;
71 TEAM_RED = 1;
72 TEAM_BLUE = 2;
73 TEAM_COOP = 3;
75 SHELL_BULLET = 0;
76 SHELL_SHELL = 1;
77 SHELL_DBLSHELL = 2;
79 ANGLE_NONE = Low(SmallInt);
81 CORPSE_STATE_REMOVEME = 0;
82 CORPSE_STATE_NORMAL = 1;
83 CORPSE_STATE_MESS = 2;
85 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
86 PLAYER_RECT_CX = 15+(34 div 2);
87 PLAYER_RECT_CY = 12+(52 div 2);
88 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
90 PLAYER_HP_SOFT = 100;
91 PLAYER_HP_LIMIT = 200;
92 PLAYER_AP_SOFT = 100;
93 PLAYER_AP_LIMIT = 200;
94 SUICIDE_DAMAGE = 112;
96 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
97 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
99 type
100 TPlayerStat = record
101 Ping: Word;
102 Loss: Byte;
103 Name: String;
104 Team: Byte;
105 Frags: SmallInt;
106 Deaths: SmallInt;
107 Lives: Byte;
108 Kills: Word;
109 Color: TRGB;
110 Spectator: Boolean;
111 end;
113 TPlayerStatArray = Array of TPlayerStat;
115 TPlayerSavedState = record
116 Health: Integer;
117 Armor: Integer;
118 Air: Integer;
119 JetFuel: Integer;
120 CurrWeap: Byte;
121 NextWeap: WORD;
122 NextWeapDelay: Byte;
123 Ammo: Array [A_BULLETS..A_HIGH] of Word;
124 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
125 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
126 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
127 WaitRecall: Boolean;
128 end;
130 TKeyState = record
131 Pressed: Boolean;
132 Time: Word;
133 end;
135 TPlayer = class (TObject)
136 private
137 FIamBot: Boolean;
138 FUID: Word;
139 FName: String;
140 FTeam: Byte;
141 FLive: Boolean;
142 FSpawned: Boolean;
143 FDirection: TDirection;
144 FHealth: Integer;
145 FLives: Byte;
146 FArmor: Integer;
147 FAir: Integer;
148 FPain: Integer;
149 FPickup: Integer;
150 FKills: Integer;
151 FMonsterKills: Integer;
152 FFrags: Integer;
153 FFragCombo: Byte;
154 FLastFrag: LongWord;
155 FComboEvnt: Integer;
156 FDeath: Integer;
157 FCanJetpack: Boolean;
158 FJetFuel: Integer;
159 FFlag: Byte;
160 FSecrets: Integer;
161 FCurrWeap: Byte;
162 FNextWeap: WORD;
163 FNextWeapDelay: Byte; // frames
164 FBFGFireCounter: SmallInt;
165 FLastSpawnerUID: Word;
166 FLastHit: Byte;
167 FObj: TObj;
168 FXTo, FYTo: Integer;
169 FSpectatePlayer: Integer;
170 FFirePainTime: Integer;
171 FFireAttacker: Word;
173 FSavedState: TPlayerSavedState;
175 FModel: TPlayerModel;
176 FActionPrior: Byte;
177 FActionAnim: Byte;
178 FActionForce: Boolean;
179 FActionChanged: Boolean;
180 FAngle: SmallInt;
181 FFireAngle: SmallInt;
182 FIncCam: Integer;
183 FShellTimer: Integer;
184 FShellType: Byte;
185 FSawSound: TPlayableSound;
186 FSawSoundIdle: TPlayableSound;
187 FSawSoundHit: TPlayableSound;
188 FSawSoundSelect: TPlayableSound;
189 FJetSoundOn: TPlayableSound;
190 FJetSoundOff: TPlayableSound;
191 FJetSoundFly: TPlayableSound;
192 FGodMode: Boolean;
193 FNoTarget: Boolean;
194 FNoReload: Boolean;
195 FJustTeleported: Boolean;
196 FNetTime: LongWord;
198 function CollideLevel(XInc, YInc: Integer): Boolean;
199 function StayOnStep(XInc, YInc: Integer): Boolean;
200 function HeadInLiquid(XInc, YInc: Integer): Boolean;
201 function BodyInLiquid(XInc, YInc: Integer): Boolean;
202 function BodyInAcid(XInc, YInc: Integer): Boolean;
203 function FullInLift(XInc, YInc: Integer): Integer;
204 {procedure CollideItem();}
205 procedure FlySmoke(Times: DWORD = 1);
206 procedure OnFireFlame(Times: DWORD = 1);
207 function GetAmmoByWeapon(Weapon: Byte): Word;
208 procedure SetAction(Action: Byte; Force: Boolean = False);
209 procedure OnDamage(Angle: SmallInt); virtual;
210 function firediry(): Integer;
212 procedure Run(Direction: TDirection);
213 procedure NextWeapon();
214 procedure PrevWeapon();
215 procedure SeeUp();
216 procedure SeeDown();
217 procedure Fire();
218 procedure Jump();
219 procedure Use();
221 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
222 procedure resetWeaponQueue ();
223 function hasAmmoForWeapon (weapon: Byte): Boolean;
225 public
226 FDamageBuffer: Integer;
228 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
229 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
230 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
231 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
232 FBerserk: Integer;
233 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
234 FReloading: Array [WP_FIRST..WP_LAST] of Word;
235 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
236 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
237 FColor: TRGB;
238 FPreferredTeam: Byte;
239 FSpectator: Boolean;
240 FNoRespawn: Boolean;
241 FWantsInGame: Boolean;
242 FGhost: Boolean;
243 FPhysics: Boolean;
244 FJetpack: Boolean;
245 FActualModelName: string;
246 FClientID: SmallInt;
247 FPing: Word;
248 FLoss: Byte;
249 FDummy: Boolean;
250 FFireTime: Integer;
252 constructor Create(); virtual;
253 destructor Destroy(); override;
254 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
255 function GetRespawnPoint(): Byte;
256 procedure PressKey(Key: Byte; Time: Word = 1);
257 procedure ReleaseKeys();
258 procedure SetModel(ModelName: String);
259 procedure SetColor(Color: TRGB);
260 procedure SetWeapon(W: Byte);
261 function IsKeyPressed(K: Byte): Boolean;
262 function GetKeys(): Byte;
263 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
264 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
265 function Collide(Panel: TPanel): Boolean; overload;
266 function Collide(X, Y: Integer): Boolean; overload;
267 procedure SetDirection(Direction: TDirection);
268 procedure GetSecret();
269 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
270 procedure Touch();
271 procedure Push(vx, vy: Integer);
272 procedure ChangeModel(ModelName: String);
273 procedure SwitchTeam;
274 procedure ChangeTeam(Team: Byte);
275 procedure BFGHit();
276 function GetFlag(Flag: Byte): Boolean;
277 procedure SetFlag(Flag: Byte);
278 function DropFlag(): Boolean;
279 procedure AllRulez(Health: Boolean);
280 procedure RestoreHealthArmor();
281 procedure FragCombo();
282 procedure GiveItem(ItemType: Byte);
283 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
284 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
285 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
286 procedure MakeBloodSimple(Count: Word);
287 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
288 procedure Reset(Force: Boolean);
289 procedure Spectate(NoMove: Boolean = False);
290 procedure SwitchNoClip;
291 procedure SoftReset();
292 procedure Draw(); virtual;
293 procedure DrawPain();
294 procedure DrawPickup();
295 procedure DrawRulez();
296 procedure DrawAim();
297 procedure DrawBubble();
298 procedure DrawGUI();
299 procedure Update(); virtual;
300 procedure RememberState();
301 procedure RecallState();
302 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
303 procedure LoadState(var Mem: TBinMemoryReader); virtual;
304 procedure PauseSounds(Enable: Boolean);
305 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
306 procedure DoLerp(Level: Integer = 2);
307 procedure SetLerp(XTo, YTo: Integer);
308 procedure QueueWeaponSwitch(Weapon: Byte);
309 procedure RealizeCurrentWeapon();
310 procedure JetpackOn;
311 procedure JetpackOff;
312 procedure CatchFire(Attacker: Word);
314 property Name: String read FName write FName;
315 property Model: TPlayerModel read FModel;
316 property Health: Integer read FHealth write FHealth;
317 property Lives: Byte read FLives write FLives;
318 property Armor: Integer read FArmor write FArmor;
319 property Air: Integer read FAir write FAir;
320 property JetFuel: Integer read FJetFuel write FJetFuel;
321 property Frags: Integer read FFrags write FFrags;
322 property Death: Integer read FDeath write FDeath;
323 property Kills: Integer read FKills write FKills;
324 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
325 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
326 property Secrets: Integer read FSecrets;
327 property GodMode: Boolean read FGodMode write FGodMode;
328 property NoTarget: Boolean read FNoTarget write FNoTarget;
329 property NoReload: Boolean read FNoReload write FNoReload;
330 property Live: Boolean read FLive write FLive;
331 property Flag: Byte read FFlag;
332 property Team: Byte read FTeam write FTeam;
333 property Direction: TDirection read FDirection;
334 property GameX: Integer read FObj.X write FObj.X;
335 property GameY: Integer read FObj.Y write FObj.Y;
336 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
337 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
338 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
339 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
340 property Vel: TPoint2i read FObj.Vel;
341 property Obj: TObj read FObj;
342 property IncCam: Integer read FIncCam write FIncCam;
343 property UID: Word read FUID write FUID;
344 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
345 property NetTime: LongWord read FNetTime write FNetTime;
346 end;
348 TDifficult = record
349 DiagFire: Byte;
350 InvisFire: Byte;
351 DiagPrecision: Byte;
352 FlyPrecision: Byte;
353 Cover: Byte;
354 CloseJump: Byte;
355 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
356 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
357 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
358 end;
360 TAIFlag = record
361 Name: String;
362 Value: String;
363 end;
365 TBot = class (TPlayer)
366 private
367 FSelectedWeapon: Byte;
368 FTargetUID: Word;
369 FLastVisible: DWORD;
370 FAIFlags: Array of TAIFlag;
371 FDifficult: TDifficult;
373 function GetRnd(a: Byte): Boolean;
374 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
375 function RunDirection(): TDirection;
376 function FullInStep(XInc, YInc: Integer): Boolean;
377 //function NeedItem(Item: Byte): Byte;
378 procedure SelectWeapon(Dist: Integer);
379 procedure SetAIFlag(fName, fValue: String20);
380 function GetAIFlag(fName: String20): String20;
381 procedure RemoveAIFlag(fName: String20);
382 function Healthy(): Byte;
383 procedure UpdateMove();
384 procedure UpdateCombat();
385 function KeyPressed(Key: Word): Boolean;
386 procedure ReleaseKey(Key: Byte);
387 function TargetOnScreen(TX, TY: Integer): Boolean;
388 procedure OnDamage(Angle: SmallInt); override;
390 public
391 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
392 constructor Create(); override;
393 destructor Destroy(); override;
394 procedure Draw(); override;
395 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
396 function Heal(value: Word; Soft: Boolean): Boolean; override;
397 procedure Update(); override;
398 procedure SaveState(var Mem: TBinMemoryWriter); override;
399 procedure LoadState(var Mem: TBinMemoryReader); override;
400 end;
402 TGib = record
403 Live: Boolean;
404 ID: DWORD;
405 MaskID: DWORD;
406 RAngle: Integer;
407 Color: TRGB;
408 Obj: TObj;
409 end;
411 TShell = record
412 SpriteID: DWORD;
413 Live: Boolean;
414 SType: Byte;
415 RAngle: Integer;
416 Timeout: Cardinal;
417 CX, CY: Integer;
418 Obj: TObj;
419 end;
421 TCorpse = class (TObject)
422 private
423 FModelName: String;
424 FMess: Boolean;
425 FState: Byte;
426 FDamage: Byte;
427 FColor: TRGB;
428 FObj: TObj;
429 FAnimation: TAnimation;
430 FAnimationMask: TAnimation;
432 public
433 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
434 destructor Destroy(); override;
435 procedure Damage(Value: Word; vx, vy: Integer);
436 procedure Update();
437 procedure Draw();
438 procedure SaveState(var Mem: TBinMemoryWriter);
439 procedure LoadState(var Mem: TBinMemoryReader);
441 property Obj: TObj read FObj;
442 property State: Byte read FState;
443 property Mess: Boolean read FMess;
444 end;
446 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
447 record
448 Goals: SmallInt;
449 end;
451 var
452 gPlayers: Array of TPlayer;
453 gCorpses: Array of TCorpse;
454 gGibs: Array of TGib;
455 gShells: Array of TShell;
456 gTeamStat: TTeamStat;
457 gFly: Boolean = False;
458 gAimLine: Boolean = False;
459 gChatBubble: Byte = 0;
460 gNumBots: Word = 0;
461 gLMSPID1: Word = 0;
462 gLMSPID2: Word = 0;
463 MAX_RUNVEL: Integer = 8;
464 VEL_JUMP: Integer = 10;
465 SHELL_TIMEOUT: Cardinal = 60000;
467 function Lerp(X, Y, Factor: Integer): Integer;
469 procedure g_Gibs_SetMax(Count: Word);
470 function g_Gibs_GetMax(): Word;
471 procedure g_Corpses_SetMax(Count: Word);
472 function g_Corpses_GetMax(): Word;
473 procedure g_Shells_SetMax(Count: Word);
474 function g_Shells_GetMax(): Word;
476 procedure g_Player_Init();
477 procedure g_Player_Free();
478 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
479 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
480 procedure g_Player_Remove(UID: Word);
481 procedure g_Player_ResetTeams();
482 procedure g_Player_UpdateAll();
483 procedure g_Player_DrawAll();
484 procedure g_Player_DrawDebug(p: TPlayer);
485 procedure g_Player_DrawHealth();
486 procedure g_Player_RememberAll();
487 procedure g_Player_ResetAll(Force, Silent: Boolean);
488 function g_Player_Get(UID: Word): TPlayer;
489 function g_Player_GetCount(): Byte;
490 function g_Player_GetStats(): TPlayerStatArray;
491 function g_Player_ValidName(Name: String): Boolean;
492 procedure g_Player_CreateCorpse(Player: TPlayer);
493 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
494 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
495 procedure g_Player_UpdatePhysicalObjects();
496 procedure g_Player_DrawCorpses();
497 procedure g_Player_DrawShells();
498 procedure g_Player_RemoveAllCorpses();
499 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
500 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
501 procedure g_Bot_Add(Team, Difficult: Byte);
502 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
503 procedure g_Bot_MixNames();
504 procedure g_Bot_RemoveAll();
506 implementation
508 uses
509 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
510 g_options, g_triggers, g_menu, MAPDEF, g_game,
511 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
513 type
514 TBotProfile = record
515 name: ShortString;
516 model: ShortString;
517 team: Byte;
518 color: TRGB;
519 diag_fire: Byte;
520 invis_fire: Byte;
521 diag_precision: Byte;
522 fly_precision: Byte;
523 cover: Byte;
524 close_jump: Byte;
525 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
526 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
527 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
528 end;
530 const
531 TIME_RESPAWN1 = 1500;
532 TIME_RESPAWN2 = 2000;
533 TIME_RESPAWN3 = 3000;
534 AIR_DEF = 360;
535 AIR_MAX = 1091;
536 JET_MAX = 540; // ~30 sec
537 PLAYER_SUIT_TIME = 30000;
538 PLAYER_INVUL_TIME = 30000;
539 PLAYER_INVIS_TIME = 35000;
540 FRAG_COMBO_TIME = 3000;
541 VEL_SW = 4;
542 VEL_FLY = 6;
543 ANGLE_RIGHTUP = 55;
544 ANGLE_RIGHTDOWN = -35;
545 ANGLE_LEFTUP = 125;
546 ANGLE_LEFTDOWN = -145;
547 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
548 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
549 BOT_MAXJUMP = 84;
550 BOT_LONGDIST = 300;
551 BOT_UNSAFEDIST = 128;
552 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
553 (R:0; G:0; B:255));
554 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
555 FlyPrecision: 32; Cover: 32; CloseJump: 32;
556 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
557 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
558 FlyPrecision: 127; Cover: 127; CloseJump: 127;
559 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
560 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
561 FlyPrecision: 255; Cover: 255; CloseJump: 255;
562 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
563 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
564 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
565 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
566 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
567 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
568 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
569 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
570 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
571 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
572 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
573 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
574 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
575 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
576 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
577 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
578 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
579 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
581 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
582 CORPSE_SIGNATURE = $50524F43; // 'CORP'
584 BOTNAMES_FILENAME = 'botnames.txt';
585 BOTLIST_FILENAME = 'botlist.txt';
587 var
588 MaxGibs: Word = 150;
589 MaxCorpses: Word = 20;
590 MaxShells: Word = 300;
591 CurrentGib: Integer = 0;
592 CurrentShell: Integer = 0;
593 BotNames: Array of String;
594 BotList: Array of TBotProfile;
596 function Lerp(X, Y, Factor: Integer): Integer;
597 begin
598 Result := X + ((Y - X) div Factor);
599 end;
601 function SameTeam(UID1, UID2: Word): Boolean;
602 begin
603 Result := False;
605 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
606 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
608 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
610 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
611 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
613 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
614 end;
616 procedure g_Gibs_SetMax(Count: Word);
617 begin
618 MaxGibs := Count;
619 SetLength(gGibs, Count);
621 if CurrentGib >= Count then
622 CurrentGib := 0;
623 end;
625 function g_Gibs_GetMax(): Word;
626 begin
627 Result := MaxGibs;
628 end;
630 procedure g_Shells_SetMax(Count: Word);
631 begin
632 MaxShells := Count;
633 SetLength(gShells, Count);
635 if CurrentShell >= Count then
636 CurrentShell := 0;
637 end;
639 function g_Shells_GetMax(): Word;
640 begin
641 Result := MaxShells;
642 end;
645 procedure g_Corpses_SetMax(Count: Word);
646 begin
647 MaxCorpses := Count;
648 SetLength(gCorpses, Count);
649 end;
651 function g_Corpses_GetMax(): Word;
652 begin
653 Result := MaxCorpses;
654 end;
656 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
657 var
658 a: Integer;
659 ok: Boolean;
660 begin
661 Result := 0;
663 ok := False;
664 a := 0;
666 // Åñòü ëè ìåñòî â gPlayers:
667 if gPlayers <> nil then
668 for a := 0 to High(gPlayers) do
669 if gPlayers[a] = nil then
670 begin
671 ok := True;
672 Break;
673 end;
675 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
676 if not ok then
677 begin
678 SetLength(gPlayers, Length(gPlayers)+1);
679 a := High(gPlayers);
680 end;
682 // Ñîçäàåì îáúåêò èãðîêà:
683 if Bot then
684 gPlayers[a] := TBot.Create()
685 else
686 gPlayers[a] := TPlayer.Create();
689 gPlayers[a].FActualModelName := ModelName;
690 gPlayers[a].SetModel(ModelName);
692 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
693 if gPlayers[a].FModel = nil then
694 begin
695 gPlayers[a].Free();
696 gPlayers[a] := nil;
697 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
698 Exit;
699 end;
701 if not (Team in [TEAM_RED, TEAM_BLUE]) then
702 if Random(2) = 0 then
703 Team := TEAM_RED
704 else
705 Team := TEAM_BLUE;
706 gPlayers[a].FPreferredTeam := Team;
708 case gGameSettings.GameMode of
709 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
710 GM_TDM,
711 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
712 GM_SINGLE,
713 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
714 end;
716 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
717 gPlayers[a].FColor := Color;
718 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
719 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
720 else
721 gPlayers[a].FModel.Color := Color;
723 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
724 gPlayers[a].FLive := False;
726 Result := gPlayers[a].FUID;
727 end;
729 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
730 var
731 a, i: Integer;
732 ok, Bot: Boolean;
733 sig: DWORD;
734 b: Byte;
735 begin
736 Result := 0;
737 if Mem = nil then
738 Exit;
740 // Ñèãíàòóðà èãðîêà:
741 Mem.ReadDWORD(sig);
742 if sig <> PLAYER_SIGNATURE then // 'PLYR'
743 begin
744 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
745 end;
747 // Áîò èëè ÷åëîâåê:
748 Mem.ReadBoolean(Bot);
750 ok := False;
751 a := 0;
753 // Åñòü ëè ìåñòî â gPlayers:
754 if gPlayers <> nil then
755 for a := 0 to High(gPlayers) do
756 if gPlayers[a] = nil then
757 begin
758 ok := True;
759 Break;
760 end;
762 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
763 if not ok then
764 begin
765 SetLength(gPlayers, Length(gPlayers)+1);
766 a := High(gPlayers);
767 end;
769 // Ñîçäàåì îáúåêò èãðîêà:
770 if Bot then
771 gPlayers[a] := TBot.Create()
772 else
773 gPlayers[a] := TPlayer.Create();
774 gPlayers[a].FIamBot := Bot;
775 gPlayers[a].FPhysics := True;
777 // UID èãðîêà:
778 Mem.ReadWord(gPlayers[a].FUID);
779 // Èìÿ èãðîêà:
780 Mem.ReadString(gPlayers[a].FName);
781 // Êîìàíäà:
782 Mem.ReadByte(gPlayers[a].FTeam);
783 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
784 // Æèâ ëè:
785 Mem.ReadBoolean(gPlayers[a].FLive);
786 // Èçðàñõîäîâàë ëè âñå æèçíè:
787 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
788 // Íàïðàâëåíèå:
789 Mem.ReadByte(b);
790 if b = 1 then
791 gPlayers[a].FDirection := D_LEFT
792 else // b = 2
793 gPlayers[a].FDirection := D_RIGHT;
794 // Çäîðîâüå:
795 Mem.ReadInt(gPlayers[a].FHealth);
796 // Æèçíè:
797 Mem.ReadByte(gPlayers[a].FLives);
798 // Áðîíÿ:
799 Mem.ReadInt(gPlayers[a].FArmor);
800 // Çàïàñ âîçäóõà:
801 Mem.ReadInt(gPlayers[a].FAir);
802 // Çàïàñ ãîðþ÷åãî:
803 Mem.ReadInt(gPlayers[a].FJetFuel);
804 // Áîëü:
805 Mem.ReadInt(gPlayers[a].FPain);
806 // Óáèë:
807 Mem.ReadInt(gPlayers[a].FKills);
808 // Óáèë ìîíñòðîâ:
809 Mem.ReadInt(gPlayers[a].FMonsterKills);
810 // Ôðàãîâ:
811 Mem.ReadInt(gPlayers[a].FFrags);
812 // Ôðàãîâ ïîäðÿä:
813 Mem.ReadByte(gPlayers[a].FFragCombo);
814 // Âðåìÿ ïîñëåäíåãî ôðàãà:
815 Mem.ReadDWORD(gPlayers[a].FLastFrag);
816 // Ñìåðòåé:
817 Mem.ReadInt(gPlayers[a].FDeath);
818 // Êàêîé ôëàã íåñåò:
819 Mem.ReadByte(gPlayers[a].FFlag);
820 // Íàøåë ñåêðåòîâ:
821 Mem.ReadInt(gPlayers[a].FSecrets);
822 // Òåêóùåå îðóæèå:
823 Mem.ReadByte(gPlayers[a].FCurrWeap);
824 // Ñëåäóþùåå æåëàåìîå îðóæèå:
825 Mem.ReadWord(gPlayers[a].FNextWeap);
826 // ...è ïàóçà:
827 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
828 // Âðåìÿ çàðÿäêè BFG:
829 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
830 // Áóôåð óðîíà:
831 Mem.ReadInt(gPlayers[a].FDamageBuffer);
832 // Ïîñëåäíèé óäàðèâøèé:
833 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
834 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
835 Mem.ReadByte(gPlayers[a].FLastHit);
836 // Îáúåêò èãðîêà:
837 Obj_LoadState(@gPlayers[a].FObj, Mem);
838 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
839 for i := A_BULLETS to A_HIGH do
840 Mem.ReadWord(gPlayers[a].FAmmo[i]);
841 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
842 for i := A_BULLETS to A_HIGH do
843 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
844 // Íàëè÷èå îðóæèÿ:
845 for i := WP_FIRST to WP_LAST do
846 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
847 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
848 for i := WP_FIRST to WP_LAST do
849 Mem.ReadWord(gPlayers[a].FReloading[i]);
850 // Íàëè÷èå ðþêçàêà:
851 Mem.ReadByte(b);
852 if b = 1 then
853 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
854 // Íàëè÷èå êðàñíîãî êëþ÷à:
855 Mem.ReadByte(b);
856 if b = 1 then
857 Include(gPlayers[a].FRulez, R_KEY_RED);
858 // Íàëè÷èå çåëåíîãî êëþ÷à:
859 Mem.ReadByte(b);
860 if b = 1 then
861 Include(gPlayers[a].FRulez, R_KEY_GREEN);
862 // Íàëè÷èå ñèíåãî êëþ÷à:
863 Mem.ReadByte(b);
864 if b = 1 then
865 Include(gPlayers[a].FRulez, R_KEY_BLUE);
866 // Íàëè÷èå áåðñåðêà:
867 Mem.ReadByte(b);
868 if b = 1 then
869 Include(gPlayers[a].FRulez, R_BERSERK);
870 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
871 for i := MR_SUIT to MR_MAX do
872 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
873 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
874 for i := T_RESPAWN to T_FLAGCAP do
875 Mem.ReadDWORD(gPlayers[a].FTime[i]);
877 // Íàçâàíèå ìîäåëè:
878 Mem.ReadString(gPlayers[a].FActualModelName);
879 // Öâåò ìîäåëè:
880 Mem.ReadByte(gPlayers[a].FColor.R);
881 Mem.ReadByte(gPlayers[a].FColor.G);
882 Mem.ReadByte(gPlayers[a].FColor.B);
883 // Îáíîâëÿåì ìîäåëü èãðîêà:
884 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
886 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
887 if gPlayers[a].FModel = nil then
888 begin
889 gPlayers[a].Free();
890 gPlayers[a] := nil;
891 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
892 Exit;
893 end;
895 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
896 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
897 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
898 else
899 gPlayers[a].FModel.Color := gPlayers[a].FColor;
901 Result := gPlayers[a].FUID;
902 end;
904 procedure g_Player_ResetTeams();
905 var
906 a: Integer;
907 begin
908 if g_Game_IsClient then
909 Exit;
910 if gPlayers = nil then
911 Exit;
912 for a := Low(gPlayers) to High(gPlayers) do
913 if gPlayers[a] <> nil then
914 case gGameSettings.GameMode of
915 GM_DM:
916 gPlayers[a].ChangeTeam(TEAM_NONE);
917 GM_TDM, GM_CTF:
918 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
919 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
920 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
921 else
922 if a mod 2 = 0 then
923 gPlayers[a].ChangeTeam(TEAM_RED)
924 else
925 gPlayers[a].ChangeTeam(TEAM_BLUE);
926 GM_SINGLE,
927 GM_COOP:
928 gPlayers[a].ChangeTeam(TEAM_COOP);
929 end;
930 end;
932 procedure g_Bot_Add(Team, Difficult: Byte);
933 var
934 m: SArray;
935 _name, _model: String;
936 a, tr, tb: Integer;
937 begin
938 if not g_Game_IsServer then Exit;
940 // Ñïèñîê íàçâàíèé ìîäåëåé:
941 m := g_PlayerModel_GetNames();
942 if m = nil then
943 Exit;
945 // Êîìàíäà:
946 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
947 Team := TEAM_COOP // COOP
948 else
949 if gGameSettings.GameMode = GM_DM then
950 Team := TEAM_NONE // DM
951 else
952 if Team = TEAM_NONE then // CTF / TDM
953 begin
954 // Àâòîáàëàíñ êîìàíä:
955 tr := 0;
956 tb := 0;
958 for a := 0 to High(gPlayers) do
959 if gPlayers[a] <> nil then
960 begin
961 if gPlayers[a].Team = TEAM_RED then
962 Inc(tr)
963 else
964 if gPlayers[a].Team = TEAM_BLUE then
965 Inc(tb);
966 end;
968 if tr > tb then
969 Team := TEAM_BLUE
970 else
971 if tb > tr then
972 Team := TEAM_RED
973 else // tr = tb
974 if Random(2) = 0 then
975 Team := TEAM_RED
976 else
977 Team := TEAM_BLUE;
978 end;
980 // Âûáèðàåì áîòó èìÿ:
981 _name := '';
982 if BotNames <> nil then
983 for a := 0 to High(BotNames) do
984 if g_Player_ValidName(BotNames[a]) then
985 begin
986 _name := BotNames[a];
987 Break;
988 end;
990 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
991 if _name = '' then
992 repeat
993 _name := Format('DFBOT%.2d', [Random(100)]);
994 until g_Player_ValidName(_name);
996 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
997 _model := m[Random(Length(m))];
999 // Ñîçäàåì áîòà:
1000 with g_Player_Get(g_Player_Create(_model,
1001 _RGB(Min(Random(9)*32, 255),
1002 Min(Random(9)*32, 255),
1003 Min(Random(9)*32, 255)),
1004 Team, True)) as TBot do
1005 begin
1006 Name := _name;
1008 case Difficult of
1009 1: FDifficult := DIFFICULT_EASY;
1010 2: FDifficult := DIFFICULT_MEDIUM;
1011 else FDifficult := DIFFICULT_HARD;
1012 end;
1014 for a := WP_FIRST to WP_LAST do
1015 begin
1016 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1017 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1018 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1019 end;
1021 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1023 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1024 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1025 Spectate();
1026 end;
1027 end;
1029 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1030 var
1031 m: SArray;
1032 _name, _model: String;
1033 a: Integer;
1034 begin
1035 if not g_Game_IsServer then Exit;
1037 // Ñïèñîê íàçâàíèé ìîäåëåé:
1038 m := g_PlayerModel_GetNames();
1039 if m = nil then
1040 Exit;
1042 // Êîìàíäà:
1043 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1044 Team := TEAM_COOP // COOP
1045 else
1046 if gGameSettings.GameMode = GM_DM then
1047 Team := TEAM_NONE // DM
1048 else
1049 if Team = TEAM_NONE then
1050 Team := BotList[num].team; // CTF / TDM
1052 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1053 lName := AnsiLowerCase(lName);
1054 if (num < 0) or (num > Length(BotList)-1) then
1055 num := -1;
1056 if (num = -1) and (lName <> '') and (BotList <> nil) then
1057 for a := 0 to High(BotList) do
1058 if AnsiLowerCase(BotList[a].name) = lName then
1059 begin
1060 num := a;
1061 Break;
1062 end;
1063 if num = -1 then
1064 Exit;
1066 // Èìÿ áîòà:
1067 _name := BotList[num].name;
1068 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1069 if not g_Player_ValidName(_name) then
1070 repeat
1071 _name := Format('DFBOT%.2d', [Random(100)]);
1072 until g_Player_ValidName(_name);
1074 // Ìîäåëü:
1075 _model := BotList[num].model;
1076 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1077 if not InSArray(_model, m) then
1078 _model := m[Random(Length(m))];
1080 // Ñîçäàåì áîòà:
1081 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1082 begin
1083 Name := _name;
1085 FDifficult.DiagFire := BotList[num].diag_fire;
1086 FDifficult.InvisFire := BotList[num].invis_fire;
1087 FDifficult.DiagPrecision := BotList[num].diag_precision;
1088 FDifficult.FlyPrecision := BotList[num].fly_precision;
1089 FDifficult.Cover := BotList[num].cover;
1090 FDifficult.CloseJump := BotList[num].close_jump;
1092 for a := WP_FIRST to WP_LAST do
1093 begin
1094 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1095 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1096 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1097 end;
1099 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1101 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1102 end;
1103 end;
1105 procedure g_Bot_RemoveAll();
1106 var
1107 a: Integer;
1108 begin
1109 if not g_Game_IsServer then Exit;
1110 if gPlayers = nil then Exit;
1112 for a := 0 to High(gPlayers) do
1113 if gPlayers[a] <> nil then
1114 if gPlayers[a] is TBot then
1115 begin
1116 gPlayers[a].Lives := 0;
1117 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1118 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1119 g_Player_Remove(gPlayers[a].FUID);
1120 end;
1122 g_Bot_MixNames();
1123 end;
1125 procedure g_Bot_MixNames();
1126 var
1127 s: String;
1128 a, b: Integer;
1129 begin
1130 if BotNames <> nil then
1131 for a := 0 to High(BotNames) do
1132 begin
1133 b := Random(Length(BotNames));
1134 s := BotNames[a];
1135 Botnames[a] := BotNames[b];
1136 BotNames[b] := s;
1137 end;
1138 end;
1140 procedure g_Player_Remove(UID: Word);
1141 var
1142 i: Integer;
1143 begin
1144 if gPlayers = nil then Exit;
1146 if g_Game_IsServer and g_Game_IsNet then
1147 MH_SEND_PlayerDelete(UID);
1149 for i := 0 to High(gPlayers) do
1150 if gPlayers[i] <> nil then
1151 if gPlayers[i].FUID = UID then
1152 begin
1153 if gPlayers[i] is TPlayer then
1154 TPlayer(gPlayers[i]).Free()
1155 else
1156 TBot(gPlayers[i]).Free();
1157 gPlayers[i] := nil;
1158 Exit;
1159 end;
1160 end;
1162 procedure g_Player_Init();
1163 var
1164 F: TextFile;
1165 s: String;
1166 a, b: Integer;
1167 config: TConfig;
1168 sa: SArray;
1169 begin
1170 BotNames := nil;
1172 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1173 Exit;
1175 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1176 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1177 Reset(F);
1179 while not EOF(F) do
1180 begin
1181 ReadLn(F, s);
1183 s := Trim(s);
1184 if s = '' then
1185 Continue;
1187 SetLength(BotNames, Length(BotNames)+1);
1188 BotNames[High(BotNames)] := s;
1189 end;
1191 CloseFile(F);
1193 // Ïåðåìåøèâàåì èõ:
1194 g_Bot_MixNames();
1196 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1197 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1198 BotList := nil;
1199 a := 0;
1201 while config.SectionExists(IntToStr(a)) do
1202 begin
1203 SetLength(BotList, Length(BotList)+1);
1205 with BotList[High(BotList)] do
1206 begin
1207 // Èìÿ áîòà:
1208 name := config.ReadStr(IntToStr(a), 'name', '');
1209 // Ìîäåëü:
1210 model := config.ReadStr(IntToStr(a), 'model', '');
1211 // Êîìàíäà:
1212 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1213 team := TEAM_RED
1214 else
1215 team := TEAM_BLUE;
1216 // Öâåò ìîäåëè:
1217 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1218 color.R := StrToIntDef(sa[0], 0);
1219 color.G := StrToIntDef(sa[1], 0);
1220 color.B := StrToIntDef(sa[2], 0);
1221 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1222 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1223 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1224 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1225 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1226 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1227 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1228 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1229 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1230 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1231 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1232 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1233 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1234 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1235 if Length(sa) = 10 then
1236 for b := 0 to 9 do
1237 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1238 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1239 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1240 if Length(sa) = 10 then
1241 for b := 0 to 9 do
1242 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1244 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1245 if Length(sa) = 10 then
1246 for b := 0 to 9 do
1247 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1248 end;
1250 a := a + 1;
1251 end;
1253 config.Free();
1254 end;
1256 procedure g_Player_Free();
1257 var
1258 i: Integer;
1259 begin
1260 if gPlayers <> nil then
1261 begin
1262 for i := 0 to High(gPlayers) do
1263 if gPlayers[i] <> nil then
1264 begin
1265 if gPlayers[i] is TPlayer then
1266 TPlayer(gPlayers[i]).Free()
1267 else
1268 TBot(gPlayers[i]).Free();
1269 gPlayers[i] := nil;
1270 end;
1272 gPlayers := nil;
1273 end;
1275 gPlayer1 := nil;
1276 gPlayer2 := nil;
1277 end;
1279 procedure g_Player_UpdateAll();
1280 var
1281 i: Integer;
1282 begin
1283 if gPlayers = nil then Exit;
1285 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1286 for i := 0 to High(gPlayers) do
1287 begin
1288 if gPlayers[i] <> nil then
1289 begin
1290 if gPlayers[i] is TPlayer then
1291 begin
1292 gPlayers[i].Update();
1293 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1294 end
1295 else
1296 begin
1297 // bot updates weapons in `UpdateCombat()`
1298 TBot(gPlayers[i]).Update();
1299 end;
1300 end;
1301 end;
1302 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1303 end;
1305 procedure g_Player_DrawAll();
1306 var
1307 i: Integer;
1308 begin
1309 if gPlayers = nil then Exit;
1311 for i := 0 to High(gPlayers) do
1312 if gPlayers[i] <> nil then
1313 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1314 else TBot(gPlayers[i]).Draw();
1315 end;
1317 procedure g_Player_DrawDebug(p: TPlayer);
1318 var
1319 fW, fH: Byte;
1320 begin
1321 if p = nil then Exit;
1322 if (@p.FObj) = nil then Exit;
1324 e_TextureFontGetSize(gStdFont, fW, fH);
1326 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1327 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1328 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1329 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1330 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1331 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1332 end;
1334 procedure g_Player_DrawHealth();
1335 var
1336 i: Integer;
1337 fW, fH: Byte;
1338 begin
1339 if gPlayers = nil then Exit;
1340 e_TextureFontGetSize(gStdFont, fW, fH);
1342 for i := 0 to High(gPlayers) do
1343 if gPlayers[i] <> nil then
1344 begin
1345 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1346 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1347 IntToStr(gPlayers[i].FHealth), gStdFont);
1348 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1349 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1350 IntToStr(gPlayers[i].FArmor), gStdFont);
1351 end;
1352 end;
1354 function g_Player_Get(UID: Word): TPlayer;
1355 var
1356 a: Integer;
1357 begin
1358 Result := nil;
1360 if gPlayers = nil then
1361 Exit;
1363 for a := 0 to High(gPlayers) do
1364 if gPlayers[a] <> nil then
1365 if gPlayers[a].FUID = UID then
1366 begin
1367 Result := gPlayers[a];
1368 Exit;
1369 end;
1370 end;
1372 function g_Player_GetCount(): Byte;
1373 var
1374 a: Integer;
1375 begin
1376 Result := 0;
1378 if gPlayers = nil then
1379 Exit;
1381 for a := 0 to High(gPlayers) do
1382 if gPlayers[a] <> nil then
1383 Result := Result + 1;
1384 end;
1386 function g_Player_GetStats(): TPlayerStatArray;
1387 var
1388 a: Integer;
1389 begin
1390 Result := nil;
1392 if gPlayers = nil then Exit;
1394 for a := 0 to High(gPlayers) do
1395 if gPlayers[a] <> nil then
1396 begin
1397 SetLength(Result, Length(Result)+1);
1398 with Result[High(Result)] do
1399 begin
1400 Ping := gPlayers[a].FPing;
1401 Loss := gPlayers[a].FLoss;
1402 Name := gPlayers[a].FName;
1403 Team := gPlayers[a].FTeam;
1404 Frags := gPlayers[a].FFrags;
1405 Deaths := gPlayers[a].FDeath;
1406 Kills := gPlayers[a].FKills;
1407 Color := gPlayers[a].FModel.Color;
1408 Lives := gPlayers[a].FLives;
1409 Spectator := gPlayers[a].FSpectator;
1410 end;
1411 end;
1412 end;
1414 procedure g_Player_RememberAll;
1415 var
1416 i: Integer;
1417 begin
1418 for i := Low(gPlayers) to High(gPlayers) do
1419 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1420 gPlayers[i].RememberState;
1421 end;
1423 procedure g_Player_ResetAll(Force, Silent: Boolean);
1424 var
1425 i: Integer;
1426 begin
1427 gTeamStat[TEAM_RED].Goals := 0;
1428 gTeamStat[TEAM_BLUE].Goals := 0;
1430 if gPlayers <> nil then
1431 for i := 0 to High(gPlayers) do
1432 if gPlayers[i] <> nil then
1433 begin
1434 gPlayers[i].Reset(Force);
1436 if gPlayers[i] is TPlayer then
1437 begin
1438 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1439 gPlayers[i].Respawn(Silent)
1440 else
1441 gPlayers[i].Spectate();
1442 end
1443 else
1444 TBot(gPlayers[i]).Respawn(Silent);
1445 end;
1446 end;
1448 procedure g_Player_CreateCorpse(Player: TPlayer);
1449 var
1450 find_id: DWORD;
1451 ok: Boolean;
1452 begin
1453 if Player.Live then
1454 Exit;
1455 if Player.FObj.Y >= gMapInfo.Height+128 then
1456 Exit;
1458 with Player do
1459 begin
1460 if (FHealth >= -50) or (gGibsCount = 0) then
1461 begin
1462 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1463 Exit;
1465 ok := False;
1466 for find_id := 0 to High(gCorpses) do
1467 if gCorpses[find_id] = nil then
1468 begin
1469 ok := True;
1470 Break;
1471 end;
1473 if not ok then
1474 find_id := Random(Length(gCorpses));
1476 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1477 gCorpses[find_id].FColor := FModel.Color;
1478 gCorpses[find_id].FObj.Vel := FObj.Vel;
1479 gCorpses[find_id].FObj.Accel := FObj.Accel;
1480 end
1481 else
1482 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1483 FObj.Y + PLAYER_RECT_CY,
1484 FModel.Name, FModel.Color);
1485 end;
1486 end;
1488 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1489 var
1490 SID: DWORD;
1491 begin
1492 if (gShells = nil) or (Length(gShells) = 0) then
1493 Exit;
1495 with gShells[CurrentShell] do
1496 begin
1497 SpriteID := 0;
1498 g_Obj_Init(@Obj);
1499 Obj.Rect.X := 0;
1500 Obj.Rect.Y := 0;
1501 if T = SHELL_BULLET then
1502 begin
1503 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1504 SpriteID := SID;
1505 CX := 2;
1506 CY := 1;
1507 Obj.Rect.Width := 4;
1508 Obj.Rect.Height := 2;
1509 end
1510 else
1511 begin
1512 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1513 SpriteID := SID;
1514 CX := 4;
1515 CY := 2;
1516 Obj.Rect.Width := 7;
1517 Obj.Rect.Height := 3;
1518 end;
1519 SType := T;
1520 Live := True;
1521 Obj.X := fX;
1522 Obj.Y := fY;
1523 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1524 RAngle := Random(360);
1525 Timeout := gTime + SHELL_TIMEOUT;
1527 if CurrentShell >= High(gShells) then
1528 CurrentShell := 0
1529 else
1530 Inc(CurrentShell);
1531 end;
1532 end;
1534 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1535 var
1536 a: Integer;
1537 GibsArray: TGibsArray;
1538 begin
1539 if (gGibs = nil) or (Length(gGibs) = 0) then
1540 Exit;
1541 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1542 Exit;
1544 for a := 0 to High(GibsArray) do
1545 with gGibs[CurrentGib] do
1546 begin
1547 Color := fColor;
1548 ID := GibsArray[a].ID;
1549 MaskID := GibsArray[a].MaskID;
1550 Live := True;
1551 g_Obj_Init(@Obj);
1552 Obj.Rect := GibsArray[a].Rect;
1553 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1554 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1555 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1556 RAngle := Random(360);
1558 if gBloodCount > 0 then
1559 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1560 Random(48), Random(48), 150, 0, 0);
1562 if CurrentGib >= High(gGibs) then
1563 CurrentGib := 0
1564 else
1565 Inc(CurrentGib);
1566 end;
1567 end;
1569 procedure g_Player_UpdatePhysicalObjects();
1570 var
1571 i: Integer;
1572 vel: TPoint2i;
1573 mr: Word;
1575 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1576 var
1577 k: Integer;
1578 begin
1579 k := 1 + Random(2);
1580 if T = SHELL_BULLET then
1581 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1582 else
1583 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1584 end;
1586 begin
1587 // Êóñêè ìÿñà:
1588 if gGibs <> nil then
1589 for i := 0 to High(gGibs) do
1590 if gGibs[i].Live then
1591 with gGibs[i] do
1592 begin
1593 vel := Obj.Vel;
1594 mr := g_Obj_Move(@Obj, True, False, True);
1596 if WordBool(mr and MOVE_FALLOUT) then
1597 begin
1598 Live := False;
1599 Continue;
1600 end;
1602 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1603 if WordBool(mr and MOVE_HITWALL) then
1604 Obj.Vel.X := -(vel.X div 2);
1605 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1606 Obj.Vel.Y := -(vel.Y div 2);
1608 if (Obj.Vel.X >= 0) then
1609 begin // Clockwise
1610 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1611 if RAngle >= 360 then
1612 RAngle := RAngle mod 360;
1613 end else begin // Counter-clockwise
1614 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1615 if RAngle < 0 then
1616 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1617 end;
1619 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1620 if gTime mod (GAME_TICK*3) = 0 then
1621 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1622 end;
1624 // Òðóïû:
1625 if gCorpses <> nil then
1626 for i := 0 to High(gCorpses) do
1627 if gCorpses[i] <> nil then
1628 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1629 begin
1630 gCorpses[i].Free();
1631 gCorpses[i] := nil;
1632 end
1633 else
1634 gCorpses[i].Update();
1636 // Ãèëüçû:
1637 if gShells <> nil then
1638 for i := 0 to High(gShells) do
1639 if gShells[i].Live then
1640 with gShells[i] do
1641 begin
1642 vel := Obj.Vel;
1643 mr := g_Obj_Move(@Obj, True, False, True);
1645 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1646 begin
1647 Live := False;
1648 Continue;
1649 end;
1651 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1652 if WordBool(mr and MOVE_HITWALL) then
1653 begin
1654 Obj.Vel.X := -(vel.X div 2);
1655 if not WordBool(mr and MOVE_INWATER) then
1656 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1657 end;
1658 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1659 begin
1660 Obj.Vel.Y := -(vel.Y div 2);
1661 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1662 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1663 begin
1664 if RAngle mod 90 <> 0 then
1665 RAngle := (RAngle div 90) * 90;
1666 end
1667 else if not WordBool(mr and MOVE_INWATER) then
1668 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1669 end;
1671 if (Obj.Vel.X >= 0) then
1672 begin // Clockwise
1673 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1674 if RAngle >= 360 then
1675 RAngle := RAngle mod 360;
1676 end else begin // Counter-clockwise
1677 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1678 if RAngle < 0 then
1679 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1680 end;
1681 end;
1682 end;
1684 procedure g_Player_DrawCorpses();
1685 var
1686 i: Integer;
1687 a: TPoint;
1688 begin
1689 if gGibs <> nil then
1690 for i := 0 to High(gGibs) do
1691 if gGibs[i].Live then
1692 with gGibs[i] do
1693 begin
1694 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1695 Continue;
1697 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1698 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1700 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1702 e_Colors := Color;
1703 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1704 e_Colors.R := 255;
1705 e_Colors.G := 255;
1706 e_Colors.B := 255;
1707 end;
1709 if gCorpses <> nil then
1710 for i := 0 to High(gCorpses) do
1711 if gCorpses[i] <> nil then
1712 gCorpses[i].Draw();
1713 end;
1715 procedure g_Player_DrawShells();
1716 var
1717 i: Integer;
1718 a: TPoint;
1719 begin
1720 if gShells <> nil then
1721 for i := 0 to High(gShells) do
1722 if gShells[i].Live then
1723 with gShells[i] do
1724 begin
1725 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1726 Continue;
1728 a.X := CX;
1729 a.Y := CY;
1731 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1732 end;
1733 end;
1735 procedure g_Player_RemoveAllCorpses();
1736 var
1737 i: Integer;
1738 begin
1739 gGibs := nil;
1740 gShells := nil;
1741 SetLength(gGibs, MaxGibs);
1742 SetLength(gShells, MaxGibs);
1743 CurrentGib := 0;
1744 CurrentShell := 0;
1746 if gCorpses <> nil then
1747 for i := 0 to High(gCorpses) do
1748 gCorpses[i].Free();
1750 gCorpses := nil;
1751 SetLength(gCorpses, MaxCorpses);
1752 end;
1754 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1755 var
1756 count, i: Integer;
1757 b: Boolean;
1758 begin
1759 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1760 count := 0;
1761 if gCorpses <> nil then
1762 for i := 0 to High(gCorpses) do
1763 if gCorpses[i] <> nil then
1764 count := count + 1;
1766 Mem := TBinMemoryWriter.Create((count+1) * 128);
1768 // Êîëè÷åñòâî òðóïîâ:
1769 Mem.WriteInt(count);
1771 if count = 0 then
1772 Exit;
1774 // Ñîõðàíÿåì òðóïû:
1775 for i := 0 to High(gCorpses) do
1776 if gCorpses[i] <> nil then
1777 begin
1778 // Íàçâàíèå ìîäåëè:
1779 Mem.WriteString(gCorpses[i].FModelName);
1780 // Òèï ñìåðòè:
1781 b := gCorpses[i].Mess;
1782 Mem.WriteBoolean(b);
1783 // Ñîõðàíÿåì äàííûå òðóïà:
1784 gCorpses[i].SaveState(Mem);
1785 end;
1786 end;
1788 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1789 var
1790 count, i: Integer;
1791 str: String;
1792 b: Boolean;
1793 begin
1794 if Mem = nil then
1795 Exit;
1797 g_Player_RemoveAllCorpses();
1799 // Êîëè÷åñòâî òðóïîâ:
1800 Mem.ReadInt(count);
1802 if count > Length(gCorpses) then
1803 begin
1804 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1805 end;
1807 if count = 0 then
1808 Exit;
1810 // Çàãðóæàåì òðóïû:
1811 for i := 0 to count-1 do
1812 begin
1813 // Íàçâàíèå ìîäåëè:
1814 Mem.ReadString(str);
1815 // Òèï ñìåðòè:
1816 Mem.ReadBoolean(b);
1817 // Ñîçäàåì òðóï:
1818 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1819 // Çàãðóæàåì äàííûå òðóïà:
1820 gCorpses[i].LoadState(Mem);
1821 end;
1822 end;
1824 { T P l a y e r : }
1826 procedure TPlayer.BFGHit();
1827 begin
1828 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1829 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1830 if g_Game_IsServer and g_Game_IsNet then
1831 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1832 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1833 0, NET_GFX_BFGHIT);
1834 end;
1836 procedure TPlayer.ChangeModel(ModelName: string);
1837 var
1838 Model: TPlayerModel;
1839 begin
1840 Model := g_PlayerModel_Get(ModelName);
1841 if Model = nil then Exit;
1843 FModel.Free();
1844 FModel := Model;
1845 end;
1847 procedure TPlayer.SetModel(ModelName: string);
1848 var
1849 m: TPlayerModel;
1850 begin
1851 m := g_PlayerModel_Get(ModelName);
1852 if m = nil then
1853 begin
1854 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1855 m := g_PlayerModel_Get('doomer');
1856 if m = nil then
1857 begin
1858 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1859 Exit;
1860 end;
1861 end;
1863 if FModel <> nil then
1864 FModel.Free();
1866 FModel := m;
1868 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1869 FModel.Color := FColor
1870 else
1871 FModel.Color := TEAMCOLOR[FTeam];
1872 FModel.SetWeapon(FCurrWeap);
1873 FModel.SetFlag(FFlag);
1874 SetDirection(FDirection);
1875 end;
1877 procedure TPlayer.SetColor(Color: TRGB);
1878 begin
1879 FColor := Color;
1880 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1881 if FModel <> nil then FModel.Color := Color;
1882 end;
1884 procedure TPlayer.SwitchTeam;
1885 begin
1886 if g_Game_IsClient then
1887 Exit;
1888 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1890 if gGameOn and FLive then
1891 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1893 if FTeam = TEAM_RED then
1894 begin
1895 ChangeTeam(TEAM_BLUE);
1896 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1897 if g_Game_IsNet then
1898 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1899 end
1900 else
1901 begin
1902 ChangeTeam(TEAM_RED);
1903 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1904 if g_Game_IsNet then
1905 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1906 end;
1907 FPreferredTeam := FTeam;
1908 end;
1910 procedure TPlayer.ChangeTeam(Team: Byte);
1911 var
1912 OldTeam: Byte;
1913 begin
1914 OldTeam := FTeam;
1915 FTeam := Team;
1916 case Team of
1917 TEAM_RED, TEAM_BLUE:
1918 FModel.Color := TEAMCOLOR[Team];
1919 else
1920 FModel.Color := FColor;
1921 end;
1922 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1923 MH_SEND_PlayerStats(FUID);
1924 end;
1927 procedure TPlayer.CollideItem();
1928 var
1929 i: Integer;
1930 r: Boolean;
1931 begin
1932 if gItems = nil then Exit;
1933 if not FLive then Exit;
1935 for i := 0 to High(gItems) do
1936 with gItems[i] do
1937 begin
1938 if (ItemType <> ITEM_NONE) and Live then
1939 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1940 PLAYER_RECT.Height, @Obj) then
1941 begin
1942 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1944 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1945 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1946 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1947 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1948 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1950 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1951 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1952 (gGameSettings.GameType = GT_SINGLE) and
1953 (g_Player_GetCount() > 1)) then
1954 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1955 end;
1956 end;
1957 end;
1960 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1961 begin
1962 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1963 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1964 False);
1965 end;
1967 constructor TPlayer.Create();
1968 begin
1969 FIamBot := False;
1970 FDummy := False;
1971 FSpawned := False;
1973 FSawSound := TPlayableSound.Create();
1974 FSawSoundIdle := TPlayableSound.Create();
1975 FSawSoundHit := TPlayableSound.Create();
1976 FSawSoundSelect := TPlayableSound.Create();
1977 FJetSoundFly := TPlayableSound.Create();
1978 FJetSoundOn := TPlayableSound.Create();
1979 FJetSoundOff := TPlayableSound.Create();
1981 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1982 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1983 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1984 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1985 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1986 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1987 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1989 FSpectatePlayer := -1;
1990 FClientID := -1;
1991 FPing := 0;
1992 FLoss := 0;
1993 FSavedState.WaitRecall := False;
1994 FShellTimer := -1;
1995 FFireTime := 0;
1996 FFirePainTime := 0;
1997 FFireAttacker := 0;
1999 FActualModelName := 'doomer';
2001 g_Obj_Init(@FObj);
2002 FObj.Rect := PLAYER_RECT;
2004 FBFGFireCounter := -1;
2005 FJustTeleported := False;
2006 FNetTime := 0;
2008 resetWeaponQueue();
2009 end;
2011 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2012 var
2013 c: Word;
2014 begin
2015 if (not g_Game_IsClient) and (not FLive) then
2016 Exit;
2018 FLastHit := t;
2020 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2021 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2022 begin
2023 if not g_Game_IsClient then
2024 begin
2025 FArmor := 0;
2026 if t = HIT_TRAP then
2027 begin
2028 // Ëîâóøêà óáèâàåò ñðàçó:
2029 FHealth := -100;
2030 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2031 end;
2032 if t = HIT_SELF then
2033 begin
2034 // Ñàìîóáèéñòâî:
2035 FHealth := 0;
2036 Kill(K_SIMPLEKILL, SpawnerUID, t);
2037 end;
2038 end;
2039 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2040 FMegaRulez[MR_SUIT] := 0;
2041 FMegaRulez[MR_INVUL] := 0;
2042 FMegaRulez[MR_INVIS] := 0;
2043 FBerserk := 0;
2044 end;
2046 // Íî îò îñòàëüíîãî ñïàñàåò:
2047 if FMegaRulez[MR_INVUL] >= gTime then
2048 Exit;
2050 // ×èò-êîä "ÃÎÐÅÖ":
2051 if FGodMode then
2052 Exit;
2054 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2055 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2056 (SpawnerUID = FUID) or
2057 (not SameTeam(FUID, SpawnerUID)) then
2058 begin
2059 FLastSpawnerUID := SpawnerUID;
2061 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2062 if gBloodCount > 0 then
2063 begin
2064 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2065 if value div 4 <= c then
2066 c := c - (value div 4)
2067 else
2068 c := 0;
2070 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2071 MakeBloodSimple(c)
2072 else
2073 case t of
2074 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2075 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2076 end;
2078 if t = HIT_WATER then
2079 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2080 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2081 end;
2083 // Áóôåð óðîíà:
2084 if FLive then
2085 Inc(FDamageBuffer, value);
2087 // Âñïûøêà áîëè:
2088 if gFlash <> 0 then
2089 FPain := FPain + value;
2090 end;
2092 if g_Game_IsServer and g_Game_IsNet then
2093 begin
2094 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2095 MH_SEND_PlayerStats(FUID);
2096 MH_SEND_PlayerPos(False, FUID);
2097 end;
2098 end;
2100 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2101 begin
2102 Result := False;
2103 if g_Game_IsClient then
2104 Exit;
2105 if not FLive then
2106 Exit;
2108 if Soft and (FHealth < PLAYER_HP_SOFT) then
2109 begin
2110 IncMax(FHealth, value, PLAYER_HP_SOFT);
2111 Result := True;
2112 end;
2113 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2114 begin
2115 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2116 Result := True;
2117 end;
2119 if Result and g_Game_IsServer and g_Game_IsNet then
2120 MH_SEND_PlayerStats(FUID);
2121 end;
2123 destructor TPlayer.Destroy();
2124 begin
2125 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2126 gPlayer1 := nil;
2127 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2128 gPlayer2 := nil;
2130 FSawSound.Free();
2131 FSawSoundIdle.Free();
2132 FSawSoundHit.Free();
2133 FJetSoundFly.Free();
2134 FJetSoundOn.Free();
2135 FJetSoundOff.Free();
2136 FModel.Free();
2138 inherited;
2139 end;
2141 procedure TPlayer.DrawBubble();
2142 var
2143 bubX, bubY: Integer;
2144 ID: LongWord;
2145 Rb, Gb, Bb,
2146 Rw, Gw, Bw: SmallInt;
2147 Dot: Byte;
2148 begin
2149 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2150 bubY := FObj.Y+FObj.Rect.Y - 18;
2151 Rb := 64;
2152 Gb := 64;
2153 Bb := 64;
2154 Rw := 240;
2155 Gw := 240;
2156 Bw := 240;
2157 case gChatBubble of
2158 1: // simple textual non-bubble
2159 begin
2160 bubX := FObj.X+FObj.Rect.X - 11;
2161 bubY := FObj.Y+FObj.Rect.Y - 17;
2162 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2163 Exit;
2164 end;
2165 2: // advanced pixel-perfect bubble
2166 begin
2167 if FTeam = TEAM_RED then
2168 Rb := 255
2169 else
2170 if FTeam = TEAM_BLUE then
2171 Bb := 255;
2172 end;
2173 3: // colored bubble
2174 begin
2175 Rb := FModel.Color.R;
2176 Gb := FModel.Color.G;
2177 Bb := FModel.Color.B;
2178 Rw := Min(Rb * 2 + 64, 255);
2179 Gw := Min(Gb * 2 + 64, 255);
2180 Bw := Min(Bb * 2 + 64, 255);
2181 if (Abs(Rw - Rb) < 32)
2182 or (Abs(Gw - Gb) < 32)
2183 or (Abs(Bw - Bb) < 32) then
2184 begin
2185 Rb := Max(Rw div 2 - 16, 0);
2186 Gb := Max(Gw div 2 - 16, 0);
2187 Bb := Max(Bw div 2 - 16, 0);
2188 end;
2189 end;
2190 4: // custom textured bubble
2191 begin
2192 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2193 if FDirection = D_RIGHT then
2194 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2195 else
2196 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2197 Exit;
2198 end;
2199 end;
2201 // Outer borders
2202 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2203 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2204 // Inner box
2205 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2207 // Tail
2208 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2209 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2210 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2211 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2212 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2213 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2215 // Dots
2216 Dot := 6;
2217 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2218 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2219 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2220 end;
2222 procedure TPlayer.Draw();
2223 var
2224 ID: DWORD;
2225 w, h: Word;
2226 dr: Boolean;
2227 begin
2228 if FLive then
2229 begin
2230 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2231 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2232 begin
2233 e_GetTextureSize(ID, @w, @h);
2234 if FDirection = D_LEFT then
2235 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2236 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2237 else
2238 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2239 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2240 end;
2242 if FMegaRulez[MR_INVIS] > gTime then
2243 begin
2244 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2245 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2246 begin
2247 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2248 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2249 else
2250 dr := True;
2251 if dr then
2252 FModel.Draw(FObj.X, FObj.Y, 200)
2253 else
2254 FModel.Draw(FObj.X, FObj.Y);
2255 end
2256 else
2257 FModel.Draw(FObj.X, FObj.Y, 254);
2258 end
2259 else
2260 FModel.Draw(FObj.X, FObj.Y);
2261 end;
2263 if g_debug_Frames then
2264 begin
2265 e_DrawQuad(FObj.X+FObj.Rect.X,
2266 FObj.Y+FObj.Rect.Y,
2267 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2268 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2269 0, 255, 0);
2270 end;
2272 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2273 DrawBubble();
2274 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2275 if gAimLine and Live and
2276 ((Self = gPlayer1) or (Self = gPlayer2)) then
2277 DrawAim();
2278 end;
2280 procedure TPlayer.DrawAim();
2281 var
2282 wx, wy, xx, yy: Integer;
2283 angle: SmallInt;
2284 sz, len: Word;
2285 begin
2286 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2287 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2288 angle := FAngle;
2289 len := 1024;
2290 sz := 2;
2291 case FCurrWeap of
2292 0: begin // Punch
2293 len := 12;
2294 sz := 4;
2295 end;
2296 1: begin // Chainsaw
2297 len := 24;
2298 sz := 6;
2299 end;
2300 2: begin // Pistol
2301 len := 1024;
2302 sz := 2;
2303 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2304 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2305 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2306 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2307 end;
2308 3: begin // Shotgun
2309 len := 1024;
2310 sz := 3;
2311 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2312 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2313 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2314 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2315 end;
2316 4: begin // Double Shotgun
2317 len := 1024;
2318 sz := 4;
2319 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2320 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2321 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2322 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2323 end;
2324 5: begin // Chaingun
2325 len := 1024;
2326 sz := 3;
2327 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2328 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2329 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2330 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2331 end;
2332 6: begin // Rocket Launcher
2333 len := 1024;
2334 sz := 7;
2335 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2336 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2337 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2338 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2339 end;
2340 7: begin // Plasmagun
2341 len := 1024;
2342 sz := 5;
2343 if angle = ANGLE_RIGHTUP then Inc(angle);
2344 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2345 if angle = ANGLE_LEFTUP then Dec(angle);
2346 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2347 end;
2348 8: begin // BFG
2349 len := 1024;
2350 sz := 12;
2351 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2352 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2353 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2354 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2355 end;
2356 9: begin // Super Chaingun
2357 len := 1024;
2358 sz := 4;
2359 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2360 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2361 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2362 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2363 end;
2364 end;
2365 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2366 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2367 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2368 end;
2370 procedure TPlayer.DrawGUI();
2371 var
2372 ID: DWORD;
2373 X, Y, SY, a, p, m: Integer;
2374 tw, th: Word;
2375 cw, ch: Byte;
2376 s: string;
2377 stat: TPlayerStatArray;
2378 begin
2379 X := gPlayerScreenSize.X;
2380 SY := gPlayerScreenSize.Y;
2381 Y := 0;
2383 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2384 begin
2385 if gGameSettings.GameMode = GM_CTF then
2386 a := 32 + 8
2387 else
2388 a := 0;
2389 if gGameSettings.GameMode = GM_CTF then
2390 begin
2391 s := 'TEXTURE_PLAYER_REDFLAG';
2392 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2393 s := 'TEXTURE_PLAYER_REDFLAG_S';
2394 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2395 s := 'TEXTURE_PLAYER_REDFLAG_D';
2396 if g_Texture_Get(s, ID) then
2397 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2398 end;
2400 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2401 e_CharFont_GetSize(gMenuFont, s, tw, th);
2402 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2404 if gGameSettings.GameMode = GM_CTF then
2405 begin
2406 s := 'TEXTURE_PLAYER_BLUEFLAG';
2407 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2408 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2409 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2410 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2411 if g_Texture_Get(s, ID) then
2412 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2413 end;
2415 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2416 e_CharFont_GetSize(gMenuFont, s, tw, th);
2417 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2418 end;
2420 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2421 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2422 0, False, False);
2424 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2425 e_Draw(ID, X+2, Y, 0, True, False);
2427 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2428 begin
2429 if gShowStat then
2430 begin
2431 s := IntToStr(Frags);
2432 e_CharFont_GetSize(gMenuFont, s, tw, th);
2433 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2435 s := '';
2436 p := 1;
2437 m := 0;
2438 stat := g_Player_GetStats();
2439 if stat <> nil then
2440 begin
2441 p := 1;
2443 for a := 0 to High(stat) do
2444 if stat[a].Name <> Name then
2445 begin
2446 if stat[a].Frags > m then m := stat[a].Frags;
2447 if stat[a].Frags > Frags then p := p+1;
2448 end;
2449 end;
2451 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2452 if Frags >= m then s := s+'+' else s := s+'-';
2453 s := s+IntToStr(Abs(Frags-m));
2455 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2456 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2457 end;
2459 if gShowLives and (gGameSettings.MaxLives > 0) then
2460 begin
2461 s := IntToStr(Lives);
2462 e_CharFont_GetSize(gMenuFont, s, tw, th);
2463 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2464 end;
2465 end;
2467 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2468 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2470 if R_BERSERK in FRulez then
2471 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2472 else
2473 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2475 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2476 e_Draw(ID, X+36, Y+77, 0, True, False);
2478 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2479 e_CharFont_GetSize(gMenuFont, s, tw, th);
2480 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2482 s := IntToStr(FArmor);
2483 e_CharFont_GetSize(gMenuFont, s, tw, th);
2484 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2486 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2488 case FCurrWeap of
2489 WEAPON_KASTET:
2490 begin
2491 s := '--';
2492 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2493 end;
2494 WEAPON_SAW:
2495 begin
2496 s := '--';
2497 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2498 end;
2499 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2500 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2501 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2502 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2503 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2504 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2505 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2506 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2507 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2508 end;
2510 e_CharFont_GetSize(gMenuFont, s, tw, th);
2511 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2512 e_Draw(ID, X+20, Y+160, 0, True, False);
2514 if R_KEY_RED in FRulez then
2515 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2517 if R_KEY_GREEN in FRulez then
2518 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2520 if R_KEY_BLUE in FRulez then
2521 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2523 if FJetFuel > 0 then
2524 begin
2525 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2526 e_Draw(ID, X+2, Y+116, 0, True, False);
2527 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2528 e_Draw(ID, X+2, Y+126, 0, True, False);
2529 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2530 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2531 end
2532 else
2533 begin
2534 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2535 e_Draw(ID, X+2, Y+124, 0, True, False);
2536 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2537 end;
2539 if gShowPing and g_Game_IsClient then
2540 begin
2541 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2542 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2543 Y := Y + 16;
2544 end;
2546 if FSpectator then
2547 begin
2548 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2549 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2550 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2551 if FNoRespawn then
2552 begin
2553 e_TextureFontGetSize(gStdFont, cw, ch);
2554 s := _lc[I_PLAYER_SPECT4];
2555 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2556 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2557 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2558 end;
2560 end;
2561 end;
2563 procedure TPlayer.DrawRulez();
2564 var
2565 dr: Boolean;
2566 begin
2567 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2568 if FMegaRulez[MR_INVUL] >= gTime then
2569 begin
2570 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2571 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2572 else
2573 dr := True;
2575 if dr then
2576 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2577 191, 191, 191, 0, B_INVERT);
2578 end;
2580 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2581 if FMegaRulez[MR_SUIT] >= gTime then
2582 begin
2583 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2584 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2585 else
2586 dr := True;
2588 if dr then
2589 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2590 0, 96, 0, 200, B_NONE);
2591 end;
2593 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2594 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2595 begin
2596 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2597 255, 0, 0, 200, B_NONE);
2598 end;
2599 end;
2601 procedure TPlayer.DrawPain();
2602 var
2603 a, h: Integer;
2604 begin
2605 if FPain = 0 then Exit;
2607 a := FPain;
2609 if a < 15 then h := 0
2610 else if a < 35 then h := 1
2611 else if a < 55 then h := 2
2612 else if a < 75 then h := 3
2613 else if a < 95 then h := 4
2614 else h := 5;
2616 //if a > 255 then a := 255;
2618 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2619 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2620 end;
2622 procedure TPlayer.DrawPickup();
2623 var
2624 a, h: Integer;
2625 begin
2626 if FPickup = 0 then Exit;
2628 a := FPickup;
2630 if a < 15 then h := 1
2631 else if a < 35 then h := 2
2632 else if a < 55 then h := 3
2633 else if a < 75 then h := 4
2634 else h := 5;
2636 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2637 end;
2639 procedure TPlayer.Fire();
2640 var
2641 f, DidFire: Boolean;
2642 wx, wy, xd, yd: Integer;
2643 obj: TObj;
2644 begin
2645 if g_Game_IsClient then Exit;
2646 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2647 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2649 if FSpectator then
2650 begin
2651 Respawn(False);
2652 Exit;
2653 end;
2655 if FReloading[FCurrWeap] <> 0 then Exit;
2657 DidFire := False;
2659 f := False;
2660 wx := FObj.X+WEAPONPOINT[FDirection].X;
2661 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2662 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2663 yd := wy+firediry();
2665 case FCurrWeap of
2666 WEAPON_KASTET:
2667 begin
2668 if R_BERSERK in FRulez then
2669 begin
2670 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2671 obj.X := FObj.X+FObj.Rect.X;
2672 obj.Y := FObj.Y+FObj.Rect.Y;
2673 obj.rect.X := 0;
2674 obj.rect.Y := 0;
2675 obj.rect.Width := 39;
2676 obj.rect.Height := 52;
2677 obj.Vel.X := (xd-wx) div 2;
2678 obj.Vel.Y := (yd-wy) div 2;
2679 obj.Accel.X := xd-wx;
2680 obj.Accel.y := yd-wy;
2682 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2683 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2684 else
2685 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2687 if gFlash = 1 then
2688 if FPain < 50 then
2689 FPain := min(FPain + 25, 50);
2690 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2692 DidFire := True;
2693 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2694 end;
2696 WEAPON_SAW:
2697 begin
2698 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2699 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2700 begin
2701 FSawSoundSelect.Stop();
2702 FSawSound.Stop();
2703 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2704 end
2705 else if not FSawSoundHit.IsPlaying() then
2706 begin
2707 FSawSoundSelect.Stop();
2708 FSawSound.PlayAt(FObj.X, FObj.Y);
2709 end;
2711 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2712 DidFire := True;
2713 f := True;
2714 end;
2716 WEAPON_PISTOL:
2717 if FAmmo[A_BULLETS] > 0 then
2718 begin
2719 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2720 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2721 Dec(FAmmo[A_BULLETS]);
2722 FFireAngle := FAngle;
2723 f := True;
2724 DidFire := True;
2725 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2726 GameVelX, GameVelY-2, SHELL_BULLET);
2727 end;
2729 WEAPON_SHOTGUN1:
2730 if FAmmo[A_SHELLS] > 0 then
2731 begin
2732 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2733 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2734 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2735 Dec(FAmmo[A_SHELLS]);
2736 FFireAngle := FAngle;
2737 f := True;
2738 DidFire := True;
2739 FShellTimer := 10;
2740 FShellType := SHELL_SHELL;
2741 end;
2743 WEAPON_SHOTGUN2:
2744 if FAmmo[A_SHELLS] >= 2 then
2745 begin
2746 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2747 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2748 Dec(FAmmo[A_SHELLS], 2);
2749 FFireAngle := FAngle;
2750 f := True;
2751 DidFire := True;
2752 FShellTimer := 13;
2753 FShellType := SHELL_DBLSHELL;
2754 end;
2756 WEAPON_CHAINGUN:
2757 if FAmmo[A_BULLETS] > 0 then
2758 begin
2759 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2760 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2761 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2762 Dec(FAmmo[A_BULLETS]);
2763 FFireAngle := FAngle;
2764 f := True;
2765 DidFire := True;
2766 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2767 GameVelX, GameVelY-2, SHELL_BULLET);
2768 end;
2770 WEAPON_ROCKETLAUNCHER:
2771 if FAmmo[A_ROCKETS] > 0 then
2772 begin
2773 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2774 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2775 Dec(FAmmo[A_ROCKETS]);
2776 FFireAngle := FAngle;
2777 f := True;
2778 DidFire := True;
2779 end;
2781 WEAPON_PLASMA:
2782 if FAmmo[A_CELLS] > 0 then
2783 begin
2784 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2785 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2786 Dec(FAmmo[A_CELLS]);
2787 FFireAngle := FAngle;
2788 f := True;
2789 DidFire := True;
2790 end;
2792 WEAPON_BFG:
2793 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2794 begin
2795 FBFGFireCounter := 17;
2796 if not FNoReload then
2797 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2798 Dec(FAmmo[A_CELLS], 40);
2799 DidFire := True;
2800 end;
2802 WEAPON_SUPERPULEMET:
2803 if FAmmo[A_SHELLS] > 0 then
2804 begin
2805 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2806 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2807 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2808 Dec(FAmmo[A_SHELLS]);
2809 FFireAngle := FAngle;
2810 f := True;
2811 DidFire := True;
2812 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2813 GameVelX, GameVelY-2, SHELL_SHELL);
2814 end;
2816 WEAPON_FLAMETHROWER:
2817 if FAmmo[A_FUEL] > 0 then
2818 begin
2819 g_Weapon_flame(wx, wy, xd, yd, FUID);
2820 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2821 Dec(FAmmo[A_FUEL]);
2822 FFireAngle := FAngle;
2823 f := True;
2824 DidFire := True;
2825 end;
2826 end;
2828 if g_Game_IsNet then
2829 begin
2830 if DidFire then
2831 begin
2832 if FCurrWeap <> WEAPON_BFG then
2833 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2834 else
2835 if not FNoReload then
2836 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2837 end;
2839 MH_SEND_PlayerStats(FUID);
2840 end;
2842 if not f then Exit;
2844 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2845 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2846 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2847 end;
2849 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2850 begin
2851 case Weapon of
2852 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2853 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2854 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2855 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2856 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2857 else Result := 0;
2858 end;
2859 end;
2861 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2862 begin
2863 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2864 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2865 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2866 end;
2868 procedure TPlayer.JetpackOn;
2869 begin
2870 FJetSoundFly.Stop;
2871 FJetSoundOff.Stop;
2872 FJetSoundOn.SetPosition(0);
2873 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2874 FlySmoke(8);
2875 end;
2877 procedure TPlayer.JetpackOff;
2878 begin
2879 FJetSoundFly.Stop;
2880 FJetSoundOn.Stop;
2881 FJetSoundOff.SetPosition(0);
2882 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2883 end;
2885 procedure TPlayer.CatchFire(Attacker: Word);
2886 begin
2887 FFireTime := 100;
2888 FFireAttacker := Attacker;
2889 if g_Game_IsNet and g_Game_IsServer then
2890 MH_SEND_PlayerStats(FUID);
2891 end;
2893 procedure TPlayer.Jump();
2894 begin
2895 if gFly or FJetpack then
2896 begin
2897 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2898 if FObj.Vel.Y > -VEL_FLY then
2899 FObj.Vel.Y := FObj.Vel.Y - 3;
2900 if FJetpack then
2901 begin
2902 if FJetFuel > 0 then
2903 Dec(FJetFuel);
2904 if (FJetFuel < 1) and g_Game_IsServer then
2905 begin
2906 FJetpack := False;
2907 JetpackOff;
2908 if g_Game_IsNet then
2909 MH_SEND_PlayerStats(FUID);
2910 end;
2911 end;
2912 Exit;
2913 end;
2915 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2916 if FGhost then
2917 FCanJetpack := False;
2919 // Ïðûãàåì èëè âñïëûâàåì:
2920 if (CollideLevel(0, 1) or
2921 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2922 PLAYER_RECT.Height-33, PANEL_STEP, False)
2923 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2924 begin
2925 FObj.Vel.Y := -VEL_JUMP;
2926 FCanJetpack := False;
2927 end
2928 else
2929 begin
2930 if BodyInLiquid(0, 0) then
2931 FObj.Vel.Y := -VEL_SW
2932 else if (FJetFuel > 0) and FCanJetpack and
2933 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2934 begin
2935 FJetpack := True;
2936 JetpackOn;
2937 if g_Game_IsNet then
2938 MH_SEND_PlayerStats(FUID);
2939 end;
2940 end;
2941 end;
2943 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2944 var
2945 a, i, k, ab, ar: Byte;
2946 s: String;
2947 mon: TMonster;
2948 plr: TPlayer;
2949 srv, netsrv: Boolean;
2950 DoFrags: Boolean;
2951 OldLR: Byte;
2952 KP: TPlayer;
2954 procedure PushItem(t: Byte);
2955 var
2956 id: DWORD;
2957 begin
2958 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2959 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2960 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2961 (FObj.Vel.Y div 2)-Random(9))
2962 else
2963 if KillType = K_HARDKILL then // -5..+5; -5..0
2964 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2965 (FObj.Vel.Y div 2)-Random(6))
2966 else // -3..+3; -3..0
2967 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2968 (FObj.Vel.Y div 2)-Random(4));
2970 if g_Game_IsNet and g_Game_IsServer then
2971 MH_SEND_ItemSpawn(True, id);
2972 end;
2974 begin
2975 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2976 Srv := g_Game_IsServer;
2977 Netsrv := g_Game_IsServer and g_Game_IsNet;
2978 if Srv then FDeath := FDeath + 1;
2979 if FLive then
2980 begin
2981 if FGhost then
2982 FGhost := False;
2983 if not FPhysics then
2984 FPhysics := True;
2985 FLive := False;
2986 end;
2987 FShellTimer := -1;
2989 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2990 begin
2991 if FLives > 0 then FLives := FLives - 1;
2992 if FLives = 0 then FNoRespawn := True;
2993 end;
2995 // Íîìåð òèïà ñìåðòè:
2996 a := 1;
2997 case KillType of
2998 K_SIMPLEKILL: a := 1;
2999 K_HARDKILL: a := 2;
3000 K_EXTRAHARDKILL: a := 3;
3001 K_FALLKILL: a := 4;
3002 end;
3004 // Çâóê ñìåðòè:
3005 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3006 for i := 1 to 3 do
3007 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3008 Break;
3010 // Âðåìÿ ðåñïàóíà:
3011 if Srv then
3012 case KillType of
3013 K_SIMPLEKILL:
3014 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3015 K_HARDKILL:
3016 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3017 K_EXTRAHARDKILL, K_FALLKILL:
3018 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3019 end;
3021 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3022 case KillType of
3023 K_SIMPLEKILL:
3024 SetAction(A_DIE1);
3025 K_HARDKILL, K_EXTRAHARDKILL:
3026 SetAction(A_DIE2);
3027 end;
3029 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3030 if (KillType <> K_FALLKILL) and (Srv) then
3031 g_Monsters_killedp();
3033 if SpawnerUID = FUID then
3034 begin // Ñàìîóáèëñÿ
3035 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3036 begin
3037 Dec(FFrags);
3038 FLastFrag := 0;
3039 end;
3040 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3041 end
3042 else
3043 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3044 begin // Óáèò äðóãèì èãðîêîì
3045 KP := g_Player_Get(SpawnerUID);
3046 if (KP <> nil) and Srv then
3047 begin
3048 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3049 if SameTeam(FUID, SpawnerUID) then
3050 begin
3051 Dec(KP.FFrags);
3052 KP.FLastFrag := 0;
3053 end else
3054 begin
3055 Inc(KP.FFrags);
3056 KP.FragCombo();
3057 end;
3059 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3060 Inc(gTeamStat[KP.Team].Goals,
3061 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3063 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3064 end;
3066 plr := g_Player_Get(SpawnerUID);
3067 if plr = nil then
3068 s := '?'
3069 else
3070 s := plr.FName;
3072 case KillType of
3073 K_HARDKILL:
3074 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3075 [FName, s]),
3076 gShowKillMsg);
3077 K_EXTRAHARDKILL:
3078 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3079 [FName, s]),
3080 gShowKillMsg);
3081 else
3082 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3083 [FName, s]),
3084 gShowKillMsg);
3085 end;
3086 end
3087 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3088 begin // Óáèò ìîíñòðîì
3089 mon := g_Monsters_Get(SpawnerUID);
3090 if mon = nil then
3091 s := '?'
3092 else
3093 s := g_Monsters_GetKilledBy(mon.MonsterType);
3095 case KillType of
3096 K_HARDKILL:
3097 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3098 [FName, s]),
3099 gShowKillMsg);
3100 K_EXTRAHARDKILL:
3101 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3102 [FName, s]),
3103 gShowKillMsg);
3104 else
3105 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3106 [FName, s]),
3107 gShowKillMsg);
3108 end;
3109 end
3110 else // Îñîáûå òèïû ñìåðòè
3111 case t of
3112 HIT_DISCON: ;
3113 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3114 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3115 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3116 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3117 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3118 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3119 end;
3121 if Srv then
3122 begin
3123 // Âûáðîñ îðóæèÿ:
3124 for a := WP_FIRST to WP_LAST do
3125 if FWeapon[a] then
3126 begin
3127 case a of
3128 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3129 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3130 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3131 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3132 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3133 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3134 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3135 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3136 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3137 else i := 0;
3138 end;
3140 if i <> 0 then
3141 PushItem(i);
3142 end;
3144 // Âûáðîñ ðþêçàêà:
3145 if R_ITEM_BACKPACK in FRulez then
3146 PushItem(ITEM_AMMO_BACKPACK);
3148 // Âûáðîñ ðàêåòíîãî ðàíöà:
3149 if FJetFuel > 0 then
3150 PushItem(ITEM_JETPACK);
3152 // Âûáðîñ êëþ÷åé:
3153 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3154 begin
3155 if R_KEY_RED in FRulez then
3156 PushItem(ITEM_KEY_RED);
3158 if R_KEY_GREEN in FRulez then
3159 PushItem(ITEM_KEY_GREEN);
3161 if R_KEY_BLUE in FRulez then
3162 PushItem(ITEM_KEY_BLUE);
3163 end;
3165 // Âûáðîñ ôëàãà:
3166 DropFlag();
3167 end;
3169 g_Player_CreateCorpse(Self);
3171 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3172 (gLMSRespawn = LMS_RESPAWN_NONE) then
3173 begin
3174 a := 0;
3175 k := 0;
3176 ar := 0;
3177 ab := 0;
3178 for i := Low(gPlayers) to High(gPlayers) do
3179 begin
3180 if gPlayers[i] = nil then continue;
3181 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3182 begin
3183 Inc(a);
3184 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3185 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3186 k := i;
3187 end;
3188 end;
3190 OldLR := gLMSRespawn;
3191 if (gGameSettings.GameMode = GM_COOP) then
3192 begin
3193 if (a = 0) then
3194 begin
3195 // everyone is dead, restart the map
3196 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3197 if Netsrv then
3198 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3199 gLMSRespawn := LMS_RESPAWN_FINAL;
3200 gLMSRespawnTime := gTime + 5000;
3201 end
3202 else if (a = 1) then
3203 begin
3204 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3205 if (gPlayers[k] = gPlayer1) or
3206 (gPlayers[k] = gPlayer2) then
3207 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3208 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3209 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3210 end;
3211 end
3212 else if (gGameSettings.GameMode = GM_TDM) then
3213 begin
3214 if (ab = 0) and (ar <> 0) then
3215 begin
3216 // blu team ded
3217 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3218 if Netsrv then
3219 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3220 Inc(gTeamStat[TEAM_RED].Goals);
3221 gLMSRespawn := LMS_RESPAWN_FINAL;
3222 gLMSRespawnTime := gTime + 5000;
3223 end
3224 else if (ar = 0) and (ab <> 0) then
3225 begin
3226 // red team ded
3227 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3228 if Netsrv then
3229 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3230 Inc(gTeamStat[TEAM_BLUE].Goals);
3231 gLMSRespawn := LMS_RESPAWN_FINAL;
3232 gLMSRespawnTime := gTime + 5000;
3233 end
3234 else if (ar = 0) and (ab = 0) then
3235 begin
3236 // everyone ded
3237 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3238 if Netsrv then
3239 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3240 gLMSRespawn := LMS_RESPAWN_FINAL;
3241 gLMSRespawnTime := gTime + 5000;
3242 end;
3243 end
3244 else if (gGameSettings.GameMode = GM_DM) then
3245 begin
3246 if (a = 1) then
3247 begin
3248 if gPlayers[k] <> nil then
3249 with gPlayers[k] do
3250 begin
3251 // survivor is the winner
3252 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3253 if Netsrv then
3254 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3255 Inc(FFrags);
3256 end;
3257 gLMSRespawn := LMS_RESPAWN_FINAL;
3258 gLMSRespawnTime := gTime + 5000;
3259 end
3260 else if (a = 0) then
3261 begin
3262 // everyone is dead, restart the map
3263 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3264 if Netsrv then
3265 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3266 gLMSRespawn := LMS_RESPAWN_FINAL;
3267 gLMSRespawnTime := gTime + 5000;
3268 end;
3269 end;
3270 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3271 begin
3272 if NetMode = NET_SERVER then
3273 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3274 else
3275 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3276 end;
3277 end;
3279 if Netsrv then
3280 begin
3281 MH_SEND_PlayerStats(FUID);
3282 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3283 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3284 end;
3286 if srv and FNoRespawn then Spectate(True);
3287 FWantsInGame := True;
3288 end;
3290 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3291 begin
3292 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3293 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3294 end;
3296 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3297 begin
3298 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3299 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3300 end;
3302 procedure TPlayer.MakeBloodSimple(Count: Word);
3303 begin
3304 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3305 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3306 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3307 150, 0, 0);
3308 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3309 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3310 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3311 150, 0, 0);
3312 end;
3314 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3315 begin
3316 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3317 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3318 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3319 150, 0, 0);
3320 end;
3322 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3323 begin
3324 if g_Game_IsClient then Exit;
3325 if Weapon > High(FWeapon) then Exit;
3326 FNextWeap := FNextWeap or (1 shl Weapon);
3327 end;
3329 procedure TPlayer.resetWeaponQueue ();
3330 begin
3331 FNextWeap := 0;
3332 FNextWeapDelay := 0;
3333 end;
3335 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3336 begin
3337 result := false;
3338 case weapon of
3339 WEAPON_KASTET, WEAPON_SAW: result := true;
3340 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3341 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3342 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3343 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3344 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3345 else result := (weapon < length(FWeapon));
3346 end;
3347 end;
3349 // return 255 for "no switch"
3350 function TPlayer.getNextWeaponIndex (): Byte;
3351 var
3352 i: Word;
3353 wantThisWeapon: array[0..64] of Boolean;
3354 wwc: Integer = 0; //HACK!
3355 dir, cwi: Integer;
3356 begin
3357 result := 255; // default result: "no switch"
3358 // had weapon cycling on previous frame? remove that flag
3359 if (FNextWeap and $2000) <> 0 then begin FNextWeap := FNextWeap and $1FFF; FNextWeapDelay := 0; end;
3360 // cycling has priority
3361 if (FNextWeap and $C000) <> 0 then
3362 begin
3363 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1;
3364 FNextWeap := FNextWeap or $2000; // we need this
3365 if FNextWeapDelay > 0 then exit; // cooldown time
3366 cwi := FCurrWeap;
3367 for i := 0 to High(FWeapon) do
3368 begin
3369 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3370 if FWeapon[cwi] then
3371 begin
3372 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3373 result := Byte(cwi);
3374 FNextWeapDelay := 10;
3375 exit;
3376 end;
3377 end;
3378 resetWeaponQueue();
3379 exit;
3380 end;
3381 // no cycling
3382 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3383 for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
3384 // exclude currently selected weapon from the set
3385 wantThisWeapon[FCurrWeap] := false;
3386 // slow down alterations a little
3387 if wwc > 1 then
3388 begin
3389 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3390 // more than one weapon requested, assume "alteration" and check alteration delay
3391 if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah
3392 end;
3393 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3394 // but clear all counters if no weapon should be switched
3395 if wwc < 1 then begin resetWeaponQueue(); exit; end;
3396 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3397 // try weapons in descending order
3398 for i := High(FWeapon) downto 0 do
3399 begin
3400 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3401 begin
3402 // i found her!
3403 result := Byte(i);
3404 resetWeaponQueue();
3405 FNextWeapDelay := 10; // anyway, 'cause why not
3406 exit;
3407 end;
3408 end;
3409 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3410 resetWeaponQueue();
3411 end;
3413 procedure TPlayer.RealizeCurrentWeapon();
3414 function switchAllowed (): Boolean;
3415 var
3416 i: Byte;
3417 begin
3418 result := false;
3419 if FBFGFireCounter <> -1 then
3420 exit;
3421 if FTime[T_SWITCH] > gTime then
3422 exit;
3423 for i := WP_FIRST to WP_LAST do
3424 if FReloading[i] > 0 then
3425 exit;
3426 result := true;
3427 end;
3429 var
3430 nw: Byte;
3431 begin
3432 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3433 //FNextWeap := FNextWeap and $1FFF;
3434 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3436 if not switchAllowed then
3437 begin
3438 //HACK for weapon cycling
3439 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3440 exit;
3441 end;
3443 nw := getNextWeaponIndex();
3444 if nw = 255 then exit; // don't reset anything here
3445 if nw > High(FWeapon) then
3446 begin
3447 // don't forget to reset queue here!
3448 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3449 resetWeaponQueue();
3450 exit;
3451 end;
3453 if FWeapon[nw] then
3454 begin
3455 FCurrWeap := nw;
3456 FTime[T_SWITCH] := gTime+156;
3457 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3458 FModel.SetWeapon(FCurrWeap);
3459 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3460 end;
3461 end;
3463 procedure TPlayer.NextWeapon();
3464 begin
3465 if g_Game_IsClient then Exit;
3466 FNextWeap := $8000;
3467 end;
3469 procedure TPlayer.PrevWeapon();
3470 begin
3471 if g_Game_IsClient then Exit;
3472 FNextWeap := $4000;
3473 end;
3475 procedure TPlayer.SetWeapon(W: Byte);
3476 begin
3477 if FCurrWeap <> W then
3478 if W = WEAPON_SAW then
3479 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3481 FCurrWeap := W;
3482 FModel.SetWeapon(CurrWeap);
3483 resetWeaponQueue();
3484 end;
3486 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3487 var
3488 a: Boolean;
3489 begin
3490 Result := False;
3491 if g_Game_IsClient then Exit;
3493 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3494 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3495 remove := not a;
3497 case ItemType of
3498 ITEM_MEDKIT_SMALL:
3499 if FHealth < PLAYER_HP_SOFT then
3500 begin
3501 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3502 Result := True;
3503 remove := True;
3504 FFireTime := 0;
3505 if gFlash = 2 then Inc(FPickup, 5);
3506 end;
3508 ITEM_MEDKIT_LARGE:
3509 if FHealth < PLAYER_HP_SOFT then
3510 begin
3511 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3512 Result := True;
3513 remove := True;
3514 FFireTime := 0;
3515 if gFlash = 2 then Inc(FPickup, 5);
3516 end;
3518 ITEM_ARMOR_GREEN:
3519 if FArmor < PLAYER_AP_SOFT then
3520 begin
3521 FArmor := PLAYER_AP_SOFT;
3522 Result := True;
3523 remove := True;
3524 if gFlash = 2 then Inc(FPickup, 5);
3525 end;
3527 ITEM_ARMOR_BLUE:
3528 if FArmor < PLAYER_AP_LIMIT then
3529 begin
3530 FArmor := PLAYER_AP_LIMIT;
3531 Result := True;
3532 remove := True;
3533 if gFlash = 2 then Inc(FPickup, 5);
3534 end;
3536 ITEM_SPHERE_BLUE:
3537 if FHealth < PLAYER_HP_LIMIT then
3538 begin
3539 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3540 Result := True;
3541 remove := True;
3542 FFireTime := 0;
3543 if gFlash = 2 then Inc(FPickup, 5);
3544 end;
3546 ITEM_SPHERE_WHITE:
3547 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3548 begin
3549 if FHealth < PLAYER_HP_LIMIT then
3550 FHealth := PLAYER_HP_LIMIT;
3551 if FArmor < PLAYER_AP_LIMIT then
3552 FArmor := PLAYER_AP_LIMIT;
3553 Result := True;
3554 remove := True;
3555 FFireTime := 0;
3556 if gFlash = 2 then Inc(FPickup, 5);
3557 end;
3559 ITEM_WEAPON_SAW:
3560 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3561 begin
3562 FWeapon[WEAPON_SAW] := True;
3563 Result := True;
3564 if gFlash = 2 then Inc(FPickup, 5);
3565 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3566 end;
3568 ITEM_WEAPON_SHOTGUN1:
3569 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3570 begin
3571 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3572 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3574 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3575 FWeapon[WEAPON_SHOTGUN1] := True;
3576 Result := True;
3577 if gFlash = 2 then Inc(FPickup, 5);
3578 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3579 end;
3581 ITEM_WEAPON_SHOTGUN2:
3582 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3583 begin
3584 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3586 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3587 FWeapon[WEAPON_SHOTGUN2] := True;
3588 Result := True;
3589 if gFlash = 2 then Inc(FPickup, 5);
3590 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3591 end;
3593 ITEM_WEAPON_CHAINGUN:
3594 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3595 begin
3596 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3598 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3599 FWeapon[WEAPON_CHAINGUN] := True;
3600 Result := True;
3601 if gFlash = 2 then Inc(FPickup, 5);
3602 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3603 end;
3605 ITEM_WEAPON_ROCKETLAUNCHER:
3606 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3607 begin
3608 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3610 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3611 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3612 Result := True;
3613 if gFlash = 2 then Inc(FPickup, 5);
3614 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3615 end;
3617 ITEM_WEAPON_PLASMA:
3618 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3619 begin
3620 if a and FWeapon[WEAPON_PLASMA] then Exit;
3622 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3623 FWeapon[WEAPON_PLASMA] := True;
3624 Result := True;
3625 if gFlash = 2 then Inc(FPickup, 5);
3626 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3627 end;
3629 ITEM_WEAPON_BFG:
3630 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3631 begin
3632 if a and FWeapon[WEAPON_BFG] then Exit;
3634 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3635 FWeapon[WEAPON_BFG] := True;
3636 Result := True;
3637 if gFlash = 2 then Inc(FPickup, 5);
3638 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3639 end;
3641 ITEM_WEAPON_SUPERPULEMET:
3642 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3643 begin
3644 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3646 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3647 FWeapon[WEAPON_SUPERPULEMET] := True;
3648 Result := True;
3649 if gFlash = 2 then Inc(FPickup, 5);
3650 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3651 end;
3653 ITEM_WEAPON_FLAMETHROWER:
3654 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3655 begin
3656 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3658 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3659 FWeapon[WEAPON_FLAMETHROWER] := True;
3660 Result := True;
3661 if gFlash = 2 then Inc(FPickup, 5);
3662 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3663 end;
3665 ITEM_AMMO_BULLETS:
3666 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3667 begin
3668 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3669 Result := True;
3670 remove := True;
3671 if gFlash = 2 then Inc(FPickup, 5);
3672 end;
3674 ITEM_AMMO_BULLETS_BOX:
3675 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3676 begin
3677 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3678 Result := True;
3679 remove := True;
3680 if gFlash = 2 then Inc(FPickup, 5);
3681 end;
3683 ITEM_AMMO_SHELLS:
3684 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3685 begin
3686 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3687 Result := True;
3688 remove := True;
3689 if gFlash = 2 then Inc(FPickup, 5);
3690 end;
3692 ITEM_AMMO_SHELLS_BOX:
3693 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3694 begin
3695 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3696 Result := True;
3697 remove := True;
3698 if gFlash = 2 then Inc(FPickup, 5);
3699 end;
3701 ITEM_AMMO_ROCKET:
3702 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3703 begin
3704 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3705 Result := True;
3706 remove := True;
3707 if gFlash = 2 then Inc(FPickup, 5);
3708 end;
3710 ITEM_AMMO_ROCKET_BOX:
3711 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3712 begin
3713 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3714 Result := True;
3715 remove := True;
3716 if gFlash = 2 then Inc(FPickup, 5);
3717 end;
3719 ITEM_AMMO_CELL:
3720 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3721 begin
3722 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3723 Result := True;
3724 remove := True;
3725 if gFlash = 2 then Inc(FPickup, 5);
3726 end;
3728 ITEM_AMMO_CELL_BIG:
3729 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3730 begin
3731 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3732 Result := True;
3733 remove := True;
3734 if gFlash = 2 then Inc(FPickup, 5);
3735 end;
3737 ITEM_AMMO_FUELCAN:
3738 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3739 begin
3740 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3741 Result := True;
3742 remove := True;
3743 if gFlash = 2 then Inc(FPickup, 5);
3744 end;
3746 ITEM_AMMO_BACKPACK:
3747 if not(R_ITEM_BACKPACK in FRulez) or
3748 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3749 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3750 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3751 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3752 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3753 begin
3754 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3755 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3756 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3757 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3758 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3760 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3761 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3762 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3763 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3764 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3765 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3766 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3767 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3769 FRulez := FRulez + [R_ITEM_BACKPACK];
3770 Result := True;
3771 remove := True;
3772 if gFlash = 2 then Inc(FPickup, 5);
3773 end;
3775 ITEM_KEY_RED:
3776 if not(R_KEY_RED in FRulez) then
3777 begin
3778 Include(FRulez, R_KEY_RED);
3779 Result := True;
3780 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3781 if gFlash = 2 then Inc(FPickup, 5);
3782 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3783 end;
3785 ITEM_KEY_GREEN:
3786 if not(R_KEY_GREEN in FRulez) then
3787 begin
3788 Include(FRulez, R_KEY_GREEN);
3789 Result := True;
3790 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3791 if gFlash = 2 then Inc(FPickup, 5);
3792 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3793 end;
3795 ITEM_KEY_BLUE:
3796 if not(R_KEY_BLUE in FRulez) then
3797 begin
3798 Include(FRulez, R_KEY_BLUE);
3799 Result := True;
3800 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3801 if gFlash = 2 then Inc(FPickup, 5);
3802 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3803 end;
3805 ITEM_SUIT:
3806 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3807 begin
3808 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3809 Result := True;
3810 remove := True;
3811 FFireTime := 0;
3812 if gFlash = 2 then Inc(FPickup, 5);
3813 end;
3815 ITEM_OXYGEN:
3816 if FAir < AIR_MAX then
3817 begin
3818 FAir := AIR_MAX;
3819 Result := True;
3820 remove := True;
3821 if gFlash = 2 then Inc(FPickup, 5);
3822 end;
3824 ITEM_MEDKIT_BLACK:
3825 begin
3826 if not (R_BERSERK in FRulez) then
3827 begin
3828 Include(FRulez, R_BERSERK);
3829 if FBFGFireCounter = -1 then
3830 begin
3831 FCurrWeap := WEAPON_KASTET;
3832 resetWeaponQueue();
3833 FModel.SetWeapon(WEAPON_KASTET);
3834 end;
3835 if gFlash <> 0 then
3836 Inc(FPain, 100);
3837 if gFlash = 2 then Inc(FPickup, 5);
3838 FBerserk := gTime+30000;
3839 Result := True;
3840 remove := True;
3841 FFireTime := 0;
3842 end;
3843 if FHealth < PLAYER_HP_SOFT then
3844 begin
3845 FHealth := PLAYER_HP_SOFT;
3846 FBerserk := gTime+30000;
3847 Result := True;
3848 remove := True;
3849 FFireTime := 0;
3850 end;
3851 end;
3853 ITEM_INVUL:
3854 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3855 begin
3856 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3857 Result := True;
3858 remove := True;
3859 if gFlash = 2 then Inc(FPickup, 5);
3860 end;
3862 ITEM_BOTTLE:
3863 if FHealth < PLAYER_HP_LIMIT then
3864 begin
3865 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3866 Result := True;
3867 remove := True;
3868 FFireTime := 0;
3869 if gFlash = 2 then Inc(FPickup, 5);
3870 end;
3872 ITEM_HELMET:
3873 if FArmor < PLAYER_AP_LIMIT then
3874 begin
3875 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3876 Result := True;
3877 remove := True;
3878 if gFlash = 2 then Inc(FPickup, 5);
3879 end;
3881 ITEM_JETPACK:
3882 if FJetFuel < JET_MAX then
3883 begin
3884 FJetFuel := JET_MAX;
3885 Result := True;
3886 remove := True;
3887 if gFlash = 2 then Inc(FPickup, 5);
3888 end;
3890 ITEM_INVIS:
3891 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3892 begin
3893 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3894 Result := True;
3895 remove := True;
3896 if gFlash = 2 then Inc(FPickup, 5);
3897 end;
3898 end;
3899 end;
3901 procedure TPlayer.Touch();
3902 begin
3903 if not FLive then
3904 Exit;
3905 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3906 if FIamBot then
3907 begin
3908 // Áðîñèòü ôëàã òîâàðèùó:
3909 if gGameSettings.GameMode = GM_CTF then
3910 DropFlag();
3911 end;
3912 end;
3914 procedure TPlayer.Push(vx, vy: Integer);
3915 begin
3916 if (not FPhysics) and FGhost then
3917 Exit;
3918 FObj.Accel.X := FObj.Accel.X + vx;
3919 FObj.Accel.Y := FObj.Accel.Y + vy;
3920 if g_Game_IsNet and g_Game_IsServer then
3921 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3922 end;
3924 procedure TPlayer.Reset(Force: Boolean);
3925 begin
3926 if Force then
3927 FLive := False;
3929 FSpawned := False;
3930 FTime[T_RESPAWN] := 0;
3931 FTime[T_FLAGCAP] := 0;
3932 FGodMode := False;
3933 FNoTarget := False;
3934 FNoReload := False;
3935 FFrags := 0;
3936 FLastFrag := 0;
3937 FComboEvnt := -1;
3938 FKills := 0;
3939 FMonsterKills := 0;
3940 FDeath := 0;
3941 FSecrets := 0;
3942 if FNoRespawn then
3943 begin
3944 FSpectator := False;
3945 FGhost := False;
3946 FPhysics := True;
3947 FSpectatePlayer := -1;
3948 FNoRespawn := False;
3949 end;
3950 FLives := gGameSettings.MaxLives;
3952 SetFlag(FLAG_NONE);
3953 end;
3955 procedure TPlayer.SoftReset();
3956 begin
3957 ReleaseKeys();
3959 FDamageBuffer := 0;
3960 FIncCam := 0;
3961 FBFGFireCounter := -1;
3962 FShellTimer := -1;
3963 FPain := 0;
3964 FLastHit := 0;
3965 FLastFrag := 0;
3966 FComboEvnt := -1;
3968 SetFlag(FLAG_NONE);
3969 SetAction(A_STAND, True);
3970 end;
3972 function TPlayer.GetRespawnPoint(): Byte;
3973 var
3974 c: Byte;
3975 begin
3976 Result := 255;
3977 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3979 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3980 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3981 begin
3982 if (Self = gPlayer1) or (Self = gPlayer2) then
3983 begin
3984 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3985 if Self = gPlayer1 then
3986 c := RESPAWNPOINT_PLAYER1
3987 else
3988 c := RESPAWNPOINT_PLAYER2;
3989 if g_Map_GetPointCount(c) > 0 then
3990 begin
3991 Result := c;
3992 Exit;
3993 end;
3995 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3996 if Self = gPlayer1 then
3997 c := RESPAWNPOINT_PLAYER2
3998 else
3999 c := RESPAWNPOINT_PLAYER1;
4000 if g_Map_GetPointCount(c) > 0 then
4001 begin
4002 Result := c;
4003 Exit;
4004 end;
4005 end else
4006 begin
4007 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4008 if Random(2) = 0 then
4009 c := RESPAWNPOINT_PLAYER1
4010 else
4011 c := RESPAWNPOINT_PLAYER2;
4012 if g_Map_GetPointCount(c) > 0 then
4013 begin
4014 Result := c;
4015 Exit;
4016 end;
4017 end;
4019 // Òî÷êà ëþáîé èç êîìàíä
4020 if Random(2) = 0 then
4021 c := RESPAWNPOINT_RED
4022 else
4023 c := RESPAWNPOINT_BLUE;
4024 if g_Map_GetPointCount(c) > 0 then
4025 begin
4026 Result := c;
4027 Exit;
4028 end;
4030 // Òî÷êà DM
4031 c := RESPAWNPOINT_DM;
4032 if g_Map_GetPointCount(c) > 0 then
4033 begin
4034 Result := c;
4035 Exit;
4036 end;
4037 end;
4039 // Ìÿñîïîâàë
4040 if gGameSettings.GameMode = GM_DM then
4041 begin
4042 // Òî÷êà DM
4043 c := RESPAWNPOINT_DM;
4044 if g_Map_GetPointCount(c) > 0 then
4045 begin
4046 Result := c;
4047 Exit;
4048 end;
4050 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4051 if Random(2) = 0 then
4052 c := RESPAWNPOINT_PLAYER1
4053 else
4054 c := RESPAWNPOINT_PLAYER2;
4055 if g_Map_GetPointCount(c) > 0 then
4056 begin
4057 Result := c;
4058 Exit;
4059 end;
4061 // Òî÷êà ëþáîé èç êîìàíä
4062 if Random(2) = 0 then
4063 c := RESPAWNPOINT_RED
4064 else
4065 c := RESPAWNPOINT_BLUE;
4066 if g_Map_GetPointCount(c) > 0 then
4067 begin
4068 Result := c;
4069 Exit;
4070 end;
4071 end;
4073 // Êîìàíäíûå
4074 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4075 begin
4076 // Òî÷êà ñâîåé êîìàíäû
4077 c := RESPAWNPOINT_DM;
4078 if FTeam = TEAM_RED then
4079 c := RESPAWNPOINT_RED;
4080 if FTeam = TEAM_BLUE then
4081 c := RESPAWNPOINT_BLUE;
4082 if g_Map_GetPointCount(c) > 0 then
4083 begin
4084 Result := c;
4085 Exit;
4086 end;
4088 // Òî÷êà DM
4089 c := RESPAWNPOINT_DM;
4090 if g_Map_GetPointCount(c) > 0 then
4091 begin
4092 Result := c;
4093 Exit;
4094 end;
4096 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4097 if Random(2) = 0 then
4098 c := RESPAWNPOINT_PLAYER1
4099 else
4100 c := RESPAWNPOINT_PLAYER2;
4101 if g_Map_GetPointCount(c) > 0 then
4102 begin
4103 Result := c;
4104 Exit;
4105 end;
4107 // Òî÷êà äðóãîé êîìàíäû
4108 c := RESPAWNPOINT_DM;
4109 if FTeam = TEAM_RED then
4110 c := RESPAWNPOINT_BLUE;
4111 if FTeam = TEAM_BLUE then
4112 c := RESPAWNPOINT_RED;
4113 if g_Map_GetPointCount(c) > 0 then
4114 begin
4115 Result := c;
4116 Exit;
4117 end;
4118 end;
4119 end;
4121 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4122 var
4123 RespawnPoint: TRespawnPoint;
4124 a, b, c: Byte;
4125 Anim: TAnimation;
4126 ID: DWORD;
4127 begin
4128 if not g_Game_IsServer then
4129 Exit;
4130 if FDummy then
4131 Exit;
4132 FWantsInGame := True;
4133 FJustTeleported := True;
4134 if Force then
4135 begin
4136 FTime[T_RESPAWN] := 0;
4137 FLive := False;
4138 end;
4139 FNetTime := 0;
4140 // if server changes MaxLives we gotta be ready
4141 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4143 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4144 if FTime[T_RESPAWN] > gTime then
4145 Exit;
4147 // Ïðîñðàë âñå æèçíè:
4148 if FNoRespawn then
4149 begin
4150 if not FSpectator then Spectate(True);
4151 FWantsInGame := True;
4152 Exit;
4153 end;
4155 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4156 begin // "Ñâîÿ èãðà"
4157 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4158 FRulez := FRulez-[R_BERSERK];
4159 end
4160 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4161 begin
4162 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4163 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4164 end;
4166 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4167 c := GetRespawnPoint();
4169 ReleaseKeys();
4170 SetFlag(FLAG_NONE);
4172 // Âîñêðåøåíèå áåç îðóæèÿ:
4173 if not FLive then
4174 begin
4175 FHealth := PLAYER_HP_SOFT;
4176 FArmor := 0;
4177 FLive := True;
4178 FAir := AIR_DEF;
4179 FJetFuel := 0;
4181 for a := WP_FIRST to WP_LAST do
4182 begin
4183 FWeapon[a] := False;
4184 FReloading[a] := 0;
4185 end;
4187 FWeapon[WEAPON_PISTOL] := True;
4188 FWeapon[WEAPON_KASTET] := True;
4189 FCurrWeap := WEAPON_PISTOL;
4190 resetWeaponQueue();
4192 FModel.SetWeapon(FCurrWeap);
4194 for b := A_BULLETS to A_HIGH do
4195 FAmmo[b] := 0;
4197 FAmmo[A_BULLETS] := 50;
4199 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4200 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4201 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4202 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4203 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4205 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4206 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4207 else
4208 FRulez := [];
4209 end;
4211 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4212 if not g_Map_GetPoint(c, RespawnPoint) then
4213 begin
4214 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4215 Exit;
4216 end;
4218 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4219 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4220 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4221 FObj.Vel.X := 0;
4222 FObj.Vel.Y := 0;
4223 FObj.Accel.X := 0;
4224 FObj.Accel.Y := 0;
4226 FDirection := RespawnPoint.Direction;
4227 if FDirection = D_LEFT then
4228 FAngle := 180
4229 else
4230 FAngle := 0;
4232 FIncCam := 0;
4233 FBFGFireCounter := -1;
4234 FShellTimer := -1;
4235 FPain := 0;
4236 FLastHit := 0;
4238 SetAction(A_STAND, True);
4239 FModel.Direction := FDirection;
4241 for a := Low(FTime) to High(FTime) do
4242 FTime[a] := 0;
4244 for a := Low(FMegaRulez) to High(FMegaRulez) do
4245 FMegaRulez[a] := 0;
4247 FDamageBuffer := 0;
4248 FJetpack := False;
4249 FCanJetpack := False;
4250 FFireTime := 0;
4251 FFirePainTime := 0;
4252 FFireAttacker := 0;
4254 // Àíèìàöèÿ âîçðîæäåíèÿ:
4255 if (not gLoadGameMode) and (not Silent) then
4256 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4257 begin
4258 Anim := TAnimation.Create(ID, False, 3);
4259 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4260 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4261 Anim.Free();
4262 end;
4264 FSpectator := False;
4265 FGhost := False;
4266 FPhysics := True;
4267 FSpectatePlayer := -1;
4268 FSpawned := True;
4270 if g_Game_IsNet then
4271 begin
4272 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4273 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4274 if not Silent then
4275 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4276 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4277 0, NET_GFX_TELE);
4278 end;
4279 end;
4281 procedure TPlayer.Spectate(NoMove: Boolean = False);
4282 begin
4283 if FLive then
4284 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4285 else if (not NoMove) then
4286 begin
4287 GameX := gMapInfo.Width div 2;
4288 GameY := gMapInfo.Height div 2;
4289 end;
4290 FXTo := GameX;
4291 FYTo := GameY;
4293 FLive := False;
4294 FSpectator := True;
4295 FGhost := True;
4296 FPhysics := False;
4297 FWantsInGame := False;
4298 FSpawned := False;
4300 if FNoRespawn then
4301 begin
4302 if Self = gPlayer1 then
4303 begin
4304 gLMSPID1 := FUID;
4305 gPlayer1 := nil;
4306 end;
4307 if Self = gPlayer2 then
4308 begin
4309 gLMSPID2 := FUID;
4310 gPlayer2 := nil;
4311 end;
4312 end;
4314 if g_Game_IsNet then
4315 MH_SEND_PlayerStats(FUID);
4316 end;
4318 procedure TPlayer.SwitchNoClip;
4319 begin
4320 if not FLive then
4321 Exit;
4322 FGhost := not FGhost;
4323 FPhysics := not FGhost;
4324 if FGhost then
4325 begin
4326 FXTo := FObj.X;
4327 FYTo := FObj.Y;
4328 end else
4329 begin
4330 FObj.Accel.X := 0;
4331 FObj.Accel.Y := 0;
4332 end;
4333 end;
4335 procedure TPlayer.Run(Direction: TDirection);
4336 var
4337 a, b: Integer;
4338 begin
4339 if MAX_RUNVEL > 8 then
4340 FlySmoke();
4342 // Áåæèì:
4343 if Direction = D_LEFT then
4344 begin
4345 if FObj.Vel.X > -MAX_RUNVEL then
4346 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4347 end
4348 else
4349 if FObj.Vel.X < MAX_RUNVEL then
4350 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4352 // Âîçìîæíî, ïèíàåì êóñêè:
4353 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4354 begin
4355 b := Abs(FObj.Vel.X);
4356 if b > 1 then b := b * (Random(8 div b) + 1);
4357 for a := 0 to High(gGibs) do
4358 if gGibs[a].Live and
4359 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4360 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4361 // Ïèíàåì êóñêè
4362 if FObj.Vel.X < 0 then
4363 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4364 else
4365 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4366 end;
4368 SetAction(A_WALK);
4369 end;
4371 procedure TPlayer.SeeDown();
4372 begin
4373 SetAction(A_SEEDOWN);
4375 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4377 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4378 end;
4380 procedure TPlayer.SeeUp();
4381 begin
4382 SetAction(A_SEEUP);
4384 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4386 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4387 end;
4389 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4390 var
4391 Prior: Byte;
4392 begin
4393 case Action of
4394 A_WALK: Prior := 3;
4395 A_DIE1: Prior := 5;
4396 A_DIE2: Prior := 5;
4397 A_ATTACK: Prior := 2;
4398 A_SEEUP: Prior := 1;
4399 A_SEEDOWN: Prior := 1;
4400 A_ATTACKUP: Prior := 2;
4401 A_ATTACKDOWN: Prior := 2;
4402 A_PAIN: Prior := 4;
4403 else Prior := 0;
4404 end;
4406 if (Prior > FActionPrior) or Force then
4407 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4408 begin
4409 FActionPrior := Prior;
4410 FActionAnim := Action;
4411 FActionForce := Force;
4412 FActionChanged := True;
4413 end;
4415 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4416 end;
4418 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4419 begin
4420 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4421 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4422 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4423 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4424 end;
4426 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4427 var
4428 Anim: TAnimation;
4429 ID: DWORD;
4430 begin
4431 Result := False;
4433 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4434 begin
4435 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4436 if g_Game_IsServer and g_Game_IsNet then
4437 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4438 Exit;
4439 end;
4441 FJustTeleported := True;
4443 Anim := nil;
4444 if not silent then
4445 begin
4446 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4447 begin
4448 Anim := TAnimation.Create(ID, False, 3);
4449 end;
4451 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4452 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4453 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4454 if g_Game_IsServer and g_Game_IsNet then
4455 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4456 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4457 NET_GFX_TELE);
4458 end;
4460 FObj.X := X-PLAYER_RECT.X;
4461 FObj.Y := Y-PLAYER_RECT.Y;
4462 if FLive and FGhost then
4463 begin
4464 FXTo := FObj.X;
4465 FYTo := FObj.Y;
4466 end;
4468 if not g_Game_IsNet then
4469 begin
4470 if dir = 1 then
4471 begin
4472 SetDirection(D_LEFT);
4473 FAngle := 180;
4474 end
4475 else
4476 if dir = 2 then
4477 begin
4478 SetDirection(D_RIGHT);
4479 FAngle := 0;
4480 end
4481 else
4482 if dir = 3 then
4483 begin // îáðàòíîå
4484 if FDirection = D_RIGHT then
4485 begin
4486 SetDirection(D_LEFT);
4487 FAngle := 180;
4488 end
4489 else
4490 begin
4491 SetDirection(D_RIGHT);
4492 FAngle := 0;
4493 end;
4494 end;
4495 end;
4497 if not silent and (Anim <> nil) then
4498 begin
4499 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4500 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4501 Anim.Free();
4503 if g_Game_IsServer and g_Game_IsNet then
4504 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4505 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4506 NET_GFX_TELE);
4507 end;
4509 Result := True;
4510 end;
4512 function nonz(a: Single): Single;
4513 begin
4514 if a <> 0 then
4515 Result := a
4516 else
4517 Result := 1;
4518 end;
4520 procedure TPlayer.Update();
4521 var
4522 b: Byte;
4523 i, ii, wx, wy, xd, yd, k: Integer;
4524 blockmon, headwater, dospawn: Boolean;
4525 NetServer: Boolean;
4526 AnyServer: Boolean;
4527 SetSpect: Boolean;
4528 begin
4529 NetServer := g_Game_IsNet and g_Game_IsServer;
4530 AnyServer := g_Game_IsServer;
4532 if g_Game_IsClient and (NetInterpLevel > 0) then
4533 DoLerp(NetInterpLevel + 1)
4534 else
4535 if FGhost then
4536 DoLerp(4);
4538 if NetServer then
4539 if FClientID >= 0 then
4540 begin
4541 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4542 if NetClients[FClientID].Peer^.packetsSent > 0 then
4543 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4544 else
4545 FLoss := 0;
4546 end else
4547 begin
4548 FPing := 0;
4549 FLoss := 0;
4550 end;
4552 if FLive and (gFly or FJetpack) then
4553 FlySmoke();
4555 if FDirection = D_LEFT then
4556 FAngle := 180
4557 else
4558 FAngle := 0;
4560 if FLive and (not FGhost) then
4561 begin
4562 if FKeys[KEY_UP].Pressed then
4563 SeeUp();
4564 if FKeys[KEY_DOWN].Pressed then
4565 SeeDown();
4566 end;
4568 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4569 (FIncCam <> 0) then
4570 begin
4571 i := g_basic.Sign(FIncCam);
4572 FIncCam := Abs(FIncCam);
4573 DecMin(FIncCam, 5, 0);
4574 FIncCam := FIncCam*i;
4575 end;
4577 // no need to do that each second frame, weapon queue will take care of it
4578 if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4579 if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4581 if gTime mod (GAME_TICK*2) <> 0 then
4582 begin
4583 if (FObj.Vel.X = 0) and FLive then
4584 begin
4585 if FKeys[KEY_LEFT].Pressed then
4586 Run(D_LEFT);
4587 if FKeys[KEY_RIGHT].Pressed then
4588 Run(D_RIGHT);
4589 end;
4591 if FPhysics then
4592 g_Obj_Move(@FObj, True, True, True);
4594 Exit;
4595 end;
4597 FActionChanged := False;
4599 if FLive then
4600 begin
4601 // Let alive player do some actions
4602 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4603 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4604 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4605 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4606 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4607 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4608 if FKeys[KEY_JUMP].Pressed then Jump()
4609 else
4610 begin
4611 if AnyServer and FJetpack then
4612 begin
4613 FJetpack := False;
4614 JetpackOff;
4615 if NetServer then MH_SEND_PlayerStats(FUID);
4616 end;
4617 FCanJetpack := True;
4618 end;
4619 end
4620 else // Dead
4621 begin
4622 dospawn := False;
4623 if not FGhost then
4624 for k := Low(FKeys) to KEY_CHAT-1 do
4625 begin
4626 if FKeys[k].Pressed then
4627 begin
4628 dospawn := True;
4629 break;
4630 end;
4631 end;
4632 if dospawn then
4633 begin
4634 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4635 Respawn(False)
4636 else // Single
4637 if (FTime[T_RESPAWN] <= gTime) and
4638 gGameOn and (not FLive) then
4639 begin
4640 if (g_Player_GetCount() > 1) then
4641 Respawn(False)
4642 else
4643 begin
4644 gExit := EXIT_RESTART;
4645 Exit;
4646 end;
4647 end;
4648 end;
4649 // Dead spectator actions
4650 if FGhost then
4651 begin
4652 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4653 if FKeys[KEY_FIRE].Pressed and AnyServer then
4654 begin
4655 if FSpectator then
4656 begin
4657 if (FSpectatePlayer >= High(gPlayers)) then
4658 FSpectatePlayer := -1
4659 else
4660 begin
4661 SetSpect := False;
4662 for I := FSpectatePlayer + 1 to High(gPlayers) do
4663 if gPlayers[I] <> nil then
4664 if gPlayers[I].Live then
4665 if gPlayers[I].UID <> FUID then
4666 begin
4667 FSpectatePlayer := I;
4668 SetSpect := True;
4669 break;
4670 end;
4672 if not SetSpect then FSpectatePlayer := -1;
4673 end;
4675 ReleaseKeys;
4676 end;
4677 end;
4678 end;
4679 end;
4680 // No clipping
4681 if FGhost then
4682 begin
4683 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4684 begin
4685 FYTo := FObj.Y - 32;
4686 FSpectatePlayer := -1;
4687 end;
4688 if FKeys[KEY_DOWN].Pressed then
4689 begin
4690 FYTo := FObj.Y + 32;
4691 FSpectatePlayer := -1;
4692 end;
4693 if FKeys[KEY_LEFT].Pressed then
4694 begin
4695 FXTo := FObj.X - 32;
4696 FSpectatePlayer := -1;
4697 end;
4698 if FKeys[KEY_RIGHT].Pressed then
4699 begin
4700 FXTo := FObj.X + 32;
4701 FSpectatePlayer := -1;
4702 end;
4704 if (FXTo < -64) then
4705 FXTo := -64
4706 else if (FXTo > gMapInfo.Width + 32) then
4707 FXTo := gMapInfo.Width + 32;
4708 if (FYTo < -72) then
4709 FYTo := -72
4710 else if (FYTo > gMapInfo.Height + 32) then
4711 FYTo := gMapInfo.Height + 32;
4712 end;
4714 if FPhysics then
4715 g_Obj_Move(@FObj, True, True, True)
4716 else
4717 begin
4718 FObj.Vel.X := 0;
4719 FObj.Vel.Y := 0;
4720 if FSpectator then
4721 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4722 if gPlayers[FSpectatePlayer] <> nil then
4723 if gPlayers[FSpectatePlayer].Live then
4724 begin
4725 FXTo := gPlayers[FSpectatePlayer].GameX;
4726 FYTo := gPlayers[FSpectatePlayer].GameY;
4727 end;
4728 end;
4730 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4731 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4732 PANEL_BLOCKMON, True);
4733 headwater := HeadInLiquid(0, 0);
4735 // Ñîïðîòèâëåíèå âîçäóõà:
4736 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4737 if FObj.Vel.X <> 0 then
4738 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4740 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4741 DecMin(FPain, 5, 0);
4742 DecMin(FPickup, 1, 0);
4744 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4745 begin
4746 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4747 FMegaRulez[MR_SUIT] := 0;
4748 FMegaRulez[MR_INVUL] := 0;
4749 FMegaRulez[MR_INVIS] := 0;
4750 Kill(K_FALLKILL, 0, HIT_FALL);
4751 end;
4753 i := 9;
4755 if FLive then
4756 begin
4757 if FCurrWeap = WEAPON_SAW then
4758 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4759 FSawSoundSelect.IsPlaying()) then
4760 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4762 if FJetpack then
4763 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4764 (not FJetSoundOff.IsPlaying()) then
4765 begin
4766 FJetSoundFly.SetPosition(0);
4767 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4768 end;
4770 for b := WP_FIRST to WP_LAST do
4771 if FReloading[b] > 0 then
4772 if FNoReload then
4773 FReloading[b] := 0
4774 else
4775 Dec(FReloading[b]);
4777 if FShellTimer > -1 then
4778 if FShellTimer = 0 then
4779 begin
4780 if FShellType = SHELL_SHELL then
4781 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4782 GameVelX, GameVelY-2, SHELL_SHELL)
4783 else if FShellType = SHELL_DBLSHELL then
4784 begin
4785 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4786 GameVelX+1, GameVelY-2, SHELL_SHELL);
4787 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4788 GameVelX-1, GameVelY-2, SHELL_SHELL);
4789 end;
4790 FShellTimer := -1;
4791 end else Dec(FShellTimer);
4793 if (FBFGFireCounter > -1) then
4794 if FBFGFireCounter = 0 then
4795 begin
4796 if AnyServer then
4797 begin
4798 wx := FObj.X+WEAPONPOINT[FDirection].X;
4799 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4800 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4801 yd := wy+firediry();
4802 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4803 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4804 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4805 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4806 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4807 end;
4809 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4810 FBFGFireCounter := -1;
4811 end else
4812 if FNoReload then
4813 FBFGFireCounter := 0
4814 else
4815 Dec(FBFGFireCounter);
4817 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4818 begin
4819 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4821 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4822 end;
4824 if (headwater or blockmon) then
4825 begin
4826 Dec(FAir);
4828 if FAir < -9 then
4829 begin
4830 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4831 FAir := 0;
4832 end
4833 else if (FAir mod 31 = 0) and not blockmon then
4834 begin
4835 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4836 if Random(2) = 0 then
4837 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4838 else
4839 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4840 end;
4841 end else if FAir < AIR_DEF then
4842 FAir := AIR_DEF;
4844 if FFireTime > 0 then
4845 begin
4846 if BodyInLiquid(0, 0) then
4847 begin
4848 FFireTime := 0;
4849 FFirePainTime := 0;
4850 end
4851 else if FMegaRulez[MR_SUIT] >= gTime then
4852 begin
4853 if FMegaRulez[MR_SUIT] = gTime then
4854 FFireTime := 1;
4855 FFirePainTime := 0;
4856 end
4857 else
4858 begin
4859 OnFireFlame(1);
4860 if FFirePainTime <= 0 then
4861 begin
4862 if g_Game_IsServer then
4863 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
4864 FFirePainTime := 18;
4865 end;
4866 FFirePainTime := FFirePainTime - 1;
4867 FFireTime := FFireTime - 1;
4868 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
4869 MH_SEND_PlayerStats(FUID);
4870 end;
4871 end;
4873 if FDamageBuffer > 0 then
4874 begin
4875 if FDamageBuffer >= 9 then
4876 begin
4877 SetAction(A_PAIN);
4879 if FDamageBuffer < 30 then i := 9
4880 else if FDamageBuffer < 100 then i := 18
4881 else i := 27;
4882 end;
4884 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4885 FArmor := FArmor-(FDamageBuffer-ii);
4886 FHealth := FHealth-ii;
4887 if FArmor < 0 then
4888 begin
4889 FHealth := FHealth+FArmor;
4890 FArmor := 0;
4891 end;
4893 if AnyServer then
4894 if FHealth <= 0 then
4895 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4896 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4897 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4899 if FLive then
4900 begin
4901 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4902 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4903 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4904 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4905 end;
4907 FDamageBuffer := 0;
4908 end;
4910 {CollideItem();}
4911 end; // if FLive then ...
4913 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4914 begin
4915 FModel.ChangeAnimation(FActionAnim, FActionForce);
4916 FModel.GetCurrentAnimation.MinLength := i;
4917 FModel.GetCurrentAnimationMask.MinLength := i;
4918 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4920 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4921 then SetAction(A_STAND, True);
4923 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4925 for b := Low(FKeys) to High(FKeys) do
4926 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4927 end;
4929 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4930 begin
4931 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4932 FObj.Y+PLAYER_RECT.Y,
4933 PLAYER_RECT.Width,
4934 PLAYER_RECT.Height,
4935 X, Y,
4936 Width, Height);
4937 end;
4939 function TPlayer.Collide(Panel: TPanel): Boolean;
4940 begin
4941 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4942 FObj.Y+PLAYER_RECT.Y,
4943 PLAYER_RECT.Width,
4944 PLAYER_RECT.Height,
4945 Panel.X, Panel.Y,
4946 Panel.Width, Panel.Height);
4947 end;
4949 function TPlayer.Collide(X, Y: Integer): Boolean;
4950 begin
4951 X := X-FObj.X-PLAYER_RECT.X;
4952 Y := Y-FObj.Y-PLAYER_RECT.Y;
4953 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4954 (y >= 0) and (y <= PLAYER_RECT.Height);
4955 end;
4957 function g_Player_ValidName(Name: string): Boolean;
4958 var
4959 a: Integer;
4960 begin
4961 Result := True;
4963 if gPlayers = nil then Exit;
4965 for a := 0 to High(gPlayers) do
4966 if gPlayers[a] <> nil then
4967 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4968 begin
4969 Result := False;
4970 Exit;
4971 end;
4972 end;
4974 procedure TPlayer.SetDirection(Direction: TDirection);
4975 var
4976 d: TDirection;
4977 begin
4978 d := FModel.Direction;
4980 FModel.Direction := Direction;
4981 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4983 FDirection := Direction;
4984 end;
4986 function TPlayer.GetKeys(): Byte;
4987 begin
4988 Result := 0;
4990 if R_KEY_RED in FRulez then Result := KEY_RED;
4991 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4992 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4994 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4995 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4996 end;
4998 procedure TPlayer.Use();
4999 var
5000 a: Integer;
5001 begin
5002 if FTime[T_USE] > gTime then Exit;
5004 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5005 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5007 for a := 0 to High(gPlayers) do
5008 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5009 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
5010 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5011 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5012 begin
5013 gPlayers[a].Touch();
5014 if g_Game_IsNet and g_Game_IsServer then
5015 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5016 end;
5018 FTime[T_USE] := gTime+120;
5019 end;
5021 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5022 var
5023 Obj: TObj;
5024 F: Boolean;
5025 WX, WY, XD, YD: Integer;
5026 begin
5027 F := False;
5028 WX := X;
5029 WY := Y;
5030 XD := AX;
5031 YD := AY;
5033 case FCurrWeap of
5034 WEAPON_KASTET:
5035 begin
5036 if R_BERSERK in FRulez then
5037 begin
5038 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5039 obj.X := FObj.X+FObj.Rect.X;
5040 obj.Y := FObj.Y+FObj.Rect.Y;
5041 obj.rect.X := 0;
5042 obj.rect.Y := 0;
5043 obj.rect.Width := 39;
5044 obj.rect.Height := 52;
5045 obj.Vel.X := (xd-wx) div 2;
5046 obj.Vel.Y := (yd-wy) div 2;
5047 obj.Accel.X := xd-wx;
5048 obj.Accel.y := yd-wy;
5050 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
5051 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5052 else
5053 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5055 if gFlash = 1 then
5056 if FPain < 50 then
5057 FPain := min(FPain + 25, 50);
5058 end else
5059 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5060 end;
5062 WEAPON_SAW:
5063 begin
5064 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5065 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5066 begin
5067 FSawSoundSelect.Stop();
5068 FSawSound.Stop();
5069 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5070 end
5071 else if not FSawSoundHit.IsPlaying() then
5072 begin
5073 FSawSoundSelect.Stop();
5074 FSawSound.PlayAt(FObj.X, FObj.Y);
5075 end;
5076 f := True;
5077 end;
5079 WEAPON_PISTOL:
5080 begin
5081 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5082 FFireAngle := FAngle;
5083 f := True;
5084 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5085 GameVelX, GameVelY-2, SHELL_BULLET);
5086 end;
5088 WEAPON_SHOTGUN1:
5089 begin
5090 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5091 FFireAngle := FAngle;
5092 f := True;
5093 FShellTimer := 10;
5094 FShellType := SHELL_SHELL;
5095 end;
5097 WEAPON_SHOTGUN2:
5098 begin
5099 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5100 FFireAngle := FAngle;
5101 f := True;
5102 FShellTimer := 13;
5103 FShellType := SHELL_DBLSHELL;
5104 end;
5106 WEAPON_CHAINGUN:
5107 begin
5108 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5109 FFireAngle := FAngle;
5110 f := True;
5111 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5112 GameVelX, GameVelY-2, SHELL_BULLET);
5113 end;
5115 WEAPON_ROCKETLAUNCHER:
5116 begin
5117 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5118 FFireAngle := FAngle;
5119 f := True;
5120 end;
5122 WEAPON_PLASMA:
5123 begin
5124 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5125 FFireAngle := FAngle;
5126 f := True;
5127 end;
5129 WEAPON_BFG:
5130 begin
5131 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5132 FFireAngle := FAngle;
5133 f := True;
5134 end;
5136 WEAPON_SUPERPULEMET:
5137 begin
5138 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5139 FFireAngle := FAngle;
5140 f := True;
5141 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5142 GameVelX, GameVelY-2, SHELL_SHELL);
5143 end;
5145 WEAPON_FLAMETHROWER:
5146 begin
5147 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5148 FFireAngle := FAngle;
5149 f := True;
5150 end;
5151 end;
5153 if not f then Exit;
5155 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5156 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5157 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5158 end;
5160 procedure TPlayer.DoLerp(Level: Integer = 2);
5161 begin
5162 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5163 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5164 end;
5166 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5167 var
5168 AX, AY: Integer;
5169 begin
5170 if NetInterpLevel < 1 then
5171 begin
5172 FObj.X := XTo;
5173 FObj.Y := YTo;
5174 end
5175 else
5176 begin
5177 FXTo := XTo;
5178 FYTo := YTo;
5180 AX := Abs(FXTo - FObj.X);
5181 AY := Abs(FYTo - FObj.Y);
5182 if (AX > 32) or (AX <= NetInterpLevel) then
5183 FObj.X := FXTo;
5184 if (AY > 32) or (AY <= NetInterpLevel) then
5185 FObj.Y := FYTo;
5186 end;
5187 end;
5189 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5190 begin
5191 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5192 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5193 PANEL_LIFTUP, False) then Result := -1
5194 else
5195 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5196 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5197 PANEL_LIFTDOWN, False) then Result := 1
5198 else Result := 0;
5199 end;
5201 function TPlayer.GetFlag(Flag: Byte): Boolean;
5202 var
5203 s, ts: String;
5204 evtype: Byte;
5205 begin
5206 Result := False;
5208 if Flag = FLAG_NONE then
5209 Exit;
5211 if not g_Game_IsServer then Exit;
5213 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5214 if (Flag = FTeam) and
5215 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5216 (FFlag <> FLAG_NONE) then
5217 begin
5218 if FFlag = FLAG_RED then
5219 s := _lc[I_PLAYER_FLAG_RED]
5220 else
5221 s := _lc[I_PLAYER_FLAG_BLUE];
5223 evtype := FLAG_STATE_SCORED;
5225 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5226 Insert('.', ts, Length(ts) + 1 - 3);
5227 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5229 g_Map_ResetFlag(FFlag);
5230 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5232 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5234 Result := True;
5235 if g_Game_IsNet then
5236 begin
5237 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5238 MH_SEND_GameStats;
5239 end;
5241 gFlags[FFlag].CaptureTime := 0;
5242 SetFlag(FLAG_NONE);
5243 Exit;
5244 end;
5246 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5247 if (Flag = FTeam) and
5248 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5249 begin
5250 if Flag = FLAG_RED then
5251 s := _lc[I_PLAYER_FLAG_RED]
5252 else
5253 s := _lc[I_PLAYER_FLAG_BLUE];
5255 evtype := FLAG_STATE_RETURNED;
5256 gFlags[Flag].CaptureTime := 0;
5258 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5260 g_Map_ResetFlag(Flag);
5261 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5263 Result := True;
5264 if g_Game_IsNet then
5265 begin
5266 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5267 MH_SEND_GameStats;
5268 end;
5269 Exit;
5270 end;
5272 // Ïîäîáðàë ÷óæîé ôëàã:
5273 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5274 begin
5275 SetFlag(Flag);
5277 if Flag = FLAG_RED then
5278 s := _lc[I_PLAYER_FLAG_RED]
5279 else
5280 s := _lc[I_PLAYER_FLAG_BLUE];
5282 evtype := FLAG_STATE_CAPTURED;
5284 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5286 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5288 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5290 Result := True;
5291 if g_Game_IsNet then
5292 begin
5293 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5294 MH_SEND_GameStats;
5295 end;
5296 end;
5297 end;
5299 procedure TPlayer.SetFlag(Flag: Byte);
5300 begin
5301 FFlag := Flag;
5302 if FModel <> nil then
5303 FModel.SetFlag(FFlag);
5304 end;
5306 function TPlayer.DropFlag(): Boolean;
5307 var
5308 s: String;
5309 begin
5310 Result := False;
5311 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5312 Exit;
5313 FTime[T_FLAGCAP] := gTime + 2000;
5314 with gFlags[FFlag] do
5315 begin
5316 Obj.X := FObj.X;
5317 Obj.Y := FObj.Y;
5318 Direction := FDirection;
5319 State := FLAG_STATE_DROPPED;
5320 Count := FLAG_TIME;
5321 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5322 (FObj.Vel.Y div 2)-2+Random(5));
5324 if FFlag = FLAG_RED then
5325 s := _lc[I_PLAYER_FLAG_RED]
5326 else
5327 s := _lc[I_PLAYER_FLAG_BLUE];
5329 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5330 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5332 if g_Game_IsNet then
5333 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5334 end;
5335 SetFlag(FLAG_NONE);
5336 Result := True;
5337 end;
5339 procedure TPlayer.GetSecret();
5340 begin
5341 Inc(FSecrets);
5342 end;
5344 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5345 begin
5346 Assert(Key <= High(FKeys));
5348 FKeys[Key].Pressed := True;
5349 FKeys[Key].Time := Time;
5350 end;
5352 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5353 begin
5354 Result := FKeys[K].Pressed;
5355 end;
5357 procedure TPlayer.ReleaseKeys();
5358 var
5359 a: Integer;
5360 begin
5361 for a := Low(FKeys) to High(FKeys) do
5362 begin
5363 FKeys[a].Pressed := False;
5364 FKeys[a].Time := 0;
5365 end;
5366 end;
5368 procedure TPlayer.OnDamage(Angle: SmallInt);
5369 begin
5370 end;
5372 function TPlayer.firediry(): Integer;
5373 begin
5374 if FKeys[KEY_UP].Pressed then Result := -42
5375 else if FKeys[KEY_DOWN].Pressed then Result := 19
5376 else Result := 0;
5377 end;
5379 procedure TPlayer.RememberState();
5380 var
5381 i: Integer;
5382 begin
5383 FSavedState.Health := FHealth;
5384 FSavedState.Armor := FArmor;
5385 FSavedState.Air := FAir;
5386 FSavedState.JetFuel := FJetFuel;
5387 FSavedState.CurrWeap := FCurrWeap;
5388 FSavedState.NextWeap := FNextWeap;
5389 FSavedState.NextWeapDelay := FNextWeapDelay;
5391 for i := 0 to 3 do
5392 FSavedState.Ammo[i] := FAmmo[i];
5393 for i := 0 to 3 do
5394 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5396 FSavedState.Rulez := FRulez;
5397 FSavedState.WaitRecall := True;
5398 end;
5400 procedure TPlayer.RecallState();
5401 var
5402 i: Integer;
5403 begin
5404 if not FSavedState.WaitRecall then Exit;
5406 FHealth := FSavedState.Health;
5407 FArmor := FSavedState.Armor;
5408 FAir := FSavedState.Air;
5409 FJetFuel := FSavedState.JetFuel;
5410 FCurrWeap := FSavedState.CurrWeap;
5411 FNextWeap := FSavedState.NextWeap;
5412 FNextWeapDelay := FSavedState.NextWeapDelay;
5414 for i := 0 to 3 do
5415 FAmmo[i] := FSavedState.Ammo[i];
5416 for i := 0 to 3 do
5417 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5419 FRulez := FSavedState.Rulez;
5420 FSavedState.WaitRecall := False;
5422 if gGameSettings.GameType = GT_SERVER then
5423 MH_SEND_PlayerStats(FUID);
5424 end;
5426 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5427 var
5428 i: Integer;
5429 sig: DWORD;
5430 str: String;
5431 b: Byte;
5432 begin
5433 if FIamBot then
5434 i := 512
5435 else
5436 i := 256;
5438 Mem := TBinMemoryWriter.Create(i);
5440 // Ñèãíàòóðà èãðîêà:
5441 sig := PLAYER_SIGNATURE; // 'PLYR'
5442 Mem.WriteDWORD(sig);
5443 // Áîò èëè ÷åëîâåê:
5444 Mem.WriteBoolean(FIamBot);
5445 // UID èãðîêà:
5446 Mem.WriteWord(FUID);
5447 // Èìÿ èãðîêà:
5448 Mem.WriteString(FName, 32);
5449 // Êîìàíäà:
5450 Mem.WriteByte(FTeam);
5451 // Æèâ ëè:
5452 Mem.WriteBoolean(FLive);
5453 // Èçðàñõîäîâàë ëè âñå æèçíè:
5454 Mem.WriteBoolean(FNoRespawn);
5455 // Íàïðàâëåíèå:
5456 if FDirection = D_LEFT then
5457 b := 1
5458 else // D_RIGHT
5459 b := 2;
5460 Mem.WriteByte(b);
5461 // Çäîðîâüå:
5462 Mem.WriteInt(FHealth);
5463 // Æèçíè:
5464 Mem.WriteByte(FLives);
5465 // Áðîíÿ:
5466 Mem.WriteInt(FArmor);
5467 // Çàïàñ âîçäóõà:
5468 Mem.WriteInt(FAir);
5469 // Çàïàñ ãîðþ÷åãî:
5470 Mem.WriteInt(FJetFuel);
5471 // Áîëü:
5472 Mem.WriteInt(FPain);
5473 // Óáèë:
5474 Mem.WriteInt(FKills);
5475 // Óáèë ìîíñòðîâ:
5476 Mem.WriteInt(FMonsterKills);
5477 // Ôðàãîâ:
5478 Mem.WriteInt(FFrags);
5479 // Ôðàãîâ ïîäðÿä:
5480 Mem.WriteByte(FFragCombo);
5481 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5482 Mem.WriteDWORD(FLastFrag);
5483 // Ñìåðòåé:
5484 Mem.WriteInt(FDeath);
5485 // Êàêîé ôëàã íåñåò:
5486 Mem.WriteByte(FFlag);
5487 // Íàøåë ñåêðåòîâ:
5488 Mem.WriteInt(FSecrets);
5489 // Òåêóùåå îðóæèå:
5490 Mem.WriteByte(FCurrWeap);
5491 // Æåëàåìîå îðóæèå:
5492 Mem.WriteWord(FNextWeap);
5493 // ...è ïàóçà
5494 Mem.WriteByte(FNextWeapDelay);
5495 // Âðåìÿ çàðÿäêè BFG:
5496 Mem.WriteSmallInt(FBFGFireCounter);
5497 // Áóôåð óðîíà:
5498 Mem.WriteInt(FDamageBuffer);
5499 // Ïîñëåäíèé óäàðèâøèé:
5500 Mem.WriteWord(FLastSpawnerUID);
5501 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5502 Mem.WriteByte(FLastHit);
5503 // Îáúåêò èãðîêà:
5504 Obj_SaveState(@FObj, Mem);
5505 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5506 for i := A_BULLETS to A_HIGH do
5507 Mem.WriteWord(FAmmo[i]);
5508 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5509 for i := A_BULLETS to A_HIGH do
5510 Mem.WriteWord(FMaxAmmo[i]);
5511 // Íàëè÷èå îðóæèÿ:
5512 for i := WP_FIRST to WP_LAST do
5513 Mem.WriteBoolean(FWeapon[i]);
5514 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5515 for i := WP_FIRST to WP_LAST do
5516 Mem.WriteWord(FReloading[i]);
5517 // Íàëè÷èå ðþêçàêà:
5518 if R_ITEM_BACKPACK in FRulez then
5519 b := 1
5520 else
5521 b := 0;
5522 Mem.WriteByte(b);
5523 // Íàëè÷èå êðàñíîãî êëþ÷à:
5524 if R_KEY_RED in FRulez then
5525 b := 1
5526 else
5527 b := 0;
5528 Mem.WriteByte(b);
5529 // Íàëè÷èå çåëåíîãî êëþ÷à:
5530 if R_KEY_GREEN in FRulez then
5531 b := 1
5532 else
5533 b := 0;
5534 Mem.WriteByte(b);
5535 // Íàëè÷èå ñèíåãî êëþ÷à:
5536 if R_KEY_BLUE in FRulez then
5537 b := 1
5538 else
5539 b := 0;
5540 Mem.WriteByte(b);
5541 // Íàëè÷èå áåðñåðêà:
5542 if R_BERSERK in FRulez then
5543 b := 1
5544 else
5545 b := 0;
5546 Mem.WriteByte(b);
5547 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5548 for i := MR_SUIT to MR_MAX do
5549 Mem.WriteDWORD(FMegaRulez[i]);
5550 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5551 for i := T_RESPAWN to T_FLAGCAP do
5552 Mem.WriteDWORD(FTime[i]);
5553 // Íàçâàíèå ìîäåëè:
5554 str := FModel.Name;
5555 Mem.WriteString(str);
5556 // Öâåò ìîäåëè:
5557 b := FColor.R;
5558 Mem.WriteByte(b);
5559 b := FColor.G;
5560 Mem.WriteByte(b);
5561 b := FColor.B;
5562 Mem.WriteByte(b);
5563 end;
5565 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5566 var
5567 i: Integer;
5568 sig: DWORD;
5569 str: String;
5570 b: Byte;
5571 begin
5572 if Mem = nil then
5573 Exit;
5575 // Ñèãíàòóðà èãðîêà:
5576 Mem.ReadDWORD(sig);
5577 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5578 begin
5579 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5580 end;
5581 // Áîò èëè ÷åëîâåê:
5582 Mem.ReadBoolean(FIamBot);
5583 // UID èãðîêà:
5584 Mem.ReadWord(FUID);
5585 // Èìÿ èãðîêà:
5586 Mem.ReadString(str);
5587 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5588 FName := str;
5589 // Êîìàíäà:
5590 Mem.ReadByte(FTeam);
5591 // Æèâ ëè:
5592 Mem.ReadBoolean(FLive);
5593 // Èçðàñõîäîâàë ëè âñå æèçíè:
5594 Mem.ReadBoolean(FNoRespawn);
5595 // Íàïðàâëåíèå:
5596 Mem.ReadByte(b);
5597 if b = 1 then
5598 FDirection := D_LEFT
5599 else // b = 2
5600 FDirection := D_RIGHT;
5601 // Çäîðîâüå:
5602 Mem.ReadInt(FHealth);
5603 // Æèçíè:
5604 Mem.ReadByte(FLives);
5605 // Áðîíÿ:
5606 Mem.ReadInt(FArmor);
5607 // Çàïàñ âîçäóõà:
5608 Mem.ReadInt(FAir);
5609 // Çàïàñ ãîðþ÷åãî:
5610 Mem.ReadInt(FJetFuel);
5611 // Áîëü:
5612 Mem.ReadInt(FPain);
5613 // Óáèë:
5614 Mem.ReadInt(FKills);
5615 // Óáèë ìîíñòðîâ:
5616 Mem.ReadInt(FMonsterKills);
5617 // Ôðàãîâ:
5618 Mem.ReadInt(FFrags);
5619 // Ôðàãîâ ïîäðÿä:
5620 Mem.ReadByte(FFragCombo);
5621 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5622 Mem.ReadDWORD(FLastFrag);
5623 // Ñìåðòåé:
5624 Mem.ReadInt(FDeath);
5625 // Êàêîé ôëàã íåñåò:
5626 Mem.ReadByte(FFlag);
5627 // Íàøåë ñåêðåòîâ:
5628 Mem.ReadInt(FSecrets);
5629 // Òåêóùåå îðóæèå:
5630 Mem.ReadByte(FCurrWeap);
5631 // Æåëàåìîå îðóæèå:
5632 Mem.ReadWord(FNextWeap);
5633 // ...è ïàóçà
5634 Mem.ReadByte(FNextWeapDelay);
5635 // Âðåìÿ çàðÿäêè BFG:
5636 Mem.ReadSmallInt(FBFGFireCounter);
5637 // Áóôåð óðîíà:
5638 Mem.ReadInt(FDamageBuffer);
5639 // Ïîñëåäíèé óäàðèâøèé:
5640 Mem.ReadWord(FLastSpawnerUID);
5641 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5642 Mem.ReadByte(FLastHit);
5643 // Îáúåêò èãðîêà:
5644 Obj_LoadState(@FObj, Mem);
5645 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5646 for i := A_BULLETS to A_HIGH do
5647 Mem.ReadWord(FAmmo[i]);
5648 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5649 for i := A_BULLETS to A_HIGH do
5650 Mem.ReadWord(FMaxAmmo[i]);
5651 // Íàëè÷èå îðóæèÿ:
5652 for i := WP_FIRST to WP_LAST do
5653 Mem.ReadBoolean(FWeapon[i]);
5654 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5655 for i := WP_FIRST to WP_LAST do
5656 Mem.ReadWord(FReloading[i]);
5657 // Íàëè÷èå ðþêçàêà:
5658 Mem.ReadByte(b);
5659 if b = 1 then
5660 Include(FRulez, R_ITEM_BACKPACK);
5661 // Íàëè÷èå êðàñíîãî êëþ÷à:
5662 Mem.ReadByte(b);
5663 if b = 1 then
5664 Include(FRulez, R_KEY_RED);
5665 // Íàëè÷èå çåëåíîãî êëþ÷à:
5666 Mem.ReadByte(b);
5667 if b = 1 then
5668 Include(FRulez, R_KEY_GREEN);
5669 // Íàëè÷èå ñèíåãî êëþ÷à:
5670 Mem.ReadByte(b);
5671 if b = 1 then
5672 Include(FRulez, R_KEY_BLUE);
5673 // Íàëè÷èå áåðñåðêà:
5674 Mem.ReadByte(b);
5675 if b = 1 then
5676 Include(FRulez, R_BERSERK);
5677 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5678 for i := MR_SUIT to MR_MAX do
5679 Mem.ReadDWORD(FMegaRulez[i]);
5680 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5681 for i := T_RESPAWN to T_FLAGCAP do
5682 Mem.ReadDWORD(FTime[i]);
5683 // Íàçâàíèå ìîäåëè:
5684 Mem.ReadString(str);
5685 // Öâåò ìîäåëè:
5686 Mem.ReadByte(FColor.R);
5687 Mem.ReadByte(FColor.G);
5688 Mem.ReadByte(FColor.B);
5689 if Self = gPlayer1 then
5690 begin
5691 str := gPlayer1Settings.Model;
5692 FColor := gPlayer1Settings.Color;
5693 end;
5694 if Self = gPlayer2 then
5695 begin
5696 str := gPlayer2Settings.Model;
5697 FColor := gPlayer2Settings.Color;
5698 end;
5699 // Îáíîâëÿåì ìîäåëü èãðîêà:
5700 SetModel(str);
5701 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5702 FModel.Color := TEAMCOLOR[FTeam]
5703 else
5704 FModel.Color := FColor;
5705 end;
5707 procedure TPlayer.AllRulez(Health: Boolean);
5708 var
5709 a: Integer;
5710 begin
5711 if Health then
5712 begin
5713 FHealth := PLAYER_HP_LIMIT;
5714 FArmor := PLAYER_AP_LIMIT;
5715 Exit;
5716 end;
5718 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5719 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5720 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5721 end;
5723 procedure TPlayer.RestoreHealthArmor();
5724 begin
5725 FHealth := PLAYER_HP_LIMIT;
5726 FArmor := PLAYER_AP_LIMIT;
5727 end;
5729 procedure TPlayer.FragCombo();
5730 var
5731 Param: Integer;
5732 begin
5733 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5734 Exit;
5735 if gTime - FLastFrag < FRAG_COMBO_TIME then
5736 begin
5737 if FFragCombo < 5 then
5738 Inc(FFragCombo);
5739 Param := FUID or (FFragCombo shl 16);
5740 if (FComboEvnt >= Low(gDelayedEvents)) and
5741 (FComboEvnt <= High(gDelayedEvents)) and
5742 gDelayedEvents[FComboEvnt].Pending and
5743 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5744 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5745 begin
5746 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5747 gDelayedEvents[FComboEvnt].DENum := Param;
5748 end
5749 else
5750 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5751 end
5752 else
5753 FFragCombo := 1;
5755 FLastFrag := gTime;
5756 end;
5758 procedure TPlayer.GiveItem(ItemType: Byte);
5759 begin
5760 case ItemType of
5761 ITEM_SUIT:
5762 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5763 begin
5764 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5765 end;
5767 ITEM_OXYGEN:
5768 if FAir < AIR_MAX then
5769 begin
5770 FAir := AIR_MAX;
5771 end;
5773 ITEM_MEDKIT_BLACK:
5774 begin
5775 if not (R_BERSERK in FRulez) then
5776 begin
5777 Include(FRulez, R_BERSERK);
5778 if FBFGFireCounter < 1 then
5779 begin
5780 FCurrWeap := WEAPON_KASTET;
5781 resetWeaponQueue();
5782 FModel.SetWeapon(WEAPON_KASTET);
5783 end;
5784 if gFlash <> 0 then
5785 Inc(FPain, 100);
5786 FBerserk := gTime+30000;
5787 end;
5788 if FHealth < PLAYER_HP_SOFT then
5789 begin
5790 FHealth := PLAYER_HP_SOFT;
5791 FBerserk := gTime+30000;
5792 end;
5793 end;
5795 ITEM_INVUL:
5796 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5797 begin
5798 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5799 end;
5801 ITEM_INVIS:
5802 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5803 begin
5804 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5805 end;
5807 ITEM_JETPACK:
5808 if FJetFuel < JET_MAX then
5809 begin
5810 FJetFuel := JET_MAX;
5811 end;
5813 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5814 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5816 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5817 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5819 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5820 ITEM_SPHERE_WHITE:
5821 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5822 begin
5823 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5824 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5825 end;
5827 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5828 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5829 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5830 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5831 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5832 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5833 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5834 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5835 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5837 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5838 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5839 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5840 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5841 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5842 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5843 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5844 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5845 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
5847 ITEM_AMMO_BACKPACK:
5848 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5849 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5850 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5851 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
5852 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
5853 begin
5854 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
5855 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
5856 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
5857 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
5858 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
5860 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5861 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5862 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5863 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5865 FRulez := FRulez + [R_ITEM_BACKPACK];
5866 end;
5868 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5869 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5870 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5872 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5873 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5875 else
5876 Exit;
5877 end;
5878 if g_Game_IsNet and g_Game_IsServer then
5879 MH_SEND_PlayerStats(FUID);
5880 end;
5882 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5883 var
5884 id, i: DWORD;
5885 Anim: TAnimation;
5886 begin
5887 if (Random(5) = 1) and (Times = 1) then
5888 Exit;
5890 if BodyInLiquid(0, 0) then
5891 begin
5892 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5893 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5894 if Random(2) = 0 then
5895 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5896 else
5897 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5898 Exit;
5899 end;
5901 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5902 begin
5903 for i := 1 to Times do
5904 begin
5905 Anim := TAnimation.Create(id, False, 3);
5906 Anim.Alpha := 150;
5907 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5908 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5909 Anim.Free();
5910 end;
5911 end;
5912 end;
5914 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
5915 var
5916 id, i: DWORD;
5917 Anim: TAnimation;
5918 begin
5919 if (Random(10) = 1) and (Times = 1) then
5920 Exit;
5922 if g_Frames_Get(id, 'FRAMES_FLAME') then
5923 begin
5924 for i := 1 to Times do
5925 begin
5926 Anim := TAnimation.Create(id, False, 3);
5927 Anim.Alpha := 0;
5928 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5929 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5930 Anim.Free();
5931 end;
5932 end;
5933 end;
5935 procedure TPlayer.PauseSounds(Enable: Boolean);
5936 begin
5937 FSawSound.Pause(Enable);
5938 FSawSoundIdle.Pause(Enable);
5939 FSawSoundHit.Pause(Enable);
5940 FSawSoundSelect.Pause(Enable);
5941 end;
5943 { T C o r p s e : }
5945 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5946 begin
5947 g_Obj_Init(@FObj);
5948 FObj.X := X;
5949 FObj.Y := Y;
5950 FObj.Rect := PLAYER_CORPSERECT;
5951 FModelName := ModelName;
5952 FMess := aMess;
5954 if FMess then
5955 begin
5956 FState := CORPSE_STATE_MESS;
5957 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5958 end
5959 else
5960 begin
5961 FState := CORPSE_STATE_NORMAL;
5962 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5963 end;
5964 end;
5966 destructor TCorpse.Destroy();
5967 begin
5968 FAnimation.Free();
5970 inherited;
5971 end;
5973 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5974 var
5975 pm: TPlayerModel;
5976 begin
5977 if FState = CORPSE_STATE_REMOVEME then
5978 Exit;
5980 FDamage := FDamage + Value;
5982 if FDamage > 150 then
5983 begin
5984 if FAnimation <> nil then
5985 begin
5986 FAnimation.Free();
5987 FAnimation := nil;
5989 FState := CORPSE_STATE_REMOVEME;
5991 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5992 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5993 FModelName, FColor);
5994 // Çâóê ìÿñà îò òðóïà:
5995 pm := g_PlayerModel_Get(FModelName);
5996 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
5997 pm.Free;
5998 end;
5999 end
6000 else
6001 begin
6002 FObj.Vel.X := FObj.Vel.X + vx;
6003 FObj.Vel.Y := FObj.Vel.Y + vy;
6004 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6005 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6006 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6007 150, 0, 0);
6008 end;
6009 end;
6011 procedure TCorpse.Draw();
6012 begin
6013 if FState = CORPSE_STATE_REMOVEME then
6014 Exit;
6016 if FAnimation <> nil then
6017 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6019 if FAnimationMask <> nil then
6020 begin
6021 e_Colors := FColor;
6022 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6023 e_Colors.R := 255;
6024 e_Colors.G := 255;
6025 e_Colors.B := 255;
6026 end;
6027 end;
6029 procedure TCorpse.Update();
6030 var
6031 st: Word;
6032 begin
6033 if FState = CORPSE_STATE_REMOVEME then
6034 Exit;
6036 if gTime mod (GAME_TICK*2) <> 0 then
6037 begin
6038 g_Obj_Move(@FObj, True, True, True);
6040 Exit;
6041 end;
6043 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6044 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6046 st := g_Obj_Move(@FObj, True, True, True);
6048 if WordBool(st and MOVE_FALLOUT) then
6049 begin
6050 FState := CORPSE_STATE_REMOVEME;
6051 Exit;
6052 end;
6054 if FAnimation <> nil then
6055 FAnimation.Update();
6056 if FAnimationMask <> nil then
6057 FAnimationMask.Update();
6058 end;
6060 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6061 var
6062 sig: DWORD;
6063 anim: Boolean;
6064 begin
6065 if Mem = nil then
6066 Exit;
6068 // Ñèãíàòóðà òðóïà:
6069 sig := CORPSE_SIGNATURE; // 'CORP'
6070 Mem.WriteDWORD(sig);
6071 // Ñîñòîÿíèå:
6072 Mem.WriteByte(FState);
6073 // Íàêîïëåííûé óðîí:
6074 Mem.WriteByte(FDamage);
6075 // Öâåò:
6076 Mem.WriteByte(FColor.R);
6077 Mem.WriteByte(FColor.G);
6078 Mem.WriteByte(FColor.B);
6079 // Îáúåêò òðóïà:
6080 Obj_SaveState(@FObj, Mem);
6081 // Åñòü ëè àíèìàöèÿ:
6082 anim := FAnimation <> nil;
6083 Mem.WriteBoolean(anim);
6084 // Åñëè åñòü - ñîõðàíÿåì:
6085 if anim then
6086 FAnimation.SaveState(Mem);
6087 // Åñòü ëè ìàñêà àíèìàöèè:
6088 anim := FAnimationMask <> nil;
6089 Mem.WriteBoolean(anim);
6090 // Åñëè åñòü - ñîõðàíÿåì:
6091 if anim then
6092 FAnimationMask.SaveState(Mem);
6093 end;
6095 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6096 var
6097 sig: DWORD;
6098 anim: Boolean;
6099 begin
6100 if Mem = nil then
6101 Exit;
6103 // Ñèãíàòóðà òðóïà:
6104 Mem.ReadDWORD(sig);
6105 if sig <> CORPSE_SIGNATURE then // 'CORP'
6106 begin
6107 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6108 end;
6109 // Ñîñòîÿíèå:
6110 Mem.ReadByte(FState);
6111 // Íàêîïëåííûé óðîí:
6112 Mem.ReadByte(FDamage);
6113 // Öâåò:
6114 Mem.ReadByte(FColor.R);
6115 Mem.ReadByte(FColor.G);
6116 Mem.ReadByte(FColor.B);
6117 // Îáúåêò òðóïà:
6118 Obj_LoadState(@FObj, Mem);
6119 // Åñòü ëè àíèìàöèÿ:
6120 Mem.ReadBoolean(anim);
6121 // Åñëè åñòü - çàãðóæàåì:
6122 if anim then
6123 begin
6124 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6125 FAnimation.LoadState(Mem);
6126 end;
6127 // Åñòü ëè ìàñêà àíèìàöèè:
6128 Mem.ReadBoolean(anim);
6129 // Åñëè åñòü - çàãðóæàåì:
6130 if anim then
6131 begin
6132 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6133 FAnimationMask.LoadState(Mem);
6134 end;
6135 end;
6137 { T B o t : }
6139 constructor TBot.Create();
6140 var
6141 a: Integer;
6142 begin
6143 inherited Create();
6145 FPhysics := True;
6146 FSpectator := False;
6147 FGhost := False;
6149 FIamBot := True;
6151 Inc(gNumBots);
6153 for a := WP_FIRST to WP_LAST do
6154 begin
6155 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6156 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6157 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6158 end;
6159 end;
6161 destructor TBot.Destroy();
6162 begin
6163 Dec(gNumBots);
6164 inherited Destroy();
6165 end;
6167 procedure TBot.Draw();
6168 begin
6169 inherited Draw();
6171 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6172 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6173 end;
6175 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6176 begin
6177 inherited Respawn(Silent, Force);
6179 FAIFlags := nil;
6180 FSelectedWeapon := FCurrWeap;
6181 resetWeaponQueue();
6182 FTargetUID := 0;
6183 end;
6185 procedure TBot.UpdateCombat();
6186 type
6187 TTarget = record
6188 UID: Word;
6189 X, Y: Integer;
6190 Rect: TRectWH;
6191 cX, cY: Integer;
6192 Dist: Word;
6193 Line: Boolean;
6194 Visible: Boolean;
6195 IsPlayer: Boolean;
6196 end;
6198 TTargetRecord = array of TTarget;
6200 function Compare(a, b: TTarget): Integer;
6201 begin
6202 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6203 Result := -1
6204 else
6205 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6206 Result := 1
6207 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6208 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6209 begin
6210 if a.Dist > b.Dist then // B áëèæå
6211 Result := 1
6212 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6213 Result := -1;
6214 end
6215 else // Ñòðàííî -> A
6216 Result := -1;
6217 end;
6219 var
6220 a, x1, y1, x2, y2: Integer;
6221 targets: TTargetRecord;
6222 ammo: Word;
6223 Target, BestTarget: TTarget;
6224 firew, fireh: Integer;
6225 angle: SmallInt;
6226 mon: TMonster;
6227 pla, tpla: TPlayer;
6228 vsPlayer, vsMonster, ok: Boolean;
6229 begin
6230 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6231 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6233 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6234 if FCurrWeap <> FSelectedWeapon then
6235 NextWeapon();
6237 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6238 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6239 begin
6240 RemoveAIFlag('NEEDFIRE');
6242 case FCurrWeap of
6243 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6244 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6245 else PressKey(KEY_FIRE);
6246 end;
6247 end;
6249 // Êîîðäèíàòû ñòâîëà:
6250 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6251 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6253 Target.UID := FTargetUID;
6255 ok := False;
6256 if Target.UID <> 0 then
6257 begin // Öåëü åñòü - íàñòðàèâàåì
6258 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6259 vsPlayer then
6260 begin // Èãðîê
6261 tpla := g_Player_Get(Target.UID);
6262 if tpla <> nil then
6263 with tpla do
6264 begin
6265 if (@FObj) <> nil then
6266 begin
6267 Target.X := FObj.X;
6268 Target.Y := FObj.Y;
6269 end;
6270 end;
6272 Target.cX := Target.X + PLAYER_RECT_CX;
6273 Target.cY := Target.Y + PLAYER_RECT_CY;
6274 Target.Rect := PLAYER_RECT;
6275 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6276 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6277 (y1-4 > Target.Y+PLAYER_RECT.Y);
6278 Target.IsPlayer := True;
6279 ok := True;
6280 end
6281 else
6282 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6283 vsMonster then
6284 begin // Ìîíñòð
6285 mon := g_Monsters_Get(Target.UID);
6286 if mon <> nil then
6287 begin
6288 Target.X := mon.Obj.X;
6289 Target.Y := mon.Obj.Y;
6291 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6292 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6293 Target.Rect := mon.Obj.Rect;
6294 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6295 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6296 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6297 Target.IsPlayer := False;
6298 ok := True;
6299 end;
6300 end;
6301 end;
6303 if not ok then
6304 begin // Öåëè íåò - îáíóëÿåì
6305 Target.X := 0;
6306 Target.Y := 0;
6307 Target.cX := 0;
6308 Target.cY := 0;
6309 Target.Visible := False;
6310 Target.Line := False;
6311 Target.IsPlayer := False;
6312 end;
6314 targets := nil;
6316 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6317 if (not Target.Line) or (not Target.Visible) then
6318 begin
6319 // Èãðîêè:
6320 if vsPlayer then
6321 for a := 0 to High(gPlayers) do
6322 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6323 (gPlayers[a].FUID <> FUID) and
6324 (not SameTeam(FUID, gPlayers[a].FUID)) and
6325 (not gPlayers[a].NoTarget) and
6326 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6327 begin
6328 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6329 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6330 Continue;
6332 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6333 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6335 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6336 if g_TraceVector(x1, y1, x2, y2) then
6337 begin
6338 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6339 SetLength(targets, Length(targets)+1);
6340 with targets[High(targets)] do
6341 begin
6342 UID := gPlayers[a].FUID;
6343 X := gPlayers[a].FObj.X;
6344 Y := gPlayers[a].FObj.Y;
6345 cX := x2;
6346 cY := y2;
6347 Rect := PLAYER_RECT;
6348 Dist := g_PatchLength(x1, y1, x2, y2);
6349 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6350 (y1-4 > Target.Y+PLAYER_RECT.Y);
6351 Visible := True;
6352 IsPlayer := True;
6353 end;
6354 end;
6355 end;
6357 // Ìîíñòðû:
6358 if vsMonster and (gMonsters <> nil) then
6359 for a := 0 to High(gMonsters) do
6360 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6361 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6362 begin
6363 mon := gMonsters[a];
6365 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6366 mon.Obj.Y + mon.Obj.Rect.Y) then
6367 Continue;
6369 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6370 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6372 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6373 if g_TraceVector(x1, y1, x2, y2) then
6374 begin
6375 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6376 SetLength(targets, Length(targets)+1);
6377 with targets[High(targets)] do
6378 begin
6379 UID := mon.UID;
6380 X := mon.Obj.X;
6381 Y := mon.Obj.Y;
6382 cX := x2;
6383 cY := y2;
6384 Rect := mon.Obj.Rect;
6385 Dist := g_PatchLength(x1, y1, x2, y2);
6386 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6387 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6388 Visible := True;
6389 IsPlayer := False;
6390 end;
6391 end;
6392 end;
6393 end;
6395 // Åñëè åñòü âîçìîæíûå öåëè:
6396 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6397 if targets <> nil then
6398 begin
6399 // Âûáèðàåì íàèëó÷øóþ öåëü:
6400 BestTarget := targets[0];
6401 if Length(targets) > 1 then
6402 for a := 1 to High(targets) do
6403 if Compare(BestTarget, targets[a]) = 1 then
6404 BestTarget := targets[a];
6406 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6407 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6408 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6409 begin
6410 Target := BestTarget;
6412 if (Healthy() = 3) or ((Healthy() = 2)) then
6413 begin // Åñëè çäîðîâû - äîãîíÿåì
6414 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6415 SetAIFlag('GORIGHT', '1');
6416 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6417 SetAIFlag('GOLEFT', '1');
6418 end
6419 else
6420 begin // Åñëè ïîáèòû - óáåãàåì
6421 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6422 SetAIFlag('GORIGHT', '1');
6423 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6424 SetAIFlag('GOLEFT', '1');
6425 end;
6427 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6428 SelectWeapon(Abs(x1-Target.cX));
6429 end;
6430 end;
6432 // Åñëè åñòü öåëü:
6433 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6434 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6435 if Target.UID <> 0 then
6436 begin
6437 if not TargetOnScreen(Target.X + Target.Rect.X,
6438 Target.Y + Target.Rect.Y) then
6439 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6440 if (Healthy() = 3) or ((Healthy() = 2)) then
6441 begin // Åñëè çäîðîâû - äîãîíÿåì
6442 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6443 SetAIFlag('GORIGHT', '1');
6444 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6445 SetAIFlag('GOLEFT', '1');
6446 end
6447 else
6448 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6449 Target.UID := 0;
6450 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6451 SetAIFlag('GORIGHT', '1');
6452 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6453 SetAIFlag('GOLEFT', '1');
6454 end;
6455 end
6456 else
6457 begin // Öåëü ïîêà íà "ýêðàíå"
6458 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6459 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6460 FLastVisible := gTime;
6461 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6462 if (Abs(FObj.Y-Target.Y) <= 128) then
6463 begin
6464 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6465 SetAIFlag('GORIGHT', '1');
6466 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6467 SetAIFlag('GOLEFT', '1');
6468 end;
6469 end;
6471 // Âûáèðàåì óãîë ââåðõ:
6472 if FDirection = D_LEFT then
6473 angle := ANGLE_LEFTUP
6474 else
6475 angle := ANGLE_RIGHTUP;
6477 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6478 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6480 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6481 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6482 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6483 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6484 Target.Rect.Width, Target.Rect.Height) and
6485 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6486 begin // òî íóæíî ñòðåëÿòü ââåðõ
6487 SetAIFlag('NEEDFIRE', '1');
6488 SetAIFlag('NEEDSEEUP', '1');
6489 end;
6491 // Âûáèðàåì óãîë âíèç:
6492 if FDirection = D_LEFT then
6493 angle := ANGLE_LEFTDOWN
6494 else
6495 angle := ANGLE_RIGHTDOWN;
6497 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6498 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6500 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6501 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6502 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6503 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6504 Target.Rect.Width, Target.Rect.Height) and
6505 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6506 begin // òî íóæíî ñòðåëÿòü âíèç
6507 SetAIFlag('NEEDFIRE', '1');
6508 SetAIFlag('NEEDSEEDOWN', '1');
6509 end;
6511 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6512 if Target.Visible and
6513 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6514 (y1-4 > Target.Y+Target.Rect.Y) then
6515 begin
6516 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6517 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6518 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6519 begin // òî íóæíî ñòðåëÿòü âïåðåä
6520 SetAIFlag('NEEDFIRE', '1');
6521 SetAIFlag('NEEDSEEDOWN', '');
6522 SetAIFlag('NEEDSEEUP', '');
6523 end;
6524 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6525 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6526 if GetRnd(FDifficult.CloseJump) then
6527 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6528 if Abs(FObj.X-Target.X) < 128 then
6529 a := 4
6530 else
6531 a := 30;
6532 if Random(a) = 0 then
6533 SetAIFlag('NEEDJUMP', '1');
6534 end;
6535 end;
6537 // Åñëè öåëü âñå åùå åñòü:
6538 if Target.UID <> 0 then
6539 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6540 Target.UID := 0 // òî çàáûòü öåëü
6541 else // Åñëè âèäåëè íåäàâíî
6542 begin // íî öåëü óáèëè
6543 if Target.IsPlayer then
6544 begin // Öåëü - èãðîê
6545 pla := g_Player_Get(Target.UID);
6546 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6547 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6548 Target.UID := 0; // òî çàáûòü öåëü
6549 end
6550 else
6551 begin // Öåëü - ìîíñòð
6552 mon := g_Monsters_Get(Target.UID);
6553 if (mon = nil) or (not mon.Live) then
6554 Target.UID := 0; // òî çàáûòü öåëü
6555 end;
6556 end;
6557 end; // if Target.UID <> 0
6559 FTargetUID := Target.UID;
6561 // Åñëè âîçìîæíûõ öåëåé íåò:
6562 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6563 if targets = nil then
6564 if GetAIFlag('ATTACKLEFT') <> '' then
6565 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6566 RemoveAIFlag('ATTACKLEFT');
6568 SetAIFlag('NEEDJUMP', '1');
6570 if RunDirection() = D_RIGHT then
6571 begin // Èäåì íå â òó ñòîðîíó
6572 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6573 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6574 SetAIFlag('NEEDFIRE', '1');
6575 SetAIFlag('GOLEFT', '1');
6576 end;
6577 end
6578 else
6579 begin // Èäåì â íóæíóþ ñòîðîíó
6580 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6581 SetAIFlag('NEEDFIRE', '1');
6582 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6583 SetAIFlag('GORIGHT', '1');
6584 end;
6585 end
6586 else
6587 if GetAIFlag('ATTACKRIGHT') <> '' then
6588 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6589 RemoveAIFlag('ATTACKRIGHT');
6591 SetAIFlag('NEEDJUMP', '1');
6593 if RunDirection() = D_LEFT then
6594 begin // Èäåì íå â òó ñòîðîíó
6595 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6596 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6597 SetAIFlag('NEEDFIRE', '1');
6598 SetAIFlag('GORIGHT', '1');
6599 end;
6600 end
6601 else
6602 begin
6603 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6604 SetAIFlag('NEEDFIRE', '1');
6605 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6606 SetAIFlag('GOLEFT', '1');
6607 end;
6608 end;
6610 //HACK! (does it belongs there?)
6611 RealizeCurrentWeapon();
6613 // Åñëè åñòü âîçìîæíûå öåëè:
6614 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6615 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6616 for a := 0 to High(targets) do
6617 begin
6618 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6619 if GetRnd(FDifficult.DiagFire) then
6620 begin
6621 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6622 if FDirection = D_LEFT then
6623 angle := ANGLE_LEFTUP
6624 else
6625 angle := ANGLE_RIGHTUP;
6627 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6628 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6630 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6631 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6632 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6633 targets[a].Rect.Width, targets[a].Rect.Height) and
6634 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6635 begin
6636 SetAIFlag('NEEDFIRE', '1');
6637 SetAIFlag('NEEDSEEUP', '1');
6638 end;
6640 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6641 if FDirection = D_LEFT then
6642 angle := ANGLE_LEFTDOWN
6643 else
6644 angle := ANGLE_RIGHTDOWN;
6646 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6647 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6649 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6650 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6651 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6652 targets[a].Rect.Width, targets[a].Rect.Height) and
6653 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6654 begin
6655 SetAIFlag('NEEDFIRE', '1');
6656 SetAIFlag('NEEDSEEDOWN', '1');
6657 end;
6658 end;
6660 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6661 if targets[a].Line and targets[a].Visible and
6662 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6663 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6664 begin
6665 SetAIFlag('NEEDFIRE', '1');
6666 Break;
6667 end;
6668 end;
6670 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6671 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6672 PLAYER_RECT.Width, PLAYER_RECT.Height,
6673 40+GetInterval(FDifficult.Cover, 40)) then
6674 SetAIFlag('NEEDJUMP', '1');
6676 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6677 ammo := GetAmmoByWeapon(FCurrWeap);
6678 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6679 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6680 (ammo = 0) then
6681 SetAIFlag('SELECTWEAPON', '1');
6683 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6684 if GetAIFlag('SELECTWEAPON') = '1' then
6685 begin
6686 SelectWeapon(-1);
6687 RemoveAIFlag('SELECTWEAPON');
6688 end;
6689 end;
6691 procedure TBot.Update();
6692 var
6693 EnableAI: Boolean;
6694 begin
6695 if not FLive then
6696 begin // Respawn
6697 ReleaseKeys();
6698 PressKey(KEY_UP);
6699 end
6700 else
6701 begin
6702 EnableAI := True;
6704 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6705 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6706 EnableAI := False;
6707 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6708 EnableAI := False;
6709 if g_debug_BotAIOff = 3 then
6710 EnableAI := False;
6712 if EnableAI then
6713 begin
6714 UpdateMove();
6715 UpdateCombat();
6716 end
6717 else
6718 begin
6719 RealizeCurrentWeapon();
6720 end;
6721 end;
6723 inherited Update();
6724 end;
6726 procedure TBot.ReleaseKey(Key: Byte);
6727 begin
6728 with FKeys[Key] do
6729 begin
6730 Pressed := False;
6731 Time := 0;
6732 end;
6733 end;
6735 function TBot.KeyPressed(Key: Word): Boolean;
6736 begin
6737 Result := FKeys[Key].Pressed;
6738 end;
6740 function TBot.GetAIFlag(fName: String20): String20;
6741 var
6742 a: Integer;
6743 begin
6744 Result := '';
6746 fName := LowerCase(fName);
6748 if FAIFlags <> nil then
6749 for a := 0 to High(FAIFlags) do
6750 if LowerCase(FAIFlags[a].Name) = fName then
6751 begin
6752 Result := FAIFlags[a].Value;
6753 Break;
6754 end;
6755 end;
6757 procedure TBot.RemoveAIFlag(fName: String20);
6758 var
6759 a, b: Integer;
6760 begin
6761 if FAIFlags = nil then Exit;
6763 fName := LowerCase(fName);
6765 for a := 0 to High(FAIFlags) do
6766 if LowerCase(FAIFlags[a].Name) = fName then
6767 begin
6768 if a <> High(FAIFlags) then
6769 for b := a to High(FAIFlags)-1 do
6770 FAIFlags[b] := FAIFlags[b+1];
6772 SetLength(FAIFlags, Length(FAIFlags)-1);
6773 Break;
6774 end;
6775 end;
6777 procedure TBot.SetAIFlag(fName, fValue: String20);
6778 var
6779 a: Integer;
6780 ok: Boolean;
6781 begin
6782 a := 0;
6783 ok := False;
6785 fName := LowerCase(fName);
6787 if FAIFlags <> nil then
6788 for a := 0 to High(FAIFlags) do
6789 if LowerCase(FAIFlags[a].Name) = fName then
6790 begin
6791 ok := True;
6792 Break;
6793 end;
6795 if ok then FAIFlags[a].Value := fValue
6796 else
6797 begin
6798 SetLength(FAIFlags, Length(FAIFlags)+1);
6799 with FAIFlags[High(FAIFlags)] do
6800 begin
6801 Name := fName;
6802 Value := fValue;
6803 end;
6804 end;
6805 end;
6807 procedure TBot.UpdateMove;
6809 procedure GoLeft(Time: Word = 1);
6810 begin
6811 ReleaseKey(KEY_LEFT);
6812 ReleaseKey(KEY_RIGHT);
6813 PressKey(KEY_LEFT, Time);
6814 SetDirection(D_LEFT);
6815 end;
6817 procedure GoRight(Time: Word = 1);
6818 begin
6819 ReleaseKey(KEY_LEFT);
6820 ReleaseKey(KEY_RIGHT);
6821 PressKey(KEY_RIGHT, Time);
6822 SetDirection(D_RIGHT);
6823 end;
6825 function Rnd(a: Word): Boolean;
6826 begin
6827 Result := Random(a) = 0;
6828 end;
6830 procedure Turn(Time: Word = 1200);
6831 begin
6832 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6833 end;
6835 procedure Stop();
6836 begin
6837 ReleaseKey(KEY_LEFT);
6838 ReleaseKey(KEY_RIGHT);
6839 end;
6841 function CanRunLeft(): Boolean;
6842 begin
6843 Result := not CollideLevel(-1, 0);
6844 end;
6846 function CanRunRight(): Boolean;
6847 begin
6848 Result := not CollideLevel(1, 0);
6849 end;
6851 function CanRun(): Boolean;
6852 begin
6853 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6854 end;
6856 procedure Jump(Time: Word = 30);
6857 begin
6858 PressKey(KEY_JUMP, Time);
6859 end;
6861 function NearHole(): Boolean;
6862 var
6863 x, sx: Integer;
6864 begin
6865 { TODO 5 : Ëåñòíèöû }
6866 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6867 for x := 1 to PLAYER_RECT.Width do
6868 if (not StayOnStep(x*sx, 0)) and
6869 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6870 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6871 begin
6872 Result := True;
6873 Exit;
6874 end;
6876 Result := False;
6877 end;
6879 function BorderHole(): Boolean;
6880 var
6881 x, sx, xx: Integer;
6882 begin
6883 { TODO 5 : Ëåñòíèöû }
6884 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6885 for x := 1 to PLAYER_RECT.Width do
6886 if (not StayOnStep(x*sx, 0)) and
6887 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6888 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6889 begin
6890 for xx := x to x+32 do
6891 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6892 begin
6893 Result := True;
6894 Exit;
6895 end;
6896 end;
6898 Result := False;
6899 end;
6901 function NearDeepHole(): Boolean;
6902 var
6903 x, sx, y: Integer;
6904 begin
6905 Result := False;
6907 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6908 y := 3;
6910 for x := 1 to PLAYER_RECT.Width do
6911 if (not StayOnStep(x*sx, 0)) and
6912 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6913 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6914 begin
6915 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6916 begin
6917 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6918 y := y+1;
6919 end;
6921 Result := True;
6922 end else Result := False;
6923 end;
6925 function OverDeepHole(): Boolean;
6926 var
6927 y: Integer;
6928 begin
6929 Result := False;
6931 y := 1;
6932 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6933 begin
6934 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6935 y := y+1;
6936 end;
6938 Result := True;
6939 end;
6941 function OnGround(): Boolean;
6942 begin
6943 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6944 end;
6946 function OnLadder(): Boolean;
6947 begin
6948 Result := FullInStep(0, 0);
6949 end;
6951 function BelowLadder(): Boolean;
6952 begin
6953 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6954 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6955 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6956 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6957 end;
6959 function BelowLiftUp(): Boolean;
6960 begin
6961 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6962 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6963 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6964 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6965 end;
6967 function OnTopLift(): Boolean;
6968 begin
6969 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6970 end;
6972 function CanJumpOver(): Boolean;
6973 var
6974 sx, y: Integer;
6975 begin
6976 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6978 Result := False;
6980 if not CollideLevel(sx, 0) then Exit;
6982 for y := 1 to BOT_MAXJUMP do
6983 if CollideLevel(0, -y) then Exit else
6984 if not CollideLevel(sx, -y) then
6985 begin
6986 Result := True;
6987 Exit;
6988 end;
6989 end;
6991 function CanJumpUp(Dist: ShortInt): Boolean;
6992 var
6993 y, yy: Integer;
6994 c: Boolean;
6995 begin
6996 Result := False;
6998 if CollideLevel(Dist, 0) then Exit;
7000 c := False;
7001 for y := 0 to BOT_MAXJUMP do
7002 if CollideLevel(Dist, -y) then
7003 begin
7004 c := True;
7005 Break;
7006 end;
7008 if not c then Exit;
7010 c := False;
7011 for yy := y+1 to BOT_MAXJUMP do
7012 if not CollideLevel(Dist, -yy) then
7013 begin
7014 c := True;
7015 Break;
7016 end;
7018 if not c then Exit;
7020 c := False;
7021 for y := 0 to BOT_MAXJUMP do
7022 if CollideLevel(0, -y) then
7023 begin
7024 c := True;
7025 Break;
7026 end;
7028 if c then Exit;
7030 if y < yy then Exit;
7032 Result := True;
7033 end;
7035 function IsSafeTrigger(): Boolean;
7036 var
7037 a: Integer;
7038 begin
7039 Result := True;
7040 if gTriggers = nil then
7041 Exit;
7042 for a := 0 to High(gTriggers) do
7043 if Collide(gTriggers[a].X,
7044 gTriggers[a].Y,
7045 gTriggers[a].Width,
7046 gTriggers[a].Height) and
7047 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7048 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7049 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7050 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7051 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7052 Result := False;
7053 end;
7055 begin
7056 // Âîçìîæíî, íàæèìàåì êíîïêó:
7057 if Rnd(16) and IsSafeTrigger() then
7058 PressKey(KEY_OPEN);
7060 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7061 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7062 begin
7063 ReleaseKey(KEY_LEFT);
7064 ReleaseKey(KEY_RIGHT);
7065 Jump();
7066 end;
7068 // Èäåì âëåâî, åñëè íàäî áûëî:
7069 if GetAIFlag('GOLEFT') <> '' then
7070 begin
7071 RemoveAIFlag('GOLEFT');
7072 if CanRunLeft() then
7073 GoLeft(360);
7074 end;
7076 // Èäåì âïðàâî, åñëè íàäî áûëî:
7077 if GetAIFlag('GORIGHT') <> '' then
7078 begin
7079 RemoveAIFlag('GORIGHT');
7080 if CanRunRight() then
7081 GoRight(360);
7082 end;
7084 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7085 if FObj.X < -32 then
7086 GoRight(360)
7087 else
7088 if FObj.X+32 > gMapInfo.Width then
7089 GoLeft(360);
7091 // Ïðûãàåì, åñëè íàäî áûëî:
7092 if GetAIFlag('NEEDJUMP') <> '' then
7093 begin
7094 Jump(0);
7095 RemoveAIFlag('NEEDJUMP');
7096 end;
7098 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7099 if GetAIFlag('NEEDSEEUP') <> '' then
7100 begin
7101 ReleaseKey(KEY_UP);
7102 ReleaseKey(KEY_DOWN);
7103 PressKey(KEY_UP, 20);
7104 RemoveAIFlag('NEEDSEEUP');
7105 end;
7107 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7108 if GetAIFlag('NEEDSEEDOWN') <> '' then
7109 begin
7110 ReleaseKey(KEY_UP);
7111 ReleaseKey(KEY_DOWN);
7112 PressKey(KEY_DOWN, 20);
7113 RemoveAIFlag('NEEDSEEDOWN');
7114 end;
7116 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7117 if GetAIFlag('GOINHOLE') <> '' then
7118 if not OnGround() then
7119 begin
7120 ReleaseKey(KEY_LEFT);
7121 ReleaseKey(KEY_RIGHT);
7122 RemoveAIFlag('GOINHOLE');
7123 SetAIFlag('FALLINHOLE', '1');
7124 end;
7126 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7127 if GetAIFlag('FALLINHOLE') <> '' then
7128 if OnGround() then
7129 RemoveAIFlag('FALLINHOLE');
7131 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7132 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7133 if GetAIFlag('FALLINHOLE') = '' then
7134 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7135 if Rnd(2) then
7136 GoLeft(360)
7137 else
7138 GoRight(360);
7140 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7141 if OnGround() and
7142 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7143 Rnd(8) then
7144 Jump();
7146 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7147 if OnGround() and NearHole() then
7148 if NearDeepHole() then // Åñëè ýòî áåçäíà
7149 case Random(6) of
7150 0..3: Turn(); // Áåæèì îáðàòíî
7151 4: Jump(); // Ïðûãàåì
7152 5: begin // Ïðûãàåì îáðàòíî
7153 Turn();
7154 Jump();
7155 end;
7156 end
7157 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7158 if GetAIFlag('GOINHOLE') = '' then
7159 case Random(6) of
7160 0: Turn(); // Íå íóæíî òóäà
7161 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7162 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7163 if BorderHole() then
7164 SetAIFlag('GOINHOLE', '1');
7165 end;
7167 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7168 if (not CanRun()) and OnGround() then
7169 begin
7170 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7171 if CanJumpOver() or OnLadder() then
7172 Jump()
7173 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7174 if Random(2) = 0 then
7175 begin
7176 if IsSafeTrigger() then
7177 PressKey(KEY_OPEN);
7178 end else
7179 Turn();
7180 end;
7182 // Îñòàëîñü ìàëî âîçäóõà:
7183 if FAir < 36 * 2 then
7184 Jump(20);
7186 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7187 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7188 if BodyInAcid(0, 0) then
7189 Jump();
7190 end;
7192 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7193 begin
7194 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7195 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7196 end;
7198 {function TBot.NeedItem(Item: Byte): Byte;
7199 begin
7200 Result := 4;
7201 end;}
7203 procedure TBot.SelectWeapon(Dist: Integer);
7204 var
7205 a: Integer;
7207 function HaveAmmo(weapon: Byte): Boolean;
7208 begin
7209 case weapon of
7210 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7211 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7212 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7213 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7214 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7215 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7216 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7217 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7218 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7219 else Result := True;
7220 end;
7221 end;
7223 begin
7224 if Dist = -1 then Dist := BOT_LONGDIST;
7226 if Dist > BOT_LONGDIST then
7227 begin // Äàëüíèé áîé
7228 for a := 0 to 9 do
7229 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7230 begin
7231 FSelectedWeapon := FDifficult.WeaponPrior[a];
7232 Break;
7233 end;
7234 end
7235 else //if Dist > BOT_UNSAFEDIST then
7236 begin // Áëèæíèé áîé
7237 for a := 0 to 9 do
7238 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7239 begin
7240 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7241 Break;
7242 end;
7243 end;
7244 { else
7245 begin
7246 for a := 0 to 9 do
7247 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7248 begin
7249 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7250 Break;
7251 end;
7252 end;}
7253 end;
7255 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7256 begin
7257 Result := inherited PickItem(ItemType, force, remove);
7259 if Result then SetAIFlag('SELECTWEAPON', '1');
7260 end;
7262 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7263 begin
7264 Result := inherited Heal(value, Soft);
7265 end;
7267 function TBot.Healthy(): Byte;
7268 begin
7269 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7270 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7271 else if (FHealth > 50) then Result := 2
7272 else if (FHealth > 20) then Result := 1
7273 else Result := 0;
7274 end;
7276 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7277 begin
7278 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7279 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7280 end;
7282 procedure TBot.OnDamage(Angle: SmallInt);
7283 var
7284 pla: TPlayer;
7285 mon: TMonster;
7286 ok: Boolean;
7287 begin
7288 inherited;
7290 if (Angle = 0) or (Angle = 180) then
7291 begin
7292 ok := False;
7293 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7294 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7295 begin // Èãðîê
7296 pla := g_Player_Get(FLastSpawnerUID);
7297 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7298 pla.FObj.Y + PLAYER_RECT.Y);
7299 end
7300 else
7301 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7302 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7303 begin // Ìîíñòð
7304 mon := g_Monsters_Get(FLastSpawnerUID);
7305 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7306 mon.Obj.Y + mon.Obj.Rect.Y);
7307 end;
7309 if ok then
7310 if Angle = 0 then
7311 SetAIFlag('ATTACKLEFT', '1')
7312 else
7313 SetAIFlag('ATTACKRIGHT', '1');
7314 end;
7315 end;
7317 function TBot.RunDirection(): TDirection;
7318 begin
7319 if Abs(Vel.X) >= 1 then
7320 begin
7321 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7322 end else
7323 Result := FDirection;
7324 end;
7326 function TBot.GetRnd(a: Byte): Boolean;
7327 begin
7328 if a = 0 then Result := False
7329 else if a = 255 then Result := True
7330 else Result := Random(256) > 255-a;
7331 end;
7333 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7334 begin
7335 Result := Round((255-a)/255*radius*(Random(2)-1));
7336 end;
7338 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7339 var
7340 i: Integer;
7341 dw: DWORD;
7342 p: Pointer;
7343 begin
7344 inherited SaveState(Mem);
7346 // Âûáðàííîå îðóæèå:
7347 Mem.WriteByte(FSelectedWeapon);
7348 // UID öåëè:
7349 Mem.WriteWord(FTargetUID);
7350 // Âðåìÿ ïîòåðè öåëè:
7351 Mem.WriteDWORD(FLastVisible);
7352 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7353 dw := Length(FAIFlags);
7354 Mem.WriteDWORD(dw);
7355 // Ôëàãè ÈÈ:
7356 for i := 0 to Integer(dw)-1 do
7357 begin
7358 Mem.WriteString(FAIFlags[i].Name, 20);
7359 Mem.WriteString(FAIFlags[i].Value, 20);
7360 end;
7361 // Íàñòðîéêè ñëîæíîñòè:
7362 p := @FDifficult;
7363 Mem.WriteMemory(p, SizeOf(TDifficult));
7364 end;
7366 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7367 var
7368 i: Integer;
7369 dw: DWORD;
7370 p: Pointer;
7371 begin
7372 inherited LoadState(Mem);
7374 // Âûáðàííîå îðóæèå:
7375 Mem.ReadByte(FSelectedWeapon);
7376 // UID öåëè:
7377 Mem.ReadWord(FTargetUID);
7378 // Âðåìÿ ïîòåðè öåëè:
7379 Mem.ReadDWORD(FLastVisible);
7380 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7381 Mem.ReadDWORD(dw);
7382 SetLength(FAIFlags, dw);
7383 // Ôëàãè ÈÈ:
7384 for i := 0 to Integer(dw)-1 do
7385 begin
7386 Mem.ReadString(FAIFlags[i].Name);
7387 Mem.ReadString(FAIFlags[i].Value);
7388 end;
7389 // Íàñòðîéêè ñëîæíîñòè:
7390 Mem.ReadMemory(p, dw);
7391 if dw <> SizeOf(TDifficult) then
7392 begin
7393 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7394 end;
7395 FDifficult := TDifficult(p^);
7396 end;
7398 end.