DEADSOFTWARE

b87d5d794f79e78f656dab77fdce1cdeaa78c37d
[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 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
204 function CollideLevel(XInc, YInc: Integer): Boolean;
205 function StayOnStep(XInc, YInc: Integer): Boolean;
206 function HeadInLiquid(XInc, YInc: Integer): Boolean;
207 function BodyInLiquid(XInc, YInc: Integer): Boolean;
208 function BodyInAcid(XInc, YInc: Integer): Boolean;
209 function FullInLift(XInc, YInc: Integer): Integer;
210 {procedure CollideItem();}
211 procedure FlySmoke(Times: DWORD = 1);
212 procedure OnFireFlame(Times: DWORD = 1);
213 function GetAmmoByWeapon(Weapon: Byte): Word;
214 procedure SetAction(Action: Byte; Force: Boolean = False);
215 procedure OnDamage(Angle: SmallInt); virtual;
216 function firediry(): Integer;
217 procedure DoPunch();
219 procedure Run(Direction: TDirection);
220 procedure NextWeapon();
221 procedure PrevWeapon();
222 procedure SeeUp();
223 procedure SeeDown();
224 procedure Fire();
225 procedure Jump();
226 procedure Use();
228 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
229 procedure resetWeaponQueue ();
230 function hasAmmoForWeapon (weapon: Byte): Boolean;
232 procedure doDamage (v: Integer);
234 function followCorpse(): Boolean;
236 public
237 FDamageBuffer: Integer;
239 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
240 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
241 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
242 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
243 FBerserk: Integer;
244 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
245 FReloading: Array [WP_FIRST..WP_LAST] of Word;
246 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
247 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
248 FColor: TRGB;
249 FPreferredTeam: Byte;
250 FSpectator: Boolean;
251 FNoRespawn: Boolean;
252 FWantsInGame: Boolean;
253 FGhost: Boolean;
254 FPhysics: Boolean;
255 FJetpack: Boolean;
256 FActualModelName: string;
257 FClientID: SmallInt;
258 FPing: Word;
259 FLoss: Byte;
260 FDummy: Boolean;
261 FFireTime: Integer;
263 // debug: viewport offset
264 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
266 function isValidViewPort (): Boolean; inline;
268 constructor Create(); virtual;
269 destructor Destroy(); override;
270 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
271 function GetRespawnPoint(): Byte;
272 procedure PressKey(Key: Byte; Time: Word = 1);
273 procedure ReleaseKeys();
274 procedure SetModel(ModelName: String);
275 procedure SetColor(Color: TRGB);
276 procedure SetWeapon(W: Byte);
277 function IsKeyPressed(K: Byte): Boolean;
278 function GetKeys(): Byte;
279 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
280 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
281 function Collide(Panel: TPanel): Boolean; overload;
282 function Collide(X, Y: Integer): Boolean; overload;
283 procedure SetDirection(Direction: TDirection);
284 procedure GetSecret();
285 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
286 procedure Touch();
287 procedure Push(vx, vy: Integer);
288 procedure ChangeModel(ModelName: String);
289 procedure SwitchTeam;
290 procedure ChangeTeam(Team: Byte);
291 procedure BFGHit();
292 function GetFlag(Flag: Byte): Boolean;
293 procedure SetFlag(Flag: Byte);
294 function DropFlag(): Boolean;
295 procedure AllRulez(Health: Boolean);
296 procedure RestoreHealthArmor();
297 procedure FragCombo();
298 procedure GiveItem(ItemType: Byte);
299 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
300 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
301 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
302 procedure MakeBloodSimple(Count: Word);
303 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
304 procedure Reset(Force: Boolean);
305 procedure Spectate(NoMove: Boolean = False);
306 procedure SwitchNoClip;
307 procedure SoftReset();
308 procedure Draw(); virtual;
309 procedure DrawPain();
310 procedure DrawPickup();
311 procedure DrawRulez();
312 procedure DrawAim();
313 procedure DrawIndicator();
314 procedure DrawBubble();
315 procedure DrawGUI();
316 procedure Update(); virtual;
317 procedure RememberState();
318 procedure RecallState();
319 procedure SaveState (st: TStream); virtual;
320 procedure LoadState (st: TStream); virtual;
321 procedure PauseSounds(Enable: Boolean);
322 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
323 procedure DoLerp(Level: Integer = 2);
324 procedure SetLerp(XTo, YTo: Integer);
325 procedure QueueWeaponSwitch(Weapon: Byte);
326 procedure RealizeCurrentWeapon();
327 procedure JetpackOn;
328 procedure JetpackOff;
329 procedure CatchFire(Attacker: Word);
331 //WARNING! this does nothing for now, but still call it!
332 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
334 procedure getMapBox (out x, y, w, h: Integer); inline;
335 procedure moveBy (dx, dy: Integer); inline;
337 public
338 property Vel: TPoint2i read FObj.Vel;
339 property Obj: TObj read FObj;
341 property Name: String read FName write FName;
342 property Model: TPlayerModel read FModel;
343 property Health: Integer read FHealth write FHealth;
344 property Lives: Byte read FLives write FLives;
345 property Armor: Integer read FArmor write FArmor;
346 property Air: Integer read FAir write FAir;
347 property JetFuel: Integer read FJetFuel write FJetFuel;
348 property Frags: Integer read FFrags write FFrags;
349 property Death: Integer read FDeath write FDeath;
350 property Kills: Integer read FKills write FKills;
351 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
352 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
353 property Secrets: Integer read FSecrets;
354 property GodMode: Boolean read FGodMode write FGodMode;
355 property NoTarget: Boolean read FNoTarget write FNoTarget;
356 property NoReload: Boolean read FNoReload write FNoReload;
357 property alive: Boolean read FAlive write FAlive;
358 property Flag: Byte read FFlag;
359 property Team: Byte read FTeam write FTeam;
360 property Direction: TDirection read FDirection;
361 property GameX: Integer read FObj.X write FObj.X;
362 property GameY: Integer read FObj.Y write FObj.Y;
363 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
364 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
365 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
366 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
367 property IncCam: Integer read FIncCam write FIncCam;
368 property UID: Word read FUID write FUID;
369 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
370 property NetTime: LongWord read FNetTime write FNetTime;
372 published
373 property eName: String read FName write FName;
374 property eHealth: Integer read FHealth write FHealth;
375 property eLives: Byte read FLives write FLives;
376 property eArmor: Integer read FArmor write FArmor;
377 property eAir: Integer read FAir write FAir;
378 property eJetFuel: Integer read FJetFuel write FJetFuel;
379 property eFrags: Integer read FFrags write FFrags;
380 property eDeath: Integer read FDeath write FDeath;
381 property eKills: Integer read FKills write FKills;
382 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
383 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
384 property eSecrets: Integer read FSecrets write FSecrets;
385 property eGodMode: Boolean read FGodMode write FGodMode;
386 property eNoTarget: Boolean read FNoTarget write FNoTarget;
387 property eNoReload: Boolean read FNoReload write FNoReload;
388 property eAlive: Boolean read FAlive write FAlive;
389 property eFlag: Byte read FFlag;
390 property eTeam: Byte read FTeam write FTeam;
391 property eDirection: TDirection read FDirection;
392 property eGameX: Integer read FObj.X write FObj.X;
393 property eGameY: Integer read FObj.Y write FObj.Y;
394 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
395 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
396 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
397 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
398 property eIncCam: Integer read FIncCam write FIncCam;
399 property eUID: Word read FUID;
400 property eJustTeleported: Boolean read FJustTeleported;
401 property eNetTime: LongWord read FNetTime;
403 // set this before assigning something to `eDamage`
404 property eDamageType: Integer read mEDamageType write mEDamageType;
405 property eDamage: Integer write doDamage;
406 end;
408 TDifficult = record
409 public
410 DiagFire: Byte;
411 InvisFire: Byte;
412 DiagPrecision: Byte;
413 FlyPrecision: Byte;
414 Cover: Byte;
415 CloseJump: Byte;
416 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
417 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
418 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
420 public
421 procedure save (st: TStream);
422 procedure load (st: TStream);
423 end;
425 TAIFlag = record
426 Name: String;
427 Value: String;
428 end;
430 TBot = class(TPlayer)
431 private
432 FSelectedWeapon: Byte;
433 FTargetUID: Word;
434 FLastVisible: DWORD;
435 FAIFlags: Array of TAIFlag;
436 FDifficult: TDifficult;
438 function GetRnd(a: Byte): Boolean;
439 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
440 function RunDirection(): TDirection;
441 function FullInStep(XInc, YInc: Integer): Boolean;
442 //function NeedItem(Item: Byte): Byte;
443 procedure SelectWeapon(Dist: Integer);
444 procedure SetAIFlag(aName, fValue: String20);
445 function GetAIFlag(aName: String20): String20;
446 procedure RemoveAIFlag(aName: String20);
447 function Healthy(): Byte;
448 procedure UpdateMove();
449 procedure UpdateCombat();
450 function KeyPressed(Key: Word): Boolean;
451 procedure ReleaseKey(Key: Byte);
452 function TargetOnScreen(TX, TY: Integer): Boolean;
453 procedure OnDamage(Angle: SmallInt); override;
455 public
456 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
457 constructor Create(); override;
458 destructor Destroy(); override;
459 procedure Draw(); override;
460 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
461 function Heal(value: Word; Soft: Boolean): Boolean; override;
462 procedure Update(); override;
463 procedure SaveState (st: TStream); override;
464 procedure LoadState (st: TStream); override;
465 end;
467 PGib = ^TGib;
468 TGib = record
469 alive: Boolean;
470 ID: DWORD;
471 MaskID: DWORD;
472 RAngle: Integer;
473 Color: TRGB;
474 Obj: TObj;
476 procedure getMapBox (out x, y, w, h: Integer); inline;
477 procedure moveBy (dx, dy: Integer); inline;
479 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
480 end;
483 PShell = ^TShell;
484 TShell = record
485 SpriteID: DWORD;
486 alive: Boolean;
487 SType: Byte;
488 RAngle: Integer;
489 Timeout: Cardinal;
490 CX, CY: Integer;
491 Obj: TObj;
493 procedure getMapBox (out x, y, w, h: Integer); inline;
494 procedure moveBy (dx, dy: Integer); inline;
496 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
497 end;
499 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
500 private
501 FModelName: String;
502 FMess: Boolean;
503 FState: Byte;
504 FDamage: Byte;
505 FColor: TRGB;
506 FObj: TObj;
507 FPlayerUID: Word;
508 FAnimation: TAnimation;
509 FAnimationMask: TAnimation;
511 public
512 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
513 destructor Destroy(); override;
514 procedure Damage(Value: Word; vx, vy: Integer);
515 procedure Update();
516 procedure Draw();
517 procedure SaveState (st: TStream);
518 procedure LoadState (st: TStream);
520 procedure getMapBox (out x, y, w, h: Integer); inline;
521 procedure moveBy (dx, dy: Integer); inline;
523 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
525 function ObjPtr (): PObj; inline;
527 property Obj: TObj read FObj; // copies object
528 property State: Byte read FState;
529 property Mess: Boolean read FMess;
530 end;
532 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
533 record
534 Goals: SmallInt;
535 end;
537 var
538 gPlayers: Array of TPlayer;
539 gCorpses: Array of TCorpse;
540 gGibs: Array of TGib;
541 gShells: Array of TShell;
542 gTeamStat: TTeamStat;
543 gFly: Boolean = False;
544 gAimLine: Boolean = False;
545 gChatBubble: Byte = 0;
546 gPlayerIndicator: Boolean = True;
547 gNumBots: Word = 0;
548 gLMSPID1: Word = 0;
549 gLMSPID2: Word = 0;
550 MAX_RUNVEL: Integer = 8;
551 VEL_JUMP: Integer = 10;
552 SHELL_TIMEOUT: Cardinal = 60000;
554 function Lerp(X, Y, Factor: Integer): Integer;
556 procedure g_Gibs_SetMax(Count: Word);
557 function g_Gibs_GetMax(): Word;
558 procedure g_Corpses_SetMax(Count: Word);
559 function g_Corpses_GetMax(): Word;
560 procedure g_Shells_SetMax(Count: Word);
561 function g_Shells_GetMax(): Word;
563 procedure g_Player_Init();
564 procedure g_Player_Free();
565 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
566 function g_Player_CreateFromState (st: TStream): Word;
567 procedure g_Player_Remove(UID: Word);
568 procedure g_Player_ResetTeams();
569 procedure g_Player_UpdateAll();
570 procedure g_Player_DrawAll();
571 procedure g_Player_DrawDebug(p: TPlayer);
572 procedure g_Player_DrawHealth();
573 procedure g_Player_RememberAll();
574 procedure g_Player_ResetAll(Force, Silent: Boolean);
575 function g_Player_Get(UID: Word): TPlayer;
576 function g_Player_GetCount(): Byte;
577 function g_Player_GetStats(): TPlayerStatArray;
578 function g_Player_ValidName(Name: String): Boolean;
579 procedure g_Player_CreateCorpse(Player: TPlayer);
580 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
581 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
582 procedure g_Player_UpdatePhysicalObjects();
583 procedure g_Player_DrawCorpses();
584 procedure g_Player_DrawShells();
585 procedure g_Player_RemoveAllCorpses();
586 procedure g_Player_Corpses_SaveState (st: TStream);
587 procedure g_Player_Corpses_LoadState (st: TStream);
588 procedure g_Bot_Add(Team, Difficult: Byte);
589 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
590 procedure g_Bot_MixNames();
591 procedure g_Bot_RemoveAll();
593 implementation
595 uses
596 {$INCLUDE ../nogl/noGLuses.inc}
597 {$IFDEF ENABLE_HOLMES}
598 g_holmes,
599 {$ENDIF}
600 e_log, g_map, g_items, g_console, g_gfx, Math,
601 g_options, g_triggers, g_menu, g_game, g_grid,
602 wadreader, g_main, g_monsters, CONFIG, g_language,
603 g_net, g_netmsg, g_window,
604 utils, xstreams;
606 const PLR_SAVE_VERSION = 0;
608 type
609 TBotProfile = record
610 name: ShortString;
611 model: ShortString;
612 team: Byte;
613 color: TRGB;
614 diag_fire: Byte;
615 invis_fire: Byte;
616 diag_precision: Byte;
617 fly_precision: Byte;
618 cover: Byte;
619 close_jump: Byte;
620 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
621 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
622 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
623 end;
625 const
626 TIME_RESPAWN1 = 1500;
627 TIME_RESPAWN2 = 2000;
628 TIME_RESPAWN3 = 3000;
629 AIR_DEF = 360;
630 AIR_MAX = 1091;
631 JET_MAX = 540; // ~30 sec
632 PLAYER_SUIT_TIME = 30000;
633 PLAYER_INVUL_TIME = 30000;
634 PLAYER_INVIS_TIME = 35000;
635 FRAG_COMBO_TIME = 3000;
636 VEL_SW = 4;
637 VEL_FLY = 6;
638 ANGLE_RIGHTUP = 55;
639 ANGLE_RIGHTDOWN = -35;
640 ANGLE_LEFTUP = 125;
641 ANGLE_LEFTDOWN = -145;
642 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
643 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
644 BOT_MAXJUMP = 84;
645 BOT_LONGDIST = 300;
646 BOT_UNSAFEDIST = 128;
647 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
648 (R:0; G:0; B:255));
649 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
650 FlyPrecision: 32; Cover: 32; CloseJump: 32;
651 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
652 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
653 FlyPrecision: 127; Cover: 127; CloseJump: 127;
654 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
655 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
656 FlyPrecision: 255; Cover: 255; CloseJump: 255;
657 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
658 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
659 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
660 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
661 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
662 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
663 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
664 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
665 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
666 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
667 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
668 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
669 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
670 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
671 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
672 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
673 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
674 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
676 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
677 CORPSE_SIGNATURE = $50524F43; // 'CORP'
679 BOTNAMES_FILENAME = 'botnames.txt';
680 BOTLIST_FILENAME = 'botlist.txt';
682 var
683 MaxGibs: Word = 150;
684 MaxCorpses: Word = 20;
685 MaxShells: Word = 300;
686 CurrentGib: Integer = 0;
687 CurrentShell: Integer = 0;
688 BotNames: Array of String;
689 BotList: Array of TBotProfile;
692 function Lerp(X, Y, Factor: Integer): Integer;
693 begin
694 Result := X + ((Y - X) div Factor);
695 end;
697 function SameTeam(UID1, UID2: Word): Boolean;
698 begin
699 Result := False;
701 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
702 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
704 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
706 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
707 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
709 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
710 end;
712 procedure g_Gibs_SetMax(Count: Word);
713 begin
714 MaxGibs := Count;
715 SetLength(gGibs, Count);
717 if CurrentGib >= Count then
718 CurrentGib := 0;
719 end;
721 function g_Gibs_GetMax(): Word;
722 begin
723 Result := MaxGibs;
724 end;
726 procedure g_Shells_SetMax(Count: Word);
727 begin
728 MaxShells := Count;
729 SetLength(gShells, Count);
731 if CurrentShell >= Count then
732 CurrentShell := 0;
733 end;
735 function g_Shells_GetMax(): Word;
736 begin
737 Result := MaxShells;
738 end;
741 procedure g_Corpses_SetMax(Count: Word);
742 begin
743 MaxCorpses := Count;
744 SetLength(gCorpses, Count);
745 end;
747 function g_Corpses_GetMax(): Word;
748 begin
749 Result := MaxCorpses;
750 end;
752 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
753 var
754 a: Integer;
755 ok: Boolean;
756 begin
757 Result := 0;
759 ok := False;
760 a := 0;
762 // Åñòü ëè ìåñòî â gPlayers:
763 if gPlayers <> nil then
764 for a := 0 to High(gPlayers) do
765 if gPlayers[a] = nil then
766 begin
767 ok := True;
768 Break;
769 end;
771 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
772 if not ok then
773 begin
774 SetLength(gPlayers, Length(gPlayers)+1);
775 a := High(gPlayers);
776 end;
778 // Ñîçäàåì îáúåêò èãðîêà:
779 if Bot then
780 gPlayers[a] := TBot.Create()
781 else
782 gPlayers[a] := TPlayer.Create();
785 gPlayers[a].FActualModelName := ModelName;
786 gPlayers[a].SetModel(ModelName);
788 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
789 if gPlayers[a].FModel = nil then
790 begin
791 gPlayers[a].Free();
792 gPlayers[a] := nil;
793 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
794 Exit;
795 end;
797 if not (Team in [TEAM_RED, TEAM_BLUE]) then
798 if Random(2) = 0 then
799 Team := TEAM_RED
800 else
801 Team := TEAM_BLUE;
802 gPlayers[a].FPreferredTeam := Team;
804 case gGameSettings.GameMode of
805 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
806 GM_TDM,
807 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
808 GM_SINGLE,
809 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
810 end;
812 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
813 gPlayers[a].FColor := Color;
814 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
815 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
816 else
817 gPlayers[a].FModel.Color := Color;
819 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
820 gPlayers[a].FAlive := False;
822 Result := gPlayers[a].FUID;
823 end;
825 function g_Player_CreateFromState (st: TStream): Word;
826 var
827 a, i: Integer;
828 ok, Bot: Boolean;
829 b: Byte;
830 begin
831 result := 0;
832 if (st = nil) then exit; //???
834 // Ñèãíàòóðà èãðîêà
835 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
836 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
838 // Áîò èëè ÷åëîâåê:
839 Bot := utils.readBool(st);
841 ok := false;
842 a := 0;
844 // Åñòü ëè ìåñòî â gPlayers:
845 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
847 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
848 if not ok then
849 begin
850 SetLength(gPlayers, Length(gPlayers)+1);
851 a := High(gPlayers);
852 end;
854 // Ñîçäàåì îáúåêò èãðîêà
855 if Bot then
856 gPlayers[a] := TBot.Create()
857 else
858 gPlayers[a] := TPlayer.Create();
859 gPlayers[a].FIamBot := Bot;
860 gPlayers[a].FPhysics := True;
862 // UID èãðîêà
863 gPlayers[a].FUID := utils.readWord(st);
864 // Èìÿ èãðîêà
865 gPlayers[a].FName := utils.readStr(st);
866 // Êîìàíäà
867 gPlayers[a].FTeam := utils.readByte(st);
868 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
869 // Æèâ ëè
870 gPlayers[a].FAlive := utils.readBool(st);
871 // Èçðàñõîäîâàë ëè âñå æèçíè
872 gPlayers[a].FNoRespawn := utils.readBool(st);
873 // Íàïðàâëåíèå
874 b := utils.readByte(st);
875 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
876 // Çäîðîâüå
877 gPlayers[a].FHealth := utils.readLongInt(st);
878 // Æèçíè
879 gPlayers[a].FLives := utils.readByte(st);
880 // Áðîíÿ
881 gPlayers[a].FArmor := utils.readLongInt(st);
882 // Çàïàñ âîçäóõà
883 gPlayers[a].FAir := utils.readLongInt(st);
884 // Çàïàñ ãîðþ÷åãî
885 gPlayers[a].FJetFuel := utils.readLongInt(st);
886 // Áîëü
887 gPlayers[a].FPain := utils.readLongInt(st);
888 // Óáèë
889 gPlayers[a].FKills := utils.readLongInt(st);
890 // Óáèë ìîíñòðîâ
891 gPlayers[a].FMonsterKills := utils.readLongInt(st);
892 // Ôðàãîâ
893 gPlayers[a].FFrags := utils.readLongInt(st);
894 // Ôðàãîâ ïîäðÿä
895 gPlayers[a].FFragCombo := utils.readByte(st);
896 // Âðåìÿ ïîñëåäíåãî ôðàãà
897 gPlayers[a].FLastFrag := utils.readLongWord(st);
898 // Ñìåðòåé
899 gPlayers[a].FDeath := utils.readLongInt(st);
900 // Êàêîé ôëàã íåñåò
901 gPlayers[a].FFlag := utils.readByte(st);
902 // Íàøåë ñåêðåòîâ
903 gPlayers[a].FSecrets := utils.readLongInt(st);
904 // Òåêóùåå îðóæèå
905 gPlayers[a].FCurrWeap := utils.readByte(st);
906 // Ñëåäóþùåå æåëàåìîå îðóæèå
907 gPlayers[a].FNextWeap := utils.readWord(st);
908 // ...è ïàóçà
909 gPlayers[a].FNextWeapDelay := utils.readByte(st);
910 // Âðåìÿ çàðÿäêè BFG
911 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
912 // Áóôåð óðîíà
913 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
914 // Ïîñëåäíèé óäàðèâøèé
915 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
916 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
917 gPlayers[a].FLastHit := utils.readByte(st);
918 // Îáúåêò èãðîêà:
919 Obj_LoadState(@gPlayers[a].FObj, st);
920 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
921 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
922 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
923 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
924 // Íàëè÷èå îðóæèÿ
925 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
926 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
927 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
928 // Íàëè÷èå ðþêçàêà
929 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
930 // Íàëè÷èå êðàñíîãî êëþ÷à
931 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
932 // Íàëè÷èå çåëåíîãî êëþ÷à
933 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
934 // Íàëè÷èå ñèíåãî êëþ÷à
935 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
936 // Íàëè÷èå áåðñåðêà
937 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
938 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
939 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
940 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
941 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
943 // Íàçâàíèå ìîäåëè:
944 gPlayers[a].FActualModelName := utils.readStr(st);
945 // Öâåò ìîäåëè
946 gPlayers[a].FColor.R := utils.readByte(st);
947 gPlayers[a].FColor.G := utils.readByte(st);
948 gPlayers[a].FColor.B := utils.readByte(st);
949 // Îáíîâëÿåì ìîäåëü èãðîêà
950 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
952 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
953 if (gPlayers[a].FModel = nil) then
954 begin
955 gPlayers[a].Free();
956 gPlayers[a] := nil;
957 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
958 exit;
959 end;
961 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
962 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
963 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
964 else
965 gPlayers[a].FModel.Color := gPlayers[a].FColor;
967 result := gPlayers[a].FUID;
968 end;
971 procedure g_Player_ResetTeams();
972 var
973 a: Integer;
974 begin
975 if g_Game_IsClient then
976 Exit;
977 if gPlayers = nil then
978 Exit;
979 for a := Low(gPlayers) to High(gPlayers) do
980 if gPlayers[a] <> nil then
981 case gGameSettings.GameMode of
982 GM_DM:
983 gPlayers[a].ChangeTeam(TEAM_NONE);
984 GM_TDM, GM_CTF:
985 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
986 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
987 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
988 else
989 if a mod 2 = 0 then
990 gPlayers[a].ChangeTeam(TEAM_RED)
991 else
992 gPlayers[a].ChangeTeam(TEAM_BLUE);
993 GM_SINGLE,
994 GM_COOP:
995 gPlayers[a].ChangeTeam(TEAM_COOP);
996 end;
997 end;
999 procedure g_Bot_Add(Team, Difficult: Byte);
1000 var
1001 m: SSArray;
1002 _name, _model: String;
1003 a, tr, tb: Integer;
1004 begin
1005 if not g_Game_IsServer then Exit;
1007 // Ñïèñîê íàçâàíèé ìîäåëåé:
1008 m := g_PlayerModel_GetNames();
1009 if m = nil then
1010 Exit;
1012 // Êîìàíäà:
1013 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1014 Team := TEAM_COOP // COOP
1015 else
1016 if gGameSettings.GameMode = GM_DM then
1017 Team := TEAM_NONE // DM
1018 else
1019 if Team = TEAM_NONE then // CTF / TDM
1020 begin
1021 // Àâòîáàëàíñ êîìàíä:
1022 tr := 0;
1023 tb := 0;
1025 for a := 0 to High(gPlayers) do
1026 if gPlayers[a] <> nil then
1027 begin
1028 if gPlayers[a].Team = TEAM_RED then
1029 Inc(tr)
1030 else
1031 if gPlayers[a].Team = TEAM_BLUE then
1032 Inc(tb);
1033 end;
1035 if tr > tb then
1036 Team := TEAM_BLUE
1037 else
1038 if tb > tr then
1039 Team := TEAM_RED
1040 else // tr = tb
1041 if Random(2) = 0 then
1042 Team := TEAM_RED
1043 else
1044 Team := TEAM_BLUE;
1045 end;
1047 // Âûáèðàåì áîòó èìÿ:
1048 _name := '';
1049 if BotNames <> nil then
1050 for a := 0 to High(BotNames) do
1051 if g_Player_ValidName(BotNames[a]) then
1052 begin
1053 _name := BotNames[a];
1054 Break;
1055 end;
1057 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1058 if _name = '' then
1059 repeat
1060 _name := Format('DFBOT%.2d', [Random(100)]);
1061 until g_Player_ValidName(_name);
1063 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1064 _model := m[Random(Length(m))];
1066 // Ñîçäàåì áîòà:
1067 with g_Player_Get(g_Player_Create(_model,
1068 _RGB(Min(Random(9)*32, 255),
1069 Min(Random(9)*32, 255),
1070 Min(Random(9)*32, 255)),
1071 Team, True)) as TBot do
1072 begin
1073 Name := _name;
1075 case Difficult of
1076 1: FDifficult := DIFFICULT_EASY;
1077 2: FDifficult := DIFFICULT_MEDIUM;
1078 else FDifficult := DIFFICULT_HARD;
1079 end;
1081 for a := WP_FIRST to WP_LAST do
1082 begin
1083 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1084 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1085 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1086 end;
1088 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1090 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1091 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1092 Spectate();
1093 end;
1094 end;
1096 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1097 var
1098 m: SSArray;
1099 _name, _model: String;
1100 a: Integer;
1101 begin
1102 if not g_Game_IsServer then Exit;
1104 // Ñïèñîê íàçâàíèé ìîäåëåé:
1105 m := g_PlayerModel_GetNames();
1106 if m = nil then
1107 Exit;
1109 // Êîìàíäà:
1110 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1111 Team := TEAM_COOP // COOP
1112 else
1113 if gGameSettings.GameMode = GM_DM then
1114 Team := TEAM_NONE // DM
1115 else
1116 if Team = TEAM_NONE then
1117 Team := BotList[num].team; // CTF / TDM
1119 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1120 lName := AnsiLowerCase(lName);
1121 if (num < 0) or (num > Length(BotList)-1) then
1122 num := -1;
1123 if (num = -1) and (lName <> '') and (BotList <> nil) then
1124 for a := 0 to High(BotList) do
1125 if AnsiLowerCase(BotList[a].name) = lName then
1126 begin
1127 num := a;
1128 Break;
1129 end;
1130 if num = -1 then
1131 Exit;
1133 // Èìÿ áîòà:
1134 _name := BotList[num].name;
1135 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1136 if not g_Player_ValidName(_name) then
1137 repeat
1138 _name := Format('DFBOT%.2d', [Random(100)]);
1139 until g_Player_ValidName(_name);
1141 // Ìîäåëü:
1142 _model := BotList[num].model;
1143 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1144 if not InSArray(_model, m) then
1145 _model := m[Random(Length(m))];
1147 // Ñîçäàåì áîòà:
1148 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1149 begin
1150 Name := _name;
1152 FDifficult.DiagFire := BotList[num].diag_fire;
1153 FDifficult.InvisFire := BotList[num].invis_fire;
1154 FDifficult.DiagPrecision := BotList[num].diag_precision;
1155 FDifficult.FlyPrecision := BotList[num].fly_precision;
1156 FDifficult.Cover := BotList[num].cover;
1157 FDifficult.CloseJump := BotList[num].close_jump;
1159 for a := WP_FIRST to WP_LAST do
1160 begin
1161 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1162 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1163 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1164 end;
1166 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1168 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1169 end;
1170 end;
1172 procedure g_Bot_RemoveAll();
1173 var
1174 a: Integer;
1175 begin
1176 if not g_Game_IsServer then Exit;
1177 if gPlayers = nil then Exit;
1179 for a := 0 to High(gPlayers) do
1180 if gPlayers[a] <> nil then
1181 if gPlayers[a] is TBot then
1182 begin
1183 gPlayers[a].Lives := 0;
1184 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1185 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1186 g_Player_Remove(gPlayers[a].FUID);
1187 end;
1189 g_Bot_MixNames();
1190 end;
1192 procedure g_Bot_MixNames();
1193 var
1194 s: String;
1195 a, b: Integer;
1196 begin
1197 if BotNames <> nil then
1198 for a := 0 to High(BotNames) do
1199 begin
1200 b := Random(Length(BotNames));
1201 s := BotNames[a];
1202 Botnames[a] := BotNames[b];
1203 BotNames[b] := s;
1204 end;
1205 end;
1207 procedure g_Player_Remove(UID: Word);
1208 var
1209 i: Integer;
1210 begin
1211 if gPlayers = nil then Exit;
1213 if g_Game_IsServer and g_Game_IsNet then
1214 MH_SEND_PlayerDelete(UID);
1216 for i := 0 to High(gPlayers) do
1217 if gPlayers[i] <> nil then
1218 if gPlayers[i].FUID = UID then
1219 begin
1220 if gPlayers[i] is TPlayer then
1221 TPlayer(gPlayers[i]).Free()
1222 else
1223 TBot(gPlayers[i]).Free();
1224 gPlayers[i] := nil;
1225 Exit;
1226 end;
1227 end;
1229 procedure g_Player_Init();
1230 var
1231 F: TextFile;
1232 s: String;
1233 a, b: Integer;
1234 config: TConfig;
1235 sa: SSArray;
1236 begin
1237 BotNames := nil;
1239 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1240 Exit;
1242 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1243 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1244 Reset(F);
1246 while not EOF(F) do
1247 begin
1248 ReadLn(F, s);
1250 s := Trim(s);
1251 if s = '' then
1252 Continue;
1254 SetLength(BotNames, Length(BotNames)+1);
1255 BotNames[High(BotNames)] := s;
1256 end;
1258 CloseFile(F);
1260 // Ïåðåìåøèâàåì èõ:
1261 g_Bot_MixNames();
1263 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1264 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1265 BotList := nil;
1266 a := 0;
1268 while config.SectionExists(IntToStr(a)) do
1269 begin
1270 SetLength(BotList, Length(BotList)+1);
1272 with BotList[High(BotList)] do
1273 begin
1274 // Èìÿ áîòà:
1275 name := config.ReadStr(IntToStr(a), 'name', '');
1276 // Ìîäåëü:
1277 model := config.ReadStr(IntToStr(a), 'model', '');
1278 // Êîìàíäà:
1279 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1280 team := TEAM_RED
1281 else
1282 team := TEAM_BLUE;
1283 // Öâåò ìîäåëè:
1284 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1285 color.R := StrToIntDef(sa[0], 0);
1286 color.G := StrToIntDef(sa[1], 0);
1287 color.B := StrToIntDef(sa[2], 0);
1288 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1289 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1290 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1291 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1292 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1293 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1294 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1295 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1296 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1297 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1298 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1299 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1300 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1301 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1302 if Length(sa) = 10 then
1303 for b := 0 to 9 do
1304 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1305 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1306 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1307 if Length(sa) = 10 then
1308 for b := 0 to 9 do
1309 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1311 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1312 if Length(sa) = 10 then
1313 for b := 0 to 9 do
1314 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1315 end;
1317 a := a + 1;
1318 end;
1320 config.Free();
1321 end;
1323 procedure g_Player_Free();
1324 var
1325 i: Integer;
1326 begin
1327 if gPlayers <> nil then
1328 begin
1329 for i := 0 to High(gPlayers) do
1330 if gPlayers[i] <> nil then
1331 begin
1332 if gPlayers[i] is TPlayer then
1333 TPlayer(gPlayers[i]).Free()
1334 else
1335 TBot(gPlayers[i]).Free();
1336 gPlayers[i] := nil;
1337 end;
1339 gPlayers := nil;
1340 end;
1342 gPlayer1 := nil;
1343 gPlayer2 := nil;
1344 end;
1346 procedure g_Player_UpdateAll();
1347 var
1348 i: Integer;
1349 begin
1350 if gPlayers = nil then Exit;
1352 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1353 for i := 0 to High(gPlayers) do
1354 begin
1355 if gPlayers[i] <> nil then
1356 begin
1357 if gPlayers[i] is TPlayer then
1358 begin
1359 gPlayers[i].Update();
1360 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1361 end
1362 else
1363 begin
1364 // bot updates weapons in `UpdateCombat()`
1365 TBot(gPlayers[i]).Update();
1366 end;
1367 end;
1368 end;
1369 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1370 end;
1372 procedure g_Player_DrawAll();
1373 var
1374 i: Integer;
1375 begin
1376 if gPlayers = nil then Exit;
1378 for i := 0 to High(gPlayers) do
1379 if gPlayers[i] <> nil then
1380 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1381 else TBot(gPlayers[i]).Draw();
1382 end;
1384 procedure g_Player_DrawDebug(p: TPlayer);
1385 var
1386 fW, fH: Byte;
1387 begin
1388 if p = nil then Exit;
1389 if (@p.FObj) = nil then Exit;
1391 e_TextureFontGetSize(gStdFont, fW, fH);
1393 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1394 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1395 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1396 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1397 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1398 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1399 end;
1401 procedure g_Player_DrawHealth();
1402 var
1403 i: Integer;
1404 fW, fH: Byte;
1405 begin
1406 if gPlayers = nil then Exit;
1407 e_TextureFontGetSize(gStdFont, fW, fH);
1409 for i := 0 to High(gPlayers) do
1410 if gPlayers[i] <> nil then
1411 begin
1412 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1413 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1414 IntToStr(gPlayers[i].FHealth), gStdFont);
1415 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1416 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1417 IntToStr(gPlayers[i].FArmor), gStdFont);
1418 end;
1419 end;
1421 function g_Player_Get(UID: Word): TPlayer;
1422 var
1423 a: Integer;
1424 begin
1425 Result := nil;
1427 if gPlayers = nil then
1428 Exit;
1430 for a := 0 to High(gPlayers) do
1431 if gPlayers[a] <> nil then
1432 if gPlayers[a].FUID = UID then
1433 begin
1434 Result := gPlayers[a];
1435 Exit;
1436 end;
1437 end;
1439 function g_Player_GetCount(): Byte;
1440 var
1441 a: Integer;
1442 begin
1443 Result := 0;
1445 if gPlayers = nil then
1446 Exit;
1448 for a := 0 to High(gPlayers) do
1449 if gPlayers[a] <> nil then
1450 Result := Result + 1;
1451 end;
1453 function g_Player_GetStats(): TPlayerStatArray;
1454 var
1455 a: Integer;
1456 begin
1457 Result := nil;
1459 if gPlayers = nil then Exit;
1461 for a := 0 to High(gPlayers) do
1462 if gPlayers[a] <> nil then
1463 begin
1464 SetLength(Result, Length(Result)+1);
1465 with Result[High(Result)] do
1466 begin
1467 Ping := gPlayers[a].FPing;
1468 Loss := gPlayers[a].FLoss;
1469 Name := gPlayers[a].FName;
1470 Team := gPlayers[a].FTeam;
1471 Frags := gPlayers[a].FFrags;
1472 Deaths := gPlayers[a].FDeath;
1473 Kills := gPlayers[a].FKills;
1474 Color := gPlayers[a].FModel.Color;
1475 Lives := gPlayers[a].FLives;
1476 Spectator := gPlayers[a].FSpectator;
1477 end;
1478 end;
1479 end;
1481 procedure g_Player_RememberAll;
1482 var
1483 i: Integer;
1484 begin
1485 for i := Low(gPlayers) to High(gPlayers) do
1486 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1487 gPlayers[i].RememberState;
1488 end;
1490 procedure g_Player_ResetAll(Force, Silent: Boolean);
1491 var
1492 i: Integer;
1493 begin
1494 gTeamStat[TEAM_RED].Goals := 0;
1495 gTeamStat[TEAM_BLUE].Goals := 0;
1497 if gPlayers <> nil then
1498 for i := 0 to High(gPlayers) do
1499 if gPlayers[i] <> nil then
1500 begin
1501 gPlayers[i].Reset(Force);
1503 if gPlayers[i] is TPlayer then
1504 begin
1505 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1506 gPlayers[i].Respawn(Silent)
1507 else
1508 gPlayers[i].Spectate();
1509 end
1510 else
1511 TBot(gPlayers[i]).Respawn(Silent);
1512 end;
1513 end;
1515 procedure g_Player_CreateCorpse(Player: TPlayer);
1516 var
1517 i: Integer;
1518 find_id: DWORD;
1519 ok: Boolean;
1520 begin
1521 if Player.alive then
1522 Exit;
1524 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1525 if gCorpses <> nil then
1526 for i := 0 to High(gCorpses) do
1527 if gCorpses[i] <> nil then
1528 if gCorpses[i].FPlayerUID = Player.FUID then
1529 gCorpses[i].FPlayerUID := 0;
1531 if Player.FObj.Y >= gMapInfo.Height+128 then
1532 Exit;
1534 with Player do
1535 begin
1536 if (FHealth >= -50) or (gGibsCount = 0) then
1537 begin
1538 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1539 Exit;
1541 ok := False;
1542 for find_id := 0 to High(gCorpses) do
1543 if gCorpses[find_id] = nil then
1544 begin
1545 ok := True;
1546 Break;
1547 end;
1549 if not ok then
1550 find_id := Random(Length(gCorpses));
1552 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1553 gCorpses[find_id].FColor := FModel.Color;
1554 gCorpses[find_id].FObj.Vel := FObj.Vel;
1555 gCorpses[find_id].FObj.Accel := FObj.Accel;
1556 gCorpses[find_id].FPlayerUID := FUID;
1557 end
1558 else
1559 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1560 FObj.Y + PLAYER_RECT_CY,
1561 FModel.Name, FModel.Color);
1562 end;
1563 end;
1565 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1566 var
1567 SID: DWORD;
1568 begin
1569 if (gShells = nil) or (Length(gShells) = 0) then
1570 Exit;
1572 with gShells[CurrentShell] do
1573 begin
1574 SpriteID := 0;
1575 g_Obj_Init(@Obj);
1576 Obj.Rect.X := 0;
1577 Obj.Rect.Y := 0;
1578 if T = SHELL_BULLET then
1579 begin
1580 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1581 SpriteID := SID;
1582 CX := 2;
1583 CY := 1;
1584 Obj.Rect.Width := 4;
1585 Obj.Rect.Height := 2;
1586 end
1587 else
1588 begin
1589 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1590 SpriteID := SID;
1591 CX := 4;
1592 CY := 2;
1593 Obj.Rect.Width := 7;
1594 Obj.Rect.Height := 3;
1595 end;
1596 SType := T;
1597 alive := True;
1598 Obj.X := fX;
1599 Obj.Y := fY;
1600 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1601 positionChanged(); // this updates spatial accelerators
1602 RAngle := Random(360);
1603 Timeout := gTime + SHELL_TIMEOUT;
1605 if CurrentShell >= High(gShells) then
1606 CurrentShell := 0
1607 else
1608 Inc(CurrentShell);
1609 end;
1610 end;
1612 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1613 var
1614 a: Integer;
1615 GibsArray: TGibsArray;
1616 Blood: TModelBlood;
1617 begin
1618 if (gGibs = nil) or (Length(gGibs) = 0) then
1619 Exit;
1620 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1621 Exit;
1622 Blood := g_PlayerModel_GetBlood(ModelName);
1624 for a := 0 to High(GibsArray) do
1625 with gGibs[CurrentGib] do
1626 begin
1627 Color := fColor;
1628 ID := GibsArray[a].ID;
1629 MaskID := GibsArray[a].MaskID;
1630 alive := True;
1631 g_Obj_Init(@Obj);
1632 Obj.Rect := GibsArray[a].Rect;
1633 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1634 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1635 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1636 positionChanged(); // this updates spatial accelerators
1637 RAngle := Random(360);
1639 if gBloodCount > 0 then
1640 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1641 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1643 if CurrentGib >= High(gGibs) then
1644 CurrentGib := 0
1645 else
1646 Inc(CurrentGib);
1647 end;
1648 end;
1650 procedure g_Player_UpdatePhysicalObjects();
1651 var
1652 i: Integer;
1653 vel: TPoint2i;
1654 mr: Word;
1656 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1657 var
1658 k: Integer;
1659 begin
1660 k := 1 + Random(2);
1661 if T = SHELL_BULLET then
1662 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1663 else
1664 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1665 end;
1667 begin
1668 // Êóñêè ìÿñà:
1669 if gGibs <> nil then
1670 for i := 0 to High(gGibs) do
1671 if gGibs[i].alive then
1672 with gGibs[i] do
1673 begin
1674 vel := Obj.Vel;
1675 mr := g_Obj_Move(@Obj, True, False, True);
1676 positionChanged(); // this updates spatial accelerators
1678 if WordBool(mr and MOVE_FALLOUT) then
1679 begin
1680 alive := False;
1681 Continue;
1682 end;
1684 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1685 if WordBool(mr and MOVE_HITWALL) then
1686 Obj.Vel.X := -(vel.X div 2);
1687 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1688 Obj.Vel.Y := -(vel.Y div 2);
1690 if (Obj.Vel.X >= 0) then
1691 begin // Clockwise
1692 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1693 if RAngle >= 360 then
1694 RAngle := RAngle mod 360;
1695 end else begin // Counter-clockwise
1696 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1697 if RAngle < 0 then
1698 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1699 end;
1701 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1702 if gTime mod (GAME_TICK*3) = 0 then
1703 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1704 end;
1706 // Òðóïû:
1707 if gCorpses <> nil then
1708 for i := 0 to High(gCorpses) do
1709 if gCorpses[i] <> nil then
1710 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1711 begin
1712 gCorpses[i].Free();
1713 gCorpses[i] := nil;
1714 end
1715 else
1716 gCorpses[i].Update();
1718 // Ãèëüçû:
1719 if gShells <> nil then
1720 for i := 0 to High(gShells) do
1721 if gShells[i].alive then
1722 with gShells[i] do
1723 begin
1724 vel := Obj.Vel;
1725 mr := g_Obj_Move(@Obj, True, False, True);
1726 positionChanged(); // this updates spatial accelerators
1728 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1729 begin
1730 alive := False;
1731 Continue;
1732 end;
1734 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1735 if WordBool(mr and MOVE_HITWALL) then
1736 begin
1737 Obj.Vel.X := -(vel.X div 2);
1738 if not WordBool(mr and MOVE_INWATER) then
1739 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1740 end;
1741 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1742 begin
1743 Obj.Vel.Y := -(vel.Y div 2);
1744 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1745 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1746 begin
1747 if RAngle mod 90 <> 0 then
1748 RAngle := (RAngle div 90) * 90;
1749 end
1750 else if not WordBool(mr and MOVE_INWATER) then
1751 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1752 end;
1754 if (Obj.Vel.X >= 0) then
1755 begin // Clockwise
1756 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1757 if RAngle >= 360 then
1758 RAngle := RAngle mod 360;
1759 end else begin // Counter-clockwise
1760 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1761 if RAngle < 0 then
1762 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1763 end;
1764 end;
1765 end;
1768 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1769 begin
1770 x := Obj.X+Obj.Rect.X;
1771 y := Obj.Y+Obj.Rect.Y;
1772 w := Obj.Rect.Width;
1773 h := Obj.Rect.Height;
1774 end;
1776 procedure TGib.moveBy (dx, dy: Integer); inline;
1777 begin
1778 if (dx <> 0) or (dy <> 0) then
1779 begin
1780 Obj.X += dx;
1781 Obj.Y += dy;
1782 positionChanged();
1783 end;
1784 end;
1787 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1788 begin
1789 x := Obj.X;
1790 y := Obj.Y;
1791 w := Obj.Rect.Width;
1792 h := Obj.Rect.Height;
1793 end;
1795 procedure TShell.moveBy (dx, dy: Integer); inline;
1796 begin
1797 if (dx <> 0) or (dy <> 0) then
1798 begin
1799 Obj.X += dx;
1800 Obj.Y += dy;
1801 positionChanged();
1802 end;
1803 end;
1806 procedure TGib.positionChanged (); inline; begin end;
1807 procedure TShell.positionChanged (); inline; begin end;
1810 procedure g_Player_DrawCorpses();
1811 var
1812 i: Integer;
1813 a: TDFPoint;
1814 begin
1815 if gGibs <> nil then
1816 for i := 0 to High(gGibs) do
1817 if gGibs[i].alive then
1818 with gGibs[i] do
1819 begin
1820 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1821 Continue;
1823 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1824 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1826 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1828 e_Colors := Color;
1829 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1830 e_Colors.R := 255;
1831 e_Colors.G := 255;
1832 e_Colors.B := 255;
1833 end;
1835 if gCorpses <> nil then
1836 for i := 0 to High(gCorpses) do
1837 if gCorpses[i] <> nil then
1838 gCorpses[i].Draw();
1839 end;
1841 procedure g_Player_DrawShells();
1842 var
1843 i: Integer;
1844 a: TDFPoint;
1845 begin
1846 if gShells <> nil then
1847 for i := 0 to High(gShells) do
1848 if gShells[i].alive then
1849 with gShells[i] do
1850 begin
1851 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1852 Continue;
1854 a.X := CX;
1855 a.Y := CY;
1857 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1858 end;
1859 end;
1861 procedure g_Player_RemoveAllCorpses();
1862 var
1863 i: Integer;
1864 begin
1865 gGibs := nil;
1866 gShells := nil;
1867 SetLength(gGibs, MaxGibs);
1868 SetLength(gShells, MaxGibs);
1869 CurrentGib := 0;
1870 CurrentShell := 0;
1872 if gCorpses <> nil then
1873 for i := 0 to High(gCorpses) do
1874 gCorpses[i].Free();
1876 gCorpses := nil;
1877 SetLength(gCorpses, MaxCorpses);
1878 end;
1880 procedure g_Player_Corpses_SaveState (st: TStream);
1881 var
1882 count, i: Integer;
1883 begin
1884 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1885 count := 0;
1886 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1888 // Êîëè÷åñòâî òðóïîâ
1889 utils.writeInt(st, LongInt(count));
1891 if (count = 0) then exit;
1893 // Ñîõðàíÿåì òðóïû
1894 for i := 0 to High(gCorpses) do
1895 begin
1896 if gCorpses[i] <> nil then
1897 begin
1898 // Íàçâàíèå ìîäåëè
1899 utils.writeStr(st, gCorpses[i].FModelName);
1900 // Òèï ñìåðòè
1901 utils.writeBool(st, gCorpses[i].Mess);
1902 // Ñîõðàíÿåì äàííûå òðóïà:
1903 gCorpses[i].SaveState(st);
1904 end;
1905 end;
1906 end;
1909 procedure g_Player_Corpses_LoadState (st: TStream);
1910 var
1911 count, i: Integer;
1912 str: String;
1913 b: Boolean;
1914 begin
1915 assert(st <> nil);
1917 g_Player_RemoveAllCorpses();
1919 // Êîëè÷åñòâî òðóïîâ:
1920 count := utils.readLongInt(st);
1921 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1923 if (count = 0) then exit;
1925 // Çàãðóæàåì òðóïû
1926 for i := 0 to count-1 do
1927 begin
1928 // Íàçâàíèå ìîäåëè:
1929 str := utils.readStr(st);
1930 // Òèï ñìåðòè
1931 b := utils.readBool(st);
1932 // Ñîçäàåì òðóï
1933 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1934 // Çàãðóæàåì äàííûå òðóïà
1935 gCorpses[i].LoadState(st);
1936 end;
1937 end;
1940 { T P l a y e r : }
1942 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1944 procedure TPlayer.BFGHit();
1945 begin
1946 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1947 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1948 if g_Game_IsServer and g_Game_IsNet then
1949 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1950 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1951 0, NET_GFX_BFGHIT);
1952 end;
1954 procedure TPlayer.ChangeModel(ModelName: string);
1955 var
1956 locModel: TPlayerModel;
1957 begin
1958 locModel := g_PlayerModel_Get(ModelName);
1959 if locModel = nil then Exit;
1961 FModel.Free();
1962 FModel := locModel;
1963 end;
1965 procedure TPlayer.SetModel(ModelName: string);
1966 var
1967 m: TPlayerModel;
1968 begin
1969 m := g_PlayerModel_Get(ModelName);
1970 if m = nil then
1971 begin
1972 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1973 m := g_PlayerModel_Get('doomer');
1974 if m = nil then
1975 begin
1976 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1977 Exit;
1978 end;
1979 end;
1981 if FModel <> nil then
1982 FModel.Free();
1984 FModel := m;
1986 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1987 FModel.Color := FColor
1988 else
1989 FModel.Color := TEAMCOLOR[FTeam];
1990 FModel.SetWeapon(FCurrWeap);
1991 FModel.SetFlag(FFlag);
1992 SetDirection(FDirection);
1993 end;
1995 procedure TPlayer.SetColor(Color: TRGB);
1996 begin
1997 FColor := Color;
1998 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1999 if FModel <> nil then FModel.Color := Color;
2000 end;
2002 procedure TPlayer.SwitchTeam;
2003 begin
2004 if g_Game_IsClient then
2005 Exit;
2006 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2008 if gGameOn and FAlive then
2009 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2011 if FTeam = TEAM_RED then
2012 begin
2013 ChangeTeam(TEAM_BLUE);
2014 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2015 if g_Game_IsNet then
2016 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2017 end
2018 else
2019 begin
2020 ChangeTeam(TEAM_RED);
2021 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2022 if g_Game_IsNet then
2023 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2024 end;
2025 FPreferredTeam := FTeam;
2026 end;
2028 procedure TPlayer.ChangeTeam(Team: Byte);
2029 var
2030 OldTeam: Byte;
2031 begin
2032 OldTeam := FTeam;
2033 FTeam := Team;
2034 case Team of
2035 TEAM_RED, TEAM_BLUE:
2036 FModel.Color := TEAMCOLOR[Team];
2037 else
2038 FModel.Color := FColor;
2039 end;
2040 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2041 MH_SEND_PlayerStats(FUID);
2042 end;
2045 procedure TPlayer.CollideItem();
2046 var
2047 i: Integer;
2048 r: Boolean;
2049 begin
2050 if gItems = nil then Exit;
2051 if not FAlive then Exit;
2053 for i := 0 to High(gItems) do
2054 with gItems[i] do
2055 begin
2056 if (ItemType <> ITEM_NONE) and alive then
2057 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2058 PLAYER_RECT.Height, @Obj) then
2059 begin
2060 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2062 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2063 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2064 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2065 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2066 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2068 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2069 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2070 (gGameSettings.GameType = GT_SINGLE) and
2071 (g_Player_GetCount() > 1)) then
2072 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2073 end;
2074 end;
2075 end;
2078 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2079 begin
2080 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2081 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2082 False);
2083 end;
2085 constructor TPlayer.Create();
2086 begin
2087 viewPortX := 0;
2088 viewPortY := 0;
2089 viewPortW := 0;
2090 viewPortH := 0;
2091 mEDamageType := HIT_SOME;
2093 FIamBot := False;
2094 FDummy := False;
2095 FSpawned := False;
2097 FSawSound := TPlayableSound.Create();
2098 FSawSoundIdle := TPlayableSound.Create();
2099 FSawSoundHit := TPlayableSound.Create();
2100 FSawSoundSelect := TPlayableSound.Create();
2101 FJetSoundFly := TPlayableSound.Create();
2102 FJetSoundOn := TPlayableSound.Create();
2103 FJetSoundOff := TPlayableSound.Create();
2105 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2106 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2107 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2108 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2109 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2110 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2111 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2113 FSpectatePlayer := -1;
2114 FClientID := -1;
2115 FPing := 0;
2116 FLoss := 0;
2117 FSavedState.WaitRecall := False;
2118 FShellTimer := -1;
2119 FFireTime := 0;
2120 FFirePainTime := 0;
2121 FFireAttacker := 0;
2123 FActualModelName := 'doomer';
2125 g_Obj_Init(@FObj);
2126 FObj.Rect := PLAYER_RECT;
2128 FBFGFireCounter := -1;
2129 FJustTeleported := False;
2130 FNetTime := 0;
2132 resetWeaponQueue();
2133 end;
2135 procedure TPlayer.positionChanged (); inline;
2136 begin
2137 end;
2139 procedure TPlayer.doDamage (v: Integer);
2140 begin
2141 if (v <= 0) then exit;
2142 if (v > 32767) then v := 32767;
2143 Damage(v, 0, 0, 0, mEDamageType);
2144 end;
2146 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2147 var
2148 c: Word;
2149 begin
2150 if (not g_Game_IsClient) and (not FAlive) then
2151 Exit;
2153 FLastHit := t;
2155 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2156 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2157 begin
2158 if not g_Game_IsClient then
2159 begin
2160 FArmor := 0;
2161 if t = HIT_TRAP then
2162 begin
2163 // Ëîâóøêà óáèâàåò ñðàçó:
2164 FHealth := -100;
2165 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2166 end;
2167 if t = HIT_SELF then
2168 begin
2169 // Ñàìîóáèéñòâî:
2170 FHealth := 0;
2171 Kill(K_SIMPLEKILL, SpawnerUID, t);
2172 end;
2173 end;
2174 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2175 FMegaRulez[MR_SUIT] := 0;
2176 FMegaRulez[MR_INVUL] := 0;
2177 FMegaRulez[MR_INVIS] := 0;
2178 FBerserk := 0;
2179 end;
2181 // Íî îò îñòàëüíîãî ñïàñàåò:
2182 if FMegaRulez[MR_INVUL] >= gTime then
2183 Exit;
2185 // ×èò-êîä "ÃÎÐÅÖ":
2186 if FGodMode then
2187 Exit;
2189 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2190 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2191 (SpawnerUID = FUID) or
2192 (not SameTeam(FUID, SpawnerUID)) then
2193 begin
2194 FLastSpawnerUID := SpawnerUID;
2196 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2197 if gBloodCount > 0 then
2198 begin
2199 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2200 if value div 4 <= c then
2201 c := c - (value div 4)
2202 else
2203 c := 0;
2205 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2206 MakeBloodSimple(c)
2207 else
2208 case t of
2209 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2210 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2211 end;
2213 if t = HIT_WATER then
2214 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2215 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2216 end;
2218 // Áóôåð óðîíà:
2219 if FAlive then
2220 Inc(FDamageBuffer, value);
2222 // Âñïûøêà áîëè:
2223 if gFlash <> 0 then
2224 FPain := FPain + value;
2225 end;
2227 if g_Game_IsServer and g_Game_IsNet then
2228 begin
2229 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2230 MH_SEND_PlayerStats(FUID);
2231 MH_SEND_PlayerPos(False, FUID);
2232 end;
2233 end;
2235 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2236 begin
2237 Result := False;
2238 if g_Game_IsClient then
2239 Exit;
2240 if not FAlive then
2241 Exit;
2243 if Soft and (FHealth < PLAYER_HP_SOFT) then
2244 begin
2245 IncMax(FHealth, value, PLAYER_HP_SOFT);
2246 Result := True;
2247 end;
2248 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2249 begin
2250 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2251 Result := True;
2252 end;
2254 if Result and g_Game_IsServer and g_Game_IsNet then
2255 MH_SEND_PlayerStats(FUID);
2256 end;
2258 destructor TPlayer.Destroy();
2259 begin
2260 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2261 gPlayer1 := nil;
2262 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2263 gPlayer2 := nil;
2265 FSawSound.Free();
2266 FSawSoundIdle.Free();
2267 FSawSoundHit.Free();
2268 FJetSoundFly.Free();
2269 FJetSoundOn.Free();
2270 FJetSoundOff.Free();
2271 FModel.Free();
2272 if FPunchAnim <> nil then
2273 FPunchAnim.Free();
2275 inherited;
2276 end;
2278 procedure TPlayer.DrawIndicator();
2279 var
2280 indX, indY: Integer;
2281 indW, indH: Word;
2282 ID: DWORD;
2283 begin
2284 if FAlive then
2285 begin
2286 indX := FObj.X+FObj.Rect.X;
2287 indY := FObj.Y - 12;
2288 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2289 begin
2290 e_GetTextureSize(ID, @indW, @indH);
2291 e_Draw(ID, indX + indW div 2, indY, 0, True, False);
2292 end;
2293 end;
2294 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2295 end;
2297 procedure TPlayer.DrawBubble();
2298 var
2299 bubX, bubY: Integer;
2300 ID: LongWord;
2301 Rb, Gb, Bb,
2302 Rw, Gw, Bw: SmallInt;
2303 Dot: Byte;
2304 begin
2305 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2306 bubY := FObj.Y+FObj.Rect.Y - 18;
2307 Rb := 64;
2308 Gb := 64;
2309 Bb := 64;
2310 Rw := 240;
2311 Gw := 240;
2312 Bw := 240;
2313 case gChatBubble of
2314 1: // simple textual non-bubble
2315 begin
2316 bubX := FObj.X+FObj.Rect.X - 11;
2317 bubY := FObj.Y+FObj.Rect.Y - 17;
2318 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2319 Exit;
2320 end;
2321 2: // advanced pixel-perfect bubble
2322 begin
2323 if FTeam = TEAM_RED then
2324 Rb := 255
2325 else
2326 if FTeam = TEAM_BLUE then
2327 Bb := 255;
2328 end;
2329 3: // colored bubble
2330 begin
2331 Rb := FModel.Color.R;
2332 Gb := FModel.Color.G;
2333 Bb := FModel.Color.B;
2334 Rw := Min(Rb * 2 + 64, 255);
2335 Gw := Min(Gb * 2 + 64, 255);
2336 Bw := Min(Bb * 2 + 64, 255);
2337 if (Abs(Rw - Rb) < 32)
2338 or (Abs(Gw - Gb) < 32)
2339 or (Abs(Bw - Bb) < 32) then
2340 begin
2341 Rb := Max(Rw div 2 - 16, 0);
2342 Gb := Max(Gw div 2 - 16, 0);
2343 Bb := Max(Bw div 2 - 16, 0);
2344 end;
2345 end;
2346 4: // custom textured bubble
2347 begin
2348 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2349 if FDirection = TDirection.D_RIGHT then
2350 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2351 else
2352 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2353 Exit;
2354 end;
2355 end;
2357 // Outer borders
2358 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2359 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2360 // Inner box
2361 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2363 // Tail
2364 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2365 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2366 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2367 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2368 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2369 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2371 // Dots
2372 Dot := 6;
2373 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2374 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2375 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2376 end;
2378 procedure TPlayer.Draw();
2379 var
2380 ID: DWORD;
2381 w, h: Word;
2382 dr: Boolean;
2383 Mirror: TMirrorType;
2384 begin
2385 if FAlive then
2386 begin
2387 if Direction = TDirection.D_RIGHT then
2388 Mirror := TMirrorType.None
2389 else
2390 Mirror := TMirrorType.Horizontal;
2392 if FPunchAnim <> nil then
2393 begin
2394 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2395 FObj.Y+FObj.Rect.Y-11, Mirror);
2396 if FPunchAnim.played then
2397 begin
2398 FPunchAnim.Free;
2399 FPunchAnim := nil;
2400 end;
2401 end;
2403 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2404 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2405 begin
2406 e_GetTextureSize(ID, @w, @h);
2407 if FDirection = TDirection.D_LEFT then
2408 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2409 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2410 else
2411 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2412 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2413 end;
2415 if FMegaRulez[MR_INVIS] > gTime then
2416 begin
2417 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2418 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2419 begin
2420 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2421 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2422 else
2423 dr := True;
2424 if dr then
2425 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2426 else
2427 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2428 end
2429 else
2430 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2431 end
2432 else
2433 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2434 end;
2436 if g_debug_Frames then
2437 begin
2438 e_DrawQuad(FObj.X+FObj.Rect.X,
2439 FObj.Y+FObj.Rect.Y,
2440 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2441 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2442 0, 255, 0);
2443 end;
2445 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2446 DrawBubble();
2447 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2448 if gAimLine and alive and
2449 ((Self = gPlayer1) or (Self = gPlayer2)) then
2450 DrawAim();
2451 end;
2454 procedure TPlayer.DrawAim();
2455 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2456 var
2457 ex, ey: Integer;
2458 begin
2460 {$IFDEF ENABLE_HOLMES}
2461 if isValidViewPort and (self = gPlayer1) then
2462 begin
2463 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2464 end;
2465 {$ENDIF}
2467 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2468 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2469 begin
2470 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2471 end
2472 else
2473 begin
2474 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2475 end;
2476 end;
2478 var
2479 wx, wy, xx, yy: Integer;
2480 angle: SmallInt;
2481 sz, len: Word;
2482 begin
2483 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2484 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2485 angle := FAngle;
2486 len := 1024;
2487 sz := 2;
2488 case FCurrWeap of
2489 0: begin // Punch
2490 len := 12;
2491 sz := 4;
2492 end;
2493 1: begin // Chainsaw
2494 len := 24;
2495 sz := 6;
2496 end;
2497 2: begin // Pistol
2498 len := 1024;
2499 sz := 2;
2500 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2501 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2502 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2503 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2504 end;
2505 3: begin // Shotgun
2506 len := 1024;
2507 sz := 3;
2508 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2509 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2510 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2511 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2512 end;
2513 4: begin // Double Shotgun
2514 len := 1024;
2515 sz := 4;
2516 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2517 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2518 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2519 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2520 end;
2521 5: begin // Chaingun
2522 len := 1024;
2523 sz := 3;
2524 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2525 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2526 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2527 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2528 end;
2529 6: begin // Rocket Launcher
2530 len := 1024;
2531 sz := 7;
2532 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2533 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2534 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2535 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2536 end;
2537 7: begin // Plasmagun
2538 len := 1024;
2539 sz := 5;
2540 if angle = ANGLE_RIGHTUP then Inc(angle);
2541 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2542 if angle = ANGLE_LEFTUP then Dec(angle);
2543 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2544 end;
2545 8: begin // BFG
2546 len := 1024;
2547 sz := 12;
2548 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2549 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2550 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2551 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2552 end;
2553 9: begin // Super Chaingun
2554 len := 1024;
2555 sz := 4;
2556 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2557 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2558 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2559 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2560 end;
2561 end;
2562 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2563 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2564 {$IF DEFINED(D2F_DEBUG)}
2565 drawCast(sz, wx, wy, xx, yy);
2566 {$ELSE}
2567 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2568 {$ENDIF}
2569 end;
2571 procedure TPlayer.DrawGUI();
2572 var
2573 ID: DWORD;
2574 X, Y, SY, a, p, m: Integer;
2575 tw, th: Word;
2576 cw, ch: Byte;
2577 s: string;
2578 stat: TPlayerStatArray;
2579 begin
2580 X := gPlayerScreenSize.X;
2581 SY := gPlayerScreenSize.Y;
2582 Y := 0;
2584 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2585 begin
2586 if gGameSettings.GameMode = GM_CTF then
2587 a := 32 + 8
2588 else
2589 a := 0;
2590 if gGameSettings.GameMode = GM_CTF then
2591 begin
2592 s := 'TEXTURE_PLAYER_REDFLAG';
2593 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2594 s := 'TEXTURE_PLAYER_REDFLAG_S';
2595 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2596 s := 'TEXTURE_PLAYER_REDFLAG_D';
2597 if g_Texture_Get(s, ID) then
2598 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2599 end;
2601 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2602 e_CharFont_GetSize(gMenuFont, s, tw, th);
2603 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2605 if gGameSettings.GameMode = GM_CTF then
2606 begin
2607 s := 'TEXTURE_PLAYER_BLUEFLAG';
2608 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2609 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2610 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2611 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2612 if g_Texture_Get(s, ID) then
2613 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2614 end;
2616 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2617 e_CharFont_GetSize(gMenuFont, s, tw, th);
2618 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2619 end;
2621 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2622 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2623 0, False, False);
2625 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2626 e_Draw(ID, X+2, Y, 0, True, False);
2628 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2629 begin
2630 if gShowStat then
2631 begin
2632 s := IntToStr(Frags);
2633 e_CharFont_GetSize(gMenuFont, s, tw, th);
2634 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2636 s := '';
2637 p := 1;
2638 m := 0;
2639 stat := g_Player_GetStats();
2640 if stat <> nil then
2641 begin
2642 p := 1;
2644 for a := 0 to High(stat) do
2645 if stat[a].Name <> Name then
2646 begin
2647 if stat[a].Frags > m then m := stat[a].Frags;
2648 if stat[a].Frags > Frags then p := p+1;
2649 end;
2650 end;
2652 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2653 if Frags >= m then s := s+'+' else s := s+'-';
2654 s := s+IntToStr(Abs(Frags-m));
2656 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2657 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2658 end;
2660 if gShowLives and (gGameSettings.MaxLives > 0) then
2661 begin
2662 s := IntToStr(Lives);
2663 e_CharFont_GetSize(gMenuFont, s, tw, th);
2664 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2665 end;
2666 end;
2668 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2669 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2671 if R_BERSERK in FRulez then
2672 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2673 else
2674 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2676 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2677 e_Draw(ID, X+36, Y+77, 0, True, False);
2679 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2680 e_CharFont_GetSize(gMenuFont, s, tw, th);
2681 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2683 s := IntToStr(FArmor);
2684 e_CharFont_GetSize(gMenuFont, s, tw, th);
2685 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2687 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2689 case FCurrWeap of
2690 WEAPON_KASTET:
2691 begin
2692 s := '--';
2693 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2694 end;
2695 WEAPON_SAW:
2696 begin
2697 s := '--';
2698 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2699 end;
2700 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2701 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2702 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2703 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2704 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2705 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2706 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2707 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2708 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2709 end;
2711 e_CharFont_GetSize(gMenuFont, s, tw, th);
2712 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2713 e_Draw(ID, X+20, Y+160, 0, True, False);
2715 if R_KEY_RED in FRulez then
2716 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2718 if R_KEY_GREEN in FRulez then
2719 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2721 if R_KEY_BLUE in FRulez then
2722 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2724 if FJetFuel > 0 then
2725 begin
2726 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2727 e_Draw(ID, X+2, Y+116, 0, True, False);
2728 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2729 e_Draw(ID, X+2, Y+126, 0, True, False);
2730 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2731 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2732 end
2733 else
2734 begin
2735 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2736 e_Draw(ID, X+2, Y+124, 0, True, False);
2737 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2738 end;
2740 if gShowPing and g_Game_IsClient then
2741 begin
2742 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2743 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2744 Y := Y + 16;
2745 end;
2747 if FSpectator then
2748 begin
2749 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2750 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2751 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2752 if FNoRespawn then
2753 begin
2754 e_TextureFontGetSize(gStdFont, cw, ch);
2755 s := _lc[I_PLAYER_SPECT4];
2756 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2757 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2758 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2759 end;
2761 end;
2762 end;
2764 procedure TPlayer.DrawRulez();
2765 var
2766 dr: Boolean;
2767 begin
2768 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2769 if FMegaRulez[MR_INVUL] >= gTime then
2770 begin
2771 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2772 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2773 else
2774 dr := True;
2776 if dr then
2777 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2778 191, 191, 191, 0, TBlending.Invert);
2779 end;
2781 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2782 if FMegaRulez[MR_SUIT] >= gTime then
2783 begin
2784 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2785 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2786 else
2787 dr := True;
2789 if dr then
2790 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2791 0, 96, 0, 200, TBlending.None);
2792 end;
2794 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2795 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2796 begin
2797 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2798 255, 0, 0, 200, TBlending.None);
2799 end;
2800 end;
2802 procedure TPlayer.DrawPain();
2803 var
2804 a, h: Integer;
2805 begin
2806 if FPain = 0 then Exit;
2808 a := FPain;
2810 if a < 15 then h := 0
2811 else if a < 35 then h := 1
2812 else if a < 55 then h := 2
2813 else if a < 75 then h := 3
2814 else if a < 95 then h := 4
2815 else h := 5;
2817 //if a > 255 then a := 255;
2819 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2820 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2821 end;
2823 procedure TPlayer.DrawPickup();
2824 var
2825 a, h: Integer;
2826 begin
2827 if FPickup = 0 then Exit;
2829 a := FPickup;
2831 if a < 15 then h := 1
2832 else if a < 35 then h := 2
2833 else if a < 55 then h := 3
2834 else if a < 75 then h := 4
2835 else h := 5;
2837 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2838 end;
2840 procedure TPlayer.DoPunch();
2841 var
2842 id: DWORD;
2843 st: String;
2844 begin
2845 if FPunchAnim <> nil then begin
2846 FPunchAnim.reset();
2847 FPunchAnim.Free;
2848 FPunchAnim := nil;
2849 end;
2850 st := 'FRAMES_PUNCH';
2851 if R_BERSERK in FRulez then
2852 st := st + '_BERSERK';
2853 if FKeys[KEY_UP].Pressed then
2854 st := st + '_UP'
2855 else if FKeys[KEY_DOWN].Pressed then
2856 st := st + '_DN';
2857 g_Frames_Get(id, st);
2858 FPunchAnim := TAnimation.Create(id, False, 1);
2859 end;
2861 procedure TPlayer.Fire();
2862 var
2863 f, DidFire: Boolean;
2864 wx, wy, xd, yd: Integer;
2865 locobj: TObj;
2866 begin
2867 if g_Game_IsClient then Exit;
2868 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2869 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2871 if FSpectator then
2872 begin
2873 Respawn(False);
2874 Exit;
2875 end;
2877 if FReloading[FCurrWeap] <> 0 then Exit;
2879 DidFire := False;
2881 f := False;
2882 wx := FObj.X+WEAPONPOINT[FDirection].X;
2883 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2884 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2885 yd := wy+firediry();
2887 case FCurrWeap of
2888 WEAPON_KASTET:
2889 begin
2890 DoPunch();
2891 if R_BERSERK in FRulez then
2892 begin
2893 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2894 locobj.X := FObj.X+FObj.Rect.X;
2895 locobj.Y := FObj.Y+FObj.Rect.Y;
2896 locobj.rect.X := 0;
2897 locobj.rect.Y := 0;
2898 locobj.rect.Width := 39;
2899 locobj.rect.Height := 52;
2900 locobj.Vel.X := (xd-wx) div 2;
2901 locobj.Vel.Y := (yd-wy) div 2;
2902 locobj.Accel.X := xd-wx;
2903 locobj.Accel.y := yd-wy;
2905 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2906 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2907 else
2908 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2910 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2911 end
2912 else
2913 begin
2914 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2915 end;
2917 DidFire := True;
2918 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2919 end;
2921 WEAPON_SAW:
2922 begin
2923 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2924 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2925 begin
2926 FSawSoundSelect.Stop();
2927 FSawSound.Stop();
2928 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2929 end
2930 else if not FSawSoundHit.IsPlaying() then
2931 begin
2932 FSawSoundSelect.Stop();
2933 FSawSound.PlayAt(FObj.X, FObj.Y);
2934 end;
2936 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2937 DidFire := True;
2938 f := True;
2939 end;
2941 WEAPON_PISTOL:
2942 if FAmmo[A_BULLETS] > 0 then
2943 begin
2944 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2945 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2946 Dec(FAmmo[A_BULLETS]);
2947 FFireAngle := FAngle;
2948 f := True;
2949 DidFire := True;
2950 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2951 GameVelX, GameVelY-2, SHELL_BULLET);
2952 end;
2954 WEAPON_SHOTGUN1:
2955 if FAmmo[A_SHELLS] > 0 then
2956 begin
2957 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2958 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2959 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2960 Dec(FAmmo[A_SHELLS]);
2961 FFireAngle := FAngle;
2962 f := True;
2963 DidFire := True;
2964 FShellTimer := 10;
2965 FShellType := SHELL_SHELL;
2966 end;
2968 WEAPON_SHOTGUN2:
2969 if FAmmo[A_SHELLS] >= 2 then
2970 begin
2971 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2972 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2973 Dec(FAmmo[A_SHELLS], 2);
2974 FFireAngle := FAngle;
2975 f := True;
2976 DidFire := True;
2977 FShellTimer := 13;
2978 FShellType := SHELL_DBLSHELL;
2979 end;
2981 WEAPON_CHAINGUN:
2982 if FAmmo[A_BULLETS] > 0 then
2983 begin
2984 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2985 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2986 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2987 Dec(FAmmo[A_BULLETS]);
2988 FFireAngle := FAngle;
2989 f := True;
2990 DidFire := True;
2991 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2992 GameVelX, GameVelY-2, SHELL_BULLET);
2993 end;
2995 WEAPON_ROCKETLAUNCHER:
2996 if FAmmo[A_ROCKETS] > 0 then
2997 begin
2998 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2999 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3000 Dec(FAmmo[A_ROCKETS]);
3001 FFireAngle := FAngle;
3002 f := True;
3003 DidFire := True;
3004 end;
3006 WEAPON_PLASMA:
3007 if FAmmo[A_CELLS] > 0 then
3008 begin
3009 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3010 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3011 Dec(FAmmo[A_CELLS]);
3012 FFireAngle := FAngle;
3013 f := True;
3014 DidFire := True;
3015 end;
3017 WEAPON_BFG:
3018 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3019 begin
3020 FBFGFireCounter := 17;
3021 if not FNoReload then
3022 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3023 Dec(FAmmo[A_CELLS], 40);
3024 DidFire := True;
3025 end;
3027 WEAPON_SUPERPULEMET:
3028 if FAmmo[A_SHELLS] > 0 then
3029 begin
3030 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3031 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3032 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3033 Dec(FAmmo[A_SHELLS]);
3034 FFireAngle := FAngle;
3035 f := True;
3036 DidFire := True;
3037 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3038 GameVelX, GameVelY-2, SHELL_SHELL);
3039 end;
3041 WEAPON_FLAMETHROWER:
3042 if FAmmo[A_FUEL] > 0 then
3043 begin
3044 g_Weapon_flame(wx, wy, xd, yd, FUID);
3045 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3046 Dec(FAmmo[A_FUEL]);
3047 FFireAngle := FAngle;
3048 f := True;
3049 DidFire := True;
3050 end;
3051 end;
3053 if g_Game_IsNet then
3054 begin
3055 if DidFire then
3056 begin
3057 if FCurrWeap <> WEAPON_BFG then
3058 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3059 else
3060 if not FNoReload then
3061 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3062 end;
3064 MH_SEND_PlayerStats(FUID);
3065 end;
3067 if not f then Exit;
3069 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3070 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3071 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3072 end;
3074 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3075 begin
3076 case Weapon of
3077 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3078 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3079 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3080 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3081 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3082 else Result := 0;
3083 end;
3084 end;
3086 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3087 begin
3088 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3089 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3090 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3091 end;
3093 procedure TPlayer.JetpackOn;
3094 begin
3095 FJetSoundFly.Stop;
3096 FJetSoundOff.Stop;
3097 FJetSoundOn.SetPosition(0);
3098 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3099 FlySmoke(8);
3100 end;
3102 procedure TPlayer.JetpackOff;
3103 begin
3104 FJetSoundFly.Stop;
3105 FJetSoundOn.Stop;
3106 FJetSoundOff.SetPosition(0);
3107 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3108 end;
3110 procedure TPlayer.CatchFire(Attacker: Word);
3111 begin
3112 FFireTime := 100;
3113 FFireAttacker := Attacker;
3114 if g_Game_IsNet and g_Game_IsServer then
3115 MH_SEND_PlayerStats(FUID);
3116 end;
3118 procedure TPlayer.Jump();
3119 begin
3120 if gFly or FJetpack then
3121 begin
3122 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3123 if FObj.Vel.Y > -VEL_FLY then
3124 FObj.Vel.Y := FObj.Vel.Y - 3;
3125 if FJetpack then
3126 begin
3127 if FJetFuel > 0 then
3128 Dec(FJetFuel);
3129 if (FJetFuel < 1) and g_Game_IsServer then
3130 begin
3131 FJetpack := False;
3132 JetpackOff;
3133 if g_Game_IsNet then
3134 MH_SEND_PlayerStats(FUID);
3135 end;
3136 end;
3137 Exit;
3138 end;
3140 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3141 if FGhost then
3142 FCanJetpack := False;
3144 // Ïðûãàåì èëè âñïëûâàåì:
3145 if (CollideLevel(0, 1) or
3146 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3147 PLAYER_RECT.Height-33, PANEL_STEP, False)
3148 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3149 begin
3150 FObj.Vel.Y := -VEL_JUMP;
3151 FCanJetpack := False;
3152 end
3153 else
3154 begin
3155 if BodyInLiquid(0, 0) then
3156 FObj.Vel.Y := -VEL_SW
3157 else if (FJetFuel > 0) and FCanJetpack and
3158 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3159 begin
3160 FJetpack := True;
3161 JetpackOn;
3162 if g_Game_IsNet then
3163 MH_SEND_PlayerStats(FUID);
3164 end;
3165 end;
3166 end;
3168 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3169 var
3170 a, i, k, ab, ar: Byte;
3171 s: String;
3172 mon: TMonster;
3173 plr: TPlayer;
3174 srv, netsrv: Boolean;
3175 DoFrags: Boolean;
3176 OldLR: Byte;
3177 KP: TPlayer;
3178 it: PItem;
3180 procedure PushItem(t: Byte);
3181 var
3182 id: DWORD;
3183 begin
3184 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3185 it := g_Items_ByIdx(id);
3186 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3187 begin
3188 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3189 (FObj.Vel.Y div 2)-Random(9));
3190 it.positionChanged(); // this updates spatial accelerators
3191 end
3192 else
3193 begin
3194 if KillType = K_HARDKILL then // -5..+5; -5..0
3195 begin
3196 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3197 (FObj.Vel.Y div 2)-Random(6));
3198 end
3199 else // -3..+3; -3..0
3200 begin
3201 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3202 (FObj.Vel.Y div 2)-Random(4));
3203 end;
3204 it.positionChanged(); // this updates spatial accelerators
3205 end;
3207 if g_Game_IsNet and g_Game_IsServer then
3208 MH_SEND_ItemSpawn(True, id);
3209 end;
3211 begin
3212 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3213 Srv := g_Game_IsServer;
3214 Netsrv := g_Game_IsServer and g_Game_IsNet;
3215 if Srv then FDeath := FDeath + 1;
3216 if FAlive then
3217 begin
3218 if FGhost then
3219 FGhost := False;
3220 if not FPhysics then
3221 FPhysics := True;
3222 FAlive := False;
3223 end;
3224 FShellTimer := -1;
3226 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3227 begin
3228 if FLives > 0 then FLives := FLives - 1;
3229 if FLives = 0 then FNoRespawn := True;
3230 end;
3232 // Íîìåð òèïà ñìåðòè:
3233 a := 1;
3234 case KillType of
3235 K_SIMPLEKILL: a := 1;
3236 K_HARDKILL: a := 2;
3237 K_EXTRAHARDKILL: a := 3;
3238 K_FALLKILL: a := 4;
3239 end;
3241 // Çâóê ñìåðòè:
3242 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3243 for i := 1 to 3 do
3244 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3245 Break;
3247 // Âðåìÿ ðåñïàóíà:
3248 if Srv then
3249 case KillType of
3250 K_SIMPLEKILL:
3251 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3252 K_HARDKILL:
3253 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3254 K_EXTRAHARDKILL, K_FALLKILL:
3255 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3256 end;
3258 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3259 case KillType of
3260 K_SIMPLEKILL:
3261 SetAction(A_DIE1);
3262 K_HARDKILL, K_EXTRAHARDKILL:
3263 SetAction(A_DIE2);
3264 end;
3266 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3267 if (KillType <> K_FALLKILL) and (Srv) then
3268 g_Monsters_killedp();
3270 if SpawnerUID = FUID then
3271 begin // Ñàìîóáèëñÿ
3272 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3273 begin
3274 Dec(FFrags);
3275 FLastFrag := 0;
3276 end;
3277 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3278 end
3279 else
3280 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3281 begin // Óáèò äðóãèì èãðîêîì
3282 KP := g_Player_Get(SpawnerUID);
3283 if (KP <> nil) and Srv then
3284 begin
3285 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3286 if SameTeam(FUID, SpawnerUID) then
3287 begin
3288 Dec(KP.FFrags);
3289 KP.FLastFrag := 0;
3290 end else
3291 begin
3292 Inc(KP.FFrags);
3293 KP.FragCombo();
3294 end;
3296 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3297 Inc(gTeamStat[KP.Team].Goals,
3298 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3300 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3301 end;
3303 plr := g_Player_Get(SpawnerUID);
3304 if plr = nil then
3305 s := '?'
3306 else
3307 s := plr.FName;
3309 case KillType of
3310 K_HARDKILL:
3311 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3312 [FName, s]),
3313 gShowKillMsg);
3314 K_EXTRAHARDKILL:
3315 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3316 [FName, s]),
3317 gShowKillMsg);
3318 else
3319 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3320 [FName, s]),
3321 gShowKillMsg);
3322 end;
3323 end
3324 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3325 begin // Óáèò ìîíñòðîì
3326 mon := g_Monsters_ByUID(SpawnerUID);
3327 if mon = nil then
3328 s := '?'
3329 else
3330 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3332 case KillType of
3333 K_HARDKILL:
3334 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3335 [FName, s]),
3336 gShowKillMsg);
3337 K_EXTRAHARDKILL:
3338 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3339 [FName, s]),
3340 gShowKillMsg);
3341 else
3342 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3343 [FName, s]),
3344 gShowKillMsg);
3345 end;
3346 end
3347 else // Îñîáûå òèïû ñìåðòè
3348 case t of
3349 HIT_DISCON: ;
3350 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3351 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3352 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3353 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3354 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3355 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3356 end;
3358 if Srv then
3359 begin
3360 // Âûáðîñ îðóæèÿ:
3361 for a := WP_FIRST to WP_LAST do
3362 if FWeapon[a] then
3363 begin
3364 case a of
3365 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3366 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3367 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3368 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3369 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3370 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3371 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3372 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3373 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3374 else i := 0;
3375 end;
3377 if i <> 0 then
3378 PushItem(i);
3379 end;
3381 // Âûáðîñ ðþêçàêà:
3382 if R_ITEM_BACKPACK in FRulez then
3383 PushItem(ITEM_AMMO_BACKPACK);
3385 // Âûáðîñ ðàêåòíîãî ðàíöà:
3386 if FJetFuel > 0 then
3387 PushItem(ITEM_JETPACK);
3389 // Âûáðîñ êëþ÷åé:
3390 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3391 begin
3392 if R_KEY_RED in FRulez then
3393 PushItem(ITEM_KEY_RED);
3395 if R_KEY_GREEN in FRulez then
3396 PushItem(ITEM_KEY_GREEN);
3398 if R_KEY_BLUE in FRulez then
3399 PushItem(ITEM_KEY_BLUE);
3400 end;
3402 // Âûáðîñ ôëàãà:
3403 DropFlag();
3404 end;
3406 g_Player_CreateCorpse(Self);
3408 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3409 (gLMSRespawn = LMS_RESPAWN_NONE) then
3410 begin
3411 a := 0;
3412 k := 0;
3413 ar := 0;
3414 ab := 0;
3415 for i := Low(gPlayers) to High(gPlayers) do
3416 begin
3417 if gPlayers[i] = nil then continue;
3418 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3419 begin
3420 Inc(a);
3421 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3422 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3423 k := i;
3424 end;
3425 end;
3427 OldLR := gLMSRespawn;
3428 if (gGameSettings.GameMode = GM_COOP) then
3429 begin
3430 if (a = 0) then
3431 begin
3432 // everyone is dead, restart the map
3433 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3434 if Netsrv then
3435 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3436 gLMSRespawn := LMS_RESPAWN_FINAL;
3437 gLMSRespawnTime := gTime + 5000;
3438 end
3439 else if (a = 1) then
3440 begin
3441 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3442 if (gPlayers[k] = gPlayer1) or
3443 (gPlayers[k] = gPlayer2) then
3444 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3445 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3446 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3447 end;
3448 end
3449 else if (gGameSettings.GameMode = GM_TDM) then
3450 begin
3451 if (ab = 0) and (ar <> 0) then
3452 begin
3453 // blu team ded
3454 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3455 if Netsrv then
3456 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3457 Inc(gTeamStat[TEAM_RED].Goals);
3458 gLMSRespawn := LMS_RESPAWN_FINAL;
3459 gLMSRespawnTime := gTime + 5000;
3460 end
3461 else if (ar = 0) and (ab <> 0) then
3462 begin
3463 // red team ded
3464 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3465 if Netsrv then
3466 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3467 Inc(gTeamStat[TEAM_BLUE].Goals);
3468 gLMSRespawn := LMS_RESPAWN_FINAL;
3469 gLMSRespawnTime := gTime + 5000;
3470 end
3471 else if (ar = 0) and (ab = 0) then
3472 begin
3473 // everyone ded
3474 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3475 if Netsrv then
3476 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3477 gLMSRespawn := LMS_RESPAWN_FINAL;
3478 gLMSRespawnTime := gTime + 5000;
3479 end;
3480 end
3481 else if (gGameSettings.GameMode = GM_DM) then
3482 begin
3483 if (a = 1) then
3484 begin
3485 if gPlayers[k] <> nil then
3486 with gPlayers[k] do
3487 begin
3488 // survivor is the winner
3489 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3490 if Netsrv then
3491 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3492 Inc(FFrags);
3493 end;
3494 gLMSRespawn := LMS_RESPAWN_FINAL;
3495 gLMSRespawnTime := gTime + 5000;
3496 end
3497 else if (a = 0) then
3498 begin
3499 // everyone is dead, restart the map
3500 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3501 if Netsrv then
3502 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3503 gLMSRespawn := LMS_RESPAWN_FINAL;
3504 gLMSRespawnTime := gTime + 5000;
3505 end;
3506 end;
3507 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3508 begin
3509 if NetMode = NET_SERVER then
3510 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3511 else
3512 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3513 end;
3514 end;
3516 if Netsrv then
3517 begin
3518 MH_SEND_PlayerStats(FUID);
3519 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3520 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3521 end;
3523 if srv and FNoRespawn then Spectate(True);
3524 FWantsInGame := True;
3525 end;
3527 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3528 begin
3529 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3530 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3531 end;
3533 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3534 begin
3535 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3536 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3537 end;
3539 procedure TPlayer.MakeBloodSimple(Count: Word);
3540 begin
3541 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3542 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3543 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3544 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3545 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3546 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3547 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3548 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3549 end;
3551 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3552 begin
3553 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3554 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3555 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3556 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3557 end;
3559 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3560 begin
3561 if g_Game_IsClient then Exit;
3562 if Weapon > High(FWeapon) then Exit;
3563 FNextWeap := FNextWeap or (1 shl Weapon);
3564 end;
3566 procedure TPlayer.resetWeaponQueue ();
3567 begin
3568 FNextWeap := 0;
3569 FNextWeapDelay := 0;
3570 end;
3572 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3573 begin
3574 result := false;
3575 case weapon of
3576 WEAPON_KASTET, WEAPON_SAW: result := true;
3577 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3578 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3579 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3580 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3581 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3582 else result := (weapon < length(FWeapon));
3583 end;
3584 end;
3586 // return 255 for "no switch"
3587 function TPlayer.getNextWeaponIndex (): Byte;
3588 var
3589 i: Word;
3590 wantThisWeapon: array[0..64] of Boolean;
3591 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3592 wwc: Integer;
3593 f, dir, cwi, rwidx, curlidx: Integer;
3595 function real2log (ridx: Integer): Integer;
3596 var
3597 f: Integer;
3598 begin
3599 if (ridx >= 0) then
3600 begin
3601 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3602 end;
3603 result := -1;
3604 end;
3606 begin
3607 result := 255; // default result: "no switch"
3609 // had weapon cycling on previous frame? remove that flag
3610 if (FNextWeap and $2000) <> 0 then
3611 begin
3612 FNextWeap := FNextWeap and $1FFF;
3613 FNextWeapDelay := 0;
3614 end;
3616 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3618 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3619 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3620 // priorities:
3621 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3622 weaponOrder[0] := WEAPON_SUPERPULEMET;
3623 weaponOrder[1] := WEAPON_BFG;
3624 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3625 weaponOrder[3] := WEAPON_PLASMA;
3626 weaponOrder[4] := WEAPON_FLAMETHROWER;
3627 weaponOrder[5] := WEAPON_SHOTGUN2;
3628 weaponOrder[6] := WEAPON_CHAINGUN;
3629 weaponOrder[7] := WEAPON_SHOTGUN1;
3630 weaponOrder[8] := WEAPON_PISTOL;
3631 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3632 weaponOrder[10] := WEAPON_SAW;
3633 weaponOrder[11] := WEAPON_KASTET; // normal fist
3635 for f := 0 to High(weaponOrder) do
3636 begin
3637 if (weaponOrder[f] = WEAPON_KASTET) then
3638 begin
3639 // normal fist: remove if we have a berserk pack
3640 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3641 end
3642 else
3643 if (weaponOrder[f] = WEAPON_KASTET+666) then
3644 begin
3645 // berserk fist: remove if we don't have a berserk pack
3646 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3647 end;
3648 end;
3650 (*
3651 WEAPON_KASTET = 0;
3652 WEAPON_SAW = 1;
3653 WEAPON_PISTOL = 2;
3654 WEAPON_SHOTGUN1 = 3;
3655 WEAPON_SHOTGUN2 = 4;
3656 WEAPON_CHAINGUN = 5;
3657 WEAPON_ROCKETLAUNCHER = 6;
3658 WEAPON_PLASMA = 7;
3659 WEAPON_BFG = 8;
3660 WEAPON_SUPERPULEMET = 9;
3661 WEAPON_FLAMETHROWER = 10;
3662 *)
3664 // cycling has priority
3665 if (FNextWeap and $C000) <> 0 then
3666 begin
3667 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3668 FNextWeap := FNextWeap or $2000; // we need this
3669 if FNextWeapDelay > 0 then exit; // cooldown time
3670 //cwi := real2log(FCurrWeap);
3671 //if (cwi < 0) then cwi := 0;
3672 cwi := FCurrWeap;
3673 for i := 0 to High(FWeapon) do
3674 begin
3675 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3676 //rwidx := weaponOrder[cwi];
3677 rwidx := cwi; // sorry
3678 if (rwidx < 0) then continue;
3679 if FWeapon[rwidx] then
3680 begin
3681 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3682 result := Byte(rwidx);
3683 FNextWeapDelay := 10;
3684 exit;
3685 end;
3686 end;
3687 resetWeaponQueue();
3688 exit;
3689 end;
3691 // no cycling
3692 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3693 wwc := 0;
3695 curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3697 for i := 0 to High(FWeapon) do
3698 begin
3699 if (FNextWeap and (1 shl i)) <> 0 then
3700 begin
3701 cwi := real2log(i);
3702 if (cwi >= 0) then
3703 begin
3704 wantThisWeapon[cwi] := true;
3705 Inc(wwc);
3706 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3707 if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
3708 end;
3709 end;
3710 end;
3712 // slow down alterations a little
3713 if (wwc > 1) then
3714 begin
3715 // more than one weapon requested, assume "alteration", and check alteration delay
3716 if FNextWeapDelay > 0 then
3717 begin
3718 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3719 FNextWeap := 0;
3720 exit;
3721 end; // yeah
3722 end;
3724 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3725 // but clear all counters if no weapon should be switched
3726 if (wwc < 1) then
3727 begin
3728 resetWeaponQueue();
3729 exit;
3730 end;
3732 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3734 // find next weapon to switch onto
3735 cwi := curlidx;
3736 for i := 0 to High(weaponOrder) do
3737 begin
3738 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3739 if (cwi = curlidx) then continue; // skip current weapon
3740 if not wantThisWeapon[cwi] then continue;
3741 rwidx := weaponOrder[cwi];
3742 if (rwidx < 0) then continue;
3743 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3744 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3745 begin
3746 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3747 // i found her!
3748 result := Byte(rwidx);
3749 resetWeaponQueue();
3750 FNextWeapDelay := 10; // anyway, 'cause why not
3751 exit;
3752 end;
3753 end;
3755 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3756 resetWeaponQueue();
3757 end;
3759 procedure TPlayer.RealizeCurrentWeapon();
3760 function switchAllowed (): Boolean;
3761 var
3762 i: Byte;
3763 begin
3764 result := false;
3765 if FBFGFireCounter <> -1 then
3766 exit;
3767 if FTime[T_SWITCH] > gTime then
3768 exit;
3769 for i := WP_FIRST to WP_LAST do
3770 if FReloading[i] > 0 then
3771 exit;
3772 result := true;
3773 end;
3775 var
3776 nw: Byte;
3777 begin
3778 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3779 //FNextWeap := FNextWeap and $1FFF;
3780 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3782 if not switchAllowed then
3783 begin
3784 //HACK for weapon cycling
3785 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3786 exit;
3787 end;
3789 nw := getNextWeaponIndex();
3790 if nw = 255 then exit; // don't reset anything here
3791 if nw > High(FWeapon) then
3792 begin
3793 // don't forget to reset queue here!
3794 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3795 resetWeaponQueue();
3796 exit;
3797 end;
3799 if FWeapon[nw] then
3800 begin
3801 FCurrWeap := nw;
3802 FTime[T_SWITCH] := gTime+156;
3803 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3804 FModel.SetWeapon(FCurrWeap);
3805 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3806 end;
3807 end;
3809 procedure TPlayer.NextWeapon();
3810 begin
3811 if g_Game_IsClient then Exit;
3812 FNextWeap := $8000;
3813 end;
3815 procedure TPlayer.PrevWeapon();
3816 begin
3817 if g_Game_IsClient then Exit;
3818 FNextWeap := $4000;
3819 end;
3821 procedure TPlayer.SetWeapon(W: Byte);
3822 begin
3823 if FCurrWeap <> W then
3824 if W = WEAPON_SAW then
3825 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3827 FCurrWeap := W;
3828 FModel.SetWeapon(CurrWeap);
3829 resetWeaponQueue();
3830 end;
3832 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3834 function allowBerserkSwitching (): Boolean;
3835 begin
3836 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3837 result := true;
3838 if gBerserkAutoswitch then exit;
3839 if not conIsCheatsEnabled then exit;
3840 result := false;
3841 end;
3843 var
3844 a: Boolean;
3845 begin
3846 Result := False;
3847 if g_Game_IsClient then Exit;
3849 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3850 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3851 remove := not a;
3853 case ItemType of
3854 ITEM_MEDKIT_SMALL:
3855 if FHealth < PLAYER_HP_SOFT then
3856 begin
3857 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3858 Result := True;
3859 remove := True;
3860 FFireTime := 0;
3861 if gFlash = 2 then Inc(FPickup, 5);
3862 end;
3864 ITEM_MEDKIT_LARGE:
3865 if FHealth < PLAYER_HP_SOFT then
3866 begin
3867 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3868 Result := True;
3869 remove := True;
3870 FFireTime := 0;
3871 if gFlash = 2 then Inc(FPickup, 5);
3872 end;
3874 ITEM_ARMOR_GREEN:
3875 if FArmor < PLAYER_AP_SOFT then
3876 begin
3877 FArmor := PLAYER_AP_SOFT;
3878 Result := True;
3879 remove := True;
3880 if gFlash = 2 then Inc(FPickup, 5);
3881 end;
3883 ITEM_ARMOR_BLUE:
3884 if FArmor < PLAYER_AP_LIMIT then
3885 begin
3886 FArmor := PLAYER_AP_LIMIT;
3887 Result := True;
3888 remove := True;
3889 if gFlash = 2 then Inc(FPickup, 5);
3890 end;
3892 ITEM_SPHERE_BLUE:
3893 if FHealth < PLAYER_HP_LIMIT then
3894 begin
3895 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3896 Result := True;
3897 remove := True;
3898 FFireTime := 0;
3899 if gFlash = 2 then Inc(FPickup, 5);
3900 end;
3902 ITEM_SPHERE_WHITE:
3903 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3904 begin
3905 if FHealth < PLAYER_HP_LIMIT then
3906 FHealth := PLAYER_HP_LIMIT;
3907 if FArmor < PLAYER_AP_LIMIT then
3908 FArmor := PLAYER_AP_LIMIT;
3909 Result := True;
3910 remove := True;
3911 FFireTime := 0;
3912 if gFlash = 2 then Inc(FPickup, 5);
3913 end;
3915 ITEM_WEAPON_SAW:
3916 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3917 begin
3918 FWeapon[WEAPON_SAW] := True;
3919 Result := True;
3920 if gFlash = 2 then Inc(FPickup, 5);
3921 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3922 end;
3924 ITEM_WEAPON_SHOTGUN1:
3925 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3926 begin
3927 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3928 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3930 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3931 FWeapon[WEAPON_SHOTGUN1] := True;
3932 Result := True;
3933 if gFlash = 2 then Inc(FPickup, 5);
3934 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3935 end;
3937 ITEM_WEAPON_SHOTGUN2:
3938 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3939 begin
3940 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3942 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3943 FWeapon[WEAPON_SHOTGUN2] := True;
3944 Result := True;
3945 if gFlash = 2 then Inc(FPickup, 5);
3946 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3947 end;
3949 ITEM_WEAPON_CHAINGUN:
3950 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3951 begin
3952 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3954 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3955 FWeapon[WEAPON_CHAINGUN] := True;
3956 Result := True;
3957 if gFlash = 2 then Inc(FPickup, 5);
3958 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3959 end;
3961 ITEM_WEAPON_ROCKETLAUNCHER:
3962 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3963 begin
3964 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3966 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3967 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3968 Result := True;
3969 if gFlash = 2 then Inc(FPickup, 5);
3970 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3971 end;
3973 ITEM_WEAPON_PLASMA:
3974 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3975 begin
3976 if a and FWeapon[WEAPON_PLASMA] then Exit;
3978 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3979 FWeapon[WEAPON_PLASMA] := True;
3980 Result := True;
3981 if gFlash = 2 then Inc(FPickup, 5);
3982 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3983 end;
3985 ITEM_WEAPON_BFG:
3986 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3987 begin
3988 if a and FWeapon[WEAPON_BFG] then Exit;
3990 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3991 FWeapon[WEAPON_BFG] := True;
3992 Result := True;
3993 if gFlash = 2 then Inc(FPickup, 5);
3994 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3995 end;
3997 ITEM_WEAPON_SUPERPULEMET:
3998 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3999 begin
4000 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4002 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4003 FWeapon[WEAPON_SUPERPULEMET] := True;
4004 Result := True;
4005 if gFlash = 2 then Inc(FPickup, 5);
4006 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4007 end;
4009 ITEM_WEAPON_FLAMETHROWER:
4010 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4011 begin
4012 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4014 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4015 FWeapon[WEAPON_FLAMETHROWER] := True;
4016 Result := True;
4017 if gFlash = 2 then Inc(FPickup, 5);
4018 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4019 end;
4021 ITEM_AMMO_BULLETS:
4022 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4023 begin
4024 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4025 Result := True;
4026 remove := True;
4027 if gFlash = 2 then Inc(FPickup, 5);
4028 end;
4030 ITEM_AMMO_BULLETS_BOX:
4031 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4032 begin
4033 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4034 Result := True;
4035 remove := True;
4036 if gFlash = 2 then Inc(FPickup, 5);
4037 end;
4039 ITEM_AMMO_SHELLS:
4040 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4041 begin
4042 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4043 Result := True;
4044 remove := True;
4045 if gFlash = 2 then Inc(FPickup, 5);
4046 end;
4048 ITEM_AMMO_SHELLS_BOX:
4049 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4050 begin
4051 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4052 Result := True;
4053 remove := True;
4054 if gFlash = 2 then Inc(FPickup, 5);
4055 end;
4057 ITEM_AMMO_ROCKET:
4058 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4059 begin
4060 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4061 Result := True;
4062 remove := True;
4063 if gFlash = 2 then Inc(FPickup, 5);
4064 end;
4066 ITEM_AMMO_ROCKET_BOX:
4067 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4068 begin
4069 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4070 Result := True;
4071 remove := True;
4072 if gFlash = 2 then Inc(FPickup, 5);
4073 end;
4075 ITEM_AMMO_CELL:
4076 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4077 begin
4078 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4079 Result := True;
4080 remove := True;
4081 if gFlash = 2 then Inc(FPickup, 5);
4082 end;
4084 ITEM_AMMO_CELL_BIG:
4085 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4086 begin
4087 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4088 Result := True;
4089 remove := True;
4090 if gFlash = 2 then Inc(FPickup, 5);
4091 end;
4093 ITEM_AMMO_FUELCAN:
4094 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4095 begin
4096 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4097 Result := True;
4098 remove := True;
4099 if gFlash = 2 then Inc(FPickup, 5);
4100 end;
4102 ITEM_AMMO_BACKPACK:
4103 if not(R_ITEM_BACKPACK in FRulez) or
4104 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4105 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4106 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4107 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4108 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4109 begin
4110 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4111 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4112 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4113 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4114 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4116 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4117 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4118 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4119 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4120 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4121 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4122 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4123 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4125 FRulez := FRulez + [R_ITEM_BACKPACK];
4126 Result := True;
4127 remove := True;
4128 if gFlash = 2 then Inc(FPickup, 5);
4129 end;
4131 ITEM_KEY_RED:
4132 if not(R_KEY_RED in FRulez) then
4133 begin
4134 Include(FRulez, R_KEY_RED);
4135 Result := True;
4136 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4137 if gFlash = 2 then Inc(FPickup, 5);
4138 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4139 end;
4141 ITEM_KEY_GREEN:
4142 if not(R_KEY_GREEN in FRulez) then
4143 begin
4144 Include(FRulez, R_KEY_GREEN);
4145 Result := True;
4146 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4147 if gFlash = 2 then Inc(FPickup, 5);
4148 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4149 end;
4151 ITEM_KEY_BLUE:
4152 if not(R_KEY_BLUE in FRulez) then
4153 begin
4154 Include(FRulez, R_KEY_BLUE);
4155 Result := True;
4156 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4157 if gFlash = 2 then Inc(FPickup, 5);
4158 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4159 end;
4161 ITEM_SUIT:
4162 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4163 begin
4164 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4165 Result := True;
4166 remove := True;
4167 FFireTime := 0;
4168 if gFlash = 2 then Inc(FPickup, 5);
4169 end;
4171 ITEM_OXYGEN:
4172 if FAir < AIR_MAX then
4173 begin
4174 FAir := AIR_MAX;
4175 Result := True;
4176 remove := True;
4177 if gFlash = 2 then Inc(FPickup, 5);
4178 end;
4180 ITEM_MEDKIT_BLACK:
4181 begin
4182 if not (R_BERSERK in FRulez) then
4183 begin
4184 Include(FRulez, R_BERSERK);
4185 if allowBerserkSwitching then
4186 begin
4187 FCurrWeap := WEAPON_KASTET;
4188 resetWeaponQueue();
4189 FModel.SetWeapon(WEAPON_KASTET);
4190 end;
4191 if gFlash <> 0 then
4192 begin
4193 Inc(FPain, 100);
4194 if gFlash = 2 then Inc(FPickup, 5);
4195 end;
4196 FBerserk := gTime+30000;
4197 Result := True;
4198 remove := True;
4199 FFireTime := 0;
4200 end;
4201 if FHealth < PLAYER_HP_SOFT then
4202 begin
4203 FHealth := PLAYER_HP_SOFT;
4204 FBerserk := gTime+30000;
4205 Result := True;
4206 remove := True;
4207 FFireTime := 0;
4208 end;
4209 end;
4211 ITEM_INVUL:
4212 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4213 begin
4214 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4215 Result := True;
4216 remove := True;
4217 if gFlash = 2 then Inc(FPickup, 5);
4218 end;
4220 ITEM_BOTTLE:
4221 if FHealth < PLAYER_HP_LIMIT then
4222 begin
4223 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4224 Result := True;
4225 remove := True;
4226 FFireTime := 0;
4227 if gFlash = 2 then Inc(FPickup, 5);
4228 end;
4230 ITEM_HELMET:
4231 if FArmor < PLAYER_AP_LIMIT then
4232 begin
4233 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4234 Result := True;
4235 remove := True;
4236 if gFlash = 2 then Inc(FPickup, 5);
4237 end;
4239 ITEM_JETPACK:
4240 if FJetFuel < JET_MAX then
4241 begin
4242 FJetFuel := JET_MAX;
4243 Result := True;
4244 remove := True;
4245 if gFlash = 2 then Inc(FPickup, 5);
4246 end;
4248 ITEM_INVIS:
4249 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4250 begin
4251 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4252 Result := True;
4253 remove := True;
4254 if gFlash = 2 then Inc(FPickup, 5);
4255 end;
4256 end;
4257 end;
4259 procedure TPlayer.Touch();
4260 begin
4261 if not FAlive then
4262 Exit;
4263 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4264 if FIamBot then
4265 begin
4266 // Áðîñèòü ôëàã òîâàðèùó:
4267 if gGameSettings.GameMode = GM_CTF then
4268 DropFlag();
4269 end;
4270 end;
4272 procedure TPlayer.Push(vx, vy: Integer);
4273 begin
4274 if (not FPhysics) and FGhost then
4275 Exit;
4276 FObj.Accel.X := FObj.Accel.X + vx;
4277 FObj.Accel.Y := FObj.Accel.Y + vy;
4278 if g_Game_IsNet and g_Game_IsServer then
4279 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4280 end;
4282 procedure TPlayer.Reset(Force: Boolean);
4283 begin
4284 if Force then
4285 FAlive := False;
4287 FSpawned := False;
4288 FTime[T_RESPAWN] := 0;
4289 FTime[T_FLAGCAP] := 0;
4290 FGodMode := False;
4291 FNoTarget := False;
4292 FNoReload := False;
4293 FFrags := 0;
4294 FLastFrag := 0;
4295 FComboEvnt := -1;
4296 FKills := 0;
4297 FMonsterKills := 0;
4298 FDeath := 0;
4299 FSecrets := 0;
4300 if FNoRespawn then
4301 begin
4302 FSpectator := False;
4303 FGhost := False;
4304 FPhysics := True;
4305 FSpectatePlayer := -1;
4306 FNoRespawn := False;
4307 end;
4308 FLives := gGameSettings.MaxLives;
4310 SetFlag(FLAG_NONE);
4311 end;
4313 procedure TPlayer.SoftReset();
4314 begin
4315 ReleaseKeys();
4317 FDamageBuffer := 0;
4318 FIncCam := 0;
4319 FBFGFireCounter := -1;
4320 FShellTimer := -1;
4321 FPain := 0;
4322 FLastHit := 0;
4323 FLastFrag := 0;
4324 FComboEvnt := -1;
4326 SetFlag(FLAG_NONE);
4327 SetAction(A_STAND, True);
4328 end;
4330 function TPlayer.GetRespawnPoint(): Byte;
4331 var
4332 c: Byte;
4333 begin
4334 Result := 255;
4335 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4337 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4338 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4339 begin
4340 if (Self = gPlayer1) or (Self = gPlayer2) then
4341 begin
4342 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4343 if Self = gPlayer1 then
4344 c := RESPAWNPOINT_PLAYER1
4345 else
4346 c := RESPAWNPOINT_PLAYER2;
4347 if g_Map_GetPointCount(c) > 0 then
4348 begin
4349 Result := c;
4350 Exit;
4351 end;
4353 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4354 if Self = gPlayer1 then
4355 c := RESPAWNPOINT_PLAYER2
4356 else
4357 c := RESPAWNPOINT_PLAYER1;
4358 if g_Map_GetPointCount(c) > 0 then
4359 begin
4360 Result := c;
4361 Exit;
4362 end;
4363 end else
4364 begin
4365 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4366 if Random(2) = 0 then
4367 c := RESPAWNPOINT_PLAYER1
4368 else
4369 c := RESPAWNPOINT_PLAYER2;
4370 if g_Map_GetPointCount(c) > 0 then
4371 begin
4372 Result := c;
4373 Exit;
4374 end;
4375 end;
4377 // Òî÷êà ëþáîé èç êîìàíä
4378 if Random(2) = 0 then
4379 c := RESPAWNPOINT_RED
4380 else
4381 c := RESPAWNPOINT_BLUE;
4382 if g_Map_GetPointCount(c) > 0 then
4383 begin
4384 Result := c;
4385 Exit;
4386 end;
4388 // Òî÷êà DM
4389 c := RESPAWNPOINT_DM;
4390 if g_Map_GetPointCount(c) > 0 then
4391 begin
4392 Result := c;
4393 Exit;
4394 end;
4395 end;
4397 // Ìÿñîïîâàë
4398 if gGameSettings.GameMode = GM_DM then
4399 begin
4400 // Òî÷êà DM
4401 c := RESPAWNPOINT_DM;
4402 if g_Map_GetPointCount(c) > 0 then
4403 begin
4404 Result := c;
4405 Exit;
4406 end;
4408 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4409 if Random(2) = 0 then
4410 c := RESPAWNPOINT_PLAYER1
4411 else
4412 c := RESPAWNPOINT_PLAYER2;
4413 if g_Map_GetPointCount(c) > 0 then
4414 begin
4415 Result := c;
4416 Exit;
4417 end;
4419 // Òî÷êà ëþáîé èç êîìàíä
4420 if Random(2) = 0 then
4421 c := RESPAWNPOINT_RED
4422 else
4423 c := RESPAWNPOINT_BLUE;
4424 if g_Map_GetPointCount(c) > 0 then
4425 begin
4426 Result := c;
4427 Exit;
4428 end;
4429 end;
4431 // Êîìàíäíûå
4432 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4433 begin
4434 // Òî÷êà ñâîåé êîìàíäû
4435 c := RESPAWNPOINT_DM;
4436 if FTeam = TEAM_RED then
4437 c := RESPAWNPOINT_RED;
4438 if FTeam = TEAM_BLUE then
4439 c := RESPAWNPOINT_BLUE;
4440 if g_Map_GetPointCount(c) > 0 then
4441 begin
4442 Result := c;
4443 Exit;
4444 end;
4446 // Òî÷êà DM
4447 c := RESPAWNPOINT_DM;
4448 if g_Map_GetPointCount(c) > 0 then
4449 begin
4450 Result := c;
4451 Exit;
4452 end;
4454 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4455 if Random(2) = 0 then
4456 c := RESPAWNPOINT_PLAYER1
4457 else
4458 c := RESPAWNPOINT_PLAYER2;
4459 if g_Map_GetPointCount(c) > 0 then
4460 begin
4461 Result := c;
4462 Exit;
4463 end;
4465 // Òî÷êà äðóãîé êîìàíäû
4466 c := RESPAWNPOINT_DM;
4467 if FTeam = TEAM_RED then
4468 c := RESPAWNPOINT_BLUE;
4469 if FTeam = TEAM_BLUE then
4470 c := RESPAWNPOINT_RED;
4471 if g_Map_GetPointCount(c) > 0 then
4472 begin
4473 Result := c;
4474 Exit;
4475 end;
4476 end;
4477 end;
4479 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4480 var
4481 RespawnPoint: TRespawnPoint;
4482 a, b, c: Byte;
4483 Anim: TAnimation;
4484 ID: DWORD;
4485 begin
4486 FIncCam := 0;
4487 FBFGFireCounter := -1;
4488 FShellTimer := -1;
4489 FPain := 0;
4490 FLastHit := 0;
4492 if not g_Game_IsServer then
4493 Exit;
4494 if FDummy then
4495 Exit;
4496 FWantsInGame := True;
4497 FJustTeleported := True;
4498 if Force then
4499 begin
4500 FTime[T_RESPAWN] := 0;
4501 FAlive := False;
4502 end;
4503 FNetTime := 0;
4504 // if server changes MaxLives we gotta be ready
4505 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4507 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4508 if FTime[T_RESPAWN] > gTime then
4509 Exit;
4511 // Ïðîñðàë âñå æèçíè:
4512 if FNoRespawn then
4513 begin
4514 if not FSpectator then Spectate(True);
4515 FWantsInGame := True;
4516 Exit;
4517 end;
4519 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4520 begin // "Ñâîÿ èãðà"
4521 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4522 FRulez := FRulez-[R_BERSERK];
4523 end
4524 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4525 begin
4526 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4527 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4528 end;
4530 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4531 c := GetRespawnPoint();
4533 ReleaseKeys();
4534 SetFlag(FLAG_NONE);
4536 // Âîñêðåøåíèå áåç îðóæèÿ:
4537 if not FAlive then
4538 begin
4539 FHealth := PLAYER_HP_SOFT;
4540 FArmor := 0;
4541 FAlive := True;
4542 FAir := AIR_DEF;
4543 FJetFuel := 0;
4545 for a := WP_FIRST to WP_LAST do
4546 begin
4547 FWeapon[a] := False;
4548 FReloading[a] := 0;
4549 end;
4551 FWeapon[WEAPON_PISTOL] := True;
4552 FWeapon[WEAPON_KASTET] := True;
4553 FCurrWeap := WEAPON_PISTOL;
4554 resetWeaponQueue();
4556 FModel.SetWeapon(FCurrWeap);
4558 for b := A_BULLETS to A_HIGH do
4559 FAmmo[b] := 0;
4561 FAmmo[A_BULLETS] := 50;
4563 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4564 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4565 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4566 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4567 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4569 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4570 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4571 else
4572 FRulez := [];
4573 end;
4575 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4576 if not g_Map_GetPoint(c, RespawnPoint) then
4577 begin
4578 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4579 Exit;
4580 end;
4582 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4583 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4584 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4585 FObj.Vel.X := 0;
4586 FObj.Vel.Y := 0;
4587 FObj.Accel.X := 0;
4588 FObj.Accel.Y := 0;
4590 FDirection := RespawnPoint.Direction;
4591 if FDirection = TDirection.D_LEFT then
4592 FAngle := 180
4593 else
4594 FAngle := 0;
4596 SetAction(A_STAND, True);
4597 FModel.Direction := FDirection;
4599 for a := Low(FTime) to High(FTime) do
4600 FTime[a] := 0;
4602 for a := Low(FMegaRulez) to High(FMegaRulez) do
4603 FMegaRulez[a] := 0;
4605 FDamageBuffer := 0;
4606 FJetpack := False;
4607 FCanJetpack := False;
4608 FFireTime := 0;
4609 FFirePainTime := 0;
4610 FFireAttacker := 0;
4612 // Àíèìàöèÿ âîçðîæäåíèÿ:
4613 if (not gLoadGameMode) and (not Silent) then
4614 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4615 begin
4616 Anim := TAnimation.Create(ID, False, 3);
4617 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4618 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4619 Anim.Free();
4620 end;
4622 FSpectator := False;
4623 FGhost := False;
4624 FPhysics := True;
4625 FSpectatePlayer := -1;
4626 FSpawned := True;
4628 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4629 gPlayer1 := self;
4630 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4631 gPlayer2 := self;
4633 if g_Game_IsNet then
4634 begin
4635 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4636 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4637 if not Silent then
4638 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4639 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4640 0, NET_GFX_TELE);
4641 end;
4642 end;
4644 procedure TPlayer.Spectate(NoMove: Boolean = False);
4645 begin
4646 if FAlive then
4647 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4648 else if (not NoMove) then
4649 begin
4650 GameX := gMapInfo.Width div 2;
4651 GameY := gMapInfo.Height div 2;
4652 end;
4653 FXTo := GameX;
4654 FYTo := GameY;
4656 FAlive := False;
4657 FSpectator := True;
4658 FGhost := True;
4659 FPhysics := False;
4660 FWantsInGame := False;
4661 FSpawned := False;
4663 if FNoRespawn then
4664 begin
4665 if Self = gPlayer1 then
4666 begin
4667 gLMSPID1 := FUID;
4668 gPlayer1 := nil;
4669 end;
4670 if Self = gPlayer2 then
4671 begin
4672 gLMSPID2 := FUID;
4673 gPlayer2 := nil;
4674 end;
4675 end;
4677 if g_Game_IsNet then
4678 MH_SEND_PlayerStats(FUID);
4679 end;
4681 procedure TPlayer.SwitchNoClip;
4682 begin
4683 if not FAlive then
4684 Exit;
4685 FGhost := not FGhost;
4686 FPhysics := not FGhost;
4687 if FGhost then
4688 begin
4689 FXTo := FObj.X;
4690 FYTo := FObj.Y;
4691 end else
4692 begin
4693 FObj.Accel.X := 0;
4694 FObj.Accel.Y := 0;
4695 end;
4696 end;
4698 procedure TPlayer.Run(Direction: TDirection);
4699 var
4700 a, b: Integer;
4701 begin
4702 if MAX_RUNVEL > 8 then
4703 FlySmoke();
4705 // Áåæèì:
4706 if Direction = TDirection.D_LEFT then
4707 begin
4708 if FObj.Vel.X > -MAX_RUNVEL then
4709 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4710 end
4711 else
4712 if FObj.Vel.X < MAX_RUNVEL then
4713 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4715 // Âîçìîæíî, ïèíàåì êóñêè:
4716 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4717 begin
4718 b := Abs(FObj.Vel.X);
4719 if b > 1 then b := b * (Random(8 div b) + 1);
4720 for a := 0 to High(gGibs) do
4721 begin
4722 if gGibs[a].alive and
4723 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4724 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4725 begin
4726 // Ïèíàåì êóñêè
4727 if FObj.Vel.X < 0 then
4728 begin
4729 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4730 end
4731 else
4732 begin
4733 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4734 end;
4735 gGibs[a].positionChanged(); // this updates spatial accelerators
4736 end;
4737 end;
4738 end;
4740 SetAction(A_WALK);
4741 end;
4743 procedure TPlayer.SeeDown();
4744 begin
4745 SetAction(A_SEEDOWN);
4747 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4749 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4750 end;
4752 procedure TPlayer.SeeUp();
4753 begin
4754 SetAction(A_SEEUP);
4756 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4758 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4759 end;
4761 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4762 var
4763 Prior: Byte;
4764 begin
4765 case Action of
4766 A_WALK: Prior := 3;
4767 A_DIE1: Prior := 5;
4768 A_DIE2: Prior := 5;
4769 A_ATTACK: Prior := 2;
4770 A_SEEUP: Prior := 1;
4771 A_SEEDOWN: Prior := 1;
4772 A_ATTACKUP: Prior := 2;
4773 A_ATTACKDOWN: Prior := 2;
4774 A_PAIN: Prior := 4;
4775 else Prior := 0;
4776 end;
4778 if (Prior > FActionPrior) or Force then
4779 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4780 begin
4781 FActionPrior := Prior;
4782 FActionAnim := Action;
4783 FActionForce := Force;
4784 FActionChanged := True;
4785 end;
4787 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4788 end;
4790 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4791 begin
4792 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4793 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4794 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4795 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4796 end;
4798 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4799 var
4800 Anim: TAnimation;
4801 ID: DWORD;
4802 begin
4803 Result := False;
4805 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4806 begin
4807 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4808 if g_Game_IsServer and g_Game_IsNet then
4809 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4810 Exit;
4811 end;
4813 FJustTeleported := True;
4815 Anim := nil;
4816 if not silent then
4817 begin
4818 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4819 begin
4820 Anim := TAnimation.Create(ID, False, 3);
4821 end;
4823 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4824 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4825 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4826 if g_Game_IsServer and g_Game_IsNet then
4827 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4828 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4829 NET_GFX_TELE);
4830 end;
4832 FObj.X := X-PLAYER_RECT.X;
4833 FObj.Y := Y-PLAYER_RECT.Y;
4834 if FAlive and FGhost then
4835 begin
4836 FXTo := FObj.X;
4837 FYTo := FObj.Y;
4838 end;
4840 if not g_Game_IsNet then
4841 begin
4842 if dir = 1 then
4843 begin
4844 SetDirection(TDirection.D_LEFT);
4845 FAngle := 180;
4846 end
4847 else
4848 if dir = 2 then
4849 begin
4850 SetDirection(TDirection.D_RIGHT);
4851 FAngle := 0;
4852 end
4853 else
4854 if dir = 3 then
4855 begin // îáðàòíîå
4856 if FDirection = TDirection.D_RIGHT then
4857 begin
4858 SetDirection(TDirection.D_LEFT);
4859 FAngle := 180;
4860 end
4861 else
4862 begin
4863 SetDirection(TDirection.D_RIGHT);
4864 FAngle := 0;
4865 end;
4866 end;
4867 end;
4869 if not silent and (Anim <> nil) then
4870 begin
4871 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4872 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4873 Anim.Free();
4875 if g_Game_IsServer and g_Game_IsNet then
4876 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4877 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4878 NET_GFX_TELE);
4879 end;
4881 Result := True;
4882 end;
4884 function nonz(a: Single): Single;
4885 begin
4886 if a <> 0 then
4887 Result := a
4888 else
4889 Result := 1;
4890 end;
4892 function TPlayer.followCorpse(): Boolean;
4893 var
4894 i: Integer;
4895 begin
4896 Result := False;
4897 if FAlive or FSpectator then
4898 Exit;
4899 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4900 Exit;
4901 for i := 0 to High(gCorpses) do
4902 if gCorpses[i] <> nil then
4903 if gCorpses[i].FPlayerUID = FUID then
4904 begin
4905 Result := True;
4906 FObj.X := gCorpses[i].FObj.X;
4907 FObj.Y := gCorpses[i].FObj.Y;
4908 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4909 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4910 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4911 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4912 break;
4913 end;
4914 end;
4916 procedure TPlayer.Update();
4917 var
4918 b: Byte;
4919 i, ii, wx, wy, xd, yd, k: Integer;
4920 blockmon, headwater, dospawn: Boolean;
4921 NetServer: Boolean;
4922 AnyServer: Boolean;
4923 SetSpect: Boolean;
4924 begin
4925 NetServer := g_Game_IsNet and g_Game_IsServer;
4926 AnyServer := g_Game_IsServer;
4928 if g_Game_IsClient and (NetInterpLevel > 0) then
4929 DoLerp(NetInterpLevel + 1)
4930 else
4931 if FGhost then
4932 DoLerp(4);
4934 if NetServer then
4935 if FClientID >= 0 then
4936 begin
4937 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4938 if NetClients[FClientID].Peer^.packetsSent > 0 then
4939 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4940 else
4941 FLoss := 0;
4942 end else
4943 begin
4944 FPing := 0;
4945 FLoss := 0;
4946 end;
4948 if FAlive and (FPunchAnim <> nil) then
4949 FPunchAnim.Update();
4951 if FAlive and (gFly or FJetpack) then
4952 FlySmoke();
4954 if FDirection = TDirection.D_LEFT then
4955 FAngle := 180
4956 else
4957 FAngle := 0;
4959 if FAlive and (not FGhost) then
4960 begin
4961 if FKeys[KEY_UP].Pressed then
4962 SeeUp();
4963 if FKeys[KEY_DOWN].Pressed then
4964 SeeDown();
4965 end;
4967 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4968 (FIncCam <> 0) then
4969 begin
4970 i := g_basic.Sign(FIncCam);
4971 FIncCam := Abs(FIncCam);
4972 DecMin(FIncCam, 5, 0);
4973 FIncCam := FIncCam*i;
4974 end;
4976 // no need to do that each second frame, weapon queue will take care of it
4977 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4978 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4980 if gTime mod (GAME_TICK*2) <> 0 then
4981 begin
4982 if (FObj.Vel.X = 0) and FAlive then
4983 begin
4984 if FKeys[KEY_LEFT].Pressed then
4985 Run(TDirection.D_LEFT);
4986 if FKeys[KEY_RIGHT].Pressed then
4987 Run(TDirection.D_RIGHT);
4988 end;
4990 if FPhysics then
4991 begin
4992 if not followCorpse() then
4993 g_Obj_Move(@FObj, True, True, True);
4994 positionChanged(); // this updates spatial accelerators
4995 end;
4997 Exit;
4998 end;
5000 FActionChanged := False;
5002 if FAlive then
5003 begin
5004 // Let alive player do some actions
5005 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5006 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5007 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5008 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5009 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5010 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5011 if FKeys[KEY_JUMP].Pressed then Jump()
5012 else
5013 begin
5014 if AnyServer and FJetpack then
5015 begin
5016 FJetpack := False;
5017 JetpackOff;
5018 if NetServer then MH_SEND_PlayerStats(FUID);
5019 end;
5020 FCanJetpack := True;
5021 end;
5022 end
5023 else // Dead
5024 begin
5025 dospawn := False;
5026 if not FGhost then
5027 for k := Low(FKeys) to KEY_CHAT-1 do
5028 begin
5029 if FKeys[k].Pressed then
5030 begin
5031 dospawn := True;
5032 break;
5033 end;
5034 end;
5035 if dospawn then
5036 begin
5037 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5038 Respawn(False)
5039 else // Single
5040 if (FTime[T_RESPAWN] <= gTime) and
5041 gGameOn and (not FAlive) then
5042 begin
5043 if (g_Player_GetCount() > 1) then
5044 Respawn(False)
5045 else
5046 begin
5047 gExit := EXIT_RESTART;
5048 Exit;
5049 end;
5050 end;
5051 end;
5052 // Dead spectator actions
5053 if FGhost then
5054 begin
5055 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5056 if FKeys[KEY_FIRE].Pressed and AnyServer then
5057 begin
5058 if FSpectator then
5059 begin
5060 if (FSpectatePlayer >= High(gPlayers)) then
5061 FSpectatePlayer := -1
5062 else
5063 begin
5064 SetSpect := False;
5065 for I := FSpectatePlayer + 1 to High(gPlayers) do
5066 if gPlayers[I] <> nil then
5067 if gPlayers[I].alive then
5068 if gPlayers[I].UID <> FUID then
5069 begin
5070 FSpectatePlayer := I;
5071 SetSpect := True;
5072 break;
5073 end;
5075 if not SetSpect then FSpectatePlayer := -1;
5076 end;
5078 ReleaseKeys;
5079 end;
5080 end;
5081 end;
5082 end;
5083 // No clipping
5084 if FGhost then
5085 begin
5086 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5087 begin
5088 FYTo := FObj.Y - 32;
5089 FSpectatePlayer := -1;
5090 end;
5091 if FKeys[KEY_DOWN].Pressed then
5092 begin
5093 FYTo := FObj.Y + 32;
5094 FSpectatePlayer := -1;
5095 end;
5096 if FKeys[KEY_LEFT].Pressed then
5097 begin
5098 FXTo := FObj.X - 32;
5099 FSpectatePlayer := -1;
5100 end;
5101 if FKeys[KEY_RIGHT].Pressed then
5102 begin
5103 FXTo := FObj.X + 32;
5104 FSpectatePlayer := -1;
5105 end;
5107 if (FXTo < -64) then
5108 FXTo := -64
5109 else if (FXTo > gMapInfo.Width + 32) then
5110 FXTo := gMapInfo.Width + 32;
5111 if (FYTo < -72) then
5112 FYTo := -72
5113 else if (FYTo > gMapInfo.Height + 32) then
5114 FYTo := gMapInfo.Height + 32;
5115 end;
5117 if FPhysics then
5118 begin
5119 if not followCorpse() then
5120 g_Obj_Move(@FObj, True, True, True);
5121 positionChanged(); // this updates spatial accelerators
5122 end
5123 else
5124 begin
5125 FObj.Vel.X := 0;
5126 FObj.Vel.Y := 0;
5127 if FSpectator then
5128 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5129 if gPlayers[FSpectatePlayer] <> nil then
5130 if gPlayers[FSpectatePlayer].alive then
5131 begin
5132 FXTo := gPlayers[FSpectatePlayer].GameX;
5133 FYTo := gPlayers[FSpectatePlayer].GameY;
5134 end;
5135 end;
5137 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5138 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5139 PANEL_BLOCKMON, True);
5140 headwater := HeadInLiquid(0, 0);
5142 // Ñîïðîòèâëåíèå âîçäóõà:
5143 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5144 if FObj.Vel.X <> 0 then
5145 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5147 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5148 DecMin(FPain, 5, 0);
5149 DecMin(FPickup, 1, 0);
5151 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5152 begin
5153 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5154 FMegaRulez[MR_SUIT] := 0;
5155 FMegaRulez[MR_INVUL] := 0;
5156 FMegaRulez[MR_INVIS] := 0;
5157 Kill(K_FALLKILL, 0, HIT_FALL);
5158 end;
5160 i := 9;
5162 if FAlive then
5163 begin
5164 if FCurrWeap = WEAPON_SAW then
5165 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5166 FSawSoundSelect.IsPlaying()) then
5167 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5169 if FJetpack then
5170 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5171 (not FJetSoundOff.IsPlaying()) then
5172 begin
5173 FJetSoundFly.SetPosition(0);
5174 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5175 end;
5177 for b := WP_FIRST to WP_LAST do
5178 if FReloading[b] > 0 then
5179 if FNoReload then
5180 FReloading[b] := 0
5181 else
5182 Dec(FReloading[b]);
5184 if FShellTimer > -1 then
5185 if FShellTimer = 0 then
5186 begin
5187 if FShellType = SHELL_SHELL then
5188 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5189 GameVelX, GameVelY-2, SHELL_SHELL)
5190 else if FShellType = SHELL_DBLSHELL then
5191 begin
5192 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5193 GameVelX+1, GameVelY-2, SHELL_SHELL);
5194 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5195 GameVelX-1, GameVelY-2, SHELL_SHELL);
5196 end;
5197 FShellTimer := -1;
5198 end else Dec(FShellTimer);
5200 if (FBFGFireCounter > -1) then
5201 if FBFGFireCounter = 0 then
5202 begin
5203 if AnyServer then
5204 begin
5205 wx := FObj.X+WEAPONPOINT[FDirection].X;
5206 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5207 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5208 yd := wy+firediry();
5209 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5210 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5211 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5212 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5213 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5214 end;
5216 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5217 FBFGFireCounter := -1;
5218 end else
5219 if FNoReload then
5220 FBFGFireCounter := 0
5221 else
5222 Dec(FBFGFireCounter);
5224 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5225 begin
5226 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5228 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5229 end;
5231 if (headwater or blockmon) then
5232 begin
5233 Dec(FAir);
5235 if FAir < -9 then
5236 begin
5237 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5238 FAir := 0;
5239 end
5240 else if (FAir mod 31 = 0) and not blockmon then
5241 begin
5242 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5243 if Random(2) = 0 then
5244 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5245 else
5246 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5247 end;
5248 end else if FAir < AIR_DEF then
5249 FAir := AIR_DEF;
5251 if FFireTime > 0 then
5252 begin
5253 if BodyInLiquid(0, 0) then
5254 begin
5255 FFireTime := 0;
5256 FFirePainTime := 0;
5257 end
5258 else if FMegaRulez[MR_SUIT] >= gTime then
5259 begin
5260 if FMegaRulez[MR_SUIT] = gTime then
5261 FFireTime := 1;
5262 FFirePainTime := 0;
5263 end
5264 else
5265 begin
5266 OnFireFlame(1);
5267 if FFirePainTime <= 0 then
5268 begin
5269 if g_Game_IsServer then
5270 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5271 FFirePainTime := 18;
5272 end;
5273 FFirePainTime := FFirePainTime - 1;
5274 FFireTime := FFireTime - 1;
5275 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5276 MH_SEND_PlayerStats(FUID);
5277 end;
5278 end;
5280 if FDamageBuffer > 0 then
5281 begin
5282 if FDamageBuffer >= 9 then
5283 begin
5284 SetAction(A_PAIN);
5286 if FDamageBuffer < 30 then i := 9
5287 else if FDamageBuffer < 100 then i := 18
5288 else i := 27;
5289 end;
5291 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5292 FArmor := FArmor-(FDamageBuffer-ii);
5293 FHealth := FHealth-ii;
5294 if FArmor < 0 then
5295 begin
5296 FHealth := FHealth+FArmor;
5297 FArmor := 0;
5298 end;
5300 if AnyServer then
5301 if FHealth <= 0 then
5302 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5303 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5304 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5306 if FAlive then
5307 begin
5308 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5309 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5310 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5311 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5312 end;
5314 FDamageBuffer := 0;
5315 end;
5317 {CollideItem();}
5318 end; // if FAlive then ...
5320 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5321 begin
5322 FModel.ChangeAnimation(FActionAnim, FActionForce);
5323 FModel.GetCurrentAnimation.MinLength := i;
5324 FModel.GetCurrentAnimationMask.MinLength := i;
5325 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5327 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5328 then SetAction(A_STAND, True);
5330 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5332 for b := Low(FKeys) to High(FKeys) do
5333 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5334 end;
5337 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5338 begin
5339 x := FObj.X+PLAYER_RECT.X;
5340 y := FObj.Y+PLAYER_RECT.Y;
5341 w := PLAYER_RECT.Width;
5342 h := PLAYER_RECT.Height;
5343 end;
5346 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5347 begin
5348 if (dx <> 0) or (dy <> 0) then
5349 begin
5350 FObj.X += dx;
5351 FObj.Y += dy;
5352 positionChanged();
5353 end;
5354 end;
5357 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5358 begin
5359 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5360 FObj.Y+PLAYER_RECT.Y,
5361 PLAYER_RECT.Width,
5362 PLAYER_RECT.Height,
5363 X, Y,
5364 Width, Height);
5365 end;
5367 function TPlayer.Collide(Panel: TPanel): Boolean;
5368 begin
5369 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5370 FObj.Y+PLAYER_RECT.Y,
5371 PLAYER_RECT.Width,
5372 PLAYER_RECT.Height,
5373 Panel.X, Panel.Y,
5374 Panel.Width, Panel.Height);
5375 end;
5377 function TPlayer.Collide(X, Y: Integer): Boolean;
5378 begin
5379 X := X-FObj.X-PLAYER_RECT.X;
5380 Y := Y-FObj.Y-PLAYER_RECT.Y;
5381 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5382 (y >= 0) and (y <= PLAYER_RECT.Height);
5383 end;
5385 function g_Player_ValidName(Name: string): Boolean;
5386 var
5387 a: Integer;
5388 begin
5389 Result := True;
5391 if gPlayers = nil then Exit;
5393 for a := 0 to High(gPlayers) do
5394 if gPlayers[a] <> nil then
5395 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5396 begin
5397 Result := False;
5398 Exit;
5399 end;
5400 end;
5402 procedure TPlayer.SetDirection(Direction: TDirection);
5403 var
5404 d: TDirection;
5405 begin
5406 d := FModel.Direction;
5408 FModel.Direction := Direction;
5409 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5411 FDirection := Direction;
5412 end;
5414 function TPlayer.GetKeys(): Byte;
5415 begin
5416 Result := 0;
5418 if R_KEY_RED in FRulez then Result := KEY_RED;
5419 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5420 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5422 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5423 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5424 end;
5426 procedure TPlayer.Use();
5427 var
5428 a: Integer;
5429 begin
5430 if FTime[T_USE] > gTime then Exit;
5432 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5433 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5435 for a := 0 to High(gPlayers) do
5436 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5437 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5438 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5439 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5440 begin
5441 gPlayers[a].Touch();
5442 if g_Game_IsNet and g_Game_IsServer then
5443 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5444 end;
5446 FTime[T_USE] := gTime+120;
5447 end;
5449 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5450 var
5451 locObj: TObj;
5452 F: Boolean;
5453 WX, WY, XD, YD: Integer;
5454 begin
5455 F := False;
5456 WX := X;
5457 WY := Y;
5458 XD := AX;
5459 YD := AY;
5461 case FCurrWeap of
5462 WEAPON_KASTET:
5463 begin
5464 DoPunch();
5465 if R_BERSERK in FRulez then
5466 begin
5467 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5468 locobj.X := FObj.X+FObj.Rect.X;
5469 locobj.Y := FObj.Y+FObj.Rect.Y;
5470 locobj.rect.X := 0;
5471 locobj.rect.Y := 0;
5472 locobj.rect.Width := 39;
5473 locobj.rect.Height := 52;
5474 locobj.Vel.X := (xd-wx) div 2;
5475 locobj.Vel.Y := (yd-wy) div 2;
5476 locobj.Accel.X := xd-wx;
5477 locobj.Accel.y := yd-wy;
5479 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5480 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5481 else
5482 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5484 if gFlash = 1 then
5485 if FPain < 50 then
5486 FPain := min(FPain + 25, 50);
5487 end else
5488 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5489 end;
5491 WEAPON_SAW:
5492 begin
5493 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5494 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5495 begin
5496 FSawSoundSelect.Stop();
5497 FSawSound.Stop();
5498 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5499 end
5500 else if not FSawSoundHit.IsPlaying() then
5501 begin
5502 FSawSoundSelect.Stop();
5503 FSawSound.PlayAt(FObj.X, FObj.Y);
5504 end;
5505 f := True;
5506 end;
5508 WEAPON_PISTOL:
5509 begin
5510 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5511 FFireAngle := FAngle;
5512 f := True;
5513 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5514 GameVelX, GameVelY-2, SHELL_BULLET);
5515 end;
5517 WEAPON_SHOTGUN1:
5518 begin
5519 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5520 FFireAngle := FAngle;
5521 f := True;
5522 FShellTimer := 10;
5523 FShellType := SHELL_SHELL;
5524 end;
5526 WEAPON_SHOTGUN2:
5527 begin
5528 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5529 FFireAngle := FAngle;
5530 f := True;
5531 FShellTimer := 13;
5532 FShellType := SHELL_DBLSHELL;
5533 end;
5535 WEAPON_CHAINGUN:
5536 begin
5537 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5538 FFireAngle := FAngle;
5539 f := True;
5540 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5541 GameVelX, GameVelY-2, SHELL_BULLET);
5542 end;
5544 WEAPON_ROCKETLAUNCHER:
5545 begin
5546 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5547 FFireAngle := FAngle;
5548 f := True;
5549 end;
5551 WEAPON_PLASMA:
5552 begin
5553 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5554 FFireAngle := FAngle;
5555 f := True;
5556 end;
5558 WEAPON_BFG:
5559 begin
5560 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5561 FFireAngle := FAngle;
5562 f := True;
5563 end;
5565 WEAPON_SUPERPULEMET:
5566 begin
5567 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5568 FFireAngle := FAngle;
5569 f := True;
5570 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5571 GameVelX, GameVelY-2, SHELL_SHELL);
5572 end;
5574 WEAPON_FLAMETHROWER:
5575 begin
5576 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5577 FFireAngle := FAngle;
5578 f := True;
5579 end;
5580 end;
5582 if not f then Exit;
5584 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5585 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5586 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5587 end;
5589 procedure TPlayer.DoLerp(Level: Integer = 2);
5590 begin
5591 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5592 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5593 end;
5595 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5596 var
5597 AX, AY: Integer;
5598 begin
5599 if NetInterpLevel < 1 then
5600 begin
5601 FObj.X := XTo;
5602 FObj.Y := YTo;
5603 end
5604 else
5605 begin
5606 FXTo := XTo;
5607 FYTo := YTo;
5609 AX := Abs(FXTo - FObj.X);
5610 AY := Abs(FYTo - FObj.Y);
5611 if (AX > 32) or (AX <= NetInterpLevel) then
5612 FObj.X := FXTo;
5613 if (AY > 32) or (AY <= NetInterpLevel) then
5614 FObj.Y := FYTo;
5615 end;
5616 end;
5618 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5619 begin
5620 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5621 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5622 PANEL_LIFTUP, False) then Result := -1
5623 else
5624 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5625 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5626 PANEL_LIFTDOWN, False) then Result := 1
5627 else Result := 0;
5628 end;
5630 function TPlayer.GetFlag(Flag: Byte): Boolean;
5631 var
5632 s, ts: String;
5633 evtype: Byte;
5634 begin
5635 Result := False;
5637 if Flag = FLAG_NONE then
5638 Exit;
5640 if not g_Game_IsServer then Exit;
5642 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5643 if (Flag = FTeam) and
5644 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5645 (FFlag <> FLAG_NONE) then
5646 begin
5647 if FFlag = FLAG_RED then
5648 s := _lc[I_PLAYER_FLAG_RED]
5649 else
5650 s := _lc[I_PLAYER_FLAG_BLUE];
5652 evtype := FLAG_STATE_SCORED;
5654 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5655 Insert('.', ts, Length(ts) + 1 - 3);
5656 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5658 g_Map_ResetFlag(FFlag);
5659 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5661 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5663 Result := True;
5664 if g_Game_IsNet then
5665 begin
5666 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5667 MH_SEND_GameStats;
5668 end;
5670 gFlags[FFlag].CaptureTime := 0;
5671 SetFlag(FLAG_NONE);
5672 Exit;
5673 end;
5675 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5676 if (Flag = FTeam) and
5677 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5678 begin
5679 if Flag = FLAG_RED then
5680 s := _lc[I_PLAYER_FLAG_RED]
5681 else
5682 s := _lc[I_PLAYER_FLAG_BLUE];
5684 evtype := FLAG_STATE_RETURNED;
5685 gFlags[Flag].CaptureTime := 0;
5687 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5689 g_Map_ResetFlag(Flag);
5690 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5692 Result := True;
5693 if g_Game_IsNet then
5694 begin
5695 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5696 MH_SEND_GameStats;
5697 end;
5698 Exit;
5699 end;
5701 // Ïîäîáðàë ÷óæîé ôëàã:
5702 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5703 begin
5704 SetFlag(Flag);
5706 if Flag = FLAG_RED then
5707 s := _lc[I_PLAYER_FLAG_RED]
5708 else
5709 s := _lc[I_PLAYER_FLAG_BLUE];
5711 evtype := FLAG_STATE_CAPTURED;
5713 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5715 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5717 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5719 Result := True;
5720 if g_Game_IsNet then
5721 begin
5722 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5723 MH_SEND_GameStats;
5724 end;
5725 end;
5726 end;
5728 procedure TPlayer.SetFlag(Flag: Byte);
5729 begin
5730 FFlag := Flag;
5731 if FModel <> nil then
5732 FModel.SetFlag(FFlag);
5733 end;
5735 function TPlayer.DropFlag(): Boolean;
5736 var
5737 s: String;
5738 begin
5739 Result := False;
5740 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5741 Exit;
5742 FTime[T_FLAGCAP] := gTime + 2000;
5743 with gFlags[FFlag] do
5744 begin
5745 Obj.X := FObj.X;
5746 Obj.Y := FObj.Y;
5747 Direction := FDirection;
5748 State := FLAG_STATE_DROPPED;
5749 Count := FLAG_TIME;
5750 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5751 (FObj.Vel.Y div 2)-2+Random(5));
5752 positionChanged(); // this updates spatial accelerators
5754 if FFlag = FLAG_RED then
5755 s := _lc[I_PLAYER_FLAG_RED]
5756 else
5757 s := _lc[I_PLAYER_FLAG_BLUE];
5759 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5760 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5762 if g_Game_IsNet then
5763 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5764 end;
5765 SetFlag(FLAG_NONE);
5766 Result := True;
5767 end;
5769 procedure TPlayer.GetSecret();
5770 begin
5771 Inc(FSecrets);
5772 end;
5774 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5775 begin
5776 Assert(Key <= High(FKeys));
5778 FKeys[Key].Pressed := True;
5779 FKeys[Key].Time := Time;
5780 end;
5782 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5783 begin
5784 Result := FKeys[K].Pressed;
5785 end;
5787 procedure TPlayer.ReleaseKeys();
5788 var
5789 a: Integer;
5790 begin
5791 for a := Low(FKeys) to High(FKeys) do
5792 begin
5793 FKeys[a].Pressed := False;
5794 FKeys[a].Time := 0;
5795 end;
5796 end;
5798 procedure TPlayer.OnDamage(Angle: SmallInt);
5799 begin
5800 end;
5802 function TPlayer.firediry(): Integer;
5803 begin
5804 if FKeys[KEY_UP].Pressed then Result := -42
5805 else if FKeys[KEY_DOWN].Pressed then Result := 19
5806 else Result := 0;
5807 end;
5809 procedure TPlayer.RememberState();
5810 var
5811 i: Integer;
5812 begin
5813 FSavedState.Health := FHealth;
5814 FSavedState.Armor := FArmor;
5815 FSavedState.Air := FAir;
5816 FSavedState.JetFuel := FJetFuel;
5817 FSavedState.CurrWeap := FCurrWeap;
5818 FSavedState.NextWeap := FNextWeap;
5819 FSavedState.NextWeapDelay := FNextWeapDelay;
5821 for i := 0 to 3 do
5822 FSavedState.Ammo[i] := FAmmo[i];
5823 for i := 0 to 3 do
5824 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5826 FSavedState.Rulez := FRulez;
5827 FSavedState.WaitRecall := True;
5828 end;
5830 procedure TPlayer.RecallState();
5831 var
5832 i: Integer;
5833 begin
5834 if not FSavedState.WaitRecall then Exit;
5836 FHealth := FSavedState.Health;
5837 FArmor := FSavedState.Armor;
5838 FAir := FSavedState.Air;
5839 FJetFuel := FSavedState.JetFuel;
5840 FCurrWeap := FSavedState.CurrWeap;
5841 FNextWeap := FSavedState.NextWeap;
5842 FNextWeapDelay := FSavedState.NextWeapDelay;
5844 for i := 0 to 3 do
5845 FAmmo[i] := FSavedState.Ammo[i];
5846 for i := 0 to 3 do
5847 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5849 FRulez := FSavedState.Rulez;
5850 FSavedState.WaitRecall := False;
5852 if gGameSettings.GameType = GT_SERVER then
5853 MH_SEND_PlayerStats(FUID);
5854 end;
5856 procedure TPlayer.SaveState (st: TStream);
5857 var
5858 i: Integer;
5859 b: Byte;
5860 begin
5861 // Ñèãíàòóðà èãðîêà
5862 utils.writeSign(st, 'PLYR');
5863 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5864 // Áîò èëè ÷åëîâåê
5865 utils.writeBool(st, FIamBot);
5866 // UID èãðîêà
5867 utils.writeInt(st, Word(FUID));
5868 // Èìÿ èãðîêà
5869 utils.writeStr(st, FName);
5870 // Êîìàíäà
5871 utils.writeInt(st, Byte(FTeam));
5872 // Æèâ ëè
5873 utils.writeBool(st, FAlive);
5874 // Èçðàñõîäîâàë ëè âñå æèçíè
5875 utils.writeBool(st, FNoRespawn);
5876 // Íàïðàâëåíèå
5877 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5878 utils.writeInt(st, Byte(b));
5879 // Çäîðîâüå
5880 utils.writeInt(st, LongInt(FHealth));
5881 // Æèçíè
5882 utils.writeInt(st, Byte(FLives));
5883 // Áðîíÿ
5884 utils.writeInt(st, LongInt(FArmor));
5885 // Çàïàñ âîçäóõà
5886 utils.writeInt(st, LongInt(FAir));
5887 // Çàïàñ ãîðþ÷åãî
5888 utils.writeInt(st, LongInt(FJetFuel));
5889 // Áîëü
5890 utils.writeInt(st, LongInt(FPain));
5891 // Óáèë
5892 utils.writeInt(st, LongInt(FKills));
5893 // Óáèë ìîíñòðîâ
5894 utils.writeInt(st, LongInt(FMonsterKills));
5895 // Ôðàãîâ
5896 utils.writeInt(st, LongInt(FFrags));
5897 // Ôðàãîâ ïîäðÿä
5898 utils.writeInt(st, Byte(FFragCombo));
5899 // Âðåìÿ ïîñëåäíåãî ôðàãà
5900 utils.writeInt(st, LongWord(FLastFrag));
5901 // Ñìåðòåé
5902 utils.writeInt(st, LongInt(FDeath));
5903 // Êàêîé ôëàã íåñåò
5904 utils.writeInt(st, Byte(FFlag));
5905 // Íàøåë ñåêðåòîâ
5906 utils.writeInt(st, LongInt(FSecrets));
5907 // Òåêóùåå îðóæèå
5908 utils.writeInt(st, Byte(FCurrWeap));
5909 // Æåëàåìîå îðóæèå
5910 utils.writeInt(st, Word(FNextWeap));
5911 // ...è ïàóçà
5912 utils.writeInt(st, Byte(FNextWeapDelay));
5913 // Âðåìÿ çàðÿäêè BFG
5914 utils.writeInt(st, SmallInt(FBFGFireCounter));
5915 // Áóôåð óðîíà
5916 utils.writeInt(st, LongInt(FDamageBuffer));
5917 // Ïîñëåäíèé óäàðèâøèé
5918 utils.writeInt(st, Word(FLastSpawnerUID));
5919 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5920 utils.writeInt(st, Byte(FLastHit));
5921 // Îáúåêò èãðîêà
5922 Obj_SaveState(st, @FObj);
5923 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5924 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5925 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5926 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5927 // Íàëè÷èå îðóæèÿ
5928 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5929 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5930 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5931 // Íàëè÷èå ðþêçàêà
5932 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5933 // Íàëè÷èå êðàñíîãî êëþ÷à
5934 utils.writeBool(st, (R_KEY_RED in FRulez));
5935 // Íàëè÷èå çåëåíîãî êëþ÷à
5936 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5937 // Íàëè÷èå ñèíåãî êëþ÷à
5938 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5939 // Íàëè÷èå áåðñåðêà
5940 utils.writeBool(st, (R_BERSERK in FRulez));
5941 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5942 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5943 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5944 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5945 // Íàçâàíèå ìîäåëè
5946 utils.writeStr(st, FModel.Name);
5947 // Öâåò ìîäåëè
5948 utils.writeInt(st, Byte(FColor.R));
5949 utils.writeInt(st, Byte(FColor.G));
5950 utils.writeInt(st, Byte(FColor.B));
5951 end;
5954 procedure TPlayer.LoadState (st: TStream);
5955 var
5956 i: Integer;
5957 str: String;
5958 b: Byte;
5959 begin
5960 assert(st <> nil);
5962 // Ñèãíàòóðà èãðîêà
5963 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5964 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5965 // Áîò èëè ÷åëîâåê:
5966 FIamBot := utils.readBool(st);
5967 // UID èãðîêà
5968 FUID := utils.readWord(st);
5969 // Èìÿ èãðîêà
5970 str := utils.readStr(st);
5971 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5972 // Êîìàíäà
5973 FTeam := utils.readByte(st);
5974 // Æèâ ëè
5975 FAlive := utils.readBool(st);
5976 // Èçðàñõîäîâàë ëè âñå æèçíè
5977 FNoRespawn := utils.readBool(st);
5978 // Íàïðàâëåíèå
5979 b := utils.readByte(st);
5980 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5981 // Çäîðîâüå
5982 FHealth := utils.readLongInt(st);
5983 // Æèçíè
5984 FLives := utils.readByte(st);
5985 // Áðîíÿ
5986 FArmor := utils.readLongInt(st);
5987 // Çàïàñ âîçäóõà
5988 FAir := utils.readLongInt(st);
5989 // Çàïàñ ãîðþ÷åãî
5990 FJetFuel := utils.readLongInt(st);
5991 // Áîëü
5992 FPain := utils.readLongInt(st);
5993 // Óáèë
5994 FKills := utils.readLongInt(st);
5995 // Óáèë ìîíñòðîâ
5996 FMonsterKills := utils.readLongInt(st);
5997 // Ôðàãîâ
5998 FFrags := utils.readLongInt(st);
5999 // Ôðàãîâ ïîäðÿä
6000 FFragCombo := utils.readByte(st);
6001 // Âðåìÿ ïîñëåäíåãî ôðàãà
6002 FLastFrag := utils.readLongWord(st);
6003 // Ñìåðòåé
6004 FDeath := utils.readLongInt(st);
6005 // Êàêîé ôëàã íåñåò
6006 FFlag := utils.readByte(st);
6007 // Íàøåë ñåêðåòîâ
6008 FSecrets := utils.readLongInt(st);
6009 // Òåêóùåå îðóæèå
6010 FCurrWeap := utils.readByte(st);
6011 // Æåëàåìîå îðóæèå
6012 FNextWeap := utils.readWord(st);
6013 // ...è ïàóçà
6014 FNextWeapDelay := utils.readByte(st);
6015 // Âðåìÿ çàðÿäêè BFG
6016 FBFGFireCounter := utils.readSmallInt(st);
6017 // Áóôåð óðîíà
6018 FDamageBuffer := utils.readLongInt(st);
6019 // Ïîñëåäíèé óäàðèâøèé
6020 FLastSpawnerUID := utils.readWord(st);
6021 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6022 FLastHit := utils.readByte(st);
6023 // Îáúåêò èãðîêà
6024 Obj_LoadState(@FObj, st);
6025 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6026 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6027 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6028 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6029 // Íàëè÷èå îðóæèÿ
6030 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6031 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6032 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6033 // Íàëè÷èå ðþêçàêà
6034 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6035 // Íàëè÷èå êðàñíîãî êëþ÷à
6036 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6037 // Íàëè÷èå çåëåíîãî êëþ÷à
6038 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6039 // Íàëè÷èå ñèíåãî êëþ÷à
6040 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6041 // Íàëè÷èå áåðñåðêà
6042 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6043 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6044 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6045 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6046 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6047 // Íàçâàíèå ìîäåëè
6048 str := utils.readStr(st);
6049 // Öâåò ìîäåëè
6050 FColor.R := utils.readByte(st);
6051 FColor.G := utils.readByte(st);
6052 FColor.B := utils.readByte(st);
6053 if (self = gPlayer1) then
6054 begin
6055 str := gPlayer1Settings.Model;
6056 FColor := gPlayer1Settings.Color;
6057 end
6058 else if (self = gPlayer2) then
6059 begin
6060 str := gPlayer2Settings.Model;
6061 FColor := gPlayer2Settings.Color;
6062 end;
6063 // Îáíîâëÿåì ìîäåëü èãðîêà
6064 SetModel(str);
6065 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6066 FModel.Color := TEAMCOLOR[FTeam]
6067 else
6068 FModel.Color := FColor;
6069 end;
6072 procedure TPlayer.AllRulez(Health: Boolean);
6073 var
6074 a: Integer;
6075 begin
6076 if Health then
6077 begin
6078 FHealth := PLAYER_HP_LIMIT;
6079 FArmor := PLAYER_AP_LIMIT;
6080 Exit;
6081 end;
6083 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6084 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6085 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6086 end;
6088 procedure TPlayer.RestoreHealthArmor();
6089 begin
6090 FHealth := PLAYER_HP_LIMIT;
6091 FArmor := PLAYER_AP_LIMIT;
6092 end;
6094 procedure TPlayer.FragCombo();
6095 var
6096 Param: Integer;
6097 begin
6098 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6099 Exit;
6100 if gTime - FLastFrag < FRAG_COMBO_TIME then
6101 begin
6102 if FFragCombo < 5 then
6103 Inc(FFragCombo);
6104 Param := FUID or (FFragCombo shl 16);
6105 if (FComboEvnt >= Low(gDelayedEvents)) and
6106 (FComboEvnt <= High(gDelayedEvents)) and
6107 gDelayedEvents[FComboEvnt].Pending and
6108 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6109 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6110 begin
6111 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6112 gDelayedEvents[FComboEvnt].DENum := Param;
6113 end
6114 else
6115 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6116 end
6117 else
6118 FFragCombo := 1;
6120 FLastFrag := gTime;
6121 end;
6123 procedure TPlayer.GiveItem(ItemType: Byte);
6124 begin
6125 case ItemType of
6126 ITEM_SUIT:
6127 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6128 begin
6129 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6130 end;
6132 ITEM_OXYGEN:
6133 if FAir < AIR_MAX then
6134 begin
6135 FAir := AIR_MAX;
6136 end;
6138 ITEM_MEDKIT_BLACK:
6139 begin
6140 if not (R_BERSERK in FRulez) then
6141 begin
6142 Include(FRulez, R_BERSERK);
6143 if FBFGFireCounter < 1 then
6144 begin
6145 FCurrWeap := WEAPON_KASTET;
6146 resetWeaponQueue();
6147 FModel.SetWeapon(WEAPON_KASTET);
6148 end;
6149 if gFlash <> 0 then
6150 Inc(FPain, 100);
6151 FBerserk := gTime+30000;
6152 end;
6153 if FHealth < PLAYER_HP_SOFT then
6154 begin
6155 FHealth := PLAYER_HP_SOFT;
6156 FBerserk := gTime+30000;
6157 end;
6158 end;
6160 ITEM_INVUL:
6161 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6162 begin
6163 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6164 end;
6166 ITEM_INVIS:
6167 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6168 begin
6169 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6170 end;
6172 ITEM_JETPACK:
6173 if FJetFuel < JET_MAX then
6174 begin
6175 FJetFuel := JET_MAX;
6176 end;
6178 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6179 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6181 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6182 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6184 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6185 ITEM_SPHERE_WHITE:
6186 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6187 begin
6188 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6189 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6190 end;
6192 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6193 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6194 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6195 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6196 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6197 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6198 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6199 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6200 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6202 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6203 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6204 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6205 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6206 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6207 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6208 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6209 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6210 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6212 ITEM_AMMO_BACKPACK:
6213 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6214 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6215 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6216 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6217 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6218 begin
6219 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6220 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6221 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6222 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6223 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6225 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6226 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6227 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6228 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6230 FRulez := FRulez + [R_ITEM_BACKPACK];
6231 end;
6233 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6234 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6235 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6237 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6238 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6240 else
6241 Exit;
6242 end;
6243 if g_Game_IsNet and g_Game_IsServer then
6244 MH_SEND_PlayerStats(FUID);
6245 end;
6247 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6248 var
6249 id, i: DWORD;
6250 Anim: TAnimation;
6251 begin
6252 if (Random(5) = 1) and (Times = 1) then
6253 Exit;
6255 if BodyInLiquid(0, 0) then
6256 begin
6257 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6258 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6259 if Random(2) = 0 then
6260 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6261 else
6262 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6263 Exit;
6264 end;
6266 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6267 begin
6268 for i := 1 to Times do
6269 begin
6270 Anim := TAnimation.Create(id, False, 3);
6271 Anim.Alpha := 150;
6272 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6273 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6274 Anim.Free();
6275 end;
6276 end;
6277 end;
6279 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6280 var
6281 id, i: DWORD;
6282 Anim: TAnimation;
6283 begin
6284 if (Random(10) = 1) and (Times = 1) then
6285 Exit;
6287 if g_Frames_Get(id, 'FRAMES_FLAME') then
6288 begin
6289 for i := 1 to Times do
6290 begin
6291 Anim := TAnimation.Create(id, False, 3);
6292 Anim.Alpha := 0;
6293 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6294 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6295 Anim.Free();
6296 end;
6297 end;
6298 end;
6300 procedure TPlayer.PauseSounds(Enable: Boolean);
6301 begin
6302 FSawSound.Pause(Enable);
6303 FSawSoundIdle.Pause(Enable);
6304 FSawSoundHit.Pause(Enable);
6305 FSawSoundSelect.Pause(Enable);
6306 end;
6308 { T C o r p s e : }
6310 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6311 begin
6312 g_Obj_Init(@FObj);
6313 FObj.X := X;
6314 FObj.Y := Y;
6315 FObj.Rect := PLAYER_CORPSERECT;
6316 FModelName := ModelName;
6317 FMess := aMess;
6319 if FMess then
6320 begin
6321 FState := CORPSE_STATE_MESS;
6322 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6323 end
6324 else
6325 begin
6326 FState := CORPSE_STATE_NORMAL;
6327 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6328 end;
6329 end;
6331 destructor TCorpse.Destroy();
6332 begin
6333 FAnimation.Free();
6335 inherited;
6336 end;
6338 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6340 procedure TCorpse.positionChanged (); inline; begin end;
6342 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6343 begin
6344 if (dx <> 0) or (dy <> 0) then
6345 begin
6346 FObj.X += dx;
6347 FObj.Y += dy;
6348 positionChanged();
6349 end;
6350 end;
6353 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6354 begin
6355 x := FObj.X+PLAYER_CORPSERECT.X;
6356 y := FObj.Y+PLAYER_CORPSERECT.Y;
6357 w := PLAYER_CORPSERECT.Width;
6358 h := PLAYER_CORPSERECT.Height;
6359 end;
6362 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6363 var
6364 pm: TPlayerModel;
6365 Blood: TModelBlood;
6366 begin
6367 if FState = CORPSE_STATE_REMOVEME then
6368 Exit;
6370 FDamage := FDamage + Value;
6372 if FDamage > 150 then
6373 begin
6374 if FAnimation <> nil then
6375 begin
6376 FAnimation.Free();
6377 FAnimation := nil;
6379 FState := CORPSE_STATE_REMOVEME;
6381 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6382 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6383 FModelName, FColor);
6384 // Çâóê ìÿñà îò òðóïà:
6385 pm := g_PlayerModel_Get(FModelName);
6386 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6387 pm.Free;
6389 // Çëîâåùèé ñìåõ:
6390 if (gBodyKillEvent <> -1)
6391 and gDelayedEvents[gBodyKillEvent].Pending then
6392 gDelayedEvents[gBodyKillEvent].Pending := False;
6393 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6394 end;
6395 end
6396 else
6397 begin
6398 Blood := g_PlayerModel_GetBlood(FModelName);
6399 FObj.Vel.X := FObj.Vel.X + vx;
6400 FObj.Vel.Y := FObj.Vel.Y + vy;
6401 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6402 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6403 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6404 Blood.R, Blood.G, Blood.B, Blood.Kind);
6405 end;
6406 end;
6408 procedure TCorpse.Draw();
6409 begin
6410 if FState = CORPSE_STATE_REMOVEME then
6411 Exit;
6413 if FAnimation <> nil then
6414 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6416 if FAnimationMask <> nil then
6417 begin
6418 e_Colors := FColor;
6419 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6420 e_Colors.R := 255;
6421 e_Colors.G := 255;
6422 e_Colors.B := 255;
6423 end;
6424 end;
6426 procedure TCorpse.Update();
6427 var
6428 st: Word;
6429 begin
6430 if FState = CORPSE_STATE_REMOVEME then
6431 Exit;
6433 if gTime mod (GAME_TICK*2) <> 0 then
6434 begin
6435 g_Obj_Move(@FObj, True, True, True);
6436 positionChanged(); // this updates spatial accelerators
6437 Exit;
6438 end;
6440 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6441 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6443 st := g_Obj_Move(@FObj, True, True, True);
6444 positionChanged(); // this updates spatial accelerators
6446 if WordBool(st and MOVE_FALLOUT) then
6447 begin
6448 FState := CORPSE_STATE_REMOVEME;
6449 Exit;
6450 end;
6452 if FAnimation <> nil then
6453 FAnimation.Update();
6454 if FAnimationMask <> nil then
6455 FAnimationMask.Update();
6456 end;
6459 procedure TCorpse.SaveState (st: TStream);
6460 var
6461 anim: Boolean;
6462 begin
6463 assert(st <> nil);
6465 // Ñèãíàòóðà òðóïà
6466 utils.writeSign(st, 'CORP');
6467 utils.writeInt(st, Byte(0));
6468 // Ñîñòîÿíèå
6469 utils.writeInt(st, Byte(FState));
6470 // Íàêîïëåííûé óðîí
6471 utils.writeInt(st, Byte(FDamage));
6472 // Öâåò
6473 utils.writeInt(st, Byte(FColor.R));
6474 utils.writeInt(st, Byte(FColor.G));
6475 utils.writeInt(st, Byte(FColor.B));
6476 // Îáúåêò òðóïà
6477 Obj_SaveState(st, @FObj);
6478 utils.writeInt(st, Word(FPlayerUID));
6479 // Åñòü ëè àíèìàöèÿ
6480 anim := (FAnimation <> nil);
6481 utils.writeBool(st, anim);
6482 // Åñëè åñòü - ñîõðàíÿåì
6483 if anim then FAnimation.SaveState(st);
6484 // Åñòü ëè ìàñêà àíèìàöèè
6485 anim := (FAnimationMask <> nil);
6486 utils.writeBool(st, anim);
6487 // Åñëè åñòü - ñîõðàíÿåì
6488 if anim then FAnimationMask.SaveState(st);
6489 end;
6492 procedure TCorpse.LoadState (st: TStream);
6493 var
6494 anim: Boolean;
6495 begin
6496 assert(st <> nil);
6498 // Ñèãíàòóðà òðóïà
6499 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6500 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6501 // Ñîñòîÿíèå
6502 FState := utils.readByte(st);
6503 // Íàêîïëåííûé óðîí
6504 FDamage := utils.readByte(st);
6505 // Öâåò
6506 FColor.R := utils.readByte(st);
6507 FColor.G := utils.readByte(st);
6508 FColor.B := utils.readByte(st);
6509 // Îáúåêò òðóïà
6510 Obj_LoadState(@FObj, st);
6511 FPlayerUID := utils.readWord(st);
6512 // Åñòü ëè àíèìàöèÿ
6513 anim := utils.readBool(st);
6514 // Åñëè åñòü - çàãðóæàåì
6515 if anim then
6516 begin
6517 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6518 FAnimation.LoadState(st);
6519 end;
6520 // Åñòü ëè ìàñêà àíèìàöèè
6521 anim := utils.readBool(st);
6522 // Åñëè åñòü - çàãðóæàåì
6523 if anim then
6524 begin
6525 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6526 FAnimationMask.LoadState(st);
6527 end;
6528 end;
6530 { T B o t : }
6532 constructor TBot.Create();
6533 var
6534 a: Integer;
6535 begin
6536 inherited Create();
6538 FPhysics := True;
6539 FSpectator := False;
6540 FGhost := False;
6542 FIamBot := True;
6544 Inc(gNumBots);
6546 for a := WP_FIRST to WP_LAST do
6547 begin
6548 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6549 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6550 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6551 end;
6552 end;
6554 destructor TBot.Destroy();
6555 begin
6556 Dec(gNumBots);
6557 inherited Destroy();
6558 end;
6560 procedure TBot.Draw();
6561 begin
6562 inherited Draw();
6564 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6565 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6566 end;
6568 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6569 begin
6570 inherited Respawn(Silent, Force);
6572 FAIFlags := nil;
6573 FSelectedWeapon := FCurrWeap;
6574 resetWeaponQueue();
6575 FTargetUID := 0;
6576 end;
6578 procedure TBot.UpdateCombat();
6579 type
6580 TTarget = record
6581 UID: Word;
6582 X, Y: Integer;
6583 Rect: TRectWH;
6584 cX, cY: Integer;
6585 Dist: Word;
6586 Line: Boolean;
6587 Visible: Boolean;
6588 IsPlayer: Boolean;
6589 end;
6591 TTargetRecord = array of TTarget;
6593 function Compare(a, b: TTarget): Integer;
6594 begin
6595 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6596 Result := -1
6597 else
6598 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6599 Result := 1
6600 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6601 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6602 begin
6603 if a.Dist > b.Dist then // B áëèæå
6604 Result := 1
6605 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6606 Result := -1;
6607 end
6608 else // Ñòðàííî -> A
6609 Result := -1;
6610 end;
6612 var
6613 a, x1, y1, x2, y2: Integer;
6614 targets: TTargetRecord;
6615 ammo: Word;
6616 Target, BestTarget: TTarget;
6617 firew, fireh: Integer;
6618 angle: SmallInt;
6619 mon: TMonster;
6620 pla, tpla: TPlayer;
6621 vsPlayer, vsMonster, ok: Boolean;
6624 function monsUpdate (mon: TMonster): Boolean;
6625 begin
6626 result := false; // don't stop
6627 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6628 begin
6629 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6631 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6632 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6634 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6635 if g_TraceVector(x1, y1, x2, y2) then
6636 begin
6637 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6638 SetLength(targets, Length(targets)+1);
6639 with targets[High(targets)] do
6640 begin
6641 UID := mon.UID;
6642 X := mon.Obj.X;
6643 Y := mon.Obj.Y;
6644 cX := x2;
6645 cY := y2;
6646 Rect := mon.Obj.Rect;
6647 Dist := g_PatchLength(x1, y1, x2, y2);
6648 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6649 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6650 Visible := True;
6651 IsPlayer := False;
6652 end;
6653 end;
6654 end;
6655 end;
6657 begin
6658 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6659 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6661 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6662 if FCurrWeap <> FSelectedWeapon then
6663 NextWeapon();
6665 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6666 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6667 begin
6668 RemoveAIFlag('NEEDFIRE');
6670 case FCurrWeap of
6671 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6672 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6673 else PressKey(KEY_FIRE);
6674 end;
6675 end;
6677 // Êîîðäèíàòû ñòâîëà:
6678 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6679 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6681 Target.UID := FTargetUID;
6683 ok := False;
6684 if Target.UID <> 0 then
6685 begin // Öåëü åñòü - íàñòðàèâàåì
6686 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6687 vsPlayer then
6688 begin // Èãðîê
6689 tpla := g_Player_Get(Target.UID);
6690 if tpla <> nil then
6691 with tpla do
6692 begin
6693 if (@FObj) <> nil then
6694 begin
6695 Target.X := FObj.X;
6696 Target.Y := FObj.Y;
6697 end;
6698 end;
6700 Target.cX := Target.X + PLAYER_RECT_CX;
6701 Target.cY := Target.Y + PLAYER_RECT_CY;
6702 Target.Rect := PLAYER_RECT;
6703 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6704 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6705 (y1-4 > Target.Y+PLAYER_RECT.Y);
6706 Target.IsPlayer := True;
6707 ok := True;
6708 end
6709 else
6710 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6711 vsMonster then
6712 begin // Ìîíñòð
6713 mon := g_Monsters_ByUID(Target.UID);
6714 if mon <> nil then
6715 begin
6716 Target.X := mon.Obj.X;
6717 Target.Y := mon.Obj.Y;
6719 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6720 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6721 Target.Rect := mon.Obj.Rect;
6722 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6723 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6724 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6725 Target.IsPlayer := False;
6726 ok := True;
6727 end;
6728 end;
6729 end;
6731 if not ok then
6732 begin // Öåëè íåò - îáíóëÿåì
6733 Target.X := 0;
6734 Target.Y := 0;
6735 Target.cX := 0;
6736 Target.cY := 0;
6737 Target.Visible := False;
6738 Target.Line := False;
6739 Target.IsPlayer := False;
6740 end;
6742 targets := nil;
6744 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6745 if (not Target.Line) or (not Target.Visible) then
6746 begin
6747 // Èãðîêè:
6748 if vsPlayer then
6749 for a := 0 to High(gPlayers) do
6750 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6751 (gPlayers[a].FUID <> FUID) and
6752 (not SameTeam(FUID, gPlayers[a].FUID)) and
6753 (not gPlayers[a].NoTarget) and
6754 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6755 begin
6756 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6757 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6758 Continue;
6760 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6761 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6763 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6764 if g_TraceVector(x1, y1, x2, y2) then
6765 begin
6766 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6767 SetLength(targets, Length(targets)+1);
6768 with targets[High(targets)] do
6769 begin
6770 UID := gPlayers[a].FUID;
6771 X := gPlayers[a].FObj.X;
6772 Y := gPlayers[a].FObj.Y;
6773 cX := x2;
6774 cY := y2;
6775 Rect := PLAYER_RECT;
6776 Dist := g_PatchLength(x1, y1, x2, y2);
6777 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6778 (y1-4 > Target.Y+PLAYER_RECT.Y);
6779 Visible := True;
6780 IsPlayer := True;
6781 end;
6782 end;
6783 end;
6785 // Ìîíñòðû:
6786 if vsMonster then g_Mons_ForEach(monsUpdate);
6787 end;
6789 // Åñëè åñòü âîçìîæíûå öåëè:
6790 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6791 if targets <> nil then
6792 begin
6793 // Âûáèðàåì íàèëó÷øóþ öåëü:
6794 BestTarget := targets[0];
6795 if Length(targets) > 1 then
6796 for a := 1 to High(targets) do
6797 if Compare(BestTarget, targets[a]) = 1 then
6798 BestTarget := targets[a];
6800 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6801 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6802 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6803 begin
6804 Target := BestTarget;
6806 if (Healthy() = 3) or ((Healthy() = 2)) then
6807 begin // Åñëè çäîðîâû - äîãîíÿåì
6808 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6809 SetAIFlag('GORIGHT', '1');
6810 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6811 SetAIFlag('GOLEFT', '1');
6812 end
6813 else
6814 begin // Åñëè ïîáèòû - óáåãàåì
6815 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6816 SetAIFlag('GORIGHT', '1');
6817 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6818 SetAIFlag('GOLEFT', '1');
6819 end;
6821 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6822 SelectWeapon(Abs(x1-Target.cX));
6823 end;
6824 end;
6826 // Åñëè åñòü öåëü:
6827 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6828 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6829 if Target.UID <> 0 then
6830 begin
6831 if not TargetOnScreen(Target.X + Target.Rect.X,
6832 Target.Y + Target.Rect.Y) then
6833 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6834 if (Healthy() = 3) or ((Healthy() = 2)) then
6835 begin // Åñëè çäîðîâû - äîãîíÿåì
6836 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6837 SetAIFlag('GORIGHT', '1');
6838 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6839 SetAIFlag('GOLEFT', '1');
6840 end
6841 else
6842 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6843 Target.UID := 0;
6844 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6845 SetAIFlag('GORIGHT', '1');
6846 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6847 SetAIFlag('GOLEFT', '1');
6848 end;
6849 end
6850 else
6851 begin // Öåëü ïîêà íà "ýêðàíå"
6852 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6853 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6854 FLastVisible := gTime;
6855 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6856 if (Abs(FObj.Y-Target.Y) <= 128) then
6857 begin
6858 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6859 SetAIFlag('GORIGHT', '1');
6860 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6861 SetAIFlag('GOLEFT', '1');
6862 end;
6863 end;
6865 // Âûáèðàåì óãîë ââåðõ:
6866 if FDirection = TDirection.D_LEFT then
6867 angle := ANGLE_LEFTUP
6868 else
6869 angle := ANGLE_RIGHTUP;
6871 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6872 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6874 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6875 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6876 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6877 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6878 Target.Rect.Width, Target.Rect.Height) and
6879 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6880 begin // òî íóæíî ñòðåëÿòü ââåðõ
6881 SetAIFlag('NEEDFIRE', '1');
6882 SetAIFlag('NEEDSEEUP', '1');
6883 end;
6885 // Âûáèðàåì óãîë âíèç:
6886 if FDirection = TDirection.D_LEFT then
6887 angle := ANGLE_LEFTDOWN
6888 else
6889 angle := ANGLE_RIGHTDOWN;
6891 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6892 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6894 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6895 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6896 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6897 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6898 Target.Rect.Width, Target.Rect.Height) and
6899 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6900 begin // òî íóæíî ñòðåëÿòü âíèç
6901 SetAIFlag('NEEDFIRE', '1');
6902 SetAIFlag('NEEDSEEDOWN', '1');
6903 end;
6905 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6906 if Target.Visible and
6907 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6908 (y1-4 > Target.Y+Target.Rect.Y) then
6909 begin
6910 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6911 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6912 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6913 begin // òî íóæíî ñòðåëÿòü âïåðåä
6914 SetAIFlag('NEEDFIRE', '1');
6915 SetAIFlag('NEEDSEEDOWN', '');
6916 SetAIFlag('NEEDSEEUP', '');
6917 end;
6918 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6919 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6920 if GetRnd(FDifficult.CloseJump) then
6921 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6922 if Abs(FObj.X-Target.X) < 128 then
6923 a := 4
6924 else
6925 a := 30;
6926 if Random(a) = 0 then
6927 SetAIFlag('NEEDJUMP', '1');
6928 end;
6929 end;
6931 // Åñëè öåëü âñå åùå åñòü:
6932 if Target.UID <> 0 then
6933 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6934 Target.UID := 0 // òî çàáûòü öåëü
6935 else // Åñëè âèäåëè íåäàâíî
6936 begin // íî öåëü óáèëè
6937 if Target.IsPlayer then
6938 begin // Öåëü - èãðîê
6939 pla := g_Player_Get(Target.UID);
6940 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6941 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6942 Target.UID := 0; // òî çàáûòü öåëü
6943 end
6944 else
6945 begin // Öåëü - ìîíñòð
6946 mon := g_Monsters_ByUID(Target.UID);
6947 if (mon = nil) or (not mon.alive) then
6948 Target.UID := 0; // òî çàáûòü öåëü
6949 end;
6950 end;
6951 end; // if Target.UID <> 0
6953 FTargetUID := Target.UID;
6955 // Åñëè âîçìîæíûõ öåëåé íåò:
6956 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6957 if targets = nil then
6958 if GetAIFlag('ATTACKLEFT') <> '' then
6959 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6960 RemoveAIFlag('ATTACKLEFT');
6962 SetAIFlag('NEEDJUMP', '1');
6964 if RunDirection() = TDirection.D_RIGHT then
6965 begin // Èäåì íå â òó ñòîðîíó
6966 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6967 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6968 SetAIFlag('NEEDFIRE', '1');
6969 SetAIFlag('GOLEFT', '1');
6970 end;
6971 end
6972 else
6973 begin // Èäåì â íóæíóþ ñòîðîíó
6974 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6975 SetAIFlag('NEEDFIRE', '1');
6976 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6977 SetAIFlag('GORIGHT', '1');
6978 end;
6979 end
6980 else
6981 if GetAIFlag('ATTACKRIGHT') <> '' then
6982 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6983 RemoveAIFlag('ATTACKRIGHT');
6985 SetAIFlag('NEEDJUMP', '1');
6987 if RunDirection() = TDirection.D_LEFT then
6988 begin // Èäåì íå â òó ñòîðîíó
6989 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6990 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6991 SetAIFlag('NEEDFIRE', '1');
6992 SetAIFlag('GORIGHT', '1');
6993 end;
6994 end
6995 else
6996 begin
6997 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6998 SetAIFlag('NEEDFIRE', '1');
6999 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7000 SetAIFlag('GOLEFT', '1');
7001 end;
7002 end;
7004 //HACK! (does it belongs there?)
7005 RealizeCurrentWeapon();
7007 // Åñëè åñòü âîçìîæíûå öåëè:
7008 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7009 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7010 for a := 0 to High(targets) do
7011 begin
7012 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7013 if GetRnd(FDifficult.DiagFire) then
7014 begin
7015 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7016 if FDirection = TDirection.D_LEFT then
7017 angle := ANGLE_LEFTUP
7018 else
7019 angle := ANGLE_RIGHTUP;
7021 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7022 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7024 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7025 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7026 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7027 targets[a].Rect.Width, targets[a].Rect.Height) and
7028 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7029 begin
7030 SetAIFlag('NEEDFIRE', '1');
7031 SetAIFlag('NEEDSEEUP', '1');
7032 end;
7034 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7035 if FDirection = TDirection.D_LEFT then
7036 angle := ANGLE_LEFTDOWN
7037 else
7038 angle := ANGLE_RIGHTDOWN;
7040 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7041 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7043 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7044 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7045 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7046 targets[a].Rect.Width, targets[a].Rect.Height) and
7047 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7048 begin
7049 SetAIFlag('NEEDFIRE', '1');
7050 SetAIFlag('NEEDSEEDOWN', '1');
7051 end;
7052 end;
7054 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7055 if targets[a].Line and targets[a].Visible and
7056 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7057 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7058 begin
7059 SetAIFlag('NEEDFIRE', '1');
7060 Break;
7061 end;
7062 end;
7064 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7065 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7066 PLAYER_RECT.Width, PLAYER_RECT.Height,
7067 40+GetInterval(FDifficult.Cover, 40)) then
7068 SetAIFlag('NEEDJUMP', '1');
7070 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7071 ammo := GetAmmoByWeapon(FCurrWeap);
7072 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7073 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7074 (ammo = 0) then
7075 SetAIFlag('SELECTWEAPON', '1');
7077 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7078 if GetAIFlag('SELECTWEAPON') = '1' then
7079 begin
7080 SelectWeapon(-1);
7081 RemoveAIFlag('SELECTWEAPON');
7082 end;
7083 end;
7085 procedure TBot.Update();
7086 var
7087 EnableAI: Boolean;
7088 begin
7089 if not FAlive then
7090 begin // Respawn
7091 ReleaseKeys();
7092 PressKey(KEY_UP);
7093 end
7094 else
7095 begin
7096 EnableAI := True;
7098 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7099 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7100 EnableAI := False;
7101 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7102 EnableAI := False;
7103 if g_debug_BotAIOff = 3 then
7104 EnableAI := False;
7106 if EnableAI then
7107 begin
7108 UpdateMove();
7109 UpdateCombat();
7110 end
7111 else
7112 begin
7113 RealizeCurrentWeapon();
7114 end;
7115 end;
7117 inherited Update();
7118 end;
7120 procedure TBot.ReleaseKey(Key: Byte);
7121 begin
7122 with FKeys[Key] do
7123 begin
7124 Pressed := False;
7125 Time := 0;
7126 end;
7127 end;
7129 function TBot.KeyPressed(Key: Word): Boolean;
7130 begin
7131 Result := FKeys[Key].Pressed;
7132 end;
7134 function TBot.GetAIFlag(aName: String20): String20;
7135 var
7136 a: Integer;
7137 begin
7138 Result := '';
7140 aName := LowerCase(aName);
7142 if FAIFlags <> nil then
7143 for a := 0 to High(FAIFlags) do
7144 if LowerCase(FAIFlags[a].Name) = aName then
7145 begin
7146 Result := FAIFlags[a].Value;
7147 Break;
7148 end;
7149 end;
7151 procedure TBot.RemoveAIFlag(aName: String20);
7152 var
7153 a, b: Integer;
7154 begin
7155 if FAIFlags = nil then Exit;
7157 aName := LowerCase(aName);
7159 for a := 0 to High(FAIFlags) do
7160 if LowerCase(FAIFlags[a].Name) = aName then
7161 begin
7162 if a <> High(FAIFlags) then
7163 for b := a to High(FAIFlags)-1 do
7164 FAIFlags[b] := FAIFlags[b+1];
7166 SetLength(FAIFlags, Length(FAIFlags)-1);
7167 Break;
7168 end;
7169 end;
7171 procedure TBot.SetAIFlag(aName, fValue: String20);
7172 var
7173 a: Integer;
7174 ok: Boolean;
7175 begin
7176 a := 0;
7177 ok := False;
7179 aName := LowerCase(aName);
7181 if FAIFlags <> nil then
7182 for a := 0 to High(FAIFlags) do
7183 if LowerCase(FAIFlags[a].Name) = aName then
7184 begin
7185 ok := True;
7186 Break;
7187 end;
7189 if ok then FAIFlags[a].Value := fValue
7190 else
7191 begin
7192 SetLength(FAIFlags, Length(FAIFlags)+1);
7193 with FAIFlags[High(FAIFlags)] do
7194 begin
7195 Name := aName;
7196 Value := fValue;
7197 end;
7198 end;
7199 end;
7201 procedure TBot.UpdateMove;
7203 procedure GoLeft(Time: Word = 1);
7204 begin
7205 ReleaseKey(KEY_LEFT);
7206 ReleaseKey(KEY_RIGHT);
7207 PressKey(KEY_LEFT, Time);
7208 SetDirection(TDirection.D_LEFT);
7209 end;
7211 procedure GoRight(Time: Word = 1);
7212 begin
7213 ReleaseKey(KEY_LEFT);
7214 ReleaseKey(KEY_RIGHT);
7215 PressKey(KEY_RIGHT, Time);
7216 SetDirection(TDirection.D_RIGHT);
7217 end;
7219 function Rnd(a: Word): Boolean;
7220 begin
7221 Result := Random(a) = 0;
7222 end;
7224 procedure Turn(Time: Word = 1200);
7225 begin
7226 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7227 end;
7229 procedure Stop();
7230 begin
7231 ReleaseKey(KEY_LEFT);
7232 ReleaseKey(KEY_RIGHT);
7233 end;
7235 function CanRunLeft(): Boolean;
7236 begin
7237 Result := not CollideLevel(-1, 0);
7238 end;
7240 function CanRunRight(): Boolean;
7241 begin
7242 Result := not CollideLevel(1, 0);
7243 end;
7245 function CanRun(): Boolean;
7246 begin
7247 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7248 end;
7250 procedure Jump(Time: Word = 30);
7251 begin
7252 PressKey(KEY_JUMP, Time);
7253 end;
7255 function NearHole(): Boolean;
7256 var
7257 x, sx: Integer;
7258 begin
7259 { TODO 5 : Ëåñòíèöû }
7260 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7261 for x := 1 to PLAYER_RECT.Width do
7262 if (not StayOnStep(x*sx, 0)) and
7263 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7264 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7265 begin
7266 Result := True;
7267 Exit;
7268 end;
7270 Result := False;
7271 end;
7273 function BorderHole(): Boolean;
7274 var
7275 x, sx, xx: Integer;
7276 begin
7277 { TODO 5 : Ëåñòíèöû }
7278 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7279 for x := 1 to PLAYER_RECT.Width do
7280 if (not StayOnStep(x*sx, 0)) and
7281 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7282 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7283 begin
7284 for xx := x to x+32 do
7285 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7286 begin
7287 Result := True;
7288 Exit;
7289 end;
7290 end;
7292 Result := False;
7293 end;
7295 function NearDeepHole(): Boolean;
7296 var
7297 x, sx, y: Integer;
7298 begin
7299 Result := False;
7301 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7302 y := 3;
7304 for x := 1 to PLAYER_RECT.Width do
7305 if (not StayOnStep(x*sx, 0)) and
7306 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7307 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7308 begin
7309 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7310 begin
7311 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7312 y := y+1;
7313 end;
7315 Result := True;
7316 end else Result := False;
7317 end;
7319 function OverDeepHole(): Boolean;
7320 var
7321 y: Integer;
7322 begin
7323 Result := False;
7325 y := 1;
7326 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7327 begin
7328 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7329 y := y+1;
7330 end;
7332 Result := True;
7333 end;
7335 function OnGround(): Boolean;
7336 begin
7337 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7338 end;
7340 function OnLadder(): Boolean;
7341 begin
7342 Result := FullInStep(0, 0);
7343 end;
7345 function BelowLadder(): Boolean;
7346 begin
7347 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7348 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7349 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7350 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7351 end;
7353 function BelowLiftUp(): Boolean;
7354 begin
7355 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7356 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7357 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7358 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7359 end;
7361 function OnTopLift(): Boolean;
7362 begin
7363 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7364 end;
7366 function CanJumpOver(): Boolean;
7367 var
7368 sx, y: Integer;
7369 begin
7370 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7372 Result := False;
7374 if not CollideLevel(sx, 0) then Exit;
7376 for y := 1 to BOT_MAXJUMP do
7377 if CollideLevel(0, -y) then Exit else
7378 if not CollideLevel(sx, -y) then
7379 begin
7380 Result := True;
7381 Exit;
7382 end;
7383 end;
7385 function CanJumpUp(Dist: ShortInt): Boolean;
7386 var
7387 y, yy: Integer;
7388 c: Boolean;
7389 begin
7390 Result := False;
7392 if CollideLevel(Dist, 0) then Exit;
7394 c := False;
7395 for y := 0 to BOT_MAXJUMP do
7396 if CollideLevel(Dist, -y) then
7397 begin
7398 c := True;
7399 Break;
7400 end;
7402 if not c then Exit;
7404 c := False;
7405 for yy := y+1 to BOT_MAXJUMP do
7406 if not CollideLevel(Dist, -yy) then
7407 begin
7408 c := True;
7409 Break;
7410 end;
7412 if not c then Exit;
7414 c := False;
7415 for y := 0 to BOT_MAXJUMP do
7416 if CollideLevel(0, -y) then
7417 begin
7418 c := True;
7419 Break;
7420 end;
7422 if c then Exit;
7424 if y < yy then Exit;
7426 Result := True;
7427 end;
7429 function IsSafeTrigger(): Boolean;
7430 var
7431 a: Integer;
7432 begin
7433 Result := True;
7434 if gTriggers = nil then
7435 Exit;
7436 for a := 0 to High(gTriggers) do
7437 if Collide(gTriggers[a].X,
7438 gTriggers[a].Y,
7439 gTriggers[a].Width,
7440 gTriggers[a].Height) and
7441 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7442 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7443 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7444 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7445 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7446 Result := False;
7447 end;
7449 begin
7450 // Âîçìîæíî, íàæèìàåì êíîïêó:
7451 if Rnd(16) and IsSafeTrigger() then
7452 PressKey(KEY_OPEN);
7454 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7455 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7456 begin
7457 ReleaseKey(KEY_LEFT);
7458 ReleaseKey(KEY_RIGHT);
7459 Jump();
7460 end;
7462 // Èäåì âëåâî, åñëè íàäî áûëî:
7463 if GetAIFlag('GOLEFT') <> '' then
7464 begin
7465 RemoveAIFlag('GOLEFT');
7466 if CanRunLeft() then
7467 GoLeft(360);
7468 end;
7470 // Èäåì âïðàâî, åñëè íàäî áûëî:
7471 if GetAIFlag('GORIGHT') <> '' then
7472 begin
7473 RemoveAIFlag('GORIGHT');
7474 if CanRunRight() then
7475 GoRight(360);
7476 end;
7478 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7479 if FObj.X < -32 then
7480 GoRight(360)
7481 else
7482 if FObj.X+32 > gMapInfo.Width then
7483 GoLeft(360);
7485 // Ïðûãàåì, åñëè íàäî áûëî:
7486 if GetAIFlag('NEEDJUMP') <> '' then
7487 begin
7488 Jump(0);
7489 RemoveAIFlag('NEEDJUMP');
7490 end;
7492 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7493 if GetAIFlag('NEEDSEEUP') <> '' then
7494 begin
7495 ReleaseKey(KEY_UP);
7496 ReleaseKey(KEY_DOWN);
7497 PressKey(KEY_UP, 20);
7498 RemoveAIFlag('NEEDSEEUP');
7499 end;
7501 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7502 if GetAIFlag('NEEDSEEDOWN') <> '' then
7503 begin
7504 ReleaseKey(KEY_UP);
7505 ReleaseKey(KEY_DOWN);
7506 PressKey(KEY_DOWN, 20);
7507 RemoveAIFlag('NEEDSEEDOWN');
7508 end;
7510 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7511 if GetAIFlag('GOINHOLE') <> '' then
7512 if not OnGround() then
7513 begin
7514 ReleaseKey(KEY_LEFT);
7515 ReleaseKey(KEY_RIGHT);
7516 RemoveAIFlag('GOINHOLE');
7517 SetAIFlag('FALLINHOLE', '1');
7518 end;
7520 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7521 if GetAIFlag('FALLINHOLE') <> '' then
7522 if OnGround() then
7523 RemoveAIFlag('FALLINHOLE');
7525 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7526 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7527 if GetAIFlag('FALLINHOLE') = '' then
7528 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7529 if Rnd(2) then
7530 GoLeft(360)
7531 else
7532 GoRight(360);
7534 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7535 if OnGround() and
7536 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7537 Rnd(8) then
7538 Jump();
7540 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7541 if OnGround() and NearHole() then
7542 if NearDeepHole() then // Åñëè ýòî áåçäíà
7543 case Random(6) of
7544 0..3: Turn(); // Áåæèì îáðàòíî
7545 4: Jump(); // Ïðûãàåì
7546 5: begin // Ïðûãàåì îáðàòíî
7547 Turn();
7548 Jump();
7549 end;
7550 end
7551 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7552 if GetAIFlag('GOINHOLE') = '' then
7553 case Random(6) of
7554 0: Turn(); // Íå íóæíî òóäà
7555 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7556 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7557 if BorderHole() then
7558 SetAIFlag('GOINHOLE', '1');
7559 end;
7561 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7562 if (not CanRun()) and OnGround() then
7563 begin
7564 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7565 if CanJumpOver() or OnLadder() then
7566 Jump()
7567 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7568 if Random(2) = 0 then
7569 begin
7570 if IsSafeTrigger() then
7571 PressKey(KEY_OPEN);
7572 end else
7573 Turn();
7574 end;
7576 // Îñòàëîñü ìàëî âîçäóõà:
7577 if FAir < 36 * 2 then
7578 Jump(20);
7580 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7581 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7582 if BodyInAcid(0, 0) then
7583 Jump();
7584 end;
7586 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7587 begin
7588 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7589 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7590 end;
7592 {function TBot.NeedItem(Item: Byte): Byte;
7593 begin
7594 Result := 4;
7595 end;}
7597 procedure TBot.SelectWeapon(Dist: Integer);
7598 var
7599 a: Integer;
7601 function HaveAmmo(weapon: Byte): Boolean;
7602 begin
7603 case weapon of
7604 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7605 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7606 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7607 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7608 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7609 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7610 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7611 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7612 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7613 else Result := True;
7614 end;
7615 end;
7617 begin
7618 if Dist = -1 then Dist := BOT_LONGDIST;
7620 if Dist > BOT_LONGDIST then
7621 begin // Äàëüíèé áîé
7622 for a := 0 to 9 do
7623 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7624 begin
7625 FSelectedWeapon := FDifficult.WeaponPrior[a];
7626 Break;
7627 end;
7628 end
7629 else //if Dist > BOT_UNSAFEDIST then
7630 begin // Áëèæíèé áîé
7631 for a := 0 to 9 do
7632 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7633 begin
7634 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7635 Break;
7636 end;
7637 end;
7638 { else
7639 begin
7640 for a := 0 to 9 do
7641 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7642 begin
7643 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7644 Break;
7645 end;
7646 end;}
7647 end;
7649 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7650 begin
7651 Result := inherited PickItem(ItemType, force, remove);
7653 if Result then SetAIFlag('SELECTWEAPON', '1');
7654 end;
7656 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7657 begin
7658 Result := inherited Heal(value, Soft);
7659 end;
7661 function TBot.Healthy(): Byte;
7662 begin
7663 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7664 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7665 else if (FHealth > 50) then Result := 2
7666 else if (FHealth > 20) then Result := 1
7667 else Result := 0;
7668 end;
7670 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7671 begin
7672 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7673 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7674 end;
7676 procedure TBot.OnDamage(Angle: SmallInt);
7677 var
7678 pla: TPlayer;
7679 mon: TMonster;
7680 ok: Boolean;
7681 begin
7682 inherited;
7684 if (Angle = 0) or (Angle = 180) then
7685 begin
7686 ok := False;
7687 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7688 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7689 begin // Èãðîê
7690 pla := g_Player_Get(FLastSpawnerUID);
7691 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7692 pla.FObj.Y + PLAYER_RECT.Y);
7693 end
7694 else
7695 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7696 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7697 begin // Ìîíñòð
7698 mon := g_Monsters_ByUID(FLastSpawnerUID);
7699 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7700 mon.Obj.Y + mon.Obj.Rect.Y);
7701 end;
7703 if ok then
7704 if Angle = 0 then
7705 SetAIFlag('ATTACKLEFT', '1')
7706 else
7707 SetAIFlag('ATTACKRIGHT', '1');
7708 end;
7709 end;
7711 function TBot.RunDirection(): TDirection;
7712 begin
7713 if Abs(Vel.X) >= 1 then
7714 begin
7715 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7716 end else
7717 Result := FDirection;
7718 end;
7720 function TBot.GetRnd(a: Byte): Boolean;
7721 begin
7722 if a = 0 then Result := False
7723 else if a = 255 then Result := True
7724 else Result := Random(256) > 255-a;
7725 end;
7727 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7728 begin
7729 Result := Round((255-a)/255*radius*(Random(2)-1));
7730 end;
7733 procedure TDifficult.save (st: TStream);
7734 begin
7735 utils.writeInt(st, Byte(DiagFire));
7736 utils.writeInt(st, Byte(InvisFire));
7737 utils.writeInt(st, Byte(DiagPrecision));
7738 utils.writeInt(st, Byte(FlyPrecision));
7739 utils.writeInt(st, Byte(Cover));
7740 utils.writeInt(st, Byte(CloseJump));
7741 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7742 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7743 end;
7745 procedure TDifficult.load (st: TStream);
7746 begin
7747 DiagFire := utils.readByte(st);
7748 InvisFire := utils.readByte(st);
7749 DiagPrecision := utils.readByte(st);
7750 FlyPrecision := utils.readByte(st);
7751 Cover := utils.readByte(st);
7752 CloseJump := utils.readByte(st);
7753 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7754 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7755 end;
7758 procedure TBot.SaveState (st: TStream);
7759 var
7760 i: Integer;
7761 dw: Integer;
7762 begin
7763 inherited SaveState(st);
7764 utils.writeSign(st, 'BOT0');
7765 // Âûáðàííîå îðóæèå
7766 utils.writeInt(st, Byte(FSelectedWeapon));
7767 // UID öåëè
7768 utils.writeInt(st, Word(FTargetUID));
7769 // Âðåìÿ ïîòåðè öåëè
7770 utils.writeInt(st, LongWord(FLastVisible));
7771 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7772 dw := Length(FAIFlags);
7773 utils.writeInt(st, LongInt(dw));
7774 // Ôëàãè ÈÈ
7775 for i := 0 to dw-1 do
7776 begin
7777 utils.writeStr(st, FAIFlags[i].Name, 20);
7778 utils.writeStr(st, FAIFlags[i].Value, 20);
7779 end;
7780 // Íàñòðîéêè ñëîæíîñòè
7781 FDifficult.save(st);
7782 end;
7785 procedure TBot.LoadState (st: TStream);
7786 var
7787 i: Integer;
7788 dw: Integer;
7789 begin
7790 inherited LoadState(st);
7791 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7792 // Âûáðàííîå îðóæèå
7793 FSelectedWeapon := utils.readByte(st);
7794 // UID öåëè
7795 FTargetUID := utils.readWord(st);
7796 // Âðåìÿ ïîòåðè öåëè
7797 FLastVisible := utils.readLongWord(st);
7798 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7799 dw := utils.readLongInt(st);
7800 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7801 SetLength(FAIFlags, dw);
7802 // Ôëàãè ÈÈ
7803 for i := 0 to dw-1 do
7804 begin
7805 FAIFlags[i].Name := utils.readStr(st, 20);
7806 FAIFlags[i].Value := utils.readStr(st, 20);
7807 end;
7808 // Íàñòðîéêè ñëîæíîñòè
7809 FDifficult.load(st);
7810 end;
7813 begin
7814 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7815 end.