DEADSOFTWARE

fixed bug with weapon cycling direction
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$MODE DELPHI}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
54 K_SIMPLEKILL = 0;
55 K_HARDKILL = 1;
56 K_EXTRAHARDKILL = 2;
57 K_FALLKILL = 3;
59 T_RESPAWN = 0;
60 T_SWITCH = 1;
61 T_USE = 2;
62 T_FLAGCAP = 3;
64 TEAM_NONE = 0;
65 TEAM_RED = 1;
66 TEAM_BLUE = 2;
67 TEAM_COOP = 3;
69 SHELL_BULLET = 0;
70 SHELL_SHELL = 1;
71 SHELL_DBLSHELL = 2;
73 ANGLE_NONE = Low(SmallInt);
75 CORPSE_STATE_REMOVEME = 0;
76 CORPSE_STATE_NORMAL = 1;
77 CORPSE_STATE_MESS = 2;
79 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
80 PLAYER_RECT_CX = 15+(34 div 2);
81 PLAYER_RECT_CY = 12+(52 div 2);
82 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
84 PLAYER_HP_SOFT = 100;
85 PLAYER_HP_LIMIT = 200;
86 PLAYER_AP_SOFT = 100;
87 PLAYER_AP_LIMIT = 200;
88 SUICIDE_DAMAGE = 112;
90 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
91 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
93 type
94 TPlayerStat = record
95 Ping: Word;
96 Loss: Byte;
97 Name: String;
98 Team: Byte;
99 Frags: SmallInt;
100 Deaths: SmallInt;
101 Lives: Byte;
102 Kills: Word;
103 Color: TRGB;
104 Spectator: Boolean;
105 end;
107 TPlayerStatArray = Array of TPlayerStat;
109 TPlayerSavedState = record
110 Health: Integer;
111 Armor: Integer;
112 Air: Integer;
113 JetFuel: Integer;
114 CurrWeap: Byte;
115 NextWeap: WORD;
116 NextWeapDelay: Byte;
117 Ammo: Array [A_BULLETS..A_CELLS] of Word;
118 MaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
119 Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
120 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
121 WaitRecall: Boolean;
122 end;
124 TKeyState = record
125 Pressed: Boolean;
126 Time: Word;
127 end;
129 TPlayer = class (TObject)
130 private
131 FIamBot: Boolean;
132 FUID: Word;
133 FName: String;
134 FTeam: Byte;
135 FLive: Boolean;
136 FSpawned: Boolean;
137 FDirection: TDirection;
138 FHealth: Integer;
139 FLives: Byte;
140 FArmor: Integer;
141 FAir: Integer;
142 FPain: Integer;
143 FPickup: Integer;
144 FKills: Integer;
145 FMonsterKills: Integer;
146 FFrags: Integer;
147 FFragCombo: Byte;
148 FLastFrag: LongWord;
149 FComboEvnt: Integer;
150 FDeath: Integer;
151 FCanJetpack: Boolean;
152 FJetFuel: Integer;
153 FFlag: Byte;
154 FSecrets: Integer;
155 FCurrWeap: Byte;
156 FNextWeap: WORD;
157 FNextWeapDelay: Byte; // frames
158 FBFGFireCounter: SmallInt;
159 FLastSpawnerUID: Word;
160 FLastHit: Byte;
161 FObj: TObj;
162 FXTo, FYTo: Integer;
163 FSpectatePlayer: Integer;
165 FSavedState: TPlayerSavedState;
167 FModel: TPlayerModel;
168 FActionPrior: Byte;
169 FActionAnim: Byte;
170 FActionForce: Boolean;
171 FActionChanged: Boolean;
172 FAngle: SmallInt;
173 FFireAngle: SmallInt;
174 FIncCam: Integer;
175 FShellTimer: Integer;
176 FShellType: Byte;
177 FSawSound: TPlayableSound;
178 FSawSoundIdle: TPlayableSound;
179 FSawSoundHit: TPlayableSound;
180 FSawSoundSelect: TPlayableSound;
181 FJetSoundOn: TPlayableSound;
182 FJetSoundOff: TPlayableSound;
183 FJetSoundFly: TPlayableSound;
184 FGodMode: Boolean;
185 FNoTarget: Boolean;
186 FNoReload: Boolean;
187 FJustTeleported: Boolean;
188 FNetTime: LongWord;
190 function CollideLevel(XInc, YInc: Integer): Boolean;
191 function StayOnStep(XInc, YInc: Integer): Boolean;
192 function HeadInLiquid(XInc, YInc: Integer): Boolean;
193 function BodyInLiquid(XInc, YInc: Integer): Boolean;
194 function BodyInAcid(XInc, YInc: Integer): Boolean;
195 function FullInLift(XInc, YInc: Integer): Integer;
196 {procedure CollideItem();}
197 procedure FlySmoke(Times: DWORD = 1);
198 function GetAmmoByWeapon(Weapon: Byte): Word;
199 procedure SetAction(Action: Byte; Force: Boolean = False);
200 procedure OnDamage(Angle: SmallInt); virtual;
201 function firediry(): Integer;
203 procedure Run(Direction: TDirection);
204 procedure NextWeapon();
205 procedure PrevWeapon();
206 procedure SeeUp();
207 procedure SeeDown();
208 procedure Fire();
209 procedure Jump();
210 procedure Use();
212 procedure cycleWeapon (dir: Integer);
213 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
214 procedure resetWeaponQueue ();
215 function hasAmmoForWeapon (weapon: Byte): Boolean;
217 public
218 FDamageBuffer: Integer;
220 FAmmo: Array [A_BULLETS..A_CELLS] of Word;
221 FMaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
222 FWeapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
223 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
224 FBerserk: Integer;
225 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
226 FReloading: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Word;
227 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
228 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
229 FColor: TRGB;
230 FPreferredTeam: Byte;
231 FSpectator: Boolean;
232 FNoRespawn: Boolean;
233 FWantsInGame: Boolean;
234 FGhost: Boolean;
235 FPhysics: Boolean;
236 FJetpack: Boolean;
237 FActualModelName: string;
238 FClientID: SmallInt;
239 FPing: Word;
240 FLoss: Byte;
241 FDummy: Boolean;
243 constructor Create(); virtual;
244 destructor Destroy(); override;
245 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
246 function GetRespawnPoint(): Byte;
247 procedure PressKey(Key: Byte; Time: Word = 1);
248 procedure ReleaseKeys();
249 procedure SetModel(ModelName: String);
250 procedure SetColor(Color: TRGB);
251 procedure SetWeapon(W: Byte);
252 function IsKeyPressed(K: Byte): Boolean;
253 function GetKeys(): Byte;
254 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
255 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
256 function Collide(Panel: TPanel): Boolean; overload;
257 function Collide(X, Y: Integer): Boolean; overload;
258 procedure SetDirection(Direction: TDirection);
259 procedure GetSecret();
260 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
261 procedure Touch();
262 procedure Push(vx, vy: Integer);
263 procedure ChangeModel(ModelName: String);
264 procedure SwitchTeam;
265 procedure ChangeTeam(Team: Byte);
266 procedure BFGHit();
267 function GetFlag(Flag: Byte): Boolean;
268 procedure SetFlag(Flag: Byte);
269 function DropFlag(): Boolean;
270 procedure AllRulez(Health: Boolean);
271 procedure RestoreHealthArmor();
272 procedure FragCombo();
273 procedure GiveItem(ItemType: Byte);
274 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
275 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
276 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
277 procedure MakeBloodSimple(Count: Word);
278 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
279 procedure Reset(Force: Boolean);
280 procedure Spectate(NoMove: Boolean = False);
281 procedure SwitchNoClip;
282 procedure SoftReset();
283 procedure Draw(); virtual;
284 procedure DrawPain();
285 procedure DrawPickup();
286 procedure DrawRulez();
287 procedure DrawAim();
288 procedure DrawBubble();
289 procedure DrawGUI();
290 procedure Update(); virtual;
291 procedure RememberState();
292 procedure RecallState();
293 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
294 procedure LoadState(var Mem: TBinMemoryReader); virtual;
295 procedure PauseSounds(Enable: Boolean);
296 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
297 procedure DoLerp(Level: Integer = 2);
298 procedure SetLerp(XTo, YTo: Integer);
299 procedure QueueWeaponSwitch(Weapon: Byte);
300 procedure RealizeCurrentWeapon();
301 procedure JetpackOn;
302 procedure JetpackOff;
304 property Name: String read FName write FName;
305 property Model: TPlayerModel read FModel;
306 property Health: Integer read FHealth write FHealth;
307 property Lives: Byte read FLives write FLives;
308 property Armor: Integer read FArmor write FArmor;
309 property Air: Integer read FAir write FAir;
310 property JetFuel: Integer read FJetFuel write FJetFuel;
311 property Frags: Integer read FFrags write FFrags;
312 property Death: Integer read FDeath write FDeath;
313 property Kills: Integer read FKills write FKills;
314 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
315 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
316 property Secrets: Integer read FSecrets;
317 property GodMode: Boolean read FGodMode write FGodMode;
318 property NoTarget: Boolean read FNoTarget write FNoTarget;
319 property NoReload: Boolean read FNoReload write FNoReload;
320 property Live: Boolean read FLive write FLive;
321 property Flag: Byte read FFlag;
322 property Team: Byte read FTeam write FTeam;
323 property Direction: TDirection read FDirection;
324 property GameX: Integer read FObj.X write FObj.X;
325 property GameY: Integer read FObj.Y write FObj.Y;
326 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
327 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
328 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
329 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
330 property Vel: TPoint2i read FObj.Vel;
331 property Obj: TObj read FObj;
332 property IncCam: Integer read FIncCam write FIncCam;
333 property UID: Word read FUID write FUID;
334 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
335 property NetTime: LongWord read FNetTime write FNetTime;
336 end;
338 TDifficult = record
339 DiagFire: Byte;
340 InvisFire: Byte;
341 DiagPrecision: Byte;
342 FlyPrecision: Byte;
343 Cover: Byte;
344 CloseJump: Byte;
345 WeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
346 CloseWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
347 //SafeWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
348 end;
350 TAIFlag = record
351 Name: String;
352 Value: String;
353 end;
355 TBot = class (TPlayer)
356 private
357 FSelectedWeapon: Byte;
358 FTargetUID: Word;
359 FLastVisible: DWORD;
360 FAIFlags: Array of TAIFlag;
361 FDifficult: TDifficult;
363 function GetRnd(a: Byte): Boolean;
364 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
365 function RunDirection(): TDirection;
366 function FullInStep(XInc, YInc: Integer): Boolean;
367 //function NeedItem(Item: Byte): Byte;
368 procedure SelectWeapon(Dist: Integer);
369 procedure SetAIFlag(fName, fValue: String20);
370 function GetAIFlag(fName: String20): String20;
371 procedure RemoveAIFlag(fName: String20);
372 function Healthy(): Byte;
373 procedure UpdateMove();
374 procedure UpdateCombat();
375 function KeyPressed(Key: Word): Boolean;
376 procedure ReleaseKey(Key: Byte);
377 function TargetOnScreen(TX, TY: Integer): Boolean;
378 procedure OnDamage(Angle: SmallInt); override;
380 public
381 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
382 constructor Create(); override;
383 destructor Destroy(); override;
384 procedure Draw(); override;
385 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
386 function Heal(value: Word; Soft: Boolean): Boolean; override;
387 procedure Update(); override;
388 procedure SaveState(var Mem: TBinMemoryWriter); override;
389 procedure LoadState(var Mem: TBinMemoryReader); override;
390 end;
392 TGib = record
393 Live: Boolean;
394 ID: DWORD;
395 MaskID: DWORD;
396 RAngle: Integer;
397 Color: TRGB;
398 Obj: TObj;
399 end;
401 TShell = record
402 SpriteID: DWORD;
403 Live: Boolean;
404 SType: Byte;
405 RAngle: Integer;
406 Timeout: Cardinal;
407 CX, CY: Integer;
408 Obj: TObj;
409 end;
411 TCorpse = class (TObject)
412 private
413 FModelName: String;
414 FMess: Boolean;
415 FState: Byte;
416 FDamage: Byte;
417 FColor: TRGB;
418 FObj: TObj;
419 FAnimation: TAnimation;
420 FAnimationMask: TAnimation;
422 public
423 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
424 destructor Destroy(); override;
425 procedure Damage(Value: Word; vx, vy: Integer);
426 procedure Update();
427 procedure Draw();
428 procedure SaveState(var Mem: TBinMemoryWriter);
429 procedure LoadState(var Mem: TBinMemoryReader);
431 property Obj: TObj read FObj;
432 property State: Byte read FState;
433 property Mess: Boolean read FMess;
434 end;
436 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
437 record
438 Goals: SmallInt;
439 end;
441 var
442 gPlayers: Array of TPlayer;
443 gCorpses: Array of TCorpse;
444 gGibs: Array of TGib;
445 gShells: Array of TShell;
446 gTeamStat: TTeamStat;
447 gFly: Boolean = False;
448 gAimLine: Boolean = False;
449 gChatBubble: Byte = 0;
450 gNumBots: Word = 0;
451 gLMSPID1: Word = 0;
452 gLMSPID2: Word = 0;
453 MAX_RUNVEL: Integer = 8;
454 VEL_JUMP: Integer = 10;
455 SHELL_TIMEOUT: Cardinal = 60000;
457 function Lerp(X, Y, Factor: Integer): Integer;
459 procedure g_Gibs_SetMax(Count: Word);
460 function g_Gibs_GetMax(): Word;
461 procedure g_Corpses_SetMax(Count: Word);
462 function g_Corpses_GetMax(): Word;
463 procedure g_Shells_SetMax(Count: Word);
464 function g_Shells_GetMax(): Word;
466 procedure g_Player_Init();
467 procedure g_Player_Free();
468 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
469 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
470 procedure g_Player_Remove(UID: Word);
471 procedure g_Player_ResetTeams();
472 procedure g_Player_UpdateAll();
473 procedure g_Player_DrawAll();
474 procedure g_Player_DrawDebug(p: TPlayer);
475 procedure g_Player_DrawHealth();
476 procedure g_Player_RememberAll();
477 procedure g_Player_ResetAll(Force, Silent: Boolean);
478 function g_Player_Get(UID: Word): TPlayer;
479 function g_Player_GetCount(): Byte;
480 function g_Player_GetStats(): TPlayerStatArray;
481 function g_Player_ValidName(Name: String): Boolean;
482 procedure g_Player_CreateCorpse(Player: TPlayer);
483 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
484 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
485 procedure g_Player_UpdatePhysicalObjects();
486 procedure g_Player_DrawCorpses();
487 procedure g_Player_DrawShells();
488 procedure g_Player_RemoveAllCorpses();
489 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
490 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
491 procedure g_Bot_Add(Team, Difficult: Byte);
492 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
493 procedure g_Bot_MixNames();
494 procedure g_Bot_RemoveAll();
496 implementation
498 uses
499 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
500 g_options, g_triggers, g_menu, MAPDEF, g_game,
501 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
503 type
504 TBotProfile = record
505 name: ShortString;
506 model: ShortString;
507 team: Byte;
508 color: TRGB;
509 diag_fire: Byte;
510 invis_fire: Byte;
511 diag_precision: Byte;
512 fly_precision: Byte;
513 cover: Byte;
514 close_jump: Byte;
515 w_prior1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
516 w_prior2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
517 w_prior3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
518 end;
520 const
521 TIME_RESPAWN1 = 1500;
522 TIME_RESPAWN2 = 2000;
523 TIME_RESPAWN3 = 3000;
524 AIR_DEF = 360;
525 AIR_MAX = 1091;
526 JET_MAX = 540; // ~30 sec
527 PLAYER_SUIT_TIME = 30000;
528 PLAYER_INVUL_TIME = 30000;
529 PLAYER_INVIS_TIME = 35000;
530 FRAG_COMBO_TIME = 3000;
531 VEL_SW = 4;
532 VEL_FLY = 6;
533 ANGLE_RIGHTUP = 55;
534 ANGLE_RIGHTDOWN = -35;
535 ANGLE_LEFTUP = 125;
536 ANGLE_LEFTDOWN = -145;
537 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
538 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
539 BOT_MAXJUMP = 84;
540 BOT_LONGDIST = 300;
541 BOT_UNSAFEDIST = 128;
542 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
543 (R:0; G:0; B:255));
544 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
545 FlyPrecision: 32; Cover: 32; CloseJump: 32;
546 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
547 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
548 FlyPrecision: 127; Cover: 127; CloseJump: 127;
549 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
550 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
551 FlyPrecision: 255; Cover: 255; CloseJump: 255;
552 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
553 WEAPON_PRIOR1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
554 (WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
555 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
556 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
557 WEAPON_PRIOR2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
558 (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
559 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
560 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
561 //WEAPON_PRIOR3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
562 // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
563 // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
564 // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
565 WEAPON_RELOAD: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
566 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
568 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
569 CORPSE_SIGNATURE = $50524F43; // 'CORP'
571 BOTNAMES_FILENAME = 'botnames.txt';
572 BOTLIST_FILENAME = 'botlist.txt';
574 var
575 MaxGibs: Word = 150;
576 MaxCorpses: Word = 20;
577 MaxShells: Word = 300;
578 CurrentGib: Integer = 0;
579 CurrentShell: Integer = 0;
580 BotNames: Array of String;
581 BotList: Array of TBotProfile;
583 function Lerp(X, Y, Factor: Integer): Integer;
584 begin
585 Result := X + ((Y - X) div Factor);
586 end;
588 function SameTeam(UID1, UID2: Word): Boolean;
589 begin
590 Result := False;
592 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
593 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
595 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
597 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
598 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
600 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
601 end;
603 procedure g_Gibs_SetMax(Count: Word);
604 begin
605 MaxGibs := Count;
606 SetLength(gGibs, Count);
608 if CurrentGib >= Count then
609 CurrentGib := 0;
610 end;
612 function g_Gibs_GetMax(): Word;
613 begin
614 Result := MaxGibs;
615 end;
617 procedure g_Shells_SetMax(Count: Word);
618 begin
619 MaxShells := Count;
620 SetLength(gShells, Count);
622 if CurrentShell >= Count then
623 CurrentShell := 0;
624 end;
626 function g_Shells_GetMax(): Word;
627 begin
628 Result := MaxShells;
629 end;
632 procedure g_Corpses_SetMax(Count: Word);
633 begin
634 MaxCorpses := Count;
635 SetLength(gCorpses, Count);
636 end;
638 function g_Corpses_GetMax(): Word;
639 begin
640 Result := MaxCorpses;
641 end;
643 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
644 var
645 a: Integer;
646 ok: Boolean;
647 begin
648 Result := 0;
650 ok := False;
651 a := 0;
653 // Åñòü ëè ìåñòî â gPlayers:
654 if gPlayers <> nil then
655 for a := 0 to High(gPlayers) do
656 if gPlayers[a] = nil then
657 begin
658 ok := True;
659 Break;
660 end;
662 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
663 if not ok then
664 begin
665 SetLength(gPlayers, Length(gPlayers)+1);
666 a := High(gPlayers);
667 end;
669 // Ñîçäàåì îáúåêò èãðîêà:
670 if Bot then
671 gPlayers[a] := TBot.Create()
672 else
673 gPlayers[a] := TPlayer.Create();
676 gPlayers[a].FActualModelName := ModelName;
677 gPlayers[a].SetModel(ModelName);
679 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
680 if gPlayers[a].FModel = nil then
681 begin
682 gPlayers[a].Free();
683 gPlayers[a] := nil;
684 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
685 Exit;
686 end;
688 if not (Team in [TEAM_RED, TEAM_BLUE]) then
689 if Random(2) = 0 then
690 Team := TEAM_RED
691 else
692 Team := TEAM_BLUE;
693 gPlayers[a].FPreferredTeam := Team;
695 case gGameSettings.GameMode of
696 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
697 GM_TDM,
698 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
699 GM_SINGLE,
700 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
701 end;
703 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
704 gPlayers[a].FColor := Color;
705 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
706 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
707 else
708 gPlayers[a].FModel.Color := Color;
710 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
711 gPlayers[a].FLive := False;
713 Result := gPlayers[a].FUID;
714 end;
716 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
717 var
718 a, i: Integer;
719 ok, Bot: Boolean;
720 sig: DWORD;
721 b: Byte;
722 begin
723 Result := 0;
724 if Mem = nil then
725 Exit;
727 // Ñèãíàòóðà èãðîêà:
728 Mem.ReadDWORD(sig);
729 if sig <> PLAYER_SIGNATURE then // 'PLYR'
730 begin
731 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
732 end;
734 // Áîò èëè ÷åëîâåê:
735 Mem.ReadBoolean(Bot);
737 ok := False;
738 a := 0;
740 // Åñòü ëè ìåñòî â gPlayers:
741 if gPlayers <> nil then
742 for a := 0 to High(gPlayers) do
743 if gPlayers[a] = nil then
744 begin
745 ok := True;
746 Break;
747 end;
749 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
750 if not ok then
751 begin
752 SetLength(gPlayers, Length(gPlayers)+1);
753 a := High(gPlayers);
754 end;
756 // Ñîçäàåì îáúåêò èãðîêà:
757 if Bot then
758 gPlayers[a] := TBot.Create()
759 else
760 gPlayers[a] := TPlayer.Create();
761 gPlayers[a].FIamBot := Bot;
762 gPlayers[a].FPhysics := True;
764 // UID èãðîêà:
765 Mem.ReadWord(gPlayers[a].FUID);
766 // Èìÿ èãðîêà:
767 Mem.ReadString(gPlayers[a].FName);
768 // Êîìàíäà:
769 Mem.ReadByte(gPlayers[a].FTeam);
770 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
771 // Æèâ ëè:
772 Mem.ReadBoolean(gPlayers[a].FLive);
773 // Èçðàñõîäîâàë ëè âñå æèçíè:
774 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
775 // Íàïðàâëåíèå:
776 Mem.ReadByte(b);
777 if b = 1 then
778 gPlayers[a].FDirection := D_LEFT
779 else // b = 2
780 gPlayers[a].FDirection := D_RIGHT;
781 // Çäîðîâüå:
782 Mem.ReadInt(gPlayers[a].FHealth);
783 // Æèçíè:
784 Mem.ReadByte(gPlayers[a].FLives);
785 // Áðîíÿ:
786 Mem.ReadInt(gPlayers[a].FArmor);
787 // Çàïàñ âîçäóõà:
788 Mem.ReadInt(gPlayers[a].FAir);
789 // Çàïàñ ãîðþ÷åãî:
790 Mem.ReadInt(gPlayers[a].FJetFuel);
791 // Áîëü:
792 Mem.ReadInt(gPlayers[a].FPain);
793 // Óáèë:
794 Mem.ReadInt(gPlayers[a].FKills);
795 // Óáèë ìîíñòðîâ:
796 Mem.ReadInt(gPlayers[a].FMonsterKills);
797 // Ôðàãîâ:
798 Mem.ReadInt(gPlayers[a].FFrags);
799 // Ôðàãîâ ïîäðÿä:
800 Mem.ReadByte(gPlayers[a].FFragCombo);
801 // Âðåìÿ ïîñëåäíåãî ôðàãà:
802 Mem.ReadDWORD(gPlayers[a].FLastFrag);
803 // Ñìåðòåé:
804 Mem.ReadInt(gPlayers[a].FDeath);
805 // Êàêîé ôëàã íåñåò:
806 Mem.ReadByte(gPlayers[a].FFlag);
807 // Íàøåë ñåêðåòîâ:
808 Mem.ReadInt(gPlayers[a].FSecrets);
809 // Òåêóùåå îðóæèå:
810 Mem.ReadByte(gPlayers[a].FCurrWeap);
811 // Ñëåäóþùåå æåëàåìîå îðóæèå:
812 Mem.ReadWord(gPlayers[a].FNextWeap);
813 // ...è ïàóçà:
814 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
815 // Âðåìÿ çàðÿäêè BFG:
816 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
817 // Áóôåð óðîíà:
818 Mem.ReadInt(gPlayers[a].FDamageBuffer);
819 // Ïîñëåäíèé óäàðèâøèé:
820 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
821 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
822 Mem.ReadByte(gPlayers[a].FLastHit);
823 // Îáúåêò èãðîêà:
824 Obj_LoadState(@gPlayers[a].FObj, Mem);
825 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
826 for i := A_BULLETS to A_CELLS do
827 Mem.ReadWord(gPlayers[a].FAmmo[i]);
828 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
829 for i := A_BULLETS to A_CELLS do
830 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
831 // Íàëè÷èå îðóæèÿ:
832 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
833 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
834 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
835 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
836 Mem.ReadWord(gPlayers[a].FReloading[i]);
837 // Íàëè÷èå ðþêçàêà:
838 Mem.ReadByte(b);
839 if b = 1 then
840 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
841 // Íàëè÷èå êðàñíîãî êëþ÷à:
842 Mem.ReadByte(b);
843 if b = 1 then
844 Include(gPlayers[a].FRulez, R_KEY_RED);
845 // Íàëè÷èå çåëåíîãî êëþ÷à:
846 Mem.ReadByte(b);
847 if b = 1 then
848 Include(gPlayers[a].FRulez, R_KEY_GREEN);
849 // Íàëè÷èå ñèíåãî êëþ÷à:
850 Mem.ReadByte(b);
851 if b = 1 then
852 Include(gPlayers[a].FRulez, R_KEY_BLUE);
853 // Íàëè÷èå áåðñåðêà:
854 Mem.ReadByte(b);
855 if b = 1 then
856 Include(gPlayers[a].FRulez, R_BERSERK);
857 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
858 for i := MR_SUIT to MR_MAX do
859 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
860 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
861 for i := T_RESPAWN to T_FLAGCAP do
862 Mem.ReadDWORD(gPlayers[a].FTime[i]);
864 // Íàçâàíèå ìîäåëè:
865 Mem.ReadString(gPlayers[a].FActualModelName);
866 // Öâåò ìîäåëè:
867 Mem.ReadByte(gPlayers[a].FColor.R);
868 Mem.ReadByte(gPlayers[a].FColor.G);
869 Mem.ReadByte(gPlayers[a].FColor.B);
870 // Îáíîâëÿåì ìîäåëü èãðîêà:
871 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
873 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
874 if gPlayers[a].FModel = nil then
875 begin
876 gPlayers[a].Free();
877 gPlayers[a] := nil;
878 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
879 Exit;
880 end;
882 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
883 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
884 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
885 else
886 gPlayers[a].FModel.Color := gPlayers[a].FColor;
888 Result := gPlayers[a].FUID;
889 end;
891 procedure g_Player_ResetTeams();
892 var
893 a: Integer;
894 begin
895 if g_Game_IsClient then
896 Exit;
897 if gPlayers = nil then
898 Exit;
899 for a := Low(gPlayers) to High(gPlayers) do
900 if gPlayers[a] <> nil then
901 case gGameSettings.GameMode of
902 GM_DM:
903 gPlayers[a].ChangeTeam(TEAM_NONE);
904 GM_TDM, GM_CTF:
905 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
906 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
907 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
908 else
909 if a mod 2 = 0 then
910 gPlayers[a].ChangeTeam(TEAM_RED)
911 else
912 gPlayers[a].ChangeTeam(TEAM_BLUE);
913 GM_SINGLE,
914 GM_COOP:
915 gPlayers[a].ChangeTeam(TEAM_COOP);
916 end;
917 end;
919 procedure g_Bot_Add(Team, Difficult: Byte);
920 var
921 m: SArray;
922 _name, _model: String;
923 a, tr, tb: Integer;
924 begin
925 if not g_Game_IsServer then Exit;
927 // Ñïèñîê íàçâàíèé ìîäåëåé:
928 m := g_PlayerModel_GetNames();
929 if m = nil then
930 Exit;
932 // Êîìàíäà:
933 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
934 Team := TEAM_COOP // COOP
935 else
936 if gGameSettings.GameMode = GM_DM then
937 Team := TEAM_NONE // DM
938 else
939 if Team = TEAM_NONE then // CTF / TDM
940 begin
941 // Àâòîáàëàíñ êîìàíä:
942 tr := 0;
943 tb := 0;
945 for a := 0 to High(gPlayers) do
946 if gPlayers[a] <> nil then
947 begin
948 if gPlayers[a].Team = TEAM_RED then
949 Inc(tr)
950 else
951 if gPlayers[a].Team = TEAM_BLUE then
952 Inc(tb);
953 end;
955 if tr > tb then
956 Team := TEAM_BLUE
957 else
958 if tb > tr then
959 Team := TEAM_RED
960 else // tr = tb
961 if Random(2) = 0 then
962 Team := TEAM_RED
963 else
964 Team := TEAM_BLUE;
965 end;
967 // Âûáèðàåì áîòó èìÿ:
968 _name := '';
969 if BotNames <> nil then
970 for a := 0 to High(BotNames) do
971 if g_Player_ValidName(BotNames[a]) then
972 begin
973 _name := BotNames[a];
974 Break;
975 end;
977 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
978 if _name = '' then
979 repeat
980 _name := Format('DFBOT%.2d', [Random(100)]);
981 until g_Player_ValidName(_name);
983 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
984 _model := m[Random(Length(m))];
986 // Ñîçäàåì áîòà:
987 with g_Player_Get(g_Player_Create(_model,
988 _RGB(Min(Random(9)*32, 255),
989 Min(Random(9)*32, 255),
990 Min(Random(9)*32, 255)),
991 Team, True)) as TBot do
992 begin
993 Name := _name;
995 case Difficult of
996 1: FDifficult := DIFFICULT_EASY;
997 2: FDifficult := DIFFICULT_MEDIUM;
998 else FDifficult := DIFFICULT_HARD;
999 end;
1001 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
1002 begin
1003 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1004 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1005 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1006 end;
1008 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1010 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1011 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1012 Spectate();
1013 end;
1014 end;
1016 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1017 var
1018 m: SArray;
1019 _name, _model: String;
1020 a: Integer;
1021 begin
1022 if not g_Game_IsServer then Exit;
1024 // Ñïèñîê íàçâàíèé ìîäåëåé:
1025 m := g_PlayerModel_GetNames();
1026 if m = nil then
1027 Exit;
1029 // Êîìàíäà:
1030 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1031 Team := TEAM_COOP // COOP
1032 else
1033 if gGameSettings.GameMode = GM_DM then
1034 Team := TEAM_NONE // DM
1035 else
1036 if Team = TEAM_NONE then
1037 Team := BotList[num].team; // CTF / TDM
1039 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1040 lName := AnsiLowerCase(lName);
1041 if (num < 0) or (num > Length(BotList)-1) then
1042 num := -1;
1043 if (num = -1) and (lName <> '') and (BotList <> nil) then
1044 for a := 0 to High(BotList) do
1045 if AnsiLowerCase(BotList[a].name) = lName then
1046 begin
1047 num := a;
1048 Break;
1049 end;
1050 if num = -1 then
1051 Exit;
1053 // Èìÿ áîòà:
1054 _name := BotList[num].name;
1055 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1056 if not g_Player_ValidName(_name) then
1057 repeat
1058 _name := Format('DFBOT%.2d', [Random(100)]);
1059 until g_Player_ValidName(_name);
1061 // Ìîäåëü:
1062 _model := BotList[num].model;
1063 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1064 if not InSArray(_model, m) then
1065 _model := m[Random(Length(m))];
1067 // Ñîçäàåì áîòà:
1068 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1069 begin
1070 Name := _name;
1072 FDifficult.DiagFire := BotList[num].diag_fire;
1073 FDifficult.InvisFire := BotList[num].invis_fire;
1074 FDifficult.DiagPrecision := BotList[num].diag_precision;
1075 FDifficult.FlyPrecision := BotList[num].fly_precision;
1076 FDifficult.Cover := BotList[num].cover;
1077 FDifficult.CloseJump := BotList[num].close_jump;
1079 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
1080 begin
1081 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1082 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1083 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1084 end;
1086 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1088 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1089 end;
1090 end;
1092 procedure g_Bot_RemoveAll();
1093 var
1094 a: Integer;
1095 begin
1096 if not g_Game_IsServer then Exit;
1097 if gPlayers = nil then Exit;
1099 for a := 0 to High(gPlayers) do
1100 if gPlayers[a] <> nil then
1101 if gPlayers[a] is TBot then
1102 begin
1103 gPlayers[a].Lives := 0;
1104 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1105 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1106 g_Player_Remove(gPlayers[a].FUID);
1107 end;
1109 g_Bot_MixNames();
1110 end;
1112 procedure g_Bot_MixNames();
1113 var
1114 s: String;
1115 a, b: Integer;
1116 begin
1117 if BotNames <> nil then
1118 for a := 0 to High(BotNames) do
1119 begin
1120 b := Random(Length(BotNames));
1121 s := BotNames[a];
1122 Botnames[a] := BotNames[b];
1123 BotNames[b] := s;
1124 end;
1125 end;
1127 procedure g_Player_Remove(UID: Word);
1128 var
1129 i: Integer;
1130 begin
1131 if gPlayers = nil then Exit;
1133 if g_Game_IsServer and g_Game_IsNet then
1134 MH_SEND_PlayerDelete(UID);
1136 for i := 0 to High(gPlayers) do
1137 if gPlayers[i] <> nil then
1138 if gPlayers[i].FUID = UID then
1139 begin
1140 if gPlayers[i] is TPlayer then
1141 TPlayer(gPlayers[i]).Free()
1142 else
1143 TBot(gPlayers[i]).Free();
1144 gPlayers[i] := nil;
1145 Exit;
1146 end;
1147 end;
1149 procedure g_Player_Init();
1150 var
1151 F: TextFile;
1152 s: String;
1153 a, b: Integer;
1154 config: TConfig;
1155 sa: SArray;
1156 begin
1157 BotNames := nil;
1159 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1160 Exit;
1162 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1163 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1164 Reset(F);
1166 while not EOF(F) do
1167 begin
1168 ReadLn(F, s);
1170 s := Trim(s);
1171 if s = '' then
1172 Continue;
1174 SetLength(BotNames, Length(BotNames)+1);
1175 BotNames[High(BotNames)] := s;
1176 end;
1178 CloseFile(F);
1180 // Ïåðåìåøèâàåì èõ:
1181 g_Bot_MixNames();
1183 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1184 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1185 BotList := nil;
1186 a := 0;
1188 while config.SectionExists(IntToStr(a)) do
1189 begin
1190 SetLength(BotList, Length(BotList)+1);
1192 with BotList[High(BotList)] do
1193 begin
1194 // Èìÿ áîòà:
1195 name := config.ReadStr(IntToStr(a), 'name', '');
1196 // Ìîäåëü:
1197 model := config.ReadStr(IntToStr(a), 'model', '');
1198 // Êîìàíäà:
1199 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1200 team := TEAM_RED
1201 else
1202 team := TEAM_BLUE;
1203 // Öâåò ìîäåëè:
1204 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1205 color.R := StrToIntDef(sa[0], 0);
1206 color.G := StrToIntDef(sa[1], 0);
1207 color.B := StrToIntDef(sa[2], 0);
1208 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1209 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1210 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1211 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1212 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1213 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1214 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1215 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1216 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1217 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1218 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1219 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1220 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1221 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1222 if Length(sa) = 10 then
1223 for b := 0 to 9 do
1224 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1225 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1226 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1227 if Length(sa) = 10 then
1228 for b := 0 to 9 do
1229 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1231 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1232 if Length(sa) = 10 then
1233 for b := 0 to 9 do
1234 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1235 end;
1237 a := a + 1;
1238 end;
1240 config.Free();
1241 end;
1243 procedure g_Player_Free();
1244 var
1245 i: Integer;
1246 begin
1247 if gPlayers <> nil then
1248 begin
1249 for i := 0 to High(gPlayers) do
1250 if gPlayers[i] <> nil then
1251 begin
1252 if gPlayers[i] is TPlayer then
1253 TPlayer(gPlayers[i]).Free()
1254 else
1255 TBot(gPlayers[i]).Free();
1256 gPlayers[i] := nil;
1257 end;
1259 gPlayers := nil;
1260 end;
1262 gPlayer1 := nil;
1263 gPlayer2 := nil;
1264 end;
1266 procedure g_Player_UpdateAll();
1267 var
1268 i: Integer;
1269 begin
1270 if gPlayers = nil then Exit;
1272 for i := 0 to High(gPlayers) do
1273 if gPlayers[i] <> nil then
1274 begin
1275 gPlayers[i].RealizeCurrentWeapon();
1276 if gPlayers[i] is TPlayer then gPlayers[i].Update()
1277 else TBot(gPlayers[i]).Update();
1278 end;
1279 end;
1281 procedure g_Player_DrawAll();
1282 var
1283 i: Integer;
1284 begin
1285 if gPlayers = nil then Exit;
1287 for i := 0 to High(gPlayers) do
1288 if gPlayers[i] <> nil then
1289 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1290 else TBot(gPlayers[i]).Draw();
1291 end;
1293 procedure g_Player_DrawDebug(p: TPlayer);
1294 var
1295 fW, fH: Byte;
1296 begin
1297 if p = nil then Exit;
1298 if (@p.FObj) = nil then Exit;
1300 e_TextureFontGetSize(gStdFont, fW, fH);
1302 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1303 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1304 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1305 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1306 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1307 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1308 end;
1310 procedure g_Player_DrawHealth();
1311 var
1312 i: Integer;
1313 fW, fH: Byte;
1314 begin
1315 if gPlayers = nil then Exit;
1316 e_TextureFontGetSize(gStdFont, fW, fH);
1318 for i := 0 to High(gPlayers) do
1319 if gPlayers[i] <> nil then
1320 begin
1321 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1322 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1323 IntToStr(gPlayers[i].FHealth), gStdFont);
1324 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1325 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1326 IntToStr(gPlayers[i].FArmor), gStdFont);
1327 end;
1328 end;
1330 function g_Player_Get(UID: Word): TPlayer;
1331 var
1332 a: Integer;
1333 begin
1334 Result := nil;
1336 if gPlayers = nil then
1337 Exit;
1339 for a := 0 to High(gPlayers) do
1340 if gPlayers[a] <> nil then
1341 if gPlayers[a].FUID = UID then
1342 begin
1343 Result := gPlayers[a];
1344 Exit;
1345 end;
1346 end;
1348 function g_Player_GetCount(): Byte;
1349 var
1350 a: Integer;
1351 begin
1352 Result := 0;
1354 if gPlayers = nil then
1355 Exit;
1357 for a := 0 to High(gPlayers) do
1358 if gPlayers[a] <> nil then
1359 Result := Result + 1;
1360 end;
1362 function g_Player_GetStats(): TPlayerStatArray;
1363 var
1364 a: Integer;
1365 begin
1366 Result := nil;
1368 if gPlayers = nil then Exit;
1370 for a := 0 to High(gPlayers) do
1371 if gPlayers[a] <> nil then
1372 begin
1373 SetLength(Result, Length(Result)+1);
1374 with Result[High(Result)] do
1375 begin
1376 Ping := gPlayers[a].FPing;
1377 Loss := gPlayers[a].FLoss;
1378 Name := gPlayers[a].FName;
1379 Team := gPlayers[a].FTeam;
1380 Frags := gPlayers[a].FFrags;
1381 Deaths := gPlayers[a].FDeath;
1382 Kills := gPlayers[a].FKills;
1383 Color := gPlayers[a].FModel.Color;
1384 Lives := gPlayers[a].FLives;
1385 Spectator := gPlayers[a].FSpectator;
1386 end;
1387 end;
1388 end;
1390 procedure g_Player_RememberAll;
1391 var
1392 i: Integer;
1393 begin
1394 for i := Low(gPlayers) to High(gPlayers) do
1395 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1396 gPlayers[i].RememberState;
1397 end;
1399 procedure g_Player_ResetAll(Force, Silent: Boolean);
1400 var
1401 i: Integer;
1402 begin
1403 gTeamStat[TEAM_RED].Goals := 0;
1404 gTeamStat[TEAM_BLUE].Goals := 0;
1406 if gPlayers <> nil then
1407 for i := 0 to High(gPlayers) do
1408 if gPlayers[i] <> nil then
1409 begin
1410 gPlayers[i].Reset(Force);
1412 if gPlayers[i] is TPlayer then
1413 begin
1414 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1415 gPlayers[i].Respawn(Silent)
1416 else
1417 gPlayers[i].Spectate();
1418 end
1419 else
1420 TBot(gPlayers[i]).Respawn(Silent);
1421 end;
1422 end;
1424 procedure g_Player_CreateCorpse(Player: TPlayer);
1425 var
1426 find_id: DWORD;
1427 ok: Boolean;
1428 begin
1429 if Player.Live then
1430 Exit;
1431 if Player.FObj.Y >= gMapInfo.Height+128 then
1432 Exit;
1434 with Player do
1435 begin
1436 if (FHealth >= -50) or (gGibsCount = 0) then
1437 begin
1438 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1439 Exit;
1441 ok := False;
1442 for find_id := 0 to High(gCorpses) do
1443 if gCorpses[find_id] = nil then
1444 begin
1445 ok := True;
1446 Break;
1447 end;
1449 if not ok then
1450 find_id := Random(Length(gCorpses));
1452 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1453 gCorpses[find_id].FColor := FModel.Color;
1454 gCorpses[find_id].FObj.Vel := FObj.Vel;
1455 gCorpses[find_id].FObj.Accel := FObj.Accel;
1456 end
1457 else
1458 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1459 FObj.Y + PLAYER_RECT_CY,
1460 FModel.Name, FModel.Color);
1461 end;
1462 end;
1464 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1465 var
1466 SID: DWORD;
1467 begin
1468 if (gShells = nil) or (Length(gShells) = 0) then
1469 Exit;
1471 with gShells[CurrentShell] do
1472 begin
1473 SpriteID := 0;
1474 g_Obj_Init(@Obj);
1475 Obj.Rect.X := 0;
1476 Obj.Rect.Y := 0;
1477 if T = SHELL_BULLET then
1478 begin
1479 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1480 SpriteID := SID;
1481 CX := 2;
1482 CY := 1;
1483 Obj.Rect.Width := 4;
1484 Obj.Rect.Height := 2;
1485 end
1486 else
1487 begin
1488 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1489 SpriteID := SID;
1490 CX := 4;
1491 CY := 2;
1492 Obj.Rect.Width := 7;
1493 Obj.Rect.Height := 3;
1494 end;
1495 SType := T;
1496 Live := True;
1497 Obj.X := fX;
1498 Obj.Y := fY;
1499 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1500 RAngle := Random(360);
1501 Timeout := gTime + SHELL_TIMEOUT;
1503 if CurrentShell >= High(gShells) then
1504 CurrentShell := 0
1505 else
1506 Inc(CurrentShell);
1507 end;
1508 end;
1510 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1511 var
1512 a: Integer;
1513 GibsArray: TGibsArray;
1514 begin
1515 if (gGibs = nil) or (Length(gGibs) = 0) then
1516 Exit;
1517 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1518 Exit;
1520 for a := 0 to High(GibsArray) do
1521 with gGibs[CurrentGib] do
1522 begin
1523 Color := fColor;
1524 ID := GibsArray[a].ID;
1525 MaskID := GibsArray[a].MaskID;
1526 Live := True;
1527 g_Obj_Init(@Obj);
1528 Obj.Rect := GibsArray[a].Rect;
1529 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1530 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1531 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1532 RAngle := Random(360);
1534 if gBloodCount > 0 then
1535 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1536 Random(48), Random(48), 150, 0, 0);
1538 if CurrentGib >= High(gGibs) then
1539 CurrentGib := 0
1540 else
1541 Inc(CurrentGib);
1542 end;
1543 end;
1545 procedure g_Player_UpdatePhysicalObjects();
1546 var
1547 i: Integer;
1548 vel: TPoint2i;
1549 mr: Word;
1551 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1552 var
1553 k: Integer;
1554 begin
1555 k := 1 + Random(2);
1556 if T = SHELL_BULLET then
1557 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1558 else
1559 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1560 end;
1562 begin
1563 // Êóñêè ìÿñà:
1564 if gGibs <> nil then
1565 for i := 0 to High(gGibs) do
1566 if gGibs[i].Live then
1567 with gGibs[i] do
1568 begin
1569 vel := Obj.Vel;
1570 mr := g_Obj_Move(@Obj, True, False, True);
1572 if WordBool(mr and MOVE_FALLOUT) then
1573 begin
1574 Live := False;
1575 Continue;
1576 end;
1578 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1579 if WordBool(mr and MOVE_HITWALL) then
1580 Obj.Vel.X := -(vel.X div 2);
1581 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1582 Obj.Vel.Y := -(vel.Y div 2);
1584 if (Obj.Vel.X >= 0) then
1585 begin // Clockwise
1586 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1587 if RAngle >= 360 then
1588 RAngle := RAngle mod 360;
1589 end else begin // Counter-clockwise
1590 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1591 if RAngle < 0 then
1592 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1593 end;
1595 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1596 if gTime mod (GAME_TICK*3) = 0 then
1597 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1598 end;
1600 // Òðóïû:
1601 if gCorpses <> nil then
1602 for i := 0 to High(gCorpses) do
1603 if gCorpses[i] <> nil then
1604 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1605 begin
1606 gCorpses[i].Free();
1607 gCorpses[i] := nil;
1608 end
1609 else
1610 gCorpses[i].Update();
1612 // Ãèëüçû:
1613 if gShells <> nil then
1614 for i := 0 to High(gShells) do
1615 if gShells[i].Live then
1616 with gShells[i] do
1617 begin
1618 vel := Obj.Vel;
1619 mr := g_Obj_Move(@Obj, True, False, True);
1621 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1622 begin
1623 Live := False;
1624 Continue;
1625 end;
1627 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1628 if WordBool(mr and MOVE_HITWALL) then
1629 begin
1630 Obj.Vel.X := -(vel.X div 2);
1631 if not WordBool(mr and MOVE_INWATER) then
1632 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1633 end;
1634 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1635 begin
1636 Obj.Vel.Y := -(vel.Y div 2);
1637 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1638 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1639 begin
1640 if RAngle mod 90 <> 0 then
1641 RAngle := (RAngle div 90) * 90;
1642 end
1643 else if not WordBool(mr and MOVE_INWATER) then
1644 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1645 end;
1647 if (Obj.Vel.X >= 0) then
1648 begin // Clockwise
1649 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1650 if RAngle >= 360 then
1651 RAngle := RAngle mod 360;
1652 end else begin // Counter-clockwise
1653 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1654 if RAngle < 0 then
1655 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1656 end;
1657 end;
1658 end;
1660 procedure g_Player_DrawCorpses();
1661 var
1662 i: Integer;
1663 a: TPoint;
1664 begin
1665 if gGibs <> nil then
1666 for i := 0 to High(gGibs) do
1667 if gGibs[i].Live then
1668 with gGibs[i] do
1669 begin
1670 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1671 Continue;
1673 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1674 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1676 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1678 e_Colors := Color;
1679 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1680 e_Colors.R := 255;
1681 e_Colors.G := 255;
1682 e_Colors.B := 255;
1683 end;
1685 if gCorpses <> nil then
1686 for i := 0 to High(gCorpses) do
1687 if gCorpses[i] <> nil then
1688 gCorpses[i].Draw();
1689 end;
1691 procedure g_Player_DrawShells();
1692 var
1693 i: Integer;
1694 a: TPoint;
1695 begin
1696 if gShells <> nil then
1697 for i := 0 to High(gShells) do
1698 if gShells[i].Live then
1699 with gShells[i] do
1700 begin
1701 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1702 Continue;
1704 a.X := CX;
1705 a.Y := CY;
1707 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1708 end;
1709 end;
1711 procedure g_Player_RemoveAllCorpses();
1712 var
1713 i: Integer;
1714 begin
1715 gGibs := nil;
1716 gShells := nil;
1717 SetLength(gGibs, MaxGibs);
1718 SetLength(gShells, MaxGibs);
1719 CurrentGib := 0;
1720 CurrentShell := 0;
1722 if gCorpses <> nil then
1723 for i := 0 to High(gCorpses) do
1724 gCorpses[i].Free();
1726 gCorpses := nil;
1727 SetLength(gCorpses, MaxCorpses);
1728 end;
1730 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1731 var
1732 count, i: Integer;
1733 b: Boolean;
1734 begin
1735 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1736 count := 0;
1737 if gCorpses <> nil then
1738 for i := 0 to High(gCorpses) do
1739 if gCorpses[i] <> nil then
1740 count := count + 1;
1742 Mem := TBinMemoryWriter.Create((count+1) * 128);
1744 // Êîëè÷åñòâî òðóïîâ:
1745 Mem.WriteInt(count);
1747 if count = 0 then
1748 Exit;
1750 // Ñîõðàíÿåì òðóïû:
1751 for i := 0 to High(gCorpses) do
1752 if gCorpses[i] <> nil then
1753 begin
1754 // Íàçâàíèå ìîäåëè:
1755 Mem.WriteString(gCorpses[i].FModelName);
1756 // Òèï ñìåðòè:
1757 b := gCorpses[i].Mess;
1758 Mem.WriteBoolean(b);
1759 // Ñîõðàíÿåì äàííûå òðóïà:
1760 gCorpses[i].SaveState(Mem);
1761 end;
1762 end;
1764 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1765 var
1766 count, i: Integer;
1767 str: String;
1768 b: Boolean;
1769 begin
1770 if Mem = nil then
1771 Exit;
1773 g_Player_RemoveAllCorpses();
1775 // Êîëè÷åñòâî òðóïîâ:
1776 Mem.ReadInt(count);
1778 if count > Length(gCorpses) then
1779 begin
1780 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1781 end;
1783 if count = 0 then
1784 Exit;
1786 // Çàãðóæàåì òðóïû:
1787 for i := 0 to count-1 do
1788 begin
1789 // Íàçâàíèå ìîäåëè:
1790 Mem.ReadString(str);
1791 // Òèï ñìåðòè:
1792 Mem.ReadBoolean(b);
1793 // Ñîçäàåì òðóï:
1794 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1795 // Çàãðóæàåì äàííûå òðóïà:
1796 gCorpses[i].LoadState(Mem);
1797 end;
1798 end;
1800 { T P l a y e r : }
1802 procedure TPlayer.BFGHit();
1803 begin
1804 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1805 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1806 if g_Game_IsServer and g_Game_IsNet then
1807 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1808 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1809 0, NET_GFX_BFGHIT);
1810 end;
1812 procedure TPlayer.ChangeModel(ModelName: string);
1813 var
1814 Model: TPlayerModel;
1815 begin
1816 Model := g_PlayerModel_Get(ModelName);
1817 if Model = nil then Exit;
1819 FModel.Free();
1820 FModel := Model;
1821 end;
1823 procedure TPlayer.SetModel(ModelName: string);
1824 var
1825 m: TPlayerModel;
1826 begin
1827 m := g_PlayerModel_Get(ModelName);
1828 if m = nil then
1829 begin
1830 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1831 m := g_PlayerModel_Get('doomer');
1832 if m = nil then
1833 begin
1834 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1835 Exit;
1836 end;
1837 end;
1839 if FModel <> nil then
1840 FModel.Free();
1842 FModel := m;
1844 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1845 FModel.Color := FColor
1846 else
1847 FModel.Color := TEAMCOLOR[FTeam];
1848 FModel.SetWeapon(FCurrWeap);
1849 FModel.SetFlag(FFlag);
1850 SetDirection(FDirection);
1851 end;
1853 procedure TPlayer.SetColor(Color: TRGB);
1854 begin
1855 FColor := Color;
1856 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1857 if FModel <> nil then FModel.Color := Color;
1858 end;
1860 procedure TPlayer.SwitchTeam;
1861 begin
1862 if g_Game_IsClient then
1863 Exit;
1864 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1866 if gGameOn and FLive then
1867 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1869 if FTeam = TEAM_RED then
1870 begin
1871 ChangeTeam(TEAM_BLUE);
1872 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1873 if g_Game_IsNet then
1874 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1875 end
1876 else
1877 begin
1878 ChangeTeam(TEAM_RED);
1879 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1880 if g_Game_IsNet then
1881 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1882 end;
1883 FPreferredTeam := FTeam;
1884 end;
1886 procedure TPlayer.ChangeTeam(Team: Byte);
1887 var
1888 OldTeam: Byte;
1889 begin
1890 OldTeam := FTeam;
1891 FTeam := Team;
1892 case Team of
1893 TEAM_RED, TEAM_BLUE:
1894 FModel.Color := TEAMCOLOR[Team];
1895 else
1896 FModel.Color := FColor;
1897 end;
1898 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1899 MH_SEND_PlayerStats(FUID);
1900 end;
1903 procedure TPlayer.CollideItem();
1904 var
1905 i: Integer;
1906 r: Boolean;
1907 begin
1908 if gItems = nil then Exit;
1909 if not FLive then Exit;
1911 for i := 0 to High(gItems) do
1912 with gItems[i] do
1913 begin
1914 if (ItemType <> ITEM_NONE) and Live then
1915 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1916 PLAYER_RECT.Height, @Obj) then
1917 begin
1918 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1920 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1921 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1922 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1923 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1924 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1926 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1927 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1928 (gGameSettings.GameType = GT_SINGLE) and
1929 (g_Player_GetCount() > 1)) then
1930 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1931 end;
1932 end;
1933 end;
1936 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1937 begin
1938 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1939 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1940 False);
1941 end;
1943 constructor TPlayer.Create();
1944 begin
1945 FIamBot := False;
1946 FDummy := False;
1947 FSpawned := False;
1949 FSawSound := TPlayableSound.Create();
1950 FSawSoundIdle := TPlayableSound.Create();
1951 FSawSoundHit := TPlayableSound.Create();
1952 FSawSoundSelect := TPlayableSound.Create();
1953 FJetSoundFly := TPlayableSound.Create();
1954 FJetSoundOn := TPlayableSound.Create();
1955 FJetSoundOff := TPlayableSound.Create();
1957 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1958 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1959 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1960 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1961 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1962 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1963 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1965 FSpectatePlayer := -1;
1966 FClientID := -1;
1967 FPing := 0;
1968 FLoss := 0;
1969 FSavedState.WaitRecall := False;
1970 FShellTimer := -1;
1972 FActualModelName := 'doomer';
1974 g_Obj_Init(@FObj);
1975 FObj.Rect := PLAYER_RECT;
1977 FBFGFireCounter := -1;
1978 FJustTeleported := False;
1979 FNetTime := 0;
1981 resetWeaponQueue();
1982 end;
1984 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
1985 var
1986 c: Word;
1987 begin
1988 if (not g_Game_IsClient) and (not FLive) then
1989 Exit;
1991 FLastHit := t;
1993 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
1994 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
1995 begin
1996 if not g_Game_IsClient then
1997 begin
1998 FArmor := 0;
1999 if t = HIT_TRAP then
2000 begin
2001 // Ëîâóøêà óáèâàåò ñðàçó:
2002 FHealth := -100;
2003 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2004 end;
2005 if t = HIT_SELF then
2006 begin
2007 // Ñàìîóáèéñòâî:
2008 FHealth := 0;
2009 Kill(K_SIMPLEKILL, SpawnerUID, t);
2010 end;
2011 end;
2012 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2013 FMegaRulez[MR_SUIT] := 0;
2014 FMegaRulez[MR_INVUL] := 0;
2015 FMegaRulez[MR_INVIS] := 0;
2016 FBerserk := 0;
2017 end;
2019 // Íî îò îñòàëüíîãî ñïàñàåò:
2020 if FMegaRulez[MR_INVUL] >= gTime then
2021 Exit;
2023 // ×èò-êîä "ÃÎÐÅÖ":
2024 if FGodMode then
2025 Exit;
2027 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2028 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2029 (SpawnerUID = FUID) or
2030 (not SameTeam(FUID, SpawnerUID)) then
2031 begin
2032 FLastSpawnerUID := SpawnerUID;
2034 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2035 if gBloodCount > 0 then
2036 begin
2037 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2038 if value div 4 <= c then
2039 c := c - (value div 4)
2040 else
2041 c := 0;
2043 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2044 MakeBloodSimple(c)
2045 else
2046 case t of
2047 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2048 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2049 end;
2051 if t = HIT_WATER then
2052 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2053 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2054 end;
2056 // Áóôåð óðîíà:
2057 if FLive then
2058 Inc(FDamageBuffer, value);
2060 // Âñïûøêà áîëè:
2061 if gFlash <> 0 then
2062 FPain := FPain + value;
2063 end;
2065 if g_Game_IsServer and g_Game_IsNet then
2066 begin
2067 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2068 MH_SEND_PlayerStats(FUID);
2069 MH_SEND_PlayerPos(False, FUID);
2070 end;
2071 end;
2073 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2074 begin
2075 Result := False;
2076 if g_Game_IsClient then
2077 Exit;
2078 if not FLive then
2079 Exit;
2081 if Soft and (FHealth < PLAYER_HP_SOFT) then
2082 begin
2083 IncMax(FHealth, value, PLAYER_HP_SOFT);
2084 Result := True;
2085 end;
2086 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2087 begin
2088 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2089 Result := True;
2090 end;
2092 if Result and g_Game_IsServer and g_Game_IsNet then
2093 MH_SEND_PlayerStats(FUID);
2094 end;
2096 destructor TPlayer.Destroy();
2097 begin
2098 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2099 gPlayer1 := nil;
2100 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2101 gPlayer2 := nil;
2103 FSawSound.Free();
2104 FSawSoundIdle.Free();
2105 FSawSoundHit.Free();
2106 FJetSoundFly.Free();
2107 FJetSoundOn.Free();
2108 FJetSoundOff.Free();
2109 FModel.Free();
2111 inherited;
2112 end;
2114 procedure TPlayer.DrawBubble();
2115 var
2116 bubX, bubY: Integer;
2117 ID: LongWord;
2118 Rb, Gb, Bb,
2119 Rw, Gw, Bw: SmallInt;
2120 Dot: Byte;
2121 begin
2122 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2123 bubY := FObj.Y+FObj.Rect.Y - 18;
2124 Rb := 64;
2125 Gb := 64;
2126 Bb := 64;
2127 Rw := 240;
2128 Gw := 240;
2129 Bw := 240;
2130 case gChatBubble of
2131 1: // simple textual non-bubble
2132 begin
2133 bubX := FObj.X+FObj.Rect.X - 11;
2134 bubY := FObj.Y+FObj.Rect.Y - 17;
2135 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2136 Exit;
2137 end;
2138 2: // advanced pixel-perfect bubble
2139 begin
2140 if FTeam = TEAM_RED then
2141 Rb := 255
2142 else
2143 if FTeam = TEAM_BLUE then
2144 Bb := 255;
2145 end;
2146 3: // colored bubble
2147 begin
2148 Rb := FModel.Color.R;
2149 Gb := FModel.Color.G;
2150 Bb := FModel.Color.B;
2151 Rw := Min(Rb * 2 + 64, 255);
2152 Gw := Min(Gb * 2 + 64, 255);
2153 Bw := Min(Bb * 2 + 64, 255);
2154 if (Abs(Rw - Rb) < 32)
2155 or (Abs(Gw - Gb) < 32)
2156 or (Abs(Bw - Bb) < 32) then
2157 begin
2158 Rb := Max(Rw div 2 - 16, 0);
2159 Gb := Max(Gw div 2 - 16, 0);
2160 Bb := Max(Bw div 2 - 16, 0);
2161 end;
2162 end;
2163 4: // custom textured bubble
2164 begin
2165 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2166 if FDirection = D_RIGHT then
2167 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2168 else
2169 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2170 Exit;
2171 end;
2172 end;
2174 // Outer borders
2175 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2176 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2177 // Inner box
2178 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2180 // Tail
2181 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2182 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2183 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2184 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2185 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2186 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2188 // Dots
2189 Dot := 6;
2190 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2191 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2192 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2193 end;
2195 procedure TPlayer.Draw();
2196 var
2197 ID: DWORD;
2198 w, h: Word;
2199 dr: Boolean;
2200 begin
2201 if FLive then
2202 begin
2203 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2204 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2205 begin
2206 e_GetTextureSize(ID, @w, @h);
2207 if FDirection = D_LEFT then
2208 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2209 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2210 else
2211 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2212 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2213 end;
2215 if FMegaRulez[MR_INVIS] > gTime then
2216 begin
2217 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2218 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2219 begin
2220 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2221 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2222 else
2223 dr := True;
2224 if dr then
2225 FModel.Draw(FObj.X, FObj.Y, 200)
2226 else
2227 FModel.Draw(FObj.X, FObj.Y);
2228 end
2229 else
2230 FModel.Draw(FObj.X, FObj.Y, 254);
2231 end
2232 else
2233 FModel.Draw(FObj.X, FObj.Y);
2234 end;
2236 if g_debug_Frames then
2237 begin
2238 e_DrawQuad(FObj.X+FObj.Rect.X,
2239 FObj.Y+FObj.Rect.Y,
2240 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2241 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2242 0, 255, 0);
2243 end;
2245 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2246 DrawBubble();
2247 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2248 if gAimLine and Live and
2249 ((Self = gPlayer1) or (Self = gPlayer2)) then
2250 DrawAim();
2251 end;
2253 procedure TPlayer.DrawAim();
2254 var
2255 wx, wy, xx, yy: Integer;
2256 angle: SmallInt;
2257 sz, len: Word;
2258 begin
2259 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2260 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2261 angle := FAngle;
2262 len := 1024;
2263 sz := 2;
2264 case FCurrWeap of
2265 0: begin // Punch
2266 len := 12;
2267 sz := 4;
2268 end;
2269 1: begin // Chainsaw
2270 len := 24;
2271 sz := 6;
2272 end;
2273 2: begin // Pistol
2274 len := 1024;
2275 sz := 2;
2276 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2277 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2278 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2279 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2280 end;
2281 3: begin // Shotgun
2282 len := 1024;
2283 sz := 3;
2284 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2285 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2286 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2287 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2288 end;
2289 4: begin // Double Shotgun
2290 len := 1024;
2291 sz := 4;
2292 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2293 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2294 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2295 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2296 end;
2297 5: begin // Chaingun
2298 len := 1024;
2299 sz := 3;
2300 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2301 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2302 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2303 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2304 end;
2305 6: begin // Rocket Launcher
2306 len := 1024;
2307 sz := 7;
2308 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2309 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2310 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2311 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2312 end;
2313 7: begin // Plasmagun
2314 len := 1024;
2315 sz := 5;
2316 if angle = ANGLE_RIGHTUP then Inc(angle);
2317 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2318 if angle = ANGLE_LEFTUP then Dec(angle);
2319 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2320 end;
2321 8: begin // BFG
2322 len := 1024;
2323 sz := 12;
2324 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2325 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2326 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2327 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2328 end;
2329 9: begin // Super Chaingun
2330 len := 1024;
2331 sz := 4;
2332 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2333 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2334 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2335 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2336 end;
2337 end;
2338 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2339 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2340 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2341 end;
2343 procedure TPlayer.DrawGUI();
2344 var
2345 ID: DWORD;
2346 X, Y, SY, a, p, m: Integer;
2347 tw, th: Word;
2348 cw, ch: Byte;
2349 s: string;
2350 stat: TPlayerStatArray;
2351 begin
2352 X := gPlayerScreenSize.X;
2353 SY := gPlayerScreenSize.Y;
2354 Y := 0;
2356 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2357 begin
2358 if gGameSettings.GameMode = GM_CTF then
2359 a := 32 + 8
2360 else
2361 a := 0;
2362 if gGameSettings.GameMode = GM_CTF then
2363 begin
2364 s := 'TEXTURE_PLAYER_REDFLAG';
2365 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2366 s := 'TEXTURE_PLAYER_REDFLAG_S';
2367 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2368 s := 'TEXTURE_PLAYER_REDFLAG_D';
2369 if g_Texture_Get(s, ID) then
2370 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2371 end;
2373 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2374 e_CharFont_GetSize(gMenuFont, s, tw, th);
2375 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2377 if gGameSettings.GameMode = GM_CTF then
2378 begin
2379 s := 'TEXTURE_PLAYER_BLUEFLAG';
2380 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2381 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2382 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2383 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2384 if g_Texture_Get(s, ID) then
2385 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2386 end;
2388 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2389 e_CharFont_GetSize(gMenuFont, s, tw, th);
2390 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2391 end;
2393 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2394 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2395 0, False, False);
2397 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2398 e_Draw(ID, X+2, Y, 0, True, False);
2400 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2401 begin
2402 if gShowStat then
2403 begin
2404 s := IntToStr(Frags);
2405 e_CharFont_GetSize(gMenuFont, s, tw, th);
2406 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2408 s := '';
2409 p := 1;
2410 m := 0;
2411 stat := g_Player_GetStats();
2412 if stat <> nil then
2413 begin
2414 p := 1;
2416 for a := 0 to High(stat) do
2417 if stat[a].Name <> Name then
2418 begin
2419 if stat[a].Frags > m then m := stat[a].Frags;
2420 if stat[a].Frags > Frags then p := p+1;
2421 end;
2422 end;
2424 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2425 if Frags >= m then s := s+'+' else s := s+'-';
2426 s := s+IntToStr(Abs(Frags-m));
2428 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2429 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2430 end;
2432 if gShowLives and (gGameSettings.MaxLives > 0) then
2433 begin
2434 s := IntToStr(Lives);
2435 e_CharFont_GetSize(gMenuFont, s, tw, th);
2436 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2437 end;
2438 end;
2440 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2441 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2443 if R_BERSERK in FRulez then
2444 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2445 else
2446 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2448 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2449 e_Draw(ID, X+36, Y+77, 0, True, False);
2451 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2452 e_CharFont_GetSize(gMenuFont, s, tw, th);
2453 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2455 s := IntToStr(FArmor);
2456 e_CharFont_GetSize(gMenuFont, s, tw, th);
2457 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2459 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2461 case FCurrWeap of
2462 WEAPON_KASTET:
2463 begin
2464 s := '--';
2465 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2466 end;
2467 WEAPON_SAW:
2468 begin
2469 s := '--';
2470 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2471 end;
2472 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2473 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2474 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2475 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2476 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2477 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2478 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2479 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2480 end;
2482 e_CharFont_GetSize(gMenuFont, s, tw, th);
2483 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2484 e_Draw(ID, X+20, Y+160, 0, True, False);
2486 if R_KEY_RED in FRulez then
2487 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2489 if R_KEY_GREEN in FRulez then
2490 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2492 if R_KEY_BLUE in FRulez then
2493 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2495 if FJetFuel > 0 then
2496 begin
2497 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2498 e_Draw(ID, X+2, Y+116, 0, True, False);
2499 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2500 e_Draw(ID, X+2, Y+126, 0, True, False);
2501 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2502 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2503 end
2504 else
2505 begin
2506 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2507 e_Draw(ID, X+2, Y+124, 0, True, False);
2508 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2509 end;
2511 if gShowPing and g_Game_IsClient then
2512 begin
2513 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2514 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2515 Y := Y + 16;
2516 end;
2518 if FSpectator then
2519 begin
2520 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2521 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2522 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2523 if FNoRespawn then
2524 begin
2525 e_TextureFontGetSize(gStdFont, cw, ch);
2526 s := _lc[I_PLAYER_SPECT4];
2527 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2528 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2529 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2530 end;
2532 end;
2533 end;
2535 procedure TPlayer.DrawRulez();
2536 var
2537 dr: Boolean;
2538 begin
2539 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2540 if FMegaRulez[MR_INVUL] >= gTime then
2541 begin
2542 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2543 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2544 else
2545 dr := True;
2547 if dr then
2548 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2549 191, 191, 191, 0, B_INVERT);
2550 end;
2552 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2553 if FMegaRulez[MR_SUIT] >= gTime then
2554 begin
2555 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2556 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2557 else
2558 dr := True;
2560 if dr then
2561 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2562 0, 96, 0, 200, B_NONE);
2563 end;
2565 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2566 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2567 begin
2568 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2569 255, 0, 0, 200, B_NONE);
2570 end;
2571 end;
2573 procedure TPlayer.DrawPain();
2574 var
2575 a, h: Integer;
2576 begin
2577 if FPain = 0 then Exit;
2579 a := FPain;
2581 if a < 15 then h := 0
2582 else if a < 35 then h := 1
2583 else if a < 55 then h := 2
2584 else if a < 75 then h := 3
2585 else if a < 95 then h := 4
2586 else h := 5;
2588 //if a > 255 then a := 255;
2590 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2591 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2592 end;
2594 procedure TPlayer.DrawPickup();
2595 var
2596 a, h: Integer;
2597 begin
2598 if FPickup = 0 then Exit;
2600 a := FPickup;
2602 if a < 15 then h := 1
2603 else if a < 35 then h := 2
2604 else if a < 55 then h := 3
2605 else if a < 75 then h := 4
2606 else h := 5;
2608 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2609 end;
2611 procedure TPlayer.Fire();
2612 var
2613 f, DidFire: Boolean;
2614 wx, wy, xd, yd: Integer;
2615 obj: TObj;
2616 begin
2617 if g_Game_IsClient then Exit;
2618 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2619 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2621 if FSpectator then
2622 begin
2623 Respawn(False);
2624 Exit;
2625 end;
2627 if FReloading[FCurrWeap] <> 0 then Exit;
2629 DidFire := False;
2631 f := False;
2632 wx := FObj.X+WEAPONPOINT[FDirection].X;
2633 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2634 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2635 yd := wy+firediry();
2637 case FCurrWeap of
2638 WEAPON_KASTET:
2639 begin
2640 if R_BERSERK in FRulez then
2641 begin
2642 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2643 obj.X := FObj.X+FObj.Rect.X;
2644 obj.Y := FObj.Y+FObj.Rect.Y;
2645 obj.rect.X := 0;
2646 obj.rect.Y := 0;
2647 obj.rect.Width := 39;
2648 obj.rect.Height := 52;
2649 obj.Vel.X := (xd-wx) div 2;
2650 obj.Vel.Y := (yd-wy) div 2;
2651 obj.Accel.X := xd-wx;
2652 obj.Accel.y := yd-wy;
2654 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2655 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2656 else
2657 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2659 if gFlash = 1 then
2660 if FPain < 50 then
2661 FPain := min(FPain + 25, 50);
2662 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2664 DidFire := True;
2665 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2666 end;
2668 WEAPON_SAW:
2669 begin
2670 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2671 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2672 begin
2673 FSawSoundSelect.Stop();
2674 FSawSound.Stop();
2675 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2676 end
2677 else if not FSawSoundHit.IsPlaying() then
2678 begin
2679 FSawSoundSelect.Stop();
2680 FSawSound.PlayAt(FObj.X, FObj.Y);
2681 end;
2683 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2684 DidFire := True;
2685 f := True;
2686 end;
2688 WEAPON_PISTOL:
2689 if FAmmo[A_BULLETS] > 0 then
2690 begin
2691 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2692 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2693 Dec(FAmmo[A_BULLETS]);
2694 FFireAngle := FAngle;
2695 f := True;
2696 DidFire := True;
2697 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2698 GameVelX, GameVelY-2, SHELL_BULLET);
2699 end;
2701 WEAPON_SHOTGUN1:
2702 if FAmmo[A_SHELLS] > 0 then
2703 begin
2704 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2705 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2706 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2707 Dec(FAmmo[A_SHELLS]);
2708 FFireAngle := FAngle;
2709 f := True;
2710 DidFire := True;
2711 FShellTimer := 10;
2712 FShellType := SHELL_SHELL;
2713 end;
2715 WEAPON_SHOTGUN2:
2716 if FAmmo[A_SHELLS] >= 2 then
2717 begin
2718 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2719 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2720 Dec(FAmmo[A_SHELLS], 2);
2721 FFireAngle := FAngle;
2722 f := True;
2723 DidFire := True;
2724 FShellTimer := 13;
2725 FShellType := SHELL_DBLSHELL;
2726 end;
2728 WEAPON_CHAINGUN:
2729 if FAmmo[A_BULLETS] > 0 then
2730 begin
2731 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2732 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2733 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2734 Dec(FAmmo[A_BULLETS]);
2735 FFireAngle := FAngle;
2736 f := True;
2737 DidFire := True;
2738 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2739 GameVelX, GameVelY-2, SHELL_BULLET);
2740 end;
2742 WEAPON_ROCKETLAUNCHER:
2743 if FAmmo[A_ROCKETS] > 0 then
2744 begin
2745 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2746 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2747 Dec(FAmmo[A_ROCKETS]);
2748 FFireAngle := FAngle;
2749 f := True;
2750 DidFire := True;
2751 end;
2753 WEAPON_PLASMA:
2754 if FAmmo[A_CELLS] > 0 then
2755 begin
2756 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2757 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2758 Dec(FAmmo[A_CELLS]);
2759 FFireAngle := FAngle;
2760 f := True;
2761 DidFire := True;
2762 end;
2764 WEAPON_BFG:
2765 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2766 begin
2767 FBFGFireCounter := 17;
2768 if not FNoReload then
2769 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2770 Dec(FAmmo[A_CELLS], 40);
2771 DidFire := True;
2772 end;
2774 WEAPON_SUPERPULEMET:
2775 if FAmmo[A_SHELLS] > 0 then
2776 begin
2777 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2778 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2779 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2780 Dec(FAmmo[A_SHELLS]);
2781 FFireAngle := FAngle;
2782 f := True;
2783 DidFire := True;
2784 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2785 GameVelX, GameVelY-2, SHELL_SHELL);
2786 end;
2787 end;
2789 if g_Game_IsNet then
2790 begin
2791 if DidFire then
2792 begin
2793 if FCurrWeap <> WEAPON_BFG then
2794 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2795 else
2796 if not FNoReload then
2797 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2798 end;
2800 MH_SEND_PlayerStats(FUID);
2801 end;
2803 if not f then Exit;
2805 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2806 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2807 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2808 end;
2810 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2811 begin
2812 case Weapon of
2813 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2814 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2815 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2816 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2817 else Result := 0;
2818 end;
2819 end;
2821 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2822 begin
2823 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2824 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2825 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2826 end;
2828 procedure TPlayer.JetpackOn;
2829 begin
2830 FJetSoundFly.Stop;
2831 FJetSoundOff.Stop;
2832 FJetSoundOn.SetPosition(0);
2833 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2834 FlySmoke(8);
2835 end;
2837 procedure TPlayer.JetpackOff;
2838 begin
2839 FJetSoundFly.Stop;
2840 FJetSoundOn.Stop;
2841 FJetSoundOff.SetPosition(0);
2842 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2843 end;
2845 procedure TPlayer.Jump();
2846 begin
2847 if gFly or FJetpack then
2848 begin
2849 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2850 if FObj.Vel.Y > -VEL_FLY then
2851 FObj.Vel.Y := FObj.Vel.Y - 3;
2852 if FJetpack then
2853 begin
2854 if FJetFuel > 0 then
2855 Dec(FJetFuel);
2856 if (FJetFuel < 1) and g_Game_IsServer then
2857 begin
2858 FJetpack := False;
2859 JetpackOff;
2860 if g_Game_IsNet then
2861 MH_SEND_PlayerStats(FUID);
2862 end;
2863 end;
2864 Exit;
2865 end;
2867 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2868 if FGhost then
2869 FCanJetpack := False;
2871 // Ïðûãàåì èëè âñïëûâàåì:
2872 if (CollideLevel(0, 1) or
2873 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2874 PLAYER_RECT.Height-33, PANEL_STEP, False)
2875 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2876 begin
2877 FObj.Vel.Y := -VEL_JUMP;
2878 FCanJetpack := False;
2879 end
2880 else
2881 begin
2882 if BodyInLiquid(0, 0) then
2883 FObj.Vel.Y := -VEL_SW
2884 else if (FJetFuel > 0) and FCanJetpack and
2885 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2886 begin
2887 FJetpack := True;
2888 JetpackOn;
2889 if g_Game_IsNet then
2890 MH_SEND_PlayerStats(FUID);
2891 end;
2892 end;
2893 end;
2895 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2896 var
2897 a, i, k, ab, ar: Byte;
2898 s: String;
2899 mon: TMonster;
2900 plr: TPlayer;
2901 srv, netsrv: Boolean;
2902 DoFrags: Boolean;
2903 OldLR: Byte;
2904 KP: TPlayer;
2906 procedure PushItem(t: Byte);
2907 var
2908 id: DWORD;
2909 begin
2910 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2911 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2912 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2913 (FObj.Vel.Y div 2)-Random(9))
2914 else
2915 if KillType = K_HARDKILL then // -5..+5; -5..0
2916 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2917 (FObj.Vel.Y div 2)-Random(6))
2918 else // -3..+3; -3..0
2919 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2920 (FObj.Vel.Y div 2)-Random(4));
2922 if g_Game_IsNet and g_Game_IsServer then
2923 MH_SEND_ItemSpawn(True, id);
2924 end;
2926 begin
2927 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2928 Srv := g_Game_IsServer;
2929 Netsrv := g_Game_IsServer and g_Game_IsNet;
2930 if Srv then FDeath := FDeath + 1;
2931 if FLive then
2932 begin
2933 if FGhost then
2934 FGhost := False;
2935 if not FPhysics then
2936 FPhysics := True;
2937 FLive := False;
2938 end;
2939 FShellTimer := -1;
2941 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2942 begin
2943 if FLives > 0 then FLives := FLives - 1;
2944 if FLives = 0 then FNoRespawn := True;
2945 end;
2947 // Íîìåð òèïà ñìåðòè:
2948 a := 1;
2949 case KillType of
2950 K_SIMPLEKILL: a := 1;
2951 K_HARDKILL: a := 2;
2952 K_EXTRAHARDKILL: a := 3;
2953 K_FALLKILL: a := 4;
2954 end;
2956 // Çâóê ñìåðòè:
2957 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
2958 for i := 1 to 3 do
2959 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
2960 Break;
2962 // Âðåìÿ ðåñïàóíà:
2963 if Srv then
2964 case KillType of
2965 K_SIMPLEKILL:
2966 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
2967 K_HARDKILL:
2968 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
2969 K_EXTRAHARDKILL, K_FALLKILL:
2970 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
2971 end;
2973 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
2974 case KillType of
2975 K_SIMPLEKILL:
2976 SetAction(A_DIE1);
2977 K_HARDKILL, K_EXTRAHARDKILL:
2978 SetAction(A_DIE2);
2979 end;
2981 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
2982 if (KillType <> K_FALLKILL) and (Srv) then
2983 g_Monsters_killedp();
2985 if SpawnerUID = FUID then
2986 begin // Ñàìîóáèëñÿ
2987 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2988 begin
2989 Dec(FFrags);
2990 FLastFrag := 0;
2991 end;
2992 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
2993 end
2994 else
2995 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
2996 begin // Óáèò äðóãèì èãðîêîì
2997 KP := g_Player_Get(SpawnerUID);
2998 if (KP <> nil) and Srv then
2999 begin
3000 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3001 if SameTeam(FUID, SpawnerUID) then
3002 begin
3003 Dec(KP.FFrags);
3004 KP.FLastFrag := 0;
3005 end else
3006 begin
3007 Inc(KP.FFrags);
3008 KP.FragCombo();
3009 end;
3011 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3012 Inc(gTeamStat[KP.Team].Goals,
3013 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3015 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3016 end;
3018 plr := g_Player_Get(SpawnerUID);
3019 if plr = nil then
3020 s := '?'
3021 else
3022 s := plr.FName;
3024 case KillType of
3025 K_HARDKILL:
3026 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3027 [FName, s]),
3028 gShowKillMsg);
3029 K_EXTRAHARDKILL:
3030 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3031 [FName, s]),
3032 gShowKillMsg);
3033 else
3034 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3035 [FName, s]),
3036 gShowKillMsg);
3037 end;
3038 end
3039 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3040 begin // Óáèò ìîíñòðîì
3041 mon := g_Monsters_Get(SpawnerUID);
3042 if mon = nil then
3043 s := '?'
3044 else
3045 s := g_Monsters_GetKilledBy(mon.MonsterType);
3047 case KillType of
3048 K_HARDKILL:
3049 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3050 [FName, s]),
3051 gShowKillMsg);
3052 K_EXTRAHARDKILL:
3053 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3054 [FName, s]),
3055 gShowKillMsg);
3056 else
3057 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3058 [FName, s]),
3059 gShowKillMsg);
3060 end;
3061 end
3062 else // Îñîáûå òèïû ñìåðòè
3063 case t of
3064 HIT_DISCON: ;
3065 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3066 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3067 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3068 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3069 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3070 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3071 end;
3073 if Srv then
3074 begin
3075 // Âûáðîñ îðóæèÿ:
3076 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3077 if FWeapon[a] then
3078 begin
3079 case a of
3080 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3081 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3082 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3083 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3084 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3085 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3086 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3087 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3088 else i := 0;
3089 end;
3091 if i <> 0 then
3092 PushItem(i);
3093 end;
3095 // Âûáðîñ ðþêçàêà:
3096 if R_ITEM_BACKPACK in FRulez then
3097 PushItem(ITEM_AMMO_BACKPACK);
3099 // Âûáðîñ ðàêåòíîãî ðàíöà:
3100 if FJetFuel > 0 then
3101 PushItem(ITEM_JETPACK);
3103 // Âûáðîñ êëþ÷åé:
3104 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3105 begin
3106 if R_KEY_RED in FRulez then
3107 PushItem(ITEM_KEY_RED);
3109 if R_KEY_GREEN in FRulez then
3110 PushItem(ITEM_KEY_GREEN);
3112 if R_KEY_BLUE in FRulez then
3113 PushItem(ITEM_KEY_BLUE);
3114 end;
3116 // Âûáðîñ ôëàãà:
3117 DropFlag();
3118 end;
3120 g_Player_CreateCorpse(Self);
3122 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3123 (gLMSRespawn = LMS_RESPAWN_NONE) then
3124 begin
3125 a := 0;
3126 k := 0;
3127 ar := 0;
3128 ab := 0;
3129 for i := Low(gPlayers) to High(gPlayers) do
3130 begin
3131 if gPlayers[i] = nil then continue;
3132 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3133 begin
3134 Inc(a);
3135 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3136 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3137 k := i;
3138 end;
3139 end;
3141 OldLR := gLMSRespawn;
3142 if (gGameSettings.GameMode = GM_COOP) then
3143 begin
3144 if (a = 0) then
3145 begin
3146 // everyone is dead, restart the map
3147 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3148 if Netsrv then
3149 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3150 gLMSRespawn := LMS_RESPAWN_FINAL;
3151 gLMSRespawnTime := gTime + 5000;
3152 end
3153 else if (a = 1) then
3154 begin
3155 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3156 if (gPlayers[k] = gPlayer1) or
3157 (gPlayers[k] = gPlayer2) then
3158 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3159 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3160 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3161 end;
3162 end
3163 else if (gGameSettings.GameMode = GM_TDM) then
3164 begin
3165 if (ab = 0) and (ar <> 0) then
3166 begin
3167 // blu team ded
3168 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3169 if Netsrv then
3170 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3171 Inc(gTeamStat[TEAM_RED].Goals);
3172 gLMSRespawn := LMS_RESPAWN_FINAL;
3173 gLMSRespawnTime := gTime + 5000;
3174 end
3175 else if (ar = 0) and (ab <> 0) then
3176 begin
3177 // red team ded
3178 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3179 if Netsrv then
3180 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3181 Inc(gTeamStat[TEAM_BLUE].Goals);
3182 gLMSRespawn := LMS_RESPAWN_FINAL;
3183 gLMSRespawnTime := gTime + 5000;
3184 end
3185 else if (ar = 0) and (ab = 0) then
3186 begin
3187 // everyone ded
3188 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3189 if Netsrv then
3190 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3191 gLMSRespawn := LMS_RESPAWN_FINAL;
3192 gLMSRespawnTime := gTime + 5000;
3193 end;
3194 end
3195 else if (gGameSettings.GameMode = GM_DM) then
3196 begin
3197 if (a = 1) then
3198 begin
3199 if gPlayers[k] <> nil then
3200 with gPlayers[k] do
3201 begin
3202 // survivor is the winner
3203 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3204 if Netsrv then
3205 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3206 Inc(FFrags);
3207 end;
3208 gLMSRespawn := LMS_RESPAWN_FINAL;
3209 gLMSRespawnTime := gTime + 5000;
3210 end
3211 else if (a = 0) then
3212 begin
3213 // everyone is dead, restart the map
3214 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3215 if Netsrv then
3216 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3217 gLMSRespawn := LMS_RESPAWN_FINAL;
3218 gLMSRespawnTime := gTime + 5000;
3219 end;
3220 end;
3221 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3222 begin
3223 if NetMode = NET_SERVER then
3224 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3225 else
3226 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3227 end;
3228 end;
3230 if Netsrv then
3231 begin
3232 MH_SEND_PlayerStats(FUID);
3233 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3234 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3235 end;
3237 if srv and FNoRespawn then Spectate(True);
3238 FWantsInGame := True;
3239 end;
3241 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3242 begin
3243 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3244 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3245 end;
3247 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3248 begin
3249 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3250 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3251 end;
3253 procedure TPlayer.MakeBloodSimple(Count: Word);
3254 begin
3255 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3256 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3257 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3258 150, 0, 0);
3259 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3260 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3261 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3262 150, 0, 0);
3263 end;
3265 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3266 begin
3267 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3268 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3269 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3270 150, 0, 0);
3271 end;
3273 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3274 begin
3275 if g_Game_IsClient then Exit;
3276 if Weapon > High(FWeapon) then Exit;
3277 FNextWeap := FNextWeap or (1 shl Weapon);
3278 end;
3280 procedure TPlayer.resetWeaponQueue ();
3281 begin
3282 FNextWeap := 0;
3283 FNextWeapDelay := 0;
3284 end;
3286 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3287 begin
3288 result := false;
3289 case weapon of
3290 WEAPON_KASTET, WEAPON_SAW: result := true;
3291 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3292 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3293 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3294 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3295 else result := (weapon < length(FWeapon));
3296 end;
3297 end;
3299 // return 255 for "no switch"
3300 function TPlayer.getNextWeaponIndex (): Byte;
3301 var
3302 i: Word;
3303 wantThisWeapon: array[0..64] of Boolean;
3304 wwc: Integer = 0; //HACK!
3305 begin
3306 result := 255; // default result: "no switch"
3307 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3308 for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
3309 // exclude currently selected weapon from the set
3310 wantThisWeapon[FCurrWeap] := false;
3311 // slow down alterations a little
3312 if wwc > 1 then
3313 begin
3314 // more than one weapon requested, assume "alteration" and check alteration delay
3315 if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah
3316 end;
3317 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3318 if wwc < 1 then begin resetWeaponQueue(); exit; end;
3319 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3320 // try weapons in descending order
3321 for i := High(FWeapon) downto 0 do
3322 begin
3323 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3324 begin
3325 // i found her!
3326 result := Byte(i);
3327 exit;
3328 end;
3329 end;
3330 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3331 resetWeaponQueue();
3332 end;
3334 procedure TPlayer.RealizeCurrentWeapon();
3335 var
3336 i, nw: Byte;
3337 begin
3338 nw := getNextWeaponIndex();
3339 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3340 if nw = 255 then exit; // don't reset anything here
3341 if nw > High(FWeapon) then begin resetWeaponQueue(); exit; end; // don't forget to reset queue here!
3343 if FBFGFireCounter <> -1 then exit;
3344 if FTime[T_SWITCH] > gTime then exit;
3346 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do if FReloading[i] > 0 then exit;
3348 if FWeapon[nw] then
3349 begin
3350 FCurrWeap := nw;
3351 FTime[T_SWITCH] := gTime+156;
3352 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3353 FModel.SetWeapon(FCurrWeap);
3354 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3355 end;
3356 // reset weapon queue; `getNextWeaponIndex()` guarantees to not select a weapon player don't have
3357 resetWeaponQueue();
3358 FNextWeapDelay := 10; // anyway, 'cause why not
3359 end;
3361 procedure TPlayer.cycleWeapon (dir: Integer);
3362 var
3363 i, cwi: Integer;
3364 begin
3365 if dir < 0 then dir := -1 else if dir > 0 then dir := 1 else exit;
3366 cwi := FCurrWeap;
3367 for i := 0 to High(FWeapon) do
3368 begin
3369 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3370 if FWeapon[cwi] then
3371 begin
3372 QueueWeaponSwitch(Byte(cwi));
3373 exit;
3374 end;
3375 end;
3376 end;
3378 procedure TPlayer.NextWeapon();
3379 begin
3380 if g_Game_IsClient then Exit;
3381 cycleWeapon(1);
3382 end;
3384 procedure TPlayer.PrevWeapon();
3385 begin
3386 if g_Game_IsClient then Exit;
3387 cycleWeapon(-1);
3388 end;
3390 procedure TPlayer.SetWeapon(W: Byte);
3391 begin
3392 if FCurrWeap <> W then
3393 if W = WEAPON_SAW then
3394 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3396 FCurrWeap := W;
3397 FModel.SetWeapon(CurrWeap);
3398 resetWeaponQueue();
3399 end;
3401 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3402 var
3403 a: Boolean;
3404 begin
3405 Result := False;
3406 if g_Game_IsClient then Exit;
3408 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3409 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3410 remove := not a;
3412 case ItemType of
3413 ITEM_MEDKIT_SMALL:
3414 if FHealth < PLAYER_HP_SOFT then
3415 begin
3416 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3417 Result := True;
3418 remove := True;
3419 if gFlash = 2 then Inc(FPickup, 5);
3420 end;
3422 ITEM_MEDKIT_LARGE:
3423 if FHealth < PLAYER_HP_SOFT then
3424 begin
3425 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3426 Result := True;
3427 remove := True;
3428 if gFlash = 2 then Inc(FPickup, 5);
3429 end;
3431 ITEM_ARMOR_GREEN:
3432 if FArmor < PLAYER_AP_SOFT then
3433 begin
3434 FArmor := PLAYER_AP_SOFT;
3435 Result := True;
3436 remove := True;
3437 if gFlash = 2 then Inc(FPickup, 5);
3438 end;
3440 ITEM_ARMOR_BLUE:
3441 if FArmor < PLAYER_AP_LIMIT then
3442 begin
3443 FArmor := PLAYER_AP_LIMIT;
3444 Result := True;
3445 remove := True;
3446 if gFlash = 2 then Inc(FPickup, 5);
3447 end;
3449 ITEM_SPHERE_BLUE:
3450 if FHealth < PLAYER_HP_LIMIT then
3451 begin
3452 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3453 Result := True;
3454 remove := True;
3455 if gFlash = 2 then Inc(FPickup, 5);
3456 end;
3458 ITEM_SPHERE_WHITE:
3459 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3460 begin
3461 if FHealth < PLAYER_HP_LIMIT then
3462 FHealth := PLAYER_HP_LIMIT;
3463 if FArmor < PLAYER_AP_LIMIT then
3464 FArmor := PLAYER_AP_LIMIT;
3465 Result := True;
3466 remove := True;
3467 if gFlash = 2 then Inc(FPickup, 5);
3468 end;
3470 ITEM_WEAPON_SAW:
3471 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3472 begin
3473 FWeapon[WEAPON_SAW] := True;
3474 Result := True;
3475 if gFlash = 2 then Inc(FPickup, 5);
3476 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3477 end;
3479 ITEM_WEAPON_SHOTGUN1:
3480 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3481 begin
3482 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3483 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3485 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3486 FWeapon[WEAPON_SHOTGUN1] := True;
3487 Result := True;
3488 if gFlash = 2 then Inc(FPickup, 5);
3489 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3490 end;
3492 ITEM_WEAPON_SHOTGUN2:
3493 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3494 begin
3495 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3497 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3498 FWeapon[WEAPON_SHOTGUN2] := True;
3499 Result := True;
3500 if gFlash = 2 then Inc(FPickup, 5);
3501 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3502 end;
3504 ITEM_WEAPON_CHAINGUN:
3505 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3506 begin
3507 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3509 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3510 FWeapon[WEAPON_CHAINGUN] := True;
3511 Result := True;
3512 if gFlash = 2 then Inc(FPickup, 5);
3513 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3514 end;
3516 ITEM_WEAPON_ROCKETLAUNCHER:
3517 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3518 begin
3519 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3521 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3522 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3523 Result := True;
3524 if gFlash = 2 then Inc(FPickup, 5);
3525 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3526 end;
3528 ITEM_WEAPON_PLASMA:
3529 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3530 begin
3531 if a and FWeapon[WEAPON_PLASMA] then Exit;
3533 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3534 FWeapon[WEAPON_PLASMA] := True;
3535 Result := True;
3536 if gFlash = 2 then Inc(FPickup, 5);
3537 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3538 end;
3540 ITEM_WEAPON_BFG:
3541 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3542 begin
3543 if a and FWeapon[WEAPON_BFG] then Exit;
3545 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3546 FWeapon[WEAPON_BFG] := True;
3547 Result := True;
3548 if gFlash = 2 then Inc(FPickup, 5);
3549 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3550 end;
3552 ITEM_WEAPON_SUPERPULEMET:
3553 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3554 begin
3555 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3557 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3558 FWeapon[WEAPON_SUPERPULEMET] := True;
3559 Result := True;
3560 if gFlash = 2 then Inc(FPickup, 5);
3561 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3562 end;
3564 ITEM_AMMO_BULLETS:
3565 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3566 begin
3567 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3568 Result := True;
3569 remove := True;
3570 if gFlash = 2 then Inc(FPickup, 5);
3571 end;
3573 ITEM_AMMO_BULLETS_BOX:
3574 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3575 begin
3576 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3577 Result := True;
3578 remove := True;
3579 if gFlash = 2 then Inc(FPickup, 5);
3580 end;
3582 ITEM_AMMO_SHELLS:
3583 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3584 begin
3585 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3586 Result := True;
3587 remove := True;
3588 if gFlash = 2 then Inc(FPickup, 5);
3589 end;
3591 ITEM_AMMO_SHELLS_BOX:
3592 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3593 begin
3594 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3595 Result := True;
3596 remove := True;
3597 if gFlash = 2 then Inc(FPickup, 5);
3598 end;
3600 ITEM_AMMO_ROCKET:
3601 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3602 begin
3603 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3604 Result := True;
3605 remove := True;
3606 if gFlash = 2 then Inc(FPickup, 5);
3607 end;
3609 ITEM_AMMO_ROCKET_BOX:
3610 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3611 begin
3612 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3613 Result := True;
3614 remove := True;
3615 if gFlash = 2 then Inc(FPickup, 5);
3616 end;
3618 ITEM_AMMO_CELL:
3619 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3620 begin
3621 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3622 Result := True;
3623 remove := True;
3624 if gFlash = 2 then Inc(FPickup, 5);
3625 end;
3627 ITEM_AMMO_CELL_BIG:
3628 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3629 begin
3630 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3631 Result := True;
3632 remove := True;
3633 if gFlash = 2 then Inc(FPickup, 5);
3634 end;
3636 ITEM_AMMO_BACKPACK:
3637 if not(R_ITEM_BACKPACK in FRulez) or
3638 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3639 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3640 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3641 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
3642 begin
3643 FMaxAmmo[A_BULLETS] := 400;
3644 FMaxAmmo[A_SHELLS] := 100;
3645 FMaxAmmo[A_ROCKETS] := 100;
3646 FMaxAmmo[A_CELLS] := 600;
3648 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3649 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3650 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3651 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3652 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3653 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3654 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3655 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3657 FRulez := FRulez + [R_ITEM_BACKPACK];
3658 Result := True;
3659 remove := True;
3660 if gFlash = 2 then Inc(FPickup, 5);
3661 end;
3663 ITEM_KEY_RED:
3664 if not(R_KEY_RED in FRulez) then
3665 begin
3666 Include(FRulez, R_KEY_RED);
3667 Result := True;
3668 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3669 if gFlash = 2 then Inc(FPickup, 5);
3670 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3671 end;
3673 ITEM_KEY_GREEN:
3674 if not(R_KEY_GREEN in FRulez) then
3675 begin
3676 Include(FRulez, R_KEY_GREEN);
3677 Result := True;
3678 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3679 if gFlash = 2 then Inc(FPickup, 5);
3680 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3681 end;
3683 ITEM_KEY_BLUE:
3684 if not(R_KEY_BLUE in FRulez) then
3685 begin
3686 Include(FRulez, R_KEY_BLUE);
3687 Result := True;
3688 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3689 if gFlash = 2 then Inc(FPickup, 5);
3690 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3691 end;
3693 ITEM_SUIT:
3694 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3695 begin
3696 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3697 Result := True;
3698 remove := True;
3699 if gFlash = 2 then Inc(FPickup, 5);
3700 end;
3702 ITEM_OXYGEN:
3703 if FAir < AIR_MAX then
3704 begin
3705 FAir := AIR_MAX;
3706 Result := True;
3707 remove := True;
3708 if gFlash = 2 then Inc(FPickup, 5);
3709 end;
3711 ITEM_MEDKIT_BLACK:
3712 begin
3713 if not (R_BERSERK in FRulez) then
3714 begin
3715 Include(FRulez, R_BERSERK);
3716 if FBFGFireCounter = -1 then
3717 begin
3718 FCurrWeap := WEAPON_KASTET;
3719 resetWeaponQueue();
3720 FModel.SetWeapon(WEAPON_KASTET);
3721 end;
3722 if gFlash <> 0 then
3723 Inc(FPain, 100);
3724 if gFlash = 2 then Inc(FPickup, 5);
3725 FBerserk := gTime+30000;
3726 Result := True;
3727 remove := True;
3728 end;
3729 if FHealth < PLAYER_HP_SOFT then
3730 begin
3731 FHealth := PLAYER_HP_SOFT;
3732 FBerserk := gTime+30000;
3733 Result := True;
3734 remove := True;
3735 end;
3736 end;
3738 ITEM_INVUL:
3739 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3740 begin
3741 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3742 Result := True;
3743 remove := True;
3744 if gFlash = 2 then Inc(FPickup, 5);
3745 end;
3747 ITEM_BOTTLE:
3748 if FHealth < PLAYER_HP_LIMIT then
3749 begin
3750 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3751 Result := True;
3752 remove := True;
3753 if gFlash = 2 then Inc(FPickup, 5);
3754 end;
3756 ITEM_HELMET:
3757 if FArmor < PLAYER_AP_LIMIT then
3758 begin
3759 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3760 Result := True;
3761 remove := True;
3762 if gFlash = 2 then Inc(FPickup, 5);
3763 end;
3765 ITEM_JETPACK:
3766 if FJetFuel < JET_MAX then
3767 begin
3768 FJetFuel := JET_MAX;
3769 Result := True;
3770 remove := True;
3771 if gFlash = 2 then Inc(FPickup, 5);
3772 end;
3774 ITEM_INVIS:
3775 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3776 begin
3777 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3778 Result := True;
3779 remove := True;
3780 if gFlash = 2 then Inc(FPickup, 5);
3781 end;
3782 end;
3783 end;
3785 procedure TPlayer.Touch();
3786 begin
3787 if not FLive then
3788 Exit;
3789 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3790 if FIamBot then
3791 begin
3792 // Áðîñèòü ôëàã òîâàðèùó:
3793 if gGameSettings.GameMode = GM_CTF then
3794 DropFlag();
3795 end;
3796 end;
3798 procedure TPlayer.Push(vx, vy: Integer);
3799 begin
3800 if (not FPhysics) and FGhost then
3801 Exit;
3802 FObj.Accel.X := FObj.Accel.X + vx;
3803 FObj.Accel.Y := FObj.Accel.Y + vy;
3804 if g_Game_IsNet and g_Game_IsServer then
3805 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3806 end;
3808 procedure TPlayer.Reset(Force: Boolean);
3809 begin
3810 if Force then
3811 FLive := False;
3813 FSpawned := False;
3814 FTime[T_RESPAWN] := 0;
3815 FTime[T_FLAGCAP] := 0;
3816 FGodMode := False;
3817 FNoTarget := False;
3818 FNoReload := False;
3819 FFrags := 0;
3820 FLastFrag := 0;
3821 FComboEvnt := -1;
3822 FKills := 0;
3823 FMonsterKills := 0;
3824 FDeath := 0;
3825 FSecrets := 0;
3826 if FNoRespawn then
3827 begin
3828 FSpectator := False;
3829 FGhost := False;
3830 FPhysics := True;
3831 FSpectatePlayer := -1;
3832 FNoRespawn := False;
3833 end;
3834 FLives := gGameSettings.MaxLives;
3836 SetFlag(FLAG_NONE);
3837 end;
3839 procedure TPlayer.SoftReset();
3840 begin
3841 ReleaseKeys();
3843 FDamageBuffer := 0;
3844 FIncCam := 0;
3845 FBFGFireCounter := -1;
3846 FShellTimer := -1;
3847 FPain := 0;
3848 FLastHit := 0;
3849 FLastFrag := 0;
3850 FComboEvnt := -1;
3852 SetFlag(FLAG_NONE);
3853 SetAction(A_STAND, True);
3854 end;
3856 function TPlayer.GetRespawnPoint(): Byte;
3857 var
3858 c: Byte;
3859 begin
3860 Result := 255;
3861 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3863 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3864 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3865 begin
3866 if (Self = gPlayer1) or (Self = gPlayer2) then
3867 begin
3868 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3869 if Self = gPlayer1 then
3870 c := RESPAWNPOINT_PLAYER1
3871 else
3872 c := RESPAWNPOINT_PLAYER2;
3873 if g_Map_GetPointCount(c) > 0 then
3874 begin
3875 Result := c;
3876 Exit;
3877 end;
3879 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3880 if Self = gPlayer1 then
3881 c := RESPAWNPOINT_PLAYER2
3882 else
3883 c := RESPAWNPOINT_PLAYER1;
3884 if g_Map_GetPointCount(c) > 0 then
3885 begin
3886 Result := c;
3887 Exit;
3888 end;
3889 end else
3890 begin
3891 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3892 if Random(2) = 0 then
3893 c := RESPAWNPOINT_PLAYER1
3894 else
3895 c := RESPAWNPOINT_PLAYER2;
3896 if g_Map_GetPointCount(c) > 0 then
3897 begin
3898 Result := c;
3899 Exit;
3900 end;
3901 end;
3903 // Òî÷êà ëþáîé èç êîìàíä
3904 if Random(2) = 0 then
3905 c := RESPAWNPOINT_RED
3906 else
3907 c := RESPAWNPOINT_BLUE;
3908 if g_Map_GetPointCount(c) > 0 then
3909 begin
3910 Result := c;
3911 Exit;
3912 end;
3914 // Òî÷êà DM
3915 c := RESPAWNPOINT_DM;
3916 if g_Map_GetPointCount(c) > 0 then
3917 begin
3918 Result := c;
3919 Exit;
3920 end;
3921 end;
3923 // Ìÿñîïîâàë
3924 if gGameSettings.GameMode = GM_DM then
3925 begin
3926 // Òî÷êà DM
3927 c := RESPAWNPOINT_DM;
3928 if g_Map_GetPointCount(c) > 0 then
3929 begin
3930 Result := c;
3931 Exit;
3932 end;
3934 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3935 if Random(2) = 0 then
3936 c := RESPAWNPOINT_PLAYER1
3937 else
3938 c := RESPAWNPOINT_PLAYER2;
3939 if g_Map_GetPointCount(c) > 0 then
3940 begin
3941 Result := c;
3942 Exit;
3943 end;
3945 // Òî÷êà ëþáîé èç êîìàíä
3946 if Random(2) = 0 then
3947 c := RESPAWNPOINT_RED
3948 else
3949 c := RESPAWNPOINT_BLUE;
3950 if g_Map_GetPointCount(c) > 0 then
3951 begin
3952 Result := c;
3953 Exit;
3954 end;
3955 end;
3957 // Êîìàíäíûå
3958 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
3959 begin
3960 // Òî÷êà ñâîåé êîìàíäû
3961 c := RESPAWNPOINT_DM;
3962 if FTeam = TEAM_RED then
3963 c := RESPAWNPOINT_RED;
3964 if FTeam = TEAM_BLUE then
3965 c := RESPAWNPOINT_BLUE;
3966 if g_Map_GetPointCount(c) > 0 then
3967 begin
3968 Result := c;
3969 Exit;
3970 end;
3972 // Òî÷êà DM
3973 c := RESPAWNPOINT_DM;
3974 if g_Map_GetPointCount(c) > 0 then
3975 begin
3976 Result := c;
3977 Exit;
3978 end;
3980 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3981 if Random(2) = 0 then
3982 c := RESPAWNPOINT_PLAYER1
3983 else
3984 c := RESPAWNPOINT_PLAYER2;
3985 if g_Map_GetPointCount(c) > 0 then
3986 begin
3987 Result := c;
3988 Exit;
3989 end;
3991 // Òî÷êà äðóãîé êîìàíäû
3992 c := RESPAWNPOINT_DM;
3993 if FTeam = TEAM_RED then
3994 c := RESPAWNPOINT_BLUE;
3995 if FTeam = TEAM_BLUE then
3996 c := RESPAWNPOINT_RED;
3997 if g_Map_GetPointCount(c) > 0 then
3998 begin
3999 Result := c;
4000 Exit;
4001 end;
4002 end;
4003 end;
4005 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4006 var
4007 RespawnPoint: TRespawnPoint;
4008 a, b, c: Byte;
4009 Anim: TAnimation;
4010 ID: DWORD;
4011 begin
4012 if not g_Game_IsServer then
4013 Exit;
4014 if FDummy then
4015 Exit;
4016 FWantsInGame := True;
4017 FJustTeleported := True;
4018 if Force then
4019 begin
4020 FTime[T_RESPAWN] := 0;
4021 FLive := False;
4022 end;
4023 FNetTime := 0;
4024 // if server changes MaxLives we gotta be ready
4025 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4027 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4028 if FTime[T_RESPAWN] > gTime then
4029 Exit;
4031 // Ïðîñðàë âñå æèçíè:
4032 if FNoRespawn then
4033 begin
4034 if not FSpectator then Spectate(True);
4035 FWantsInGame := True;
4036 Exit;
4037 end;
4039 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4040 begin // "Ñâîÿ èãðà"
4041 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4042 FRulez := FRulez-[R_BERSERK];
4043 end
4044 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4045 begin
4046 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4047 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4048 end;
4050 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4051 c := GetRespawnPoint();
4053 ReleaseKeys();
4054 SetFlag(FLAG_NONE);
4056 // Âîñêðåøåíèå áåç îðóæèÿ:
4057 if not FLive then
4058 begin
4059 FHealth := PLAYER_HP_SOFT;
4060 FArmor := 0;
4061 FLive := True;
4062 FAir := AIR_DEF;
4063 FJetFuel := 0;
4065 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4066 begin
4067 FWeapon[a] := False;
4068 FReloading[a] := 0;
4069 end;
4071 FWeapon[WEAPON_PISTOL] := True;
4072 FWeapon[WEAPON_KASTET] := True;
4073 FCurrWeap := WEAPON_PISTOL;
4074 resetWeaponQueue();
4076 FModel.SetWeapon(FCurrWeap);
4078 for b := A_BULLETS to A_CELLS do
4079 FAmmo[b] := 0;
4081 FAmmo[A_BULLETS] := 50;
4083 FMaxAmmo[A_BULLETS] := 200;
4084 FMaxAmmo[A_SHELLS] := 50;
4085 FMaxAmmo[A_ROCKETS] := 50;
4086 FMaxAmmo[A_CELLS] := 300;
4088 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4089 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4090 else
4091 FRulez := [];
4092 end;
4094 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4095 if not g_Map_GetPoint(c, RespawnPoint) then
4096 begin
4097 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4098 Exit;
4099 end;
4101 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4102 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4103 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4104 FObj.Vel.X := 0;
4105 FObj.Vel.Y := 0;
4106 FObj.Accel.X := 0;
4107 FObj.Accel.Y := 0;
4109 FDirection := RespawnPoint.Direction;
4110 if FDirection = D_LEFT then
4111 FAngle := 180
4112 else
4113 FAngle := 0;
4115 FIncCam := 0;
4116 FBFGFireCounter := -1;
4117 FShellTimer := -1;
4118 FPain := 0;
4119 FLastHit := 0;
4121 SetAction(A_STAND, True);
4122 FModel.Direction := FDirection;
4124 for a := Low(FTime) to High(FTime) do
4125 FTime[a] := 0;
4127 for a := Low(FMegaRulez) to High(FMegaRulez) do
4128 FMegaRulez[a] := 0;
4130 FDamageBuffer := 0;
4131 FJetpack := False;
4132 FCanJetpack := False;
4134 // Àíèìàöèÿ âîçðîæäåíèÿ:
4135 if (not gLoadGameMode) and (not Silent) then
4136 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4137 begin
4138 Anim := TAnimation.Create(ID, False, 3);
4139 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4140 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4141 Anim.Free();
4142 end;
4144 FSpectator := False;
4145 FGhost := False;
4146 FPhysics := True;
4147 FSpectatePlayer := -1;
4148 FSpawned := True;
4150 if g_Game_IsNet then
4151 begin
4152 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4153 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4154 if not Silent then
4155 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4156 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4157 0, NET_GFX_TELE);
4158 end;
4159 end;
4161 procedure TPlayer.Spectate(NoMove: Boolean = False);
4162 begin
4163 if FLive then
4164 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4165 else if (not NoMove) then
4166 begin
4167 GameX := gMapInfo.Width div 2;
4168 GameY := gMapInfo.Height div 2;
4169 end;
4170 FXTo := GameX;
4171 FYTo := GameY;
4173 FLive := False;
4174 FSpectator := True;
4175 FGhost := True;
4176 FPhysics := False;
4177 FWantsInGame := False;
4178 FSpawned := False;
4180 if FNoRespawn then
4181 begin
4182 if Self = gPlayer1 then
4183 begin
4184 gLMSPID1 := FUID;
4185 gPlayer1 := nil;
4186 end;
4187 if Self = gPlayer2 then
4188 begin
4189 gLMSPID2 := FUID;
4190 gPlayer2 := nil;
4191 end;
4192 end;
4194 if g_Game_IsNet then
4195 MH_SEND_PlayerStats(FUID);
4196 end;
4198 procedure TPlayer.SwitchNoClip;
4199 begin
4200 if not FLive then
4201 Exit;
4202 FGhost := not FGhost;
4203 FPhysics := not FGhost;
4204 if FGhost then
4205 begin
4206 FXTo := FObj.X;
4207 FYTo := FObj.Y;
4208 end else
4209 begin
4210 FObj.Accel.X := 0;
4211 FObj.Accel.Y := 0;
4212 end;
4213 end;
4215 procedure TPlayer.Run(Direction: TDirection);
4216 var
4217 a, b: Integer;
4218 begin
4219 if MAX_RUNVEL > 8 then
4220 FlySmoke();
4222 // Áåæèì:
4223 if Direction = D_LEFT then
4224 begin
4225 if FObj.Vel.X > -MAX_RUNVEL then
4226 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4227 end
4228 else
4229 if FObj.Vel.X < MAX_RUNVEL then
4230 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4232 // Âîçìîæíî, ïèíàåì êóñêè:
4233 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4234 begin
4235 b := Abs(FObj.Vel.X);
4236 if b > 1 then b := b * (Random(8 div b) + 1);
4237 for a := 0 to High(gGibs) do
4238 if gGibs[a].Live and
4239 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4240 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4241 // Ïèíàåì êóñêè
4242 if FObj.Vel.X < 0 then
4243 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4244 else
4245 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4246 end;
4248 SetAction(A_WALK);
4249 end;
4251 procedure TPlayer.SeeDown();
4252 begin
4253 SetAction(A_SEEDOWN);
4255 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4257 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4258 end;
4260 procedure TPlayer.SeeUp();
4261 begin
4262 SetAction(A_SEEUP);
4264 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4266 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4267 end;
4269 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4270 var
4271 Prior: Byte;
4272 begin
4273 case Action of
4274 A_WALK: Prior := 3;
4275 A_DIE1: Prior := 5;
4276 A_DIE2: Prior := 5;
4277 A_ATTACK: Prior := 2;
4278 A_SEEUP: Prior := 1;
4279 A_SEEDOWN: Prior := 1;
4280 A_ATTACKUP: Prior := 2;
4281 A_ATTACKDOWN: Prior := 2;
4282 A_PAIN: Prior := 4;
4283 else Prior := 0;
4284 end;
4286 if (Prior > FActionPrior) or Force then
4287 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4288 begin
4289 FActionPrior := Prior;
4290 FActionAnim := Action;
4291 FActionForce := Force;
4292 FActionChanged := True;
4293 end;
4295 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4296 end;
4298 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4299 begin
4300 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4301 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4302 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4303 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4304 end;
4306 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4307 var
4308 Anim: TAnimation;
4309 ID: DWORD;
4310 begin
4311 Result := False;
4313 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4314 begin
4315 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4316 if g_Game_IsServer and g_Game_IsNet then
4317 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4318 Exit;
4319 end;
4321 FJustTeleported := True;
4323 Anim := nil;
4324 if not silent then
4325 begin
4326 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4327 begin
4328 Anim := TAnimation.Create(ID, False, 3);
4329 end;
4331 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4332 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4333 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4334 if g_Game_IsServer and g_Game_IsNet then
4335 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4336 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4337 NET_GFX_TELE);
4338 end;
4340 FObj.X := X-PLAYER_RECT.X;
4341 FObj.Y := Y-PLAYER_RECT.Y;
4342 if FLive and FGhost then
4343 begin
4344 FXTo := FObj.X;
4345 FYTo := FObj.Y;
4346 end;
4348 if not g_Game_IsNet then
4349 begin
4350 if dir = 1 then
4351 begin
4352 SetDirection(D_LEFT);
4353 FAngle := 180;
4354 end
4355 else
4356 if dir = 2 then
4357 begin
4358 SetDirection(D_RIGHT);
4359 FAngle := 0;
4360 end
4361 else
4362 if dir = 3 then
4363 begin // îáðàòíîå
4364 if FDirection = D_RIGHT then
4365 begin
4366 SetDirection(D_LEFT);
4367 FAngle := 180;
4368 end
4369 else
4370 begin
4371 SetDirection(D_RIGHT);
4372 FAngle := 0;
4373 end;
4374 end;
4375 end;
4377 if not silent and (Anim <> nil) then
4378 begin
4379 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4380 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4381 Anim.Free();
4383 if g_Game_IsServer and g_Game_IsNet then
4384 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4385 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4386 NET_GFX_TELE);
4387 end;
4389 Result := True;
4390 end;
4392 function nonz(a: Single): Single;
4393 begin
4394 if a <> 0 then
4395 Result := a
4396 else
4397 Result := 1;
4398 end;
4400 procedure TPlayer.Update();
4401 var
4402 b: Byte;
4403 i, ii, wx, wy, xd, yd, k: Integer;
4404 blockmon, headwater, dospawn: Boolean;
4405 NetServer: Boolean;
4406 AnyServer: Boolean;
4407 SetSpect: Boolean;
4408 begin
4409 NetServer := g_Game_IsNet and g_Game_IsServer;
4410 AnyServer := g_Game_IsServer;
4412 if g_Game_IsClient and (NetInterpLevel > 0) then
4413 DoLerp(NetInterpLevel + 1)
4414 else
4415 if FGhost then
4416 DoLerp(4);
4418 if NetServer then
4419 if FClientID >= 0 then
4420 begin
4421 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4422 if NetClients[FClientID].Peer^.packetsSent > 0 then
4423 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4424 else
4425 FLoss := 0;
4426 end else
4427 begin
4428 FPing := 0;
4429 FLoss := 0;
4430 end;
4432 if FLive and (gFly or FJetpack) then
4433 FlySmoke();
4435 if FDirection = D_LEFT then
4436 FAngle := 180
4437 else
4438 FAngle := 0;
4440 if FLive and (not FGhost) then
4441 begin
4442 if FKeys[KEY_UP].Pressed then
4443 SeeUp();
4444 if FKeys[KEY_DOWN].Pressed then
4445 SeeDown();
4446 end;
4448 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4449 (FIncCam <> 0) then
4450 begin
4451 i := g_basic.Sign(FIncCam);
4452 FIncCam := Abs(FIncCam);
4453 DecMin(FIncCam, 5, 0);
4454 FIncCam := FIncCam*i;
4455 end;
4457 if gTime mod (GAME_TICK*2) <> 0 then
4458 begin
4459 if (FObj.Vel.X = 0) and FLive then
4460 begin
4461 if FKeys[KEY_LEFT].Pressed then
4462 Run(D_LEFT);
4463 if FKeys[KEY_RIGHT].Pressed then
4464 Run(D_RIGHT);
4465 end;
4467 if FPhysics then
4468 g_Obj_Move(@FObj, True, True, True);
4470 Exit;
4471 end;
4473 FActionChanged := False;
4475 if FLive then
4476 begin
4477 // Let alive player do some actions
4478 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4479 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4480 if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4481 if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4482 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4483 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4484 if FKeys[KEY_JUMP].Pressed then Jump()
4485 else
4486 begin
4487 if AnyServer and FJetpack then
4488 begin
4489 FJetpack := False;
4490 JetpackOff;
4491 if NetServer then MH_SEND_PlayerStats(FUID);
4492 end;
4493 FCanJetpack := True;
4494 end;
4495 end
4496 else // Dead
4497 begin
4498 dospawn := False;
4499 if not FGhost then
4500 for k := Low(FKeys) to KEY_CHAT-1 do
4501 begin
4502 if FKeys[k].Pressed then
4503 begin
4504 dospawn := True;
4505 break;
4506 end;
4507 end;
4508 if dospawn then
4509 begin
4510 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4511 Respawn(False)
4512 else // Single
4513 if (FTime[T_RESPAWN] <= gTime) and
4514 gGameOn and (not FLive) then
4515 begin
4516 if (g_Player_GetCount() > 1) then
4517 Respawn(False)
4518 else
4519 begin
4520 gExit := EXIT_RESTART;
4521 Exit;
4522 end;
4523 end;
4524 end;
4525 // Dead spectator actions
4526 if FGhost then
4527 begin
4528 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4529 if FKeys[KEY_FIRE].Pressed and AnyServer then
4530 begin
4531 if FSpectator then
4532 begin
4533 if (FSpectatePlayer >= High(gPlayers)) then
4534 FSpectatePlayer := -1
4535 else
4536 begin
4537 SetSpect := False;
4538 for I := FSpectatePlayer + 1 to High(gPlayers) do
4539 if gPlayers[I] <> nil then
4540 if gPlayers[I].Live then
4541 if gPlayers[I].UID <> FUID then
4542 begin
4543 FSpectatePlayer := I;
4544 SetSpect := True;
4545 break;
4546 end;
4548 if not SetSpect then FSpectatePlayer := -1;
4549 end;
4551 ReleaseKeys;
4552 end;
4553 end;
4554 end;
4555 end;
4556 // No clipping
4557 if FGhost then
4558 begin
4559 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4560 begin
4561 FYTo := FObj.Y - 32;
4562 FSpectatePlayer := -1;
4563 end;
4564 if FKeys[KEY_DOWN].Pressed then
4565 begin
4566 FYTo := FObj.Y + 32;
4567 FSpectatePlayer := -1;
4568 end;
4569 if FKeys[KEY_LEFT].Pressed then
4570 begin
4571 FXTo := FObj.X - 32;
4572 FSpectatePlayer := -1;
4573 end;
4574 if FKeys[KEY_RIGHT].Pressed then
4575 begin
4576 FXTo := FObj.X + 32;
4577 FSpectatePlayer := -1;
4578 end;
4580 if (FXTo < -64) then
4581 FXTo := -64
4582 else if (FXTo > gMapInfo.Width + 32) then
4583 FXTo := gMapInfo.Width + 32;
4584 if (FYTo < -72) then
4585 FYTo := -72
4586 else if (FYTo > gMapInfo.Height + 32) then
4587 FYTo := gMapInfo.Height + 32;
4588 end;
4590 if FPhysics then
4591 g_Obj_Move(@FObj, True, True, True)
4592 else
4593 begin
4594 FObj.Vel.X := 0;
4595 FObj.Vel.Y := 0;
4596 if FSpectator then
4597 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4598 if gPlayers[FSpectatePlayer] <> nil then
4599 if gPlayers[FSpectatePlayer].Live then
4600 begin
4601 FXTo := gPlayers[FSpectatePlayer].GameX;
4602 FYTo := gPlayers[FSpectatePlayer].GameY;
4603 end;
4604 end;
4606 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4607 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4608 PANEL_BLOCKMON, True);
4609 headwater := HeadInLiquid(0, 0);
4611 // Ñîïðîòèâëåíèå âîçäóõà:
4612 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4613 if FObj.Vel.X <> 0 then
4614 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4616 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4617 DecMin(FPain, 5, 0);
4618 DecMin(FPickup, 1, 0);
4620 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4621 begin
4622 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4623 FMegaRulez[MR_SUIT] := 0;
4624 FMegaRulez[MR_INVUL] := 0;
4625 FMegaRulez[MR_INVIS] := 0;
4626 Kill(K_FALLKILL, 0, HIT_FALL);
4627 end;
4629 i := 9;
4631 if FLive then
4632 begin
4633 if FCurrWeap = WEAPON_SAW then
4634 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4635 FSawSoundSelect.IsPlaying()) then
4636 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4638 if FJetpack then
4639 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4640 (not FJetSoundOff.IsPlaying()) then
4641 begin
4642 FJetSoundFly.SetPosition(0);
4643 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4644 end;
4646 for b := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4647 if FReloading[b] > 0 then
4648 if FNoReload then
4649 FReloading[b] := 0
4650 else
4651 Dec(FReloading[b]);
4653 if FShellTimer > -1 then
4654 if FShellTimer = 0 then
4655 begin
4656 if FShellType = SHELL_SHELL then
4657 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4658 GameVelX, GameVelY-2, SHELL_SHELL)
4659 else if FShellType = SHELL_DBLSHELL then
4660 begin
4661 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4662 GameVelX+1, GameVelY-2, SHELL_SHELL);
4663 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4664 GameVelX-1, GameVelY-2, SHELL_SHELL);
4665 end;
4666 FShellTimer := -1;
4667 end else Dec(FShellTimer);
4669 if (FBFGFireCounter > -1) then
4670 if FBFGFireCounter = 0 then
4671 begin
4672 if AnyServer then
4673 begin
4674 wx := FObj.X+WEAPONPOINT[FDirection].X;
4675 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4676 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4677 yd := wy+firediry();
4678 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4679 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4680 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4681 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4682 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4683 end;
4685 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4686 FBFGFireCounter := -1;
4687 end else
4688 if FNoReload then
4689 FBFGFireCounter := 0
4690 else
4691 Dec(FBFGFireCounter);
4693 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4694 begin
4695 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4697 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4698 end;
4700 if (headwater or blockmon) then
4701 begin
4702 Dec(FAir);
4704 if FAir < -9 then
4705 begin
4706 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4707 FAir := 0;
4708 end
4709 else if (FAir mod 31 = 0) and not blockmon then
4710 begin
4711 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4712 if Random(2) = 0 then
4713 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4714 else
4715 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4716 end;
4717 end else if FAir < AIR_DEF then
4718 FAir := AIR_DEF;
4720 if FDamageBuffer > 0 then
4721 begin
4722 if FDamageBuffer >= 9 then
4723 begin
4724 SetAction(A_PAIN);
4726 if FDamageBuffer < 30 then i := 9
4727 else if FDamageBuffer < 100 then i := 18
4728 else i := 27;
4729 end;
4731 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4732 FArmor := FArmor-(FDamageBuffer-ii);
4733 FHealth := FHealth-ii;
4734 if FArmor < 0 then
4735 begin
4736 FHealth := FHealth+FArmor;
4737 FArmor := 0;
4738 end;
4740 if AnyServer then
4741 if FHealth <= 0 then
4742 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4743 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4744 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4746 if FLive then
4747 begin
4748 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4749 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4750 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4751 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4752 end;
4754 FDamageBuffer := 0;
4755 end;
4757 {CollideItem();}
4758 end; // if FLive then ...
4760 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4761 begin
4762 FModel.ChangeAnimation(FActionAnim, FActionForce);
4763 FModel.GetCurrentAnimation.MinLength := i;
4764 FModel.GetCurrentAnimationMask.MinLength := i;
4765 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4767 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4768 then SetAction(A_STAND, True);
4770 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4772 for b := Low(FKeys) to High(FKeys) do
4773 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4774 end;
4776 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4777 begin
4778 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4779 FObj.Y+PLAYER_RECT.Y,
4780 PLAYER_RECT.Width,
4781 PLAYER_RECT.Height,
4782 X, Y,
4783 Width, Height);
4784 end;
4786 function TPlayer.Collide(Panel: TPanel): Boolean;
4787 begin
4788 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4789 FObj.Y+PLAYER_RECT.Y,
4790 PLAYER_RECT.Width,
4791 PLAYER_RECT.Height,
4792 Panel.X, Panel.Y,
4793 Panel.Width, Panel.Height);
4794 end;
4796 function TPlayer.Collide(X, Y: Integer): Boolean;
4797 begin
4798 X := X-FObj.X-PLAYER_RECT.X;
4799 Y := Y-FObj.Y-PLAYER_RECT.Y;
4800 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4801 (y >= 0) and (y <= PLAYER_RECT.Height);
4802 end;
4804 function g_Player_ValidName(Name: string): Boolean;
4805 var
4806 a: Integer;
4807 begin
4808 Result := True;
4810 if gPlayers = nil then Exit;
4812 for a := 0 to High(gPlayers) do
4813 if gPlayers[a] <> nil then
4814 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4815 begin
4816 Result := False;
4817 Exit;
4818 end;
4819 end;
4821 procedure TPlayer.SetDirection(Direction: TDirection);
4822 var
4823 d: TDirection;
4824 begin
4825 d := FModel.Direction;
4827 FModel.Direction := Direction;
4828 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4830 FDirection := Direction;
4831 end;
4833 function TPlayer.GetKeys(): Byte;
4834 begin
4835 Result := 0;
4837 if R_KEY_RED in FRulez then Result := KEY_RED;
4838 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4839 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4841 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4842 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4843 end;
4845 procedure TPlayer.Use();
4846 var
4847 a: Integer;
4848 begin
4849 if FTime[T_USE] > gTime then Exit;
4851 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
4852 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
4854 for a := 0 to High(gPlayers) do
4855 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
4856 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
4857 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4858 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
4859 begin
4860 gPlayers[a].Touch();
4861 if g_Game_IsNet and g_Game_IsServer then
4862 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
4863 end;
4865 FTime[T_USE] := gTime+120;
4866 end;
4868 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
4869 var
4870 Obj: TObj;
4871 F: Boolean;
4872 WX, WY, XD, YD: Integer;
4873 begin
4874 F := False;
4875 WX := X;
4876 WY := Y;
4877 XD := AX;
4878 YD := AY;
4880 case FCurrWeap of
4881 WEAPON_KASTET:
4882 begin
4883 if R_BERSERK in FRulez then
4884 begin
4885 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4886 obj.X := FObj.X+FObj.Rect.X;
4887 obj.Y := FObj.Y+FObj.Rect.Y;
4888 obj.rect.X := 0;
4889 obj.rect.Y := 0;
4890 obj.rect.Width := 39;
4891 obj.rect.Height := 52;
4892 obj.Vel.X := (xd-wx) div 2;
4893 obj.Vel.Y := (yd-wy) div 2;
4894 obj.Accel.X := xd-wx;
4895 obj.Accel.y := yd-wy;
4897 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
4898 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
4899 else
4900 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
4902 if gFlash = 1 then
4903 if FPain < 50 then
4904 FPain := min(FPain + 25, 50);
4905 end else
4906 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
4907 end;
4909 WEAPON_SAW:
4910 begin
4911 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4912 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
4913 begin
4914 FSawSoundSelect.Stop();
4915 FSawSound.Stop();
4916 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
4917 end
4918 else if not FSawSoundHit.IsPlaying() then
4919 begin
4920 FSawSoundSelect.Stop();
4921 FSawSound.PlayAt(FObj.X, FObj.Y);
4922 end;
4923 f := True;
4924 end;
4926 WEAPON_PISTOL:
4927 begin
4928 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
4929 FFireAngle := FAngle;
4930 f := True;
4931 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4932 GameVelX, GameVelY-2, SHELL_BULLET);
4933 end;
4935 WEAPON_SHOTGUN1:
4936 begin
4937 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4938 FFireAngle := FAngle;
4939 f := True;
4940 FShellTimer := 10;
4941 FShellType := SHELL_SHELL;
4942 end;
4944 WEAPON_SHOTGUN2:
4945 begin
4946 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
4947 FFireAngle := FAngle;
4948 f := True;
4949 FShellTimer := 13;
4950 FShellType := SHELL_DBLSHELL;
4951 end;
4953 WEAPON_CHAINGUN:
4954 begin
4955 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
4956 FFireAngle := FAngle;
4957 f := True;
4958 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4959 GameVelX, GameVelY-2, SHELL_BULLET);
4960 end;
4962 WEAPON_ROCKETLAUNCHER:
4963 begin
4964 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
4965 FFireAngle := FAngle;
4966 f := True;
4967 end;
4969 WEAPON_PLASMA:
4970 begin
4971 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
4972 FFireAngle := FAngle;
4973 f := True;
4974 end;
4976 WEAPON_BFG:
4977 begin
4978 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
4979 FFireAngle := FAngle;
4980 f := True;
4981 end;
4983 WEAPON_SUPERPULEMET:
4984 begin
4985 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4986 FFireAngle := FAngle;
4987 f := True;
4988 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4989 GameVelX, GameVelY-2, SHELL_SHELL);
4990 end;
4991 end;
4993 if not f then Exit;
4995 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4996 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4997 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4998 end;
5000 procedure TPlayer.DoLerp(Level: Integer = 2);
5001 begin
5002 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5003 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5004 end;
5006 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5007 var
5008 AX, AY: Integer;
5009 begin
5010 if NetInterpLevel < 1 then
5011 begin
5012 FObj.X := XTo;
5013 FObj.Y := YTo;
5014 end
5015 else
5016 begin
5017 FXTo := XTo;
5018 FYTo := YTo;
5020 AX := Abs(FXTo - FObj.X);
5021 AY := Abs(FYTo - FObj.Y);
5022 if (AX > 32) or (AX <= NetInterpLevel) then
5023 FObj.X := FXTo;
5024 if (AY > 32) or (AY <= NetInterpLevel) then
5025 FObj.Y := FYTo;
5026 end;
5027 end;
5029 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5030 begin
5031 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5032 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5033 PANEL_LIFTUP, False) then Result := -1
5034 else
5035 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5036 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5037 PANEL_LIFTDOWN, False) then Result := 1
5038 else Result := 0;
5039 end;
5041 function TPlayer.GetFlag(Flag: Byte): Boolean;
5042 var
5043 s, ts: String;
5044 evtype: Byte;
5045 begin
5046 Result := False;
5048 if Flag = FLAG_NONE then
5049 Exit;
5051 if not g_Game_IsServer then Exit;
5053 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5054 if (Flag = FTeam) and
5055 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5056 (FFlag <> FLAG_NONE) then
5057 begin
5058 if FFlag = FLAG_RED then
5059 s := _lc[I_PLAYER_FLAG_RED]
5060 else
5061 s := _lc[I_PLAYER_FLAG_BLUE];
5063 evtype := FLAG_STATE_SCORED;
5065 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5066 Insert('.', ts, Length(ts) + 1 - 3);
5067 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5069 g_Map_ResetFlag(FFlag);
5070 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5072 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5074 Result := True;
5075 if g_Game_IsNet then
5076 begin
5077 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5078 MH_SEND_GameStats;
5079 end;
5081 gFlags[FFlag].CaptureTime := 0;
5082 SetFlag(FLAG_NONE);
5083 Exit;
5084 end;
5086 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5087 if (Flag = FTeam) and
5088 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5089 begin
5090 if Flag = FLAG_RED then
5091 s := _lc[I_PLAYER_FLAG_RED]
5092 else
5093 s := _lc[I_PLAYER_FLAG_BLUE];
5095 evtype := FLAG_STATE_RETURNED;
5096 gFlags[Flag].CaptureTime := 0;
5098 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5100 g_Map_ResetFlag(Flag);
5101 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5103 Result := True;
5104 if g_Game_IsNet then
5105 begin
5106 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5107 MH_SEND_GameStats;
5108 end;
5109 Exit;
5110 end;
5112 // Ïîäîáðàë ÷óæîé ôëàã:
5113 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5114 begin
5115 SetFlag(Flag);
5117 if Flag = FLAG_RED then
5118 s := _lc[I_PLAYER_FLAG_RED]
5119 else
5120 s := _lc[I_PLAYER_FLAG_BLUE];
5122 evtype := FLAG_STATE_CAPTURED;
5124 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5126 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5128 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5130 Result := True;
5131 if g_Game_IsNet then
5132 begin
5133 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5134 MH_SEND_GameStats;
5135 end;
5136 end;
5137 end;
5139 procedure TPlayer.SetFlag(Flag: Byte);
5140 begin
5141 FFlag := Flag;
5142 if FModel <> nil then
5143 FModel.SetFlag(FFlag);
5144 end;
5146 function TPlayer.DropFlag(): Boolean;
5147 var
5148 s: String;
5149 begin
5150 Result := False;
5151 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5152 Exit;
5153 FTime[T_FLAGCAP] := gTime + 2000;
5154 with gFlags[FFlag] do
5155 begin
5156 Obj.X := FObj.X;
5157 Obj.Y := FObj.Y;
5158 Direction := FDirection;
5159 State := FLAG_STATE_DROPPED;
5160 Count := FLAG_TIME;
5161 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5162 (FObj.Vel.Y div 2)-2+Random(5));
5164 if FFlag = FLAG_RED then
5165 s := _lc[I_PLAYER_FLAG_RED]
5166 else
5167 s := _lc[I_PLAYER_FLAG_BLUE];
5169 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5170 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5172 if g_Game_IsNet then
5173 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5174 end;
5175 SetFlag(FLAG_NONE);
5176 Result := True;
5177 end;
5179 procedure TPlayer.GetSecret();
5180 begin
5181 Inc(FSecrets);
5182 end;
5184 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5185 begin
5186 Assert(Key <= High(FKeys));
5188 FKeys[Key].Pressed := True;
5189 FKeys[Key].Time := Time;
5190 end;
5192 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5193 begin
5194 Result := FKeys[K].Pressed;
5195 end;
5197 procedure TPlayer.ReleaseKeys();
5198 var
5199 a: Integer;
5200 begin
5201 for a := Low(FKeys) to High(FKeys) do
5202 begin
5203 FKeys[a].Pressed := False;
5204 FKeys[a].Time := 0;
5205 end;
5206 end;
5208 procedure TPlayer.OnDamage(Angle: SmallInt);
5209 begin
5210 end;
5212 function TPlayer.firediry(): Integer;
5213 begin
5214 if FKeys[KEY_UP].Pressed then Result := -42
5215 else if FKeys[KEY_DOWN].Pressed then Result := 19
5216 else Result := 0;
5217 end;
5219 procedure TPlayer.RememberState();
5220 var
5221 i: Integer;
5222 begin
5223 FSavedState.Health := FHealth;
5224 FSavedState.Armor := FArmor;
5225 FSavedState.Air := FAir;
5226 FSavedState.JetFuel := FJetFuel;
5227 FSavedState.CurrWeap := FCurrWeap;
5228 FSavedState.NextWeap := FNextWeap;
5229 FSavedState.NextWeapDelay := FNextWeapDelay;
5231 for i := 0 to 3 do
5232 FSavedState.Ammo[i] := FAmmo[i];
5233 for i := 0 to 3 do
5234 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5236 FSavedState.Rulez := FRulez;
5237 FSavedState.WaitRecall := True;
5238 end;
5240 procedure TPlayer.RecallState();
5241 var
5242 i: Integer;
5243 begin
5244 if not FSavedState.WaitRecall then Exit;
5246 FHealth := FSavedState.Health;
5247 FArmor := FSavedState.Armor;
5248 FAir := FSavedState.Air;
5249 FJetFuel := FSavedState.JetFuel;
5250 FCurrWeap := FSavedState.CurrWeap;
5251 FNextWeap := FSavedState.NextWeap;
5252 FNextWeapDelay := FSavedState.NextWeapDelay;
5254 for i := 0 to 3 do
5255 FAmmo[i] := FSavedState.Ammo[i];
5256 for i := 0 to 3 do
5257 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5259 FRulez := FSavedState.Rulez;
5260 FSavedState.WaitRecall := False;
5262 if gGameSettings.GameType = GT_SERVER then
5263 MH_SEND_PlayerStats(FUID);
5264 end;
5266 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5267 var
5268 i: Integer;
5269 sig: DWORD;
5270 str: String;
5271 b: Byte;
5272 begin
5273 if FIamBot then
5274 i := 512
5275 else
5276 i := 256;
5278 Mem := TBinMemoryWriter.Create(i);
5280 // Ñèãíàòóðà èãðîêà:
5281 sig := PLAYER_SIGNATURE; // 'PLYR'
5282 Mem.WriteDWORD(sig);
5283 // Áîò èëè ÷åëîâåê:
5284 Mem.WriteBoolean(FIamBot);
5285 // UID èãðîêà:
5286 Mem.WriteWord(FUID);
5287 // Èìÿ èãðîêà:
5288 Mem.WriteString(FName, 32);
5289 // Êîìàíäà:
5290 Mem.WriteByte(FTeam);
5291 // Æèâ ëè:
5292 Mem.WriteBoolean(FLive);
5293 // Èçðàñõîäîâàë ëè âñå æèçíè:
5294 Mem.WriteBoolean(FNoRespawn);
5295 // Íàïðàâëåíèå:
5296 if FDirection = D_LEFT then
5297 b := 1
5298 else // D_RIGHT
5299 b := 2;
5300 Mem.WriteByte(b);
5301 // Çäîðîâüå:
5302 Mem.WriteInt(FHealth);
5303 // Æèçíè:
5304 Mem.WriteByte(FLives);
5305 // Áðîíÿ:
5306 Mem.WriteInt(FArmor);
5307 // Çàïàñ âîçäóõà:
5308 Mem.WriteInt(FAir);
5309 // Çàïàñ ãîðþ÷åãî:
5310 Mem.WriteInt(FJetFuel);
5311 // Áîëü:
5312 Mem.WriteInt(FPain);
5313 // Óáèë:
5314 Mem.WriteInt(FKills);
5315 // Óáèë ìîíñòðîâ:
5316 Mem.WriteInt(FMonsterKills);
5317 // Ôðàãîâ:
5318 Mem.WriteInt(FFrags);
5319 // Ôðàãîâ ïîäðÿä:
5320 Mem.WriteByte(FFragCombo);
5321 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5322 Mem.WriteDWORD(FLastFrag);
5323 // Ñìåðòåé:
5324 Mem.WriteInt(FDeath);
5325 // Êàêîé ôëàã íåñåò:
5326 Mem.WriteByte(FFlag);
5327 // Íàøåë ñåêðåòîâ:
5328 Mem.WriteInt(FSecrets);
5329 // Òåêóùåå îðóæèå:
5330 Mem.WriteByte(FCurrWeap);
5331 // Æåëàåìîå îðóæèå:
5332 Mem.WriteWord(FNextWeap);
5333 // ...è ïàóçà
5334 Mem.WriteByte(FNextWeapDelay);
5335 // Âðåìÿ çàðÿäêè BFG:
5336 Mem.WriteSmallInt(FBFGFireCounter);
5337 // Áóôåð óðîíà:
5338 Mem.WriteInt(FDamageBuffer);
5339 // Ïîñëåäíèé óäàðèâøèé:
5340 Mem.WriteWord(FLastSpawnerUID);
5341 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5342 Mem.WriteByte(FLastHit);
5343 // Îáúåêò èãðîêà:
5344 Obj_SaveState(@FObj, Mem);
5345 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5346 for i := A_BULLETS to A_CELLS do
5347 Mem.WriteWord(FAmmo[i]);
5348 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5349 for i := A_BULLETS to A_CELLS do
5350 Mem.WriteWord(FMaxAmmo[i]);
5351 // Íàëè÷èå îðóæèÿ:
5352 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5353 Mem.WriteBoolean(FWeapon[i]);
5354 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5355 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5356 Mem.WriteWord(FReloading[i]);
5357 // Íàëè÷èå ðþêçàêà:
5358 if R_ITEM_BACKPACK in FRulez then
5359 b := 1
5360 else
5361 b := 0;
5362 Mem.WriteByte(b);
5363 // Íàëè÷èå êðàñíîãî êëþ÷à:
5364 if R_KEY_RED in FRulez then
5365 b := 1
5366 else
5367 b := 0;
5368 Mem.WriteByte(b);
5369 // Íàëè÷èå çåëåíîãî êëþ÷à:
5370 if R_KEY_GREEN in FRulez then
5371 b := 1
5372 else
5373 b := 0;
5374 Mem.WriteByte(b);
5375 // Íàëè÷èå ñèíåãî êëþ÷à:
5376 if R_KEY_BLUE in FRulez then
5377 b := 1
5378 else
5379 b := 0;
5380 Mem.WriteByte(b);
5381 // Íàëè÷èå áåðñåðêà:
5382 if R_BERSERK in FRulez then
5383 b := 1
5384 else
5385 b := 0;
5386 Mem.WriteByte(b);
5387 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5388 for i := MR_SUIT to MR_MAX do
5389 Mem.WriteDWORD(FMegaRulez[i]);
5390 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5391 for i := T_RESPAWN to T_FLAGCAP do
5392 Mem.WriteDWORD(FTime[i]);
5393 // Íàçâàíèå ìîäåëè:
5394 str := FModel.Name;
5395 Mem.WriteString(str);
5396 // Öâåò ìîäåëè:
5397 b := FColor.R;
5398 Mem.WriteByte(b);
5399 b := FColor.G;
5400 Mem.WriteByte(b);
5401 b := FColor.B;
5402 Mem.WriteByte(b);
5403 end;
5405 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5406 var
5407 i: Integer;
5408 sig: DWORD;
5409 str: String;
5410 b: Byte;
5411 begin
5412 if Mem = nil then
5413 Exit;
5415 // Ñèãíàòóðà èãðîêà:
5416 Mem.ReadDWORD(sig);
5417 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5418 begin
5419 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5420 end;
5421 // Áîò èëè ÷åëîâåê:
5422 Mem.ReadBoolean(FIamBot);
5423 // UID èãðîêà:
5424 Mem.ReadWord(FUID);
5425 // Èìÿ èãðîêà:
5426 Mem.ReadString(str);
5427 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5428 FName := str;
5429 // Êîìàíäà:
5430 Mem.ReadByte(FTeam);
5431 // Æèâ ëè:
5432 Mem.ReadBoolean(FLive);
5433 // Èçðàñõîäîâàë ëè âñå æèçíè:
5434 Mem.ReadBoolean(FNoRespawn);
5435 // Íàïðàâëåíèå:
5436 Mem.ReadByte(b);
5437 if b = 1 then
5438 FDirection := D_LEFT
5439 else // b = 2
5440 FDirection := D_RIGHT;
5441 // Çäîðîâüå:
5442 Mem.ReadInt(FHealth);
5443 // Æèçíè:
5444 Mem.ReadByte(FLives);
5445 // Áðîíÿ:
5446 Mem.ReadInt(FArmor);
5447 // Çàïàñ âîçäóõà:
5448 Mem.ReadInt(FAir);
5449 // Çàïàñ ãîðþ÷åãî:
5450 Mem.ReadInt(FJetFuel);
5451 // Áîëü:
5452 Mem.ReadInt(FPain);
5453 // Óáèë:
5454 Mem.ReadInt(FKills);
5455 // Óáèë ìîíñòðîâ:
5456 Mem.ReadInt(FMonsterKills);
5457 // Ôðàãîâ:
5458 Mem.ReadInt(FFrags);
5459 // Ôðàãîâ ïîäðÿä:
5460 Mem.ReadByte(FFragCombo);
5461 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5462 Mem.ReadDWORD(FLastFrag);
5463 // Ñìåðòåé:
5464 Mem.ReadInt(FDeath);
5465 // Êàêîé ôëàã íåñåò:
5466 Mem.ReadByte(FFlag);
5467 // Íàøåë ñåêðåòîâ:
5468 Mem.ReadInt(FSecrets);
5469 // Òåêóùåå îðóæèå:
5470 Mem.ReadByte(FCurrWeap);
5471 // Æåëàåìîå îðóæèå:
5472 Mem.ReadWord(FNextWeap);
5473 // ...è ïàóçà
5474 Mem.ReadByte(FNextWeapDelay);
5475 // Âðåìÿ çàðÿäêè BFG:
5476 Mem.ReadSmallInt(FBFGFireCounter);
5477 // Áóôåð óðîíà:
5478 Mem.ReadInt(FDamageBuffer);
5479 // Ïîñëåäíèé óäàðèâøèé:
5480 Mem.ReadWord(FLastSpawnerUID);
5481 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5482 Mem.ReadByte(FLastHit);
5483 // Îáúåêò èãðîêà:
5484 Obj_LoadState(@FObj, Mem);
5485 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5486 for i := A_BULLETS to A_CELLS do
5487 Mem.ReadWord(FAmmo[i]);
5488 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5489 for i := A_BULLETS to A_CELLS do
5490 Mem.ReadWord(FMaxAmmo[i]);
5491 // Íàëè÷èå îðóæèÿ:
5492 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5493 Mem.ReadBoolean(FWeapon[i]);
5494 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5495 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5496 Mem.ReadWord(FReloading[i]);
5497 // Íàëè÷èå ðþêçàêà:
5498 Mem.ReadByte(b);
5499 if b = 1 then
5500 Include(FRulez, R_ITEM_BACKPACK);
5501 // Íàëè÷èå êðàñíîãî êëþ÷à:
5502 Mem.ReadByte(b);
5503 if b = 1 then
5504 Include(FRulez, R_KEY_RED);
5505 // Íàëè÷èå çåëåíîãî êëþ÷à:
5506 Mem.ReadByte(b);
5507 if b = 1 then
5508 Include(FRulez, R_KEY_GREEN);
5509 // Íàëè÷èå ñèíåãî êëþ÷à:
5510 Mem.ReadByte(b);
5511 if b = 1 then
5512 Include(FRulez, R_KEY_BLUE);
5513 // Íàëè÷èå áåðñåðêà:
5514 Mem.ReadByte(b);
5515 if b = 1 then
5516 Include(FRulez, R_BERSERK);
5517 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5518 for i := MR_SUIT to MR_MAX do
5519 Mem.ReadDWORD(FMegaRulez[i]);
5520 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5521 for i := T_RESPAWN to T_FLAGCAP do
5522 Mem.ReadDWORD(FTime[i]);
5523 // Íàçâàíèå ìîäåëè:
5524 Mem.ReadString(str);
5525 // Öâåò ìîäåëè:
5526 Mem.ReadByte(FColor.R);
5527 Mem.ReadByte(FColor.G);
5528 Mem.ReadByte(FColor.B);
5529 if Self = gPlayer1 then
5530 begin
5531 str := gPlayer1Settings.Model;
5532 FColor := gPlayer1Settings.Color;
5533 end;
5534 if Self = gPlayer2 then
5535 begin
5536 str := gPlayer2Settings.Model;
5537 FColor := gPlayer2Settings.Color;
5538 end;
5539 // Îáíîâëÿåì ìîäåëü èãðîêà:
5540 SetModel(str);
5541 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5542 FModel.Color := TEAMCOLOR[FTeam]
5543 else
5544 FModel.Color := FColor;
5545 end;
5547 procedure TPlayer.AllRulez(Health: Boolean);
5548 var
5549 a: Integer;
5550 begin
5551 if Health then
5552 begin
5553 FHealth := PLAYER_HP_LIMIT;
5554 FArmor := PLAYER_AP_LIMIT;
5555 Exit;
5556 end;
5558 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do FWeapon[a] := True;
5559 for a := A_BULLETS to A_CELLS do FAmmo[a] := 30000;
5560 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5561 end;
5563 procedure TPlayer.RestoreHealthArmor();
5564 begin
5565 FHealth := PLAYER_HP_LIMIT;
5566 FArmor := PLAYER_AP_LIMIT;
5567 end;
5569 procedure TPlayer.FragCombo();
5570 var
5571 Param: Integer;
5572 begin
5573 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5574 Exit;
5575 if gTime - FLastFrag < FRAG_COMBO_TIME then
5576 begin
5577 if FFragCombo < 5 then
5578 Inc(FFragCombo);
5579 Param := FUID or (FFragCombo shl 16);
5580 if (FComboEvnt >= Low(gDelayedEvents)) and
5581 (FComboEvnt <= High(gDelayedEvents)) and
5582 gDelayedEvents[FComboEvnt].Pending and
5583 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5584 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5585 begin
5586 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5587 gDelayedEvents[FComboEvnt].DENum := Param;
5588 end
5589 else
5590 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5591 end
5592 else
5593 FFragCombo := 1;
5595 FLastFrag := gTime;
5596 end;
5598 procedure TPlayer.GiveItem(ItemType: Byte);
5599 begin
5600 case ItemType of
5601 ITEM_SUIT:
5602 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5603 begin
5604 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5605 end;
5607 ITEM_OXYGEN:
5608 if FAir < AIR_MAX then
5609 begin
5610 FAir := AIR_MAX;
5611 end;
5613 ITEM_MEDKIT_BLACK:
5614 begin
5615 if not (R_BERSERK in FRulez) then
5616 begin
5617 Include(FRulez, R_BERSERK);
5618 if FBFGFireCounter < 1 then
5619 begin
5620 FCurrWeap := WEAPON_KASTET;
5621 resetWeaponQueue();
5622 FModel.SetWeapon(WEAPON_KASTET);
5623 end;
5624 if gFlash <> 0 then
5625 Inc(FPain, 100);
5626 FBerserk := gTime+30000;
5627 end;
5628 if FHealth < PLAYER_HP_SOFT then
5629 begin
5630 FHealth := PLAYER_HP_SOFT;
5631 FBerserk := gTime+30000;
5632 end;
5633 end;
5635 ITEM_INVUL:
5636 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5637 begin
5638 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5639 end;
5641 ITEM_INVIS:
5642 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5643 begin
5644 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5645 end;
5647 ITEM_JETPACK:
5648 if FJetFuel < JET_MAX then
5649 begin
5650 FJetFuel := JET_MAX;
5651 end;
5653 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5654 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5656 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5657 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5659 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5660 ITEM_SPHERE_WHITE:
5661 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5662 begin
5663 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5664 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5665 end;
5667 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5668 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5669 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5670 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5671 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5672 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5673 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5674 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5676 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5677 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5678 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5679 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5680 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5681 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5682 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5683 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5685 ITEM_AMMO_BACKPACK:
5686 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5687 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5688 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5689 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
5690 begin
5691 FMaxAmmo[A_BULLETS] := 400;
5692 FMaxAmmo[A_SHELLS] := 100;
5693 FMaxAmmo[A_ROCKETS] := 100;
5694 FMaxAmmo[A_CELLS] := 600;
5696 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5697 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5698 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5699 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5701 FRulez := FRulez + [R_ITEM_BACKPACK];
5702 end;
5704 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5705 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5706 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5708 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5709 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5711 else
5712 Exit;
5713 end;
5714 if g_Game_IsNet and g_Game_IsServer then
5715 MH_SEND_PlayerStats(FUID);
5716 end;
5718 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5719 var
5720 id, i: DWORD;
5721 Anim: TAnimation;
5722 begin
5723 if (Random(5) = 1) and (Times = 1) then
5724 Exit;
5726 if BodyInLiquid(0, 0) then
5727 begin
5728 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5729 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5730 if Random(2) = 0 then
5731 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5732 else
5733 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5734 Exit;
5735 end;
5737 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5738 begin
5739 for i := 1 to Times do
5740 begin
5741 Anim := TAnimation.Create(id, False, 3);
5742 Anim.Alpha := 150;
5743 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5744 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5745 Anim.Free();
5746 end;
5747 end;
5748 end;
5750 procedure TPlayer.PauseSounds(Enable: Boolean);
5751 begin
5752 FSawSound.Pause(Enable);
5753 FSawSoundIdle.Pause(Enable);
5754 FSawSoundHit.Pause(Enable);
5755 FSawSoundSelect.Pause(Enable);
5756 end;
5758 { T C o r p s e : }
5760 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5761 begin
5762 g_Obj_Init(@FObj);
5763 FObj.X := X;
5764 FObj.Y := Y;
5765 FObj.Rect := PLAYER_CORPSERECT;
5766 FModelName := ModelName;
5767 FMess := aMess;
5769 if FMess then
5770 begin
5771 FState := CORPSE_STATE_MESS;
5772 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5773 end
5774 else
5775 begin
5776 FState := CORPSE_STATE_NORMAL;
5777 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5778 end;
5779 end;
5781 destructor TCorpse.Destroy();
5782 begin
5783 FAnimation.Free();
5785 inherited;
5786 end;
5788 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5789 var
5790 pm: TPlayerModel;
5791 begin
5792 if FState = CORPSE_STATE_REMOVEME then
5793 Exit;
5795 FDamage := FDamage + Value;
5797 if FDamage > 150 then
5798 begin
5799 if FAnimation <> nil then
5800 begin
5801 FAnimation.Free();
5802 FAnimation := nil;
5804 FState := CORPSE_STATE_REMOVEME;
5806 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5807 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5808 FModelName, FColor);
5809 // Çâóê ìÿñà îò òðóïà:
5810 pm := g_PlayerModel_Get(FModelName);
5811 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
5812 pm.Free;
5813 end;
5814 end
5815 else
5816 begin
5817 FObj.Vel.X := FObj.Vel.X + vx;
5818 FObj.Vel.Y := FObj.Vel.Y + vy;
5819 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
5820 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
5821 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
5822 150, 0, 0);
5823 end;
5824 end;
5826 procedure TCorpse.Draw();
5827 begin
5828 if FState = CORPSE_STATE_REMOVEME then
5829 Exit;
5831 if FAnimation <> nil then
5832 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
5834 if FAnimationMask <> nil then
5835 begin
5836 e_Colors := FColor;
5837 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
5838 e_Colors.R := 255;
5839 e_Colors.G := 255;
5840 e_Colors.B := 255;
5841 end;
5842 end;
5844 procedure TCorpse.Update();
5845 var
5846 st: Word;
5847 begin
5848 if FState = CORPSE_STATE_REMOVEME then
5849 Exit;
5851 if gTime mod (GAME_TICK*2) <> 0 then
5852 begin
5853 g_Obj_Move(@FObj, True, True, True);
5855 Exit;
5856 end;
5858 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
5859 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5861 st := g_Obj_Move(@FObj, True, True, True);
5863 if WordBool(st and MOVE_FALLOUT) then
5864 begin
5865 FState := CORPSE_STATE_REMOVEME;
5866 Exit;
5867 end;
5869 if FAnimation <> nil then
5870 FAnimation.Update();
5871 if FAnimationMask <> nil then
5872 FAnimationMask.Update();
5873 end;
5875 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
5876 var
5877 sig: DWORD;
5878 anim: Boolean;
5879 begin
5880 if Mem = nil then
5881 Exit;
5883 // Ñèãíàòóðà òðóïà:
5884 sig := CORPSE_SIGNATURE; // 'CORP'
5885 Mem.WriteDWORD(sig);
5886 // Ñîñòîÿíèå:
5887 Mem.WriteByte(FState);
5888 // Íàêîïëåííûé óðîí:
5889 Mem.WriteByte(FDamage);
5890 // Öâåò:
5891 Mem.WriteByte(FColor.R);
5892 Mem.WriteByte(FColor.G);
5893 Mem.WriteByte(FColor.B);
5894 // Îáúåêò òðóïà:
5895 Obj_SaveState(@FObj, Mem);
5896 // Åñòü ëè àíèìàöèÿ:
5897 anim := FAnimation <> nil;
5898 Mem.WriteBoolean(anim);
5899 // Åñëè åñòü - ñîõðàíÿåì:
5900 if anim then
5901 FAnimation.SaveState(Mem);
5902 // Åñòü ëè ìàñêà àíèìàöèè:
5903 anim := FAnimationMask <> nil;
5904 Mem.WriteBoolean(anim);
5905 // Åñëè åñòü - ñîõðàíÿåì:
5906 if anim then
5907 FAnimationMask.SaveState(Mem);
5908 end;
5910 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
5911 var
5912 sig: DWORD;
5913 anim: Boolean;
5914 begin
5915 if Mem = nil then
5916 Exit;
5918 // Ñèãíàòóðà òðóïà:
5919 Mem.ReadDWORD(sig);
5920 if sig <> CORPSE_SIGNATURE then // 'CORP'
5921 begin
5922 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
5923 end;
5924 // Ñîñòîÿíèå:
5925 Mem.ReadByte(FState);
5926 // Íàêîïëåííûé óðîí:
5927 Mem.ReadByte(FDamage);
5928 // Öâåò:
5929 Mem.ReadByte(FColor.R);
5930 Mem.ReadByte(FColor.G);
5931 Mem.ReadByte(FColor.B);
5932 // Îáúåêò òðóïà:
5933 Obj_LoadState(@FObj, Mem);
5934 // Åñòü ëè àíèìàöèÿ:
5935 Mem.ReadBoolean(anim);
5936 // Åñëè åñòü - çàãðóæàåì:
5937 if anim then
5938 begin
5939 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
5940 FAnimation.LoadState(Mem);
5941 end;
5942 // Åñòü ëè ìàñêà àíèìàöèè:
5943 Mem.ReadBoolean(anim);
5944 // Åñëè åñòü - çàãðóæàåì:
5945 if anim then
5946 begin
5947 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
5948 FAnimationMask.LoadState(Mem);
5949 end;
5950 end;
5952 { T B o t : }
5954 constructor TBot.Create();
5955 var
5956 a: Integer;
5957 begin
5958 inherited Create();
5960 FPhysics := True;
5961 FSpectator := False;
5962 FGhost := False;
5964 FIamBot := True;
5966 Inc(gNumBots);
5968 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5969 begin
5970 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
5971 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
5972 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
5973 end;
5974 end;
5976 destructor TBot.Destroy();
5977 begin
5978 Dec(gNumBots);
5979 inherited Destroy();
5980 end;
5982 procedure TBot.Draw();
5983 begin
5984 inherited Draw();
5986 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
5987 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
5988 end;
5990 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
5991 begin
5992 inherited Respawn(Silent, Force);
5994 FAIFlags := nil;
5995 FSelectedWeapon := FCurrWeap;
5996 resetWeaponQueue();
5997 FTargetUID := 0;
5998 end;
6000 procedure TBot.UpdateCombat();
6001 type
6002 TTarget = record
6003 UID: Word;
6004 X, Y: Integer;
6005 Rect: TRectWH;
6006 cX, cY: Integer;
6007 Dist: Word;
6008 Line: Boolean;
6009 Visible: Boolean;
6010 IsPlayer: Boolean;
6011 end;
6013 TTargetRecord = array of TTarget;
6015 function Compare(a, b: TTarget): Integer;
6016 begin
6017 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6018 Result := -1
6019 else
6020 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6021 Result := 1
6022 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6023 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6024 begin
6025 if a.Dist > b.Dist then // B áëèæå
6026 Result := 1
6027 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6028 Result := -1;
6029 end
6030 else // Ñòðàííî -> A
6031 Result := -1;
6032 end;
6034 var
6035 a, x1, y1, x2, y2: Integer;
6036 targets: TTargetRecord;
6037 ammo: Word;
6038 Target, BestTarget: TTarget;
6039 firew, fireh: Integer;
6040 angle: SmallInt;
6041 mon: TMonster;
6042 pla: TPlayer;
6043 vsPlayer, vsMonster, ok: Boolean;
6044 begin
6045 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6046 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6048 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6049 if FCurrWeap <> FSelectedWeapon then
6050 NextWeapon();
6052 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6053 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6054 begin
6055 RemoveAIFlag('NEEDFIRE');
6057 case FCurrWeap of
6058 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6059 WEAPON_SAW, WEAPON_KASTET, WEAPON_MEGAKASTET: PressKey(KEY_FIRE, 40);
6060 else PressKey(KEY_FIRE);
6061 end;
6062 end;
6064 // Êîîðäèíàòû ñòâîëà:
6065 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6066 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6068 Target.UID := FTargetUID;
6070 ok := False;
6071 if Target.UID <> 0 then
6072 begin // Öåëü åñòü - íàñòðàèâàåì
6073 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6074 vsPlayer then
6075 begin // Èãðîê
6076 with g_Player_Get(Target.UID) do
6077 begin
6078 if (@FObj) <> nil then
6079 begin
6080 Target.X := FObj.X;
6081 Target.Y := FObj.Y;
6082 end;
6083 end;
6085 Target.cX := Target.X + PLAYER_RECT_CX;
6086 Target.cY := Target.Y + PLAYER_RECT_CY;
6087 Target.Rect := PLAYER_RECT;
6088 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6089 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6090 (y1-4 > Target.Y+PLAYER_RECT.Y);
6091 Target.IsPlayer := True;
6092 ok := True;
6093 end
6094 else
6095 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6096 vsMonster then
6097 begin // Ìîíñòð
6098 mon := g_Monsters_Get(Target.UID);
6099 if mon <> nil then
6100 begin
6101 Target.X := mon.Obj.X;
6102 Target.Y := mon.Obj.Y;
6104 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6105 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6106 Target.Rect := mon.Obj.Rect;
6107 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6108 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6109 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6110 Target.IsPlayer := False;
6111 ok := True;
6112 end;
6113 end;
6114 end;
6116 if not ok then
6117 begin // Öåëè íåò - îáíóëÿåì
6118 Target.X := 0;
6119 Target.Y := 0;
6120 Target.cX := 0;
6121 Target.cY := 0;
6122 Target.Visible := False;
6123 Target.Line := False;
6124 Target.IsPlayer := False;
6125 end;
6127 targets := nil;
6129 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6130 if (not Target.Line) or (not Target.Visible) then
6131 begin
6132 // Èãðîêè:
6133 if vsPlayer then
6134 for a := 0 to High(gPlayers) do
6135 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6136 (gPlayers[a].FUID <> FUID) and
6137 (not SameTeam(FUID, gPlayers[a].FUID)) and
6138 (not gPlayers[a].NoTarget) and
6139 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6140 begin
6141 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6142 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6143 Continue;
6145 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6146 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6148 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6149 if g_TraceVector(x1, y1, x2, y2) then
6150 begin
6151 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6152 SetLength(targets, Length(targets)+1);
6153 with targets[High(targets)] do
6154 begin
6155 UID := gPlayers[a].FUID;
6156 X := gPlayers[a].FObj.X;
6157 Y := gPlayers[a].FObj.Y;
6158 cX := x2;
6159 cY := y2;
6160 Rect := PLAYER_RECT;
6161 Dist := g_PatchLength(x1, y1, x2, y2);
6162 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6163 (y1-4 > Target.Y+PLAYER_RECT.Y);
6164 Visible := True;
6165 IsPlayer := True;
6166 end;
6167 end;
6168 end;
6170 // Ìîíñòðû:
6171 if vsMonster and (gMonsters <> nil) then
6172 for a := 0 to High(gMonsters) do
6173 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6174 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6175 begin
6176 mon := gMonsters[a];
6178 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6179 mon.Obj.Y + mon.Obj.Rect.Y) then
6180 Continue;
6182 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6183 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6185 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6186 if g_TraceVector(x1, y1, x2, y2) then
6187 begin
6188 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6189 SetLength(targets, Length(targets)+1);
6190 with targets[High(targets)] do
6191 begin
6192 UID := mon.UID;
6193 X := mon.Obj.X;
6194 Y := mon.Obj.Y;
6195 cX := x2;
6196 cY := y2;
6197 Rect := mon.Obj.Rect;
6198 Dist := g_PatchLength(x1, y1, x2, y2);
6199 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6200 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6201 Visible := True;
6202 IsPlayer := False;
6203 end;
6204 end;
6205 end;
6206 end;
6208 // Åñëè åñòü âîçìîæíûå öåëè:
6209 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6210 if targets <> nil then
6211 begin
6212 // Âûáèðàåì íàèëó÷øóþ öåëü:
6213 BestTarget := targets[0];
6214 if Length(targets) > 1 then
6215 for a := 1 to High(targets) do
6216 if Compare(BestTarget, targets[a]) = 1 then
6217 BestTarget := targets[a];
6219 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6220 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6221 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6222 begin
6223 Target := BestTarget;
6225 if (Healthy() = 3) or ((Healthy() = 2)) then
6226 begin // Åñëè çäîðîâû - äîãîíÿåì
6227 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6228 SetAIFlag('GORIGHT', '1');
6229 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6230 SetAIFlag('GOLEFT', '1');
6231 end
6232 else
6233 begin // Åñëè ïîáèòû - óáåãàåì
6234 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6235 SetAIFlag('GORIGHT', '1');
6236 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6237 SetAIFlag('GOLEFT', '1');
6238 end;
6240 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6241 SelectWeapon(Abs(x1-Target.cX));
6242 end;
6243 end;
6245 // Åñëè åñòü öåëü:
6246 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6247 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6248 if Target.UID <> 0 then
6249 begin
6250 if not TargetOnScreen(Target.X + Target.Rect.X,
6251 Target.Y + Target.Rect.Y) then
6252 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6253 if (Healthy() = 3) or ((Healthy() = 2)) then
6254 begin // Åñëè çäîðîâû - äîãîíÿåì
6255 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6256 SetAIFlag('GORIGHT', '1');
6257 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6258 SetAIFlag('GOLEFT', '1');
6259 end
6260 else
6261 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6262 Target.UID := 0;
6263 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6264 SetAIFlag('GORIGHT', '1');
6265 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6266 SetAIFlag('GOLEFT', '1');
6267 end;
6268 end
6269 else
6270 begin // Öåëü ïîêà íà "ýêðàíå"
6271 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6272 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6273 FLastVisible := gTime;
6274 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6275 if (Abs(FObj.Y-Target.Y) <= 128) then
6276 begin
6277 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6278 SetAIFlag('GORIGHT', '1');
6279 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6280 SetAIFlag('GOLEFT', '1');
6281 end;
6282 end;
6284 // Âûáèðàåì óãîë ââåðõ:
6285 if FDirection = D_LEFT then
6286 angle := ANGLE_LEFTUP
6287 else
6288 angle := ANGLE_RIGHTUP;
6290 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6291 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6293 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6294 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6295 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6296 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6297 Target.Rect.Width, Target.Rect.Height) and
6298 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6299 begin // òî íóæíî ñòðåëÿòü ââåðõ
6300 SetAIFlag('NEEDFIRE', '1');
6301 SetAIFlag('NEEDSEEUP', '1');
6302 end;
6304 // Âûáèðàåì óãîë âíèç:
6305 if FDirection = D_LEFT then
6306 angle := ANGLE_LEFTDOWN
6307 else
6308 angle := ANGLE_RIGHTDOWN;
6310 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6311 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6313 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6314 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6315 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6316 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6317 Target.Rect.Width, Target.Rect.Height) and
6318 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6319 begin // òî íóæíî ñòðåëÿòü âíèç
6320 SetAIFlag('NEEDFIRE', '1');
6321 SetAIFlag('NEEDSEEDOWN', '1');
6322 end;
6324 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6325 if Target.Visible and
6326 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6327 (y1-4 > Target.Y+Target.Rect.Y) then
6328 begin
6329 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6330 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6331 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6332 begin // òî íóæíî ñòðåëÿòü âïåðåä
6333 SetAIFlag('NEEDFIRE', '1');
6334 SetAIFlag('NEEDSEEDOWN', '');
6335 SetAIFlag('NEEDSEEUP', '');
6336 end;
6337 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6338 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6339 if GetRnd(FDifficult.CloseJump) then
6340 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6341 if Abs(FObj.X-Target.X) < 128 then
6342 a := 4
6343 else
6344 a := 30;
6345 if Random(a) = 0 then
6346 SetAIFlag('NEEDJUMP', '1');
6347 end;
6348 end;
6350 // Åñëè öåëü âñå åùå åñòü:
6351 if Target.UID <> 0 then
6352 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6353 Target.UID := 0 // òî çàáûòü öåëü
6354 else // Åñëè âèäåëè íåäàâíî
6355 begin // íî öåëü óáèëè
6356 if Target.IsPlayer then
6357 begin // Öåëü - èãðîê
6358 pla := g_Player_Get(Target.UID);
6359 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6360 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6361 Target.UID := 0; // òî çàáûòü öåëü
6362 end
6363 else
6364 begin // Öåëü - ìîíñòð
6365 mon := g_Monsters_Get(Target.UID);
6366 if (mon = nil) or (not mon.Live) then
6367 Target.UID := 0; // òî çàáûòü öåëü
6368 end;
6369 end;
6370 end; // if Target.UID <> 0
6372 FTargetUID := Target.UID;
6374 // Åñëè âîçìîæíûõ öåëåé íåò:
6375 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6376 if targets = nil then
6377 if GetAIFlag('ATTACKLEFT') <> '' then
6378 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6379 RemoveAIFlag('ATTACKLEFT');
6381 SetAIFlag('NEEDJUMP', '1');
6383 if RunDirection() = D_RIGHT then
6384 begin // Èäåì íå â òó ñòîðîíó
6385 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6386 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6387 SetAIFlag('NEEDFIRE', '1');
6388 SetAIFlag('GOLEFT', '1');
6389 end;
6390 end
6391 else
6392 begin // Èäåì â íóæíóþ ñòîðîíó
6393 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6394 SetAIFlag('NEEDFIRE', '1');
6395 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6396 SetAIFlag('GORIGHT', '1');
6397 end;
6398 end
6399 else
6400 if GetAIFlag('ATTACKRIGHT') <> '' then
6401 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6402 RemoveAIFlag('ATTACKRIGHT');
6404 SetAIFlag('NEEDJUMP', '1');
6406 if RunDirection() = D_LEFT then
6407 begin // Èäåì íå â òó ñòîðîíó
6408 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6409 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6410 SetAIFlag('NEEDFIRE', '1');
6411 SetAIFlag('GORIGHT', '1');
6412 end;
6413 end
6414 else
6415 begin
6416 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6417 SetAIFlag('NEEDFIRE', '1');
6418 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6419 SetAIFlag('GOLEFT', '1');
6420 end;
6421 end;
6423 //HACK! (does it belongs there?)
6424 RealizeCurrentWeapon();
6426 // Åñëè åñòü âîçìîæíûå öåëè:
6427 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6428 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6429 for a := 0 to High(targets) do
6430 begin
6431 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6432 if GetRnd(FDifficult.DiagFire) then
6433 begin
6434 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6435 if FDirection = D_LEFT then
6436 angle := ANGLE_LEFTUP
6437 else
6438 angle := ANGLE_RIGHTUP;
6440 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6441 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6443 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6444 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6445 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6446 targets[a].Rect.Width, targets[a].Rect.Height) and
6447 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6448 begin
6449 SetAIFlag('NEEDFIRE', '1');
6450 SetAIFlag('NEEDSEEUP', '1');
6451 end;
6453 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6454 if FDirection = D_LEFT then
6455 angle := ANGLE_LEFTDOWN
6456 else
6457 angle := ANGLE_RIGHTDOWN;
6459 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6460 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6462 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6463 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6464 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6465 targets[a].Rect.Width, targets[a].Rect.Height) and
6466 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6467 begin
6468 SetAIFlag('NEEDFIRE', '1');
6469 SetAIFlag('NEEDSEEDOWN', '1');
6470 end;
6471 end;
6473 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6474 if targets[a].Line and targets[a].Visible and
6475 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6476 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6477 begin
6478 SetAIFlag('NEEDFIRE', '1');
6479 Break;
6480 end;
6481 end;
6483 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6484 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6485 PLAYER_RECT.Width, PLAYER_RECT.Height,
6486 40+GetInterval(FDifficult.Cover, 40)) then
6487 SetAIFlag('NEEDJUMP', '1');
6489 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6490 ammo := GetAmmoByWeapon(FCurrWeap);
6491 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6492 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6493 (ammo = 0) then
6494 SetAIFlag('SELECTWEAPON', '1');
6496 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6497 if GetAIFlag('SELECTWEAPON') = '1' then
6498 begin
6499 SelectWeapon(-1);
6500 RemoveAIFlag('SELECTWEAPON');
6501 end;
6502 end;
6504 procedure TBot.Update();
6505 var
6506 EnableAI: Boolean;
6507 begin
6508 if not FLive then
6509 begin // Respawn
6510 ReleaseKeys();
6511 PressKey(KEY_UP);
6512 end
6513 else
6514 begin
6515 EnableAI := True;
6517 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6518 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6519 EnableAI := False;
6520 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6521 EnableAI := False;
6522 if g_debug_BotAIOff = 3 then
6523 EnableAI := False;
6525 if EnableAI then
6526 begin
6527 UpdateMove();
6528 UpdateCombat();
6529 end;
6530 end;
6532 inherited Update();
6533 end;
6535 procedure TBot.ReleaseKey(Key: Byte);
6536 begin
6537 with FKeys[Key] do
6538 begin
6539 Pressed := False;
6540 Time := 0;
6541 end;
6542 end;
6544 function TBot.KeyPressed(Key: Word): Boolean;
6545 begin
6546 Result := FKeys[Key].Pressed;
6547 end;
6549 function TBot.GetAIFlag(fName: String20): String20;
6550 var
6551 a: Integer;
6552 begin
6553 Result := '';
6555 fName := LowerCase(fName);
6557 if FAIFlags <> nil then
6558 for a := 0 to High(FAIFlags) do
6559 if LowerCase(FAIFlags[a].Name) = fName then
6560 begin
6561 Result := FAIFlags[a].Value;
6562 Break;
6563 end;
6564 end;
6566 procedure TBot.RemoveAIFlag(fName: String20);
6567 var
6568 a, b: Integer;
6569 begin
6570 if FAIFlags = nil then Exit;
6572 fName := LowerCase(fName);
6574 for a := 0 to High(FAIFlags) do
6575 if LowerCase(FAIFlags[a].Name) = fName then
6576 begin
6577 if a <> High(FAIFlags) then
6578 for b := a to High(FAIFlags)-1 do
6579 FAIFlags[b] := FAIFlags[b+1];
6581 SetLength(FAIFlags, Length(FAIFlags)-1);
6582 Break;
6583 end;
6584 end;
6586 procedure TBot.SetAIFlag(fName, fValue: String20);
6587 var
6588 a: Integer;
6589 ok: Boolean;
6590 begin
6591 a := 0;
6592 ok := False;
6594 fName := LowerCase(fName);
6596 if FAIFlags <> nil then
6597 for a := 0 to High(FAIFlags) do
6598 if LowerCase(FAIFlags[a].Name) = fName then
6599 begin
6600 ok := True;
6601 Break;
6602 end;
6604 if ok then FAIFlags[a].Value := fValue
6605 else
6606 begin
6607 SetLength(FAIFlags, Length(FAIFlags)+1);
6608 with FAIFlags[High(FAIFlags)] do
6609 begin
6610 Name := fName;
6611 Value := fValue;
6612 end;
6613 end;
6614 end;
6616 procedure TBot.UpdateMove;
6618 procedure GoLeft(Time: Word = 1);
6619 begin
6620 ReleaseKey(KEY_LEFT);
6621 ReleaseKey(KEY_RIGHT);
6622 PressKey(KEY_LEFT, Time);
6623 SetDirection(D_LEFT);
6624 end;
6626 procedure GoRight(Time: Word = 1);
6627 begin
6628 ReleaseKey(KEY_LEFT);
6629 ReleaseKey(KEY_RIGHT);
6630 PressKey(KEY_RIGHT, Time);
6631 SetDirection(D_RIGHT);
6632 end;
6634 function Rnd(a: Word): Boolean;
6635 begin
6636 Result := Random(a) = 0;
6637 end;
6639 procedure Turn(Time: Word = 1200);
6640 begin
6641 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6642 end;
6644 procedure Stop();
6645 begin
6646 ReleaseKey(KEY_LEFT);
6647 ReleaseKey(KEY_RIGHT);
6648 end;
6650 function CanRunLeft(): Boolean;
6651 begin
6652 Result := not CollideLevel(-1, 0);
6653 end;
6655 function CanRunRight(): Boolean;
6656 begin
6657 Result := not CollideLevel(1, 0);
6658 end;
6660 function CanRun(): Boolean;
6661 begin
6662 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6663 end;
6665 procedure Jump(Time: Word = 30);
6666 begin
6667 PressKey(KEY_JUMP, Time);
6668 end;
6670 function NearHole(): Boolean;
6671 var
6672 x, sx: Integer;
6673 begin
6674 { TODO 5 : Ëåñòíèöû }
6675 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6676 for x := 1 to PLAYER_RECT.Width do
6677 if (not StayOnStep(x*sx, 0)) and
6678 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6679 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6680 begin
6681 Result := True;
6682 Exit;
6683 end;
6685 Result := False;
6686 end;
6688 function BorderHole(): Boolean;
6689 var
6690 x, sx, xx: Integer;
6691 begin
6692 { TODO 5 : Ëåñòíèöû }
6693 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6694 for x := 1 to PLAYER_RECT.Width do
6695 if (not StayOnStep(x*sx, 0)) and
6696 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6697 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6698 begin
6699 for xx := x to x+32 do
6700 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6701 begin
6702 Result := True;
6703 Exit;
6704 end;
6705 end;
6707 Result := False;
6708 end;
6710 function NearDeepHole(): Boolean;
6711 var
6712 x, sx, y: Integer;
6713 begin
6714 Result := False;
6716 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6717 y := 3;
6719 for x := 1 to PLAYER_RECT.Width do
6720 if (not StayOnStep(x*sx, 0)) and
6721 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6722 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6723 begin
6724 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6725 begin
6726 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6727 y := y+1;
6728 end;
6730 Result := True;
6731 end else Result := False;
6732 end;
6734 function OverDeepHole(): Boolean;
6735 var
6736 y: Integer;
6737 begin
6738 Result := False;
6740 y := 1;
6741 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6742 begin
6743 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6744 y := y+1;
6745 end;
6747 Result := True;
6748 end;
6750 function OnGround(): Boolean;
6751 begin
6752 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6753 end;
6755 function OnLadder(): Boolean;
6756 begin
6757 Result := FullInStep(0, 0);
6758 end;
6760 function BelowLadder(): Boolean;
6761 begin
6762 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6763 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6764 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6765 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6766 end;
6768 function BelowLiftUp(): Boolean;
6769 begin
6770 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6771 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6772 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6773 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6774 end;
6776 function OnTopLift(): Boolean;
6777 begin
6778 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6779 end;
6781 function CanJumpOver(): Boolean;
6782 var
6783 sx, y: Integer;
6784 begin
6785 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6787 Result := False;
6789 if not CollideLevel(sx, 0) then Exit;
6791 for y := 1 to BOT_MAXJUMP do
6792 if CollideLevel(0, -y) then Exit else
6793 if not CollideLevel(sx, -y) then
6794 begin
6795 Result := True;
6796 Exit;
6797 end;
6798 end;
6800 function CanJumpUp(Dist: ShortInt): Boolean;
6801 var
6802 y, yy: Integer;
6803 c: Boolean;
6804 begin
6805 Result := False;
6807 if CollideLevel(Dist, 0) then Exit;
6809 c := False;
6810 for y := 0 to BOT_MAXJUMP do
6811 if CollideLevel(Dist, -y) then
6812 begin
6813 c := True;
6814 Break;
6815 end;
6817 if not c then Exit;
6819 c := False;
6820 for yy := y+1 to BOT_MAXJUMP do
6821 if not CollideLevel(Dist, -yy) then
6822 begin
6823 c := True;
6824 Break;
6825 end;
6827 if not c then Exit;
6829 c := False;
6830 for y := 0 to BOT_MAXJUMP do
6831 if CollideLevel(0, -y) then
6832 begin
6833 c := True;
6834 Break;
6835 end;
6837 if c then Exit;
6839 if y < yy then Exit;
6841 Result := True;
6842 end;
6844 function IsSafeTrigger(): Boolean;
6845 var
6846 a: Integer;
6847 begin
6848 Result := True;
6849 if gTriggers = nil then
6850 Exit;
6851 for a := 0 to High(gTriggers) do
6852 if Collide(gTriggers[a].X,
6853 gTriggers[a].Y,
6854 gTriggers[a].Width,
6855 gTriggers[a].Height) and
6856 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
6857 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
6858 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
6859 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
6860 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
6861 Result := False;
6862 end;
6864 begin
6865 // Âîçìîæíî, íàæèìàåì êíîïêó:
6866 if Rnd(16) and IsSafeTrigger() then
6867 PressKey(KEY_OPEN);
6869 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
6870 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6871 begin
6872 ReleaseKey(KEY_LEFT);
6873 ReleaseKey(KEY_RIGHT);
6874 Jump();
6875 end;
6877 // Èäåì âëåâî, åñëè íàäî áûëî:
6878 if GetAIFlag('GOLEFT') <> '' then
6879 begin
6880 RemoveAIFlag('GOLEFT');
6881 if CanRunLeft() then
6882 GoLeft(360);
6883 end;
6885 // Èäåì âïðàâî, åñëè íàäî áûëî:
6886 if GetAIFlag('GORIGHT') <> '' then
6887 begin
6888 RemoveAIFlag('GORIGHT');
6889 if CanRunRight() then
6890 GoRight(360);
6891 end;
6893 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
6894 if FObj.X < -32 then
6895 GoRight(360)
6896 else
6897 if FObj.X+32 > gMapInfo.Width then
6898 GoLeft(360);
6900 // Ïðûãàåì, åñëè íàäî áûëî:
6901 if GetAIFlag('NEEDJUMP') <> '' then
6902 begin
6903 Jump(0);
6904 RemoveAIFlag('NEEDJUMP');
6905 end;
6907 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
6908 if GetAIFlag('NEEDSEEUP') <> '' then
6909 begin
6910 ReleaseKey(KEY_UP);
6911 ReleaseKey(KEY_DOWN);
6912 PressKey(KEY_UP, 20);
6913 RemoveAIFlag('NEEDSEEUP');
6914 end;
6916 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
6917 if GetAIFlag('NEEDSEEDOWN') <> '' then
6918 begin
6919 ReleaseKey(KEY_UP);
6920 ReleaseKey(KEY_DOWN);
6921 PressKey(KEY_DOWN, 20);
6922 RemoveAIFlag('NEEDSEEDOWN');
6923 end;
6925 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
6926 if GetAIFlag('GOINHOLE') <> '' then
6927 if not OnGround() then
6928 begin
6929 ReleaseKey(KEY_LEFT);
6930 ReleaseKey(KEY_RIGHT);
6931 RemoveAIFlag('GOINHOLE');
6932 SetAIFlag('FALLINHOLE', '1');
6933 end;
6935 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
6936 if GetAIFlag('FALLINHOLE') <> '' then
6937 if OnGround() then
6938 RemoveAIFlag('FALLINHOLE');
6940 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
6941 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
6942 if GetAIFlag('FALLINHOLE') = '' then
6943 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
6944 if Rnd(2) then
6945 GoLeft(360)
6946 else
6947 GoRight(360);
6949 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
6950 if OnGround() and
6951 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
6952 Rnd(8) then
6953 Jump();
6955 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
6956 if OnGround() and NearHole() then
6957 if NearDeepHole() then // Åñëè ýòî áåçäíà
6958 case Random(6) of
6959 0..3: Turn(); // Áåæèì îáðàòíî
6960 4: Jump(); // Ïðûãàåì
6961 5: begin // Ïðûãàåì îáðàòíî
6962 Turn();
6963 Jump();
6964 end;
6965 end
6966 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
6967 if GetAIFlag('GOINHOLE') = '' then
6968 case Random(6) of
6969 0: Turn(); // Íå íóæíî òóäà
6970 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
6971 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
6972 if BorderHole() then
6973 SetAIFlag('GOINHOLE', '1');
6974 end;
6976 // Åñëè íà çåìëå, íî íåêóäà èäòè:
6977 if (not CanRun()) and OnGround() then
6978 begin
6979 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
6980 if CanJumpOver() or OnLadder() then
6981 Jump()
6982 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
6983 if Random(2) = 0 then
6984 begin
6985 if IsSafeTrigger() then
6986 PressKey(KEY_OPEN);
6987 end else
6988 Turn();
6989 end;
6991 // Îñòàëîñü ìàëî âîçäóõà:
6992 if FAir < 36 * 2 then
6993 Jump(20);
6995 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
6996 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
6997 if BodyInAcid(0, 0) then
6998 Jump();
6999 end;
7001 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7002 begin
7003 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7004 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7005 end;
7007 {function TBot.NeedItem(Item: Byte): Byte;
7008 begin
7009 Result := 4;
7010 end;}
7012 procedure TBot.SelectWeapon(Dist: Integer);
7013 var
7014 a: Integer;
7016 function HaveAmmo(weapon: Byte): Boolean;
7017 begin
7018 case weapon of
7019 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7020 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7021 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7022 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7023 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7024 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7025 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7026 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7027 else Result := True;
7028 end;
7029 end;
7031 begin
7032 if Dist = -1 then Dist := BOT_LONGDIST;
7034 if Dist > BOT_LONGDIST then
7035 begin // Äàëüíèé áîé
7036 for a := 0 to 9 do
7037 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7038 begin
7039 FSelectedWeapon := FDifficult.WeaponPrior[a];
7040 Break;
7041 end;
7042 end
7043 else //if Dist > BOT_UNSAFEDIST then
7044 begin // Áëèæíèé áîé
7045 for a := 0 to 9 do
7046 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7047 begin
7048 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7049 Break;
7050 end;
7051 end;
7052 { else
7053 begin
7054 for a := 0 to 9 do
7055 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7056 begin
7057 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7058 Break;
7059 end;
7060 end;}
7061 end;
7063 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7064 begin
7065 Result := inherited PickItem(ItemType, force, remove);
7067 if Result then SetAIFlag('SELECTWEAPON', '1');
7068 end;
7070 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7071 begin
7072 Result := inherited Heal(value, Soft);
7073 end;
7075 function TBot.Healthy(): Byte;
7076 begin
7077 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7078 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7079 else if (FHealth > 50) then Result := 2
7080 else if (FHealth > 20) then Result := 1
7081 else Result := 0;
7082 end;
7084 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7085 begin
7086 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7087 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7088 end;
7090 procedure TBot.OnDamage(Angle: SmallInt);
7091 var
7092 pla: TPlayer;
7093 mon: TMonster;
7094 ok: Boolean;
7095 begin
7096 inherited;
7098 if (Angle = 0) or (Angle = 180) then
7099 begin
7100 ok := False;
7101 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7102 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7103 begin // Èãðîê
7104 pla := g_Player_Get(FLastSpawnerUID);
7105 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7106 pla.FObj.Y + PLAYER_RECT.Y);
7107 end
7108 else
7109 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7110 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7111 begin // Ìîíñòð
7112 mon := g_Monsters_Get(FLastSpawnerUID);
7113 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7114 mon.Obj.Y + mon.Obj.Rect.Y);
7115 end;
7117 if ok then
7118 if Angle = 0 then
7119 SetAIFlag('ATTACKLEFT', '1')
7120 else
7121 SetAIFlag('ATTACKRIGHT', '1');
7122 end;
7123 end;
7125 function TBot.RunDirection(): TDirection;
7126 begin
7127 if Abs(Vel.X) >= 1 then
7128 begin
7129 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7130 end else
7131 Result := FDirection;
7132 end;
7134 function TBot.GetRnd(a: Byte): Boolean;
7135 begin
7136 if a = 0 then Result := False
7137 else if a = 255 then Result := True
7138 else Result := Random(256) > 255-a;
7139 end;
7141 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7142 begin
7143 Result := Round((255-a)/255*radius*(Random(2)-1));
7144 end;
7146 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7147 var
7148 i: Integer;
7149 dw: DWORD;
7150 p: Pointer;
7151 begin
7152 inherited SaveState(Mem);
7154 // Âûáðàííîå îðóæèå:
7155 Mem.WriteByte(FSelectedWeapon);
7156 // UID öåëè:
7157 Mem.WriteWord(FTargetUID);
7158 // Âðåìÿ ïîòåðè öåëè:
7159 Mem.WriteDWORD(FLastVisible);
7160 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7161 dw := Length(FAIFlags);
7162 Mem.WriteDWORD(dw);
7163 // Ôëàãè ÈÈ:
7164 for i := 0 to Integer(dw)-1 do
7165 begin
7166 Mem.WriteString(FAIFlags[i].Name, 20);
7167 Mem.WriteString(FAIFlags[i].Value, 20);
7168 end;
7169 // Íàñòðîéêè ñëîæíîñòè:
7170 p := @FDifficult;
7171 Mem.WriteMemory(p, SizeOf(TDifficult));
7172 end;
7174 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7175 var
7176 i: Integer;
7177 dw: DWORD;
7178 p: Pointer;
7179 begin
7180 inherited LoadState(Mem);
7182 // Âûáðàííîå îðóæèå:
7183 Mem.ReadByte(FSelectedWeapon);
7184 // UID öåëè:
7185 Mem.ReadWord(FTargetUID);
7186 // Âðåìÿ ïîòåðè öåëè:
7187 Mem.ReadDWORD(FLastVisible);
7188 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7189 Mem.ReadDWORD(dw);
7190 SetLength(FAIFlags, dw);
7191 // Ôëàãè ÈÈ:
7192 for i := 0 to Integer(dw)-1 do
7193 begin
7194 Mem.ReadString(FAIFlags[i].Name);
7195 Mem.ReadString(FAIFlags[i].Value);
7196 end;
7197 // Íàñòðîéêè ñëîæíîñòè:
7198 Mem.ReadMemory(p, dw);
7199 if dw <> SizeOf(TDifficult) then
7200 begin
7201 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7202 end;
7203 FDifficult := TDifficult(p^);
7204 end;
7206 end.